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

It's 1080p. Looks like FXAA or some post-AA. It reaaaally suffers from 1/2 x 1/2 res post-processing.
 
yes it's 1080p, running on a single geforce 680 gtx
link http://www.gamersyde.com/news_unreal_engine_4_elemental_demo-12977_en.html

And The Agnis Philosophy demo from Square-Enix is 1080p also, frame rate is 30 to 60 fps. (half way towards the end of the demo.)
http://www.gametrailers.com/video/e3-2012-agnis-philosophy/731978?

Everyone's hair (including fur) was using tessellation, they can increase and decrease the quantity with ease.
http://www.youtube.com/watch?v=Q9xhFpuIMX4

Rumors suggest the demo was running on a ATI-6990. (edit, could be 2 of them)
 
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It's 1080p.

Thanks. But is this just an assumption because the video seems to be encoded at 1920x1080? Or did you actually "measure" it from the video?

Looks like FXAA or some post-AA. It reaaaally suffers from 1/2 x 1/2 res post-processing.

Are you sure about that?

Even the font and the logo at the end of the video somehow seem to be strangely "aliased" (or whatever) (?), so could it somehow be possible that somehow something went wrong on video editing/encoding for example?
 
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The video walkthrough? It's 1080p.

They use a ton more post-processing in the demo cinematic.
 
It reaaaally suffers from 1/2 x 1/2 res post-processing.

With that, are you referring to something like this for example:

http://www.eurogamer.net/articles/digitalfoundry-gran-turismo-5-tech-analysis

Not so impressive is the handling of alpha. Spray in particular on the wet levels looks - to be blunt - pretty dreadful. What we're seeing here is a 1/16th size buffer.
http://images.eurogamer.net/articles//a/1/3/0/4/5/7/0/Dodgy_Alpha1.jpg.jpg
http://images.eurogamer.net/articles//a/1/3/0/4/5/7/0/Dodgy_Alpha2.jpg.jpg
http://www.eurogamer.net/articles/digitalfoundry-vs-starhawk

A curious set-up is present with regards to the game's use of alpha buffers, with some effects being rendered in lower resolution than others. Smoke and fire effects are obviously upscaled, while the foliage is not (top).
http://images.eurogamer.net/2012/articles//a/1/4/8/4/2/2/3/starhawk_009.png
http://www.eurogamer.net/articles/digitalfoundry-face-off-modern-warfare-3

As you can see from the shots below, alpha buffers are reduced on PlayStation 3 to what we would think is something lower than 50 per cent of 720p resolution, meaning that effects such as atmospheric rendering, particles and explosions can be rather more pixelated in comparison to the Xbox 360 where the effect is running at full resolution.
http://images.eurogamer.net/2011/articles//a/1/4/1/9/4/7/0/ps3_alpha.bmp.jpg
http://images.eurogamer.net/2011/articles//a/1/4/1/9/4/7/0/360_alpha.bmp.jpg
The implementation of pared back alpha is a trick used extensively by many PS3 developers - even first party PS3 game-makers like Guerrilla Games and Evolution Studios use it in some of their best games. At best, it's barely noticeable at all. However, the effect in Modern Warfare 3 is so widely utilised that it sometimes contributes to the feeling that the PS3 version runs at a lower resolution than the 360 game - even when the reality is that native res is identical.

?
 
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Would you be able to figure out the native rendering resolution and AA in this video as well:
?

Weird... There is definitely 1920 resolution, but the vertical res is exactly half on geometry edges. :s Maybe it is rendered 1920x540. *shrug* I don't have any 1080i footage to compare though.
 
hm... well, on quick glance? Looks to have similar issues (the same I suppose). Maybe they are 60i broadcast capture. Then possibly there is a full res transparency buffer on the UE4 footage.


edit:
If you already knew, you should have mentioned something. This is quite a lot of time for me on the weekend, especially. ;) Will have to continue another day.

The UE4 demo with the guy talking is definitely 1920x1080, no shenanigans.
 
And what about this one for example:


?

:eek::D

If you already knew, you should have mentioned something. This is quite a lot of time for me on the weekend, especially. ;)

See:

Are you sure about that?

Even the font and the logo at the end of the video somehow seem to be strangely "aliased" (or whatever) (?), so could it somehow be possible that somehow something went wrong on video editing/encoding for example?

;)
 
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:oops: My bad. I blame the... weather. :p

I'll get back to you on Crysis... possibly Monday.

edit:

I had meant to post this yesterday, but forgot.

Rayman Legends WiiU
http://www.gamersyde.com/news_e3_rayman_legends_gameplay-12961_en.html

Most of the gameplay is with 2D art, so that helped narrow things down for the search, frame-by-frame. >_> There are some edges on the blue/yellow polygonal creature that exhibit a downscale pattern not unlike 1080p -> 720p. There's a fair bit of edge blurring on top of that so they might be doing post-AA perhaps, or maybe it's just the compression. *shrug*
 
You know, I think it's just the chroma subsampling from capturing/encoding. These videos are 4:2:0. I forgot about that issue until I saw the red issue in the Crysis trailer (visor), which I've seen at various times in the past for console captures that weren't fully uncompressed (Forza 3/GT5 + red car was notorious).

The Crysis trailer seems like it has a mix... maybe different sources? There are some scenes with the half-vertical res issue (possibly less than if it's console footage, but the amount of blurring is huge and I can't be arsed to find a decent edge here with all the post-processing), and a bunch of others that are clearly full res (1080p).*

Anyways, not worth looking at the trailers for console res here.

*Could be the specific mix of YCrCb components for the particular scene. I'm not really inclined to start capturing images and uploading. Too much time for just a video-compression analysis that seems obvious enough. :p

edit: Full res edges tended to be black on white. Just coincidence then that when checking for the vertical resolution, the edges were next to some sort of coloured pixels hence half-rate sampling. 4:2:0 is half-sampling rate in both dimensions for Cr/Cb, hence looking like a low-res alpha or post-processing issue.

So basically... as I always say, wait for good captures.
 
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