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

EA MMA is one sharp looking game! I'm curious to see res/AA for this one.

As far as I can tell it's 720p 4xMSAA on 360. They do appear to use a higher quality lighting setting during the replay post-match as well. PS3 version seems to be QAA.
 
Seeing so much continued use QAA is disappointing. I was hoping to see MLAA replace it except in cases where they purposely used the blur for a purpose in the game.
 
The Force Unleashed 2 demo is up on Xbox Live:

http://marketplace.xbox.com/en-US/g...-9115-d8024c4107f2/?p=1&of=1&bt=0&sb=1#offers

I haven't tried it yet but it should be worth looking at as they've previously discussed implementing an "improved" form of MLAA in their engine. I'm not sure if this is exclusive to the PS3 version but if not it could be the first example of the algorithm running ingame on a GPU and it'll be interesting to see how they've improved it over previous implementations. Could the pixel counters have a look at it please. :D

Downloading it myself now.
 
I thought their technique was similar to temporal AA, not MLAA, and they THINK its cheaper and the result was similar to MLAA in qualty.
 
I thought their technique was similar to temporal AA, not MLAA, and they THINK its cheaper and the result was similar to MLAA in qualty.

I'm going purely off memory here so you could indeed be right and I'm getting mixed up. Either way, it'll be interesting to see how it works out, my download has just finished anyway so I'm going to check it out now.

Edit: Well whatever their AA solution is, its producing some very smooth edges, looks like it could be some form of MLAA to my untrained eye. The image is a little soft (possibly subHD) but the SSAO implementation works well and is quite high quality, the motion blur produces some rather unsightly low resolution artefacts though.
 
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ign has some nice pics of the game, resolution looks proper, tho im not sure if its the motion blur, the aa solution or some kind of full screen processing that is impacting the overall image quality

under ideal conditions the kind of AA DLAA provides:

http://xbox360media.ign.com/xbox360...-the-force-unleashed-ii-20100616111447273.jpg
http://xbox360media.ign.com/xbox360...-the-force-unleashed-ii-20100818062235368.jpg

Less ideal conditions which cause artifacting seems any very high speed movement or direction/positioning of light source:

http://xbox360media.ign.com/xbox360...-the-force-unleashed-ii-20100520015354870.jpg
http://xbox360media.ign.com/xbox360...-the-force-unleashed-ii-20100520015347788.jpg
http://xbox360media.ign.com/xbox360...-the-force-unleashed-ii-20100520015324821.jpg

Gallery Link:
http://xbox360.ign.com/dor/objects/...shed-ii-20100818062215588.html?page=mediaFull

I think mlaa still looks better, hard to describe but visually it has this dither look that was in gta4.
 
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Thanks for the images, they definitely reflect what I'm seeing. In terms of quality of AA, its easily one of the most impressive examples I've seen on the 360, definitely a big step up from the (often broken) 2xmsaa I'm used to seeing out of the console.
 
dont have gold to download the 360 demo, does the 360 demo has the same ghosting problem like reach? Or is the dither look like Kasersky mention the same thing.
 
ign has some nice pics of the game, resolution looks proper, tho im not sure if its the motion blur, the aa solution or some kind of full screen processing that is impacting the overall image quality

under ideal conditions the kind of AA DLAA provides:

http://xbox360media.ign.com/xbox360...-the-force-unleashed-ii-20100616111447273.jpg
http://xbox360media.ign.com/xbox360...-the-force-unleashed-ii-20100818062235368.jpg

Less ideal conditions which cause artifacting seems any very high speed movement or direction/positioning of light source:

http://xbox360media.ign.com/xbox360...-the-force-unleashed-ii-20100520015354870.jpg
http://xbox360media.ign.com/xbox360...-the-force-unleashed-ii-20100520015347788.jpg
http://xbox360media.ign.com/xbox360...-the-force-unleashed-ii-20100520015324821.jpg

Gallery Link:
http://xbox360.ign.com/dor/objects/...shed-ii-20100818062215588.html?page=mediaFull

I think mlaa still looks better, hard to describe but visually it has this dither look that was in gta4.

I didn't notice the dithering in motion..though in a daylight environment maybe it will be more noticable - either way the demo had excellent IQ and amazing looking motion-blur.

BTW anyone checked what resolution the game is running at? AlStrong where are you? :)
 
Although I prefer DF comparison, I'll take what I get:

http://www.lensoftruth.com/?p=23066
They say motion blur is better in the xbox 360 version but I remember reading in DF article where it was mentioned that the 360 version runs variable 5-11 samples of motion blur while PS3 version does constant 16 samples. Another thing I see, the PS3 version seems have some kind of overall blur to the image compared to 360 version & maybe this is why the textures look sharper in the 360 version.
 
I wonder how DLAA compares to other forms of AA in terms of image quality and performance cost. I know in that quote they say it's comparable to MLAA, but that's a bit vague for me. Would be nice if DF did an analysis on the tech like they did with MLAA but I'm not sure if it's worth it for them.
Discussion of AA techniques belongs in the general AA tech thread here.
 
They say motion blur is better in the xbox 360 version but I remember reading in DF article where it was mentioned that the 360 version runs variable 5-11 samples of motion blur while PS3 version does constant 16 samples. Another thing I see, the PS3 version seems have some kind of overall blur to the image compared to 360 version & maybe this is why the textures look sharper in the 360 version.

You can clearly see that some textures are sharper, like the face where you see creases on the 360 but not the PS3.
 
They say motion blur is better in the xbox 360 version but I remember reading in DF article where it was mentioned that the 360 version runs variable 5-11 samples of motion blur while PS3 version does constant 16 samples.

Samples alone aint enough. There also needs to be good edge detection. Though I remember they said PS3 woulds sport better contour detection and smoothing. Maybe it didn't end up like that later one when adding other features/balancing perfomance. Or they just managed to optimise OBM implementation more on the 360 better OBM.

Will be interesting to read DFs take on it. I sure got my candybag near me.
 
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