If the framerate drop can be counteracted by as slight a drop in rendering resolution as 720p-->to-->630p, then I would assume that the overall framerate dip couldn't have exceeded ~10-15 fps in the first place. Having the zoom-in/close-up parts of the game run in 45-50 fps, or even 30 fps, wouldn't be that noticeable a drop to the average unwitting gamer, especially considering the camera cuts in such a swift and sudden fashion that said close-up shots are almost disconnected from the normal in-game action anyway.
Remember the flack EA got for Madden running at 30fps PS3 compare to 60fps 360? No one wants a repeat of that. I'd sooner drop the rez than drop the framerate that dramatically, even if for just that zoom sequence. I'd bet more would notice the fps drop than the resolution drop, people just aren't that rez sensitive. Anyways, we don't know how much the fps hit was. 720p->630p may seem small, like just a 12% or so drop, but it really depends on how many layers of transparency there are, the hit can be far more than 12%. I don't have the actual game so I have no clue exactly what they are doing, I'm just going by screen shots.
Statix said:
But surely there's at least some noticeable visual evidence of the quality difference in some multiplatform games? Otherwise, it wouldn't be as big a deal or developmental obstacle as you're making it seem (specifically as it relates to 360 versus PS3.
There are definite visual differences, but in the end all that matters is will the masses notice. More often than not they don't. Look at past history on B3D. The game Fracture was much blurrier on PS3, yet people here didn't notice. GTA4 PS3 was blurrier, people didn't notice. Bioshock PS3 was blurrier, people didn't notice. If they can't see the obvious blur difference in those examples, are they really going to be able to spot downsized transparencies that flash briefly on screen? Probably not. Hence why it's now in widespread practice. In any case, it's not a development obstacle anymore. It was at launch, but now a downsized transparency pass is a standard part of PS3 best practices, all games that have a sizeable amount of transparency do it.
Moon Light Knight said:
Yeah that pic is a decent example of a downsized transparency buffer. It's a relatively low noise piece of art so they can get away with it, but you can see some artifacting as a result. Look at some of the areas where that explosion is in contact with Drake, like his neck and right tricep area. Do you see where it looks a bit more blocky in those areas? That's an artifact from blending back the downsized buffer to the full size main scene. There are ways to reduce that artifact though.
Arwin said:
I'm getting a little confused though - aren't there two major different ways of handling transparancy? And what is the effect again of deferred rendering on transparancy?
I was always under the impression that at least part of the difference in handling transparancy in multi-platform games is a result of two almost diametrically opposite techniques being optimal for 360 vs PS3.
As far as I know all games do transparency the same way. Deferred doesn't make a difference, I believe KZ2 has a separate transparency pass after everything else. In the end the issue is the same. When you draw a transparent pixel you must look up what the current color on that same pixel current is to blend it and write out the new color. It's the lookup part that is slow on PS3. If you have a small amount of it then no problem. If you have a lot of it, or worse yet many screen amounts of it, then you need to go downsized. MGS4, Motorstorm 2, Resistance 2, KZ2, etc, all do it. Can you spot it? For most people I'd say probably not so don't worry about it.
This has gone nowhere. All based on speculative observation. "To my eye it looks like this!", "Well, to my eye it appears like this!" Nothing to back anything up.
I word it that way to try and play nice
But the reality is that they are obvious downsized transparency effects, it couldn't be anymore obvious to me. If you can't tell then no big deal, just enjoy the game. Make no mistake though, they are reduced sizes. Incidentally it was Sony that recommended the downsized transparency pass to other developers at a PS3 Devcon ages ago as a way to cope with the PS3's lack of edram for us multi platform devs.