Discussion of AA techniques belongs in the general AA tech thread here.
Right, sorry about that, keep forgetting about that thread.
Discussion of AA techniques belongs in the general AA tech thread here.
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.
BTW anyone checked what resolution the game is running at? AlStrong where are you? :smile:
LoT is definitely wrong about the motion blur. The DF shots will show the difference more clearly, but they are indeed using a better blur mask for objects and higher number of samples (both object and camera).
They're both 720p.
Weird that the wet effect is missing in the chase sequence (PS3). It's definitely there when you are outside.
Bug maybe?
Bug maybe? Same for missing winkles.
Impressive tech but no vsync makes me sad
Same for missing winkles.
I'll take a couple of frame drops anytime over simply ditching the effect. Another thing I still don't understand, since the cutscenes are prerendered, why would memory constraint be a concern at all?Both Juno and the player character don't have the normal mapped wrinkles, so I wouldn't think it was a bug. It seems to only be used in the cut-scenes as well, so perhaps it's a matter of memory (high resolution normal map), and omitting it entirely would be better than having a highly compressed and artifact-ridden set of details on such an important part of the scene.
Another thing I still don't understand, since the cutscenes are prerendered, why would memory constraint be a concern at all?
Both Juno and the player character don't have the normal mapped wrinkles, so I wouldn't think it was a bug. It seems to only be used in the cut-scenes as well, so perhaps it's a matter of memory (high resolution normal map), and omitting it entirely would be better than having a highly compressed and artifact-ridden set of details on such an important part of the scene.