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

honestly the problem with lens of truth is their complete disregard for parity in their own comparisons. homefront most likely has a mandatory install on the ps3 but an optional on the 360.

like for like would also have the game installed on the 360 and the streaming would most likely be the same.

but also the lighting model on ps3 is all kinds of broken. you see shading inconsistencies in character models.
 
"Homefront", "Unreal Engine", "the game". Semantics. I'm not here for such mundane differentiation or to lay blame. The issue is what it is and that is that.

I'm more curious about the 576p res on both consoles though. Particularly the PS3 version because it doesn't have MSAA. :s

Seems a bit strange, but I wonder if they're using FP16.

but also the lighting model on ps3 is all kinds of broken. you see shading inconsistencies in character models.

Yeah, it kind of looks like some lighting/occlusion/self-shadow feature got nixed or unticked. *shrug*
 
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Dynamic godray in Infamous 2 or they can fake even that in a bullshot? :LOL:
 
That is a 2D image processing effect, basically a radial blur operation with the objects' coverage masked out of it. Super simple, old, fake solution.

I mean even the old Xbox 1 had it in Halo 1...
 
That is a 2D image processing effect, basically a radial blur operation with the objects' coverage masked out of it. Super simple, old, fake solution.

I mean even the old Xbox 1 had it in Halo 1...

How do you know that? Couldn't is the same godray dynamic used in god of war 3 engine of SMS? I know the first parties shared knowledge & technologies...
 
^Isn't that how the effect is achieved in almost every game anyway? You have to look directly into the light source to see the effects in FarCry 2, God of War, Final Fantasy, Red Dead Redemption, Majin, Prince of Persia, ... . As soon as the light source leaves the frame, all the rays usualy vanish completely (which is obviously not how it works in reality)

Still, it's a nice effect.
 
Which is exactly why people should stop thinking that it's the best thing since sliced bread ;)
Same goes for a few pre-modeled static polygons with a transparent texture to simulate light coming through a window into a dusty interior.
 
How does Crysis 2 handle it? All the screens I've seen so far that demonstrate the effect see the gun point directly towards the sunlight as well. At least in Crysis 1 the effect was not limited like that.
 
How does Crysis 2 handle it? All the screens I've seen so far that demonstrate the effect see the gun point directly towards the sunlight as well. At least in Crysis 1 the effect was not limited like that.

It's not limited like that in Crysis 2 either. At least on PC, I can't comment on consoles as I don't have that version. It's also far better and more convincing in C2, IMO.

Regards,
SB
 
Unreal engine in itself has problems with texture streaming. Let's not dilute the situation. We're not politicians after all.

see thats where i dont think its fair or accurate, there are obvious hardware constraints and these are fixed, they know the bitrate the hdd or disc can read at. its not a fault of the engine it is simply streaming it as fast as its physically able to. the problem imo is more the studio using the engine and creating assets far beyond what the hardware is capable of streaming.

they were sloppy with their assets and its why there are problems like popup, but then you take a game like bulletstorm which running on the same engine(maybe a slightly newer iteration) AND it looks SIGNIFICANTLY better. its the studio's fault more than it is the engine.
 
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