Image Quality and Framebuffer Analysis for Available/release build Games *Read the first post*

Discussion in 'Console Technology' started by Farid, Nov 7, 2008.

  1. Gitaroo

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    I think Panzer is also a sub SD game, it got big black boarders around the entire screen. They might have push the system very hard at the time for a 60 fps game. Mechassualt 2 makes me sad, MS never update their BC so the game is stuck in 4:3 even thought the gameplay is true 16:9. It was such a beautiful game.
     
  2. ultragpu

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  3. HokutoNoKen

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  4. FATBOT

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  5. assurdum

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    I know the article mentions their custom AA, but to me seems more FXAA vs MLAA in different situations.
     
  6. FATBOT

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  7. jlippo

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    I really hope those are not proper shots.
    They have clearly used point sampling to scale the image.. just horrible.
     
  8. Arwin

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    QForce looked pretty bad to me graphically when I saw it at GamesCom, on the PS3 even. 3D mode was downright horrible. It actually matters a bit less on Vita.
     
  9. Gitaroo

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    sony shrinking down the budget they give to insomniac or insomniac shrinking down the team size that work on the ratchet games or something, each one is getting worse. Consider crack in time is one of the best game on the system IMO, what the heck is happening.
     
  10. Rangers

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  11. DrJay24

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    Looks like something from a cutscene.
     
  12. FATBOT

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    A little bit too aliased for a bullshot in my opinion:

    [​IMG]
     
  13. KKRT

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    Thats not aliasing, thats texture pattern.
     
  14. warb

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    Is it likely we'll see more expensive post process AA solutions over MSAA from the off on the new systems?
     
  15. FATBOT

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    More likely on PS4 than on Xbox One...
     
  16. warb

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    I'd have thought the othe way around, PS4 having more resources for MSAA. PP filters a better fit for that esram.
     
  17. damienw

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    MSAA is probably not long for this world. In the age of deferred renderers and rapidly improving post process solutions, it's usage has probably peaked.
     
  18. tuna

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    They developed their newer Ratchet games in their other studio in North Carolina (IIRC). They thought pretty post-processing effects were more important than response time and perpetual resolution.
     
  19. The Perculator

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