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

I thought it was interesting to see MK done in Unreal Engine ... It does pretty decently all things considering - it's certainly by far the smoothest MK I've ever played, but then that doesn't say much. ;)


Have you seen the GDC presentation on MK vs DC? It discusses at length just how hard it was to reach 60fps with UE3.
 
opening scene is pre recorded video, Borderland doesn't have SSAO on PS3 and bloom, but has higher res texture I think. Another UE3 game I remember that have SSAO on PS3 is that punisher game on PSN. Dev really having a hard time getting SSAO on ps3 or what, Uncharted 2 has some of the best looking AO and it cost them 1 ms on 6 spu. Doesn't sound too expensive. Even GG can't do it in KZ3, they only show up on pre recorded video.


The SSAO in uncharted is a really cheap dirty fast and not adanced at all.
That plus the fact that it is part of the sample code provided in the phyreEngine.ANy ps3 dev can use it.
 
The SSAO in uncharted is a really cheap dirty fast and not adanced at all.
That plus the fact that it is part of the sample code provided in the phyreEngine.ANy ps3 dev can use it.

really? Much better than without it at least for me. And much smoother looking than say Gears 2 and many others like Fear 2.
 
really? Much better than without it at least for me. And much smoother looking than say Gears 2 and many others like Fear 2.

No one is saying those are any better either...

There's the Uncharted 2 presentation on the HDR lighting which covers the SSAO they used (and yes, they considered it rather hackish as well).

If you're looking for something more robust, there's HDAO/HBAO (e.g. modified in Halo Reach, DA2 PC, Stalker, Metro, BFBC2 PC) or Volumetric Obscurance (modified/used in CryEngine 3, Toy Story 3 [the game]).
 
No one is saying those are any better either...

There's the Uncharted 2 presentation on the HDR lighting which covers the SSAO they used (and yes, they considered it rather hackish as well).

If you're looking for something more robust, there's HDAO/HBAO (e.g. modified in Halo Reach, DA2 PC, Stalker, Metro, BFBC2 PC) or Volumetric Obscurance (modified/used in CryEngine 3, Toy Story 3 [the game]).

ya, I meant there are much worse examples, like Fear 2 is probably some of the worse I have seen (better off without it IMO), Gears 2 looks very rough too. From ND slides their method is suppose to be dirt cheap (something like 1ms on 6 SPUs?)but it benefit the visual a lot at least for me. Not sure about reach, because they are not very noticeable unless you really look for them. Back to my original post I was surprised that KZ3 doesn't have any in gameplay since the are already a dirt cheap method they can use like U2, but only got them in the pre recorded fmv. I force AO with my nvida control panel for evey game that support it, haven't really seen any game that looks worse with it on.
 
Not sure about reach, because they are not very noticeable unless you really look for them.

Hint: the use of ambient occlusion shouldn't be noticeable. Rather, it is the absence of ambient occlusion that is noticeable.
 
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5th shot down looks like better texture filtering on 360.

The shots are zoomed in but they seem extraordinarily blurry, especially for PS3. Why don't they provide full sized images?
 
Well you can see that it affects both the floor and the wall, and there don't seem to be examples where textures are better filtered in other shots.
 
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