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

Max Payne 3 (360?)

This is a really bad screenshot...the game looks nothing like this blurry, jaggy mess.

From what I've played (played the 360 version on a friend's house) the game looked very sharp and the jaggies were nowhere near this level.

My guess is 720p with some sort of PPAA (FXAA?) which works quite well and does not compromise IQ clarity.
 
Looks native... just remove the black bars for the actual res. That's some pretty heavy blur they've got there too. :p
 
Anyone here who would be able to figure out the native rendering resolution and AA of the "Spec Ops: The Line" PS3 Demo and Xbox 360 Demo from what seems to be shown there:

The PS3 version looks like it may be 1120x630. The 360 version might be 1216x680 or thereabouts. Really need longer edges, but the blurring isn't helping either. Close enough. :p
 
Does anyone know if DOA5 on consoles are native res? I've heard rumors of 360 demo running different res than Ps3's demo.

I don't have access, but a bunch of the PR shots do exhibit some form of FXAA. Maybe it's just suffering from dynamic res adjustments ala NG3.
 
It's no AA for sure. Just haven't had time to check the ps360 blog pics.

Best guess, and I'm not spending anymore time on it:
360 1200x680
PS3 1120x640
 
It's no AA for sure. Just haven't had time to check the ps360 blog pics.

Best guess, and I'm not spending anymore time on it:
360 1200x680
PS3 1120x640

Thanks :eek:;).

From this article/interview:

http://translate.google.com/transla...s-the-line-hinter-den-kulissen?page=2&act=url

it seems like it would be utilizing some recent UE3?

Although it seems to be just some kind of demo: Anyone here, who would be able to tell what technical reason there could be for such kind of image quality difference (regarding resolution etc.) between this:

http://livedoor.blogimg.jp/ps360/imgs/6/a/6ad58bf1.png (Source: http://ps360.ldblog.jp/archives/53635308.html)

and those for example :

http://www.abload.de/img/2011092117241570bq0v.jpg (Source: http://www.neogaf.com/forum/showpost.php?p=36576405&postcount=650)
http://livedoor.blogimg.jp/ps360/imgs/8/f/8f43f2d6.png (Source: http://ps360.ldblog.jp/archives/53515050.html)
http://livedoor.blogimg.jp/ps360/imgs/9/2/92d68e34.png (Source: http://ps360.ldblog.jp/archives/51674510.html)

?

Or in other words: What could prevent it from being full 1280x720 (either no AA or FXAA/MLAA/SMAA/etc.) as well :eek::D;)?
 
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Might be all those particles, judging by the demo.

Looking further, http://livedoor.blogimg.jp/ps360/imgs/6/a/6ad58bf1-s.png I might have been wrong about FXAA - it seems to be in evidence at the top of the box on the left and the tree foliage. It's certainly not an aggressive edge detection though, and I can understand if they didn't want to blur things even more on top of the upscale.
 
Splinter Cell: Blacklist

Nice! :)

However, I noticed large amounts of screen tearing or... was it just me? Was screen tearing an issue with SC: Conviction? (I don't know if this game is using the same engine)

I also noticed a lower resolution buffer for certain particle effects, such as smoke (when Sam blows up the door, you can see larger pixels in the doorframe).

EDIT: by the way, I'm talking about the footage I just saw at Microsoft's E3 press conference.
 
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