Image Quality and Framebuffer Speculations for WIP/alpha/beta/E3 games *Read the first post*

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I can't tell the difference between those two shots at all. Good job for platform parity on Platinum Games, they've redeemed themselves after Bayonetta (I know they didn't port that, but still)
 
I don't understand much. All I see is a picture of Horizontal resolution/(Pixel horizontal selection X step). Based on the picture it give the vertical resolution
You're counting steps over a range of pixels. The bigger the range of pixels, the more accurate, but sometimes you can get a funky ratio. And at that point it's just silly. Like say the difference between 0.8 and 0.811111111111.

It also seem that there are only certain angle I can only use. All I can say it's not very clear.

Steeper angles make it easier to discern what is considered a "step".
 
I don't understand much. All I see is a picture of Horizontal resolution/(Pixel horizontal selection X step). Based on the picture it give the vertical resolution

It also seem that there are only certain angle I can only use. All I can say it's not very clear.
It's more art than science. ;)
 
According to the latest DF demo analysis, the 360 version lacks V-sync. Yet, running the demos back to back several times still yielded no issues with screen tearing on either version for me.

That lends credence to DF's claim that the 360's tearing is less noticeable than the numbers indicate. Still, it does tear. Could it be a RAM issue?

If so, then I wonder why they didn't address that. The 360 isn't running short on RAM.
 
Tearing is never a RAM issue AFAIK. Tearing occurs when the frame isn't ready in time for the next refresh, which means slowness in the actual drawing, from processing vertices through to rendering pixels.
 
According to the latest DF demo analysis, the 360 version lacks V-sync. Yet, running the demos back to back several times still yielded no issues with screen tearing on either version for me.

That lends credence to DF's claim that the 360's tearing is less noticeable than the numbers indicate. Still, it does tear. Could it be a RAM issue?

If so, then I wonder why they didn't address that. The 360 isn't running short on RAM.

I havent noticed any tearing in the 360 version either. Some claim this is due to contrast, but are we sure it isn't in the overscan area?
 
I havent noticed any tearing in the 360 version either. Some claim this is due to contrast, but are we sure it isn't in the overscan area?

The tearing can happen in the middle of the screen. I had to freeze frame some captured video to even see it though. It's very busy graphically when the tearing does happen, so I'm not surprised it's difficult to observe.
 
I havent noticed any tearing in the 360 version either. Some claim this is due to contrast, but are we sure it isn't in the overscan area?

Tearing needs to happen in consecutive frames for it to become noticable, you can conceivably have 50% tearing and have it barely noticable. PS360 is now adding the tearing minus overscan in his reports and for this title it was a very small amount in the overscan.
 
Both 720p. Couldn't see any evidence of AA. There does appear to be screen-space/per-object (velocity map) MB on 360 in the shot labeled 6 in the thumbnails. In shot 5, her hand appears to be blurring on PS3. Maybe it depends on gameplay versus cinematic? Otherwise, the effect is just not as "strong" or obvious.

Screen tear in shot 7 on PS3. Lighting gets really washed out in shot 9.
 

Almost identical, but on pictures 6, 12, 14 and 15 motion blur is less noticeable or not there on PS3, there is screen tearing on picture 7 on PS3, on picture 13 the 360 seem to have higher res transparencies for the lighning effects on the staff.

Edit: AlStrong was faster. :smile:
 
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What about the KZ3 screens and MP trailer released earlier? Does it have MLAA, cos it seems sharper than KZ2, which had QAA. Whats the res?
Anybody :) !
 
Do you have direct links? I've only seen a few items out of E3, which was already discussed at the time.
 
Well, compression doesn't help, but I wouldn't expect much to change in the 2D case as seen at E3 anyway.
 
Do you have direct links? I've only seen a few items out of E3, which was already discussed at the time.

What was the res of the E3 stuff? And AA solution?
The links I know are the same as posted above. The new images at Gamersyde, the orange tinted ones, looked markedly sharper than kz2 suggesting dropping of QAA.
 
What was the res of the E3 stuff? And AA solution?
The links I know are the same as posted above. The new images at Gamersyde, the orange tinted ones, looked markedly sharper than kz2 suggesting dropping of QAA.

think it was 720p MLAA. Many ppl are happy..... personally I think they also need to upgrade their texture for the new game with QAA blurring or not, KZ2 has pretty crappy texture by today standard.
 
think it was 720p MLAA. Many ppl are happy..... personally I think they also need to upgrade their texture for the new game with QAA blurring or not, KZ2 has pretty crappy texture by today standard.
There is a lot of texture in KZ 2 that are way better than the "today standard" especially for the use of POM (parallax occlusion mapping).
Don'te get me wrong there is a lot of orrible Texture but a nice looking game is not only nice texture but nice art, nice visual effect etc.
 
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