Aliasing around the blue neon. Quarter resoltuion in the streetlight stream. Looks legit to me!It's that time again...
Is this pic legit guys? The left side has me curious...
Aliasing around the blue neon. Quarter resoltuion in the streetlight stream. Looks legit to me!It's that time again...
Is this pic legit guys? The left side has me curious...
Your argument is 'it looks better than the previous version of the game so it must be fake'?Are you sure about that?
Your argument is 'it looks better than the previous version of the game so it must be fake'?
The environment (or most of it) is probably real. But the character isn't.Your argument is 'it looks better than the previous version of the game so it must be fake'?
This isn't the thread for that. In terms of IQ and pixel counting, the presence of aliasing on the neon sign and the lower resolution in the light ray suggests the screenshot is taken from in-engine, and hence is a legitimate representation of the game's rendering resolution and AA amount, although JPEGing makes that hard to discern acurately. But looks native 720p to me with some form of AA.The environment (or most of it) is probably real. But the character isn't.
I don't even think they rendered this in-engine. From the looks of it they added the character and his flashlight beam in post.
Oh, the environment was certainly taken in-engine, probably using real assets.suggests the screenshot is taken from in-engine, and hence is a legitimate representation of the game's rendering resolution and AA amount
Not sure if this will help with an analysis of Tekken Tag Tournament 2, particularly the Prologue version just released on PS3:
http://yaplog.jp/fightorflight/archive/13
Not sure if this will help with an analysis of Tekken Tag Tournament 2, particularly the Prologue version just released on PS3:
http://yaplog.jp/fightorflight/archive/13
The same person provided a link with a Namco presentation about the arcade version, and looking at the slides, the resolution switches often dropping as low as 720x720:
http://gigazine.net/news/20110907_tekken_cedec2011/
Don't think its using the Soul calibur engine but rather the Tekken 6 engine, which makes sense.
Do remember that Tekken 6 had am amazing per object motion blur and still remains the only fighting game to use object based motion blur, and when not using it the resolution went up to 1366*768 (for xbox) and applied with 2*MSAA for PS3 at 576p. And it also had a level with dynamic Time of Day.
It also has drop dead gorgeous character models and the facial animations go far above Soul Calibur Levels (heck, they already did in Tekken 5) Game looks phenomenal in motion, and in the end that's what counts for a fighting game.
off topic I know, but isn't obj.moblur in DOA4 too?
http://www.pantherproducts.co.uk/Games Zone/Images/doa4_big1.jpg
http://i1-news.softpedia-static.com/images/reviews/large/doa4xbox_005-large.jpg
One of the biggest lies they teach in software-engineering education is that optimization is a process of removing peaks out of profiling graphs.Laa-Yosh said:Anyway, thanks for the insight! It's always nice to get more info about these issues... would not have thought that even 1-2% can matter.