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

Yeah well, their multiplayer game has photo mode anyway. So if they want Elena [strike]pr0n[/strike] photo mode, it should be possible. Remind me to request for a white VR room set up a la Metal Gears 4.
 
Currently we render 1280x704 on PS3 with MLAA, no scaling. Those shots were 1280x720 though.

holy shit are you allowed to tell us :oops: hmm so no scaling means 8pixel black bars on top and bottom. such a small resolution drop like that seems intentional to keep the framebuffer to a specific size.

i bet they're going to avoid tiling and either do 1280x672 or 1152x720 but due to the large loss in pixels they would have to scale.
 
Had a few minutes hands on with Uncharted 3 MP. It seems to have some sort of edge filter, though it doesn't work on all edges. It's actually quite broken in a lot of places, and the shimmer/sub-pixel crawling is rather evident.

Al will be the first person kicked out of E3 for "counting" like a card shark at a casino.
 
those pictures are 1200x680 the edges are way too good and its not custom AA either since there seem to be no sub-pixel problems with any of the foilage
 
Have they dropped AA altogether?

edit: oh wait saw Al's post. Wonder why they don't just leave it clean.
 
http://www.gamersyde.com/news_e3_skyrim_new_screens-11310_en.html

Can someone do Skyrim?
image_the_elder_scrolls_v_skyrim-16068-2190_0001.jpg

image_the_elder_scrolls_v_skyrim-16068-2190_0010.jpg
 
It's clearly 4xAA in the second shot with the buildings. In your second shot I find it odd (in conjunction with interference's first shot) that the foliage is so aliased.
 
i always wondered why msaa misses aliasing when very bright lights saturate a surface is it because AA is resolved before? because mlaa would have smoothed those things out and also would affected the foilage.
 
In your second shot I find it odd (in conjunction with interference's first shot) that the foliage is so aliased.

they probably use speedtree to generate the trees which are rotating sprites. probably to reduce complexity they are resolved after msaa and lighting are already computed.
 
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