COD: BO2 (PS3)
http://www.abload.de/img/call-of-duty-black-op6gkoa.jpg
http://www.abload.de/img/call-of-duty-black-opdjkhj.jpg
http://www.abload.de/img/call-of-duty-black-opcvkad.jpg
http://www.abload.de/img/call-of-duty-black-opq3j5i.jpg
http://www.abload.de/img/call-of-duty-black-opexj45.jpg
http://www.abload.de/img/call-of-duty-black-ops3jvq.jpg
http://www.abload.de/img/call-of-duty-black-ophcjd3.jpg
Head2Head: Call of Duty Black Ops II Screenshot Comparison
http://www.lensoftruth.com/head2head-call-of-duty-black-ops-ii-screenshot-comparison/
/ Ken
good news, the two version seem 720p
edit: 720 lines but seem low horisontal resolution for both version (960x720 or less, maybe 896x720)
Are there any Wii U pics? (BLOPS2)
Treyarch did say they were pushing for it when talking about the Wii-U, maybe they meant only the vertical...or is it full 720p for the WII-U?
He updated his post with screens from the newly released 1.03 patch. Looks even better than pre-1.02 and much better than 1.02 (esp. screens 3-5).Blurry/dull/low res textures only on the PS3...? (Patch 1.02?)
http://community.callofduty.com/thread/200532207?start=0&tstart=0
/ Ken
He updated his post with screens from the newly released 1.03 patch. Looks even better than pre-1.02 and much better than 1.02 (esp. screens 3-5).
1.02:
http://i.imgur.com/Tod7r.jpg
http://i.imgur.com/2FFF2.jpg
http://i.imgur.com/imOy5.jpg
http://i.imgur.com/dbEky.jpg
http://i.imgur.com/Dtdmj.jpg
1.03:
http://i.imgur.com/0b0dh.jpg
http://i.imgur.com/iqc6s.jpg
http://i.imgur.com/VyE3U.jpg
http://i.imgur.com/ooBgL.jpg
http://i.imgur.com/gTDOG.jpg
the half-res shadowmap in this batman WiiU screenshot would can be explained with memory architecture
on X360 you rasterize shadowmap in eDRAM and move it to Main RAM for futur use like a texture
on WiiU you rasterize shadowmap in eDRAM too but in some cases it's probably better to leave the shadowmap in the eDRAM for futur use directly from the eDRAM (because unlike X360, WiiU eDRAM is probably a video memory space for ROP and TMU and can be used by texture/map for help Main ram) and in this way liberate some Main ram bandwitdh but eDRAM is a limited space, this can explaine low res choice.
it will be the same dilemma for MSAA, i think they will be lot of 720p without MSAA
GPU accessible read/write EDRAM would practically nullify all the bandwidth costs of the deferred g-buffer generation/sampling and post process rendering (etc full screen effects that are consumed later in the pipeline). And it would be great for GPU compute. However it wouldn't nullify the bandwidth cost of shadow maps, unless you had huge amount of EDRAM. A single 4096x4096 shadow map atlas takes 64 MB, and even that isn't enough if you want to have above 720p rendering with good shadow map quality.
According to DF, Hitman is 1280x720 on both consoles. FXAA on 360, MLAA on PS3.
http://www.eurogamer.net/articles/digitalfoundry-hitman-absolution-face-off