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

Sharper? :???: I haven't notice a single shot sharper even on the 360 version, especially here:
http://www.videogameszone.de/screenshots/original/2010/11/Two_Worlds_2_Vergleich_2.jpg
But here too, the texture, appears, I can't explain...artificial in the colours, more blurring:
http://www.videogameszone.de/screenshots/original/2010/11/Two_Worlds_2_Vergleich_3.jpg

I think you guys are talking about different games. Pretty sure AlStrong was commenting on the James Bond game.
 
Ah yes... that would explain things. :) Yeah, the 360 shots for Two Worlds do look blurrier, but what's odd is that the edges I've been able to use indicate the same resolution. That website's capturing and compression have been consistently terrible though.
 
All of their comparison shots are sharper on 360....

Well sure, it's a horrible capture on the ps3 version which is typical for TLOT. I guess you can claim that the ps3 version has motion blur where the 360 version doesn't but even the HUD is blurry and ghosting.
 
Could we use this screencap to determine la noire res:

2wgw6dc.jpg
 
doesnt look like theres any scaling involved the actual frame is 1280x540 but its obvious that its just for cinematic effect its roughly 2.39:1 aspect ratio which is used in most films, during actual gameplay pretty certain that it will fill the entire screen.

the trailer does have a varying framerate so there is some validity that this is actual in-game footage being rendered by console, however which console is yet to be determined.
 
someone listed some 60 fps games with full res particle/transparency buffer, I think ninja gaiden sigma 2 is one of them. FF13 is suppose to be one but 30 fps.
 
Final Fantasy 13 and it uses an awful lot of it, so much that quite a lot of times the whole screen is filled with the effects, yet the performance is very stable...but I guess that's because of the battles taking place in a different location which is akin to an arena.
 
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IIRC MW2 didn't use full res buffer, I remember reading it somewhere that the resolution was the same as Xbox 360 version but it was still not full res.
 
http://www.eurogamer.net/articles/digitalfoundry-modern-warfare-2-face-off?page=3

What is curious is that in PS3 development in general, this whole transparency/bandwidth issue has had the edge taken off it to some degree through the widescale use of lower-resolution buffers that are then scaled up when rendering the frame. The result is that while effects like explosions, flames and smoke are a lower resolution, the human eye finds it difficult to tell the difference up against a full resolution buffer. Just about everyone is using this technique - even the most talented of Sony's first-party developers. Indeed, even the Call of Duty team in Treyarch used this technique in the alpha-heavy World at War. But Infinity Ward has not, the buffer sizes appear to be an exact match for the Xbox 360 game, and we can't help but feel that this has a lot to do with the performance difference.
 
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