Splatterhouse comparison LoT...again why are the colors almost always screwed up on the ps3. Does this show what platform was lead?
FF13's gameplay is not slow & round based and its not predictable either (atleast from the player's side), considering you can choose any party member and use their abilities (there are like dozens of elemental spells and physical attacks each with their own unique look).thanks guys for the info!
Astounding indeed that MW2 and especially FF13 has full res buffer. I wonder how the could do this in FF13: probably, because due to the slow round based gameplay, effects in this game are rather predictable, so that you can better manage additional peak loads??
They managed this to great effect on PS2, so it makes sense to carry over their technique as true HDR isn't really viable.GT5 is probably using some "fake" HDR, because there's no sane way they could run an FP16 buffer with 1280*1024 2xAA. So it's more likely to be some 8-bit trickery, very carefully adjusted to the lighting requirements of their settings...
fake?GT5 is probably using some "fake" HDR
GT5 probably use logluv / nao32 like most 1st party games to get MSAA.
Yes, RGBM is really fast to encode & decode. We are also using it on Xbox 360 to store the lighting buffer (and bloom/tonemap buffers). We used to use 11/10 bit integer buffers to store the rendering results before, but that provided only 4/8x dynamic range (ugly banding on darker colors was normal). Now we have fully gamma correct pipeline with very good looking bloom & cinematic tonemapping. RGBM is good.RGBM (and variations) has been gaining favour actually (cheaper/faster). e.g. Uncharted 2, God of War 3...
Yeah, that might be another option, but I'm not sure if it's absolutely necessary for controlled situations like GT5's racing tracks. As others mentioned, they already had a good solution for GT4 that worked on the PS2 quite well...
Also, RGBM and such have some pixel shader instruction costs as I recall, which might not be OK for 60 fps and higher resolutions...
You can't really tell much from these, but it does look like they've added character shadowing in the scenes with Jacob. I wonder if that applies to all character dialogue shots.