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

I hope Bethesda stop using 4xMSAA for Skyrim and go with FXAA instead - perhaps that'll also allow them to push out the draw distances and LOD.

It's pretty trivial to substitute FXAA isn't it? They wouldn't have the tiling overhead and would get some RAM back as well.

I don't think could free something the use of 4xmsaa or less, in the RAM use imho. On the 360 at least.
 
It's downscaled. The vertical res of the image itself is non-standard, but I'm getting something like 1536 x 1018 or 1010.

Doh, should have noticed the aspect ratio and such. Sorry. :oops:

I hope Bethesda stop using 4xMSAA for Skyrim and go with FXAA instead - perhaps that'll also allow them to push out the draw distances and LOD.

It's pretty trivial to substitute FXAA isn't it? They wouldn't have the tiling overhead and would get some RAM back as well.

IIRC (and lately I've been wrong so who knows) they only save 7MB since the frame buffer where AA is resolved (correct?) resides in the edram. Though you're correct that they would save on the geometry overhead from tiling.
 
IIRC (and lately I've been wrong so who knows) they only save 7MB since the frame buffer where AA is resolved (correct?) resides in the edram. Though you're correct that they would save on the geometry overhead from tiling.

7MB is still significant when you only have 512MB to work with. I mean the PS3 OS only uses 10-20 MB more than the 360's and you still have developers complaining about the lack of memory on PS3.

And when you're building an open world game, you'd think you'd want all the RAM you can get (same for wasted geometry processing due to tiling)
 
anyone know if Madden 2012 demo's resolution for both the 360 and PS3?

I believe both have been 720p since the beginning of this gen...but you never know what a new year brings.

I have tweeted, posted, PM'd the devs about MLAA for the PS3 version this year...for a good year and a half. But never got a response back, even though they respond to other questions.

There have been about 3-4 EA titles this year that use MLAA....as well as a couple of more that will later this year... Battlefield 3..and I'm guessing Need For Speed The Run. I would hope EA Tiburon would take it into consideration. And maybe they have...I just never got a response.
 
7MB is still significant when you only have 512MB to work with. I mean the PS3 OS only uses 10-20 MB more than the 360's and you still have developers complaining about the lack of memory on PS3.

And when you're building an open world game, you'd think you'd want all the RAM you can get (same for wasted geometry processing due to tiling)

Yeah you have a point, Crytek did make note of gaining 14MB for Crysis 2 (PS3) when they lowered the resolution. Didn't know the PS3 OS was only 10-20MB more, John Carmack made it seem like it was a larger gap than that in his recent QuakeCon keynote.

IMO in regards to the overhead for tiling, if they aren't CPU bound and can spare the resources to handle the extra geometry load, then it may not be worth moving away from what they know. I get the impression most devs still prefer MSAA, unless we're talking about a deferred renderer, so why not use it if you can?

anyone know if Madden 2012 demo's resolution for both the 360 and PS3?

I believe both have been 720p since the beginning of this gen...but you never know what a new year brings.

I have tweeted, posted, PM'd the devs about MLAA for the PS3 version this year...for a good year and a half. But never got a response back, even though they respond to other questions.

There have been about 3-4 EA titles this year that use MLAA....as well as a couple of more that will later this year... Battlefield 3..and I'm guessing Need For Speed The Run. I would hope EA Tiburon would take it into consideration. And maybe they have...I just never got a response.

Out of curiosity, what EA games have used MLAA? I know Alice, but can't think of anything else.

As for your question, I don't recall aliasing ever being a real issue with the series, so maybe they just don't bother.
 
Never understood why the ps3 OS require so much more RAM than 360...:???: & considering how awful was the size to the beginning, I can't yet to understand what problem have the engineers who works in this department...
 
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Never understood why the ps3 OS require so much more RAM than 360...:???: & considering how awful was the size to the beginning, I can't yet to understand what problem have the engineers who works in this department...

MS has had years and years of experience creating OS, so it's kind of understandable.

It also functions differently than the 360's OS. Unless things have changed in the last year or two, the gap is raised when features are added to the game, such as KB or custom soundtrack support. Almost like the OS works on a modular level. Though they may have optimized and absorbed some of the memory cost into the base OS footprint for certain features (such as the cost of friends list support for example). I haven't paid attention to OS consumption in a couple years so I'm not sure if they did this or not.

Also, don't forget that the 360's dashboard is 480p IIRC, while the ps3's is full HD. I know this would matter most in the dashboard of both consoles, but maybe it also effects the footprint of the OS during gameplay too.

Not really the topic for this, but I'm sure we can carry on in one of the many OS related topics already made. :smile:

as well as Portal 2. Although it wasn't developed by an EA Studio...it was published by EA. :D

Oh yeah, remembered the other two games mentioned, but totally forgot about Portal 2 entirely.
 
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