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

http://media.rockstargames.com/rocks...1342100433.jpg
http://media.rockstargames.com/rocks...1342100464.jpg

& low buffer too from what I see in the water reflection.

???

The reflections show more vegetation than what is really rendered, could this be an alternate reality of the world depicting of what it once was?

the man who is sitting on the doc, i feel his pain.

.....the graphics seem to be pretty clean.


Still the same dynamic res? Shots sure look ugly but i guess you can't expect much with 60fps games on consoles. I wish they would have used the fox engine on this game.

http://i.imgur.com/odXQl.jpg

http://i.imgur.com/lGUw9.jpg

http://i.imgur.com/cllvn.jpg

http://i.imgur.com/4SX20.jpg

http://i.imgur.com/ViIkg.jpg

Shots from metal gear:rising btw, is that some sort of film grain in the last two shots? Looks horrible, hopefully there is an option to turn it off.

Egad!! you know, there has been a tremendous notable difference now between the cinemas and gameplay wise. bayonetta was not as such, it was much more refined, but then again it was never always 60 fps. Imo, bayonetta's approach was more feasible. If it keeps looking this grungy it's going to be hard for konami to make good on that "quality" comment the they made in their first vid.

film grain, why? now it reminds me of that one game WET.
 
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I dont see the issue here, a higher framerate will make it a lot less noticeable. Pick up a shot from Bayonetta and it'll look just as dirty.
 
I dont see the issue here, a higher framerate will make it a lot less noticeable. Pick up a shot from Bayonetta and it'll look just as dirty.

most shots you'll find of the game are marred with bad compression.

yes it had no multisampling and it would be noticeable at times, but it wasn't as much grungy.
http://ganonfodder.files.wordpress.com/2011/05/bayonetta_screenshot_0.jpg
http://www.wouldyoukindly.com/wp-content/uploads/bayonetta1.jpg
http://blastmagazine.com/wp-content/uploads/2009/07/Bayonetta-1.jpg
 
Last of Us E3 demo capture using Gamersyde's video, still compressed but better than nothing.
1z5uomr.jpg


God of War Ascension E3 demo, the best capture I could find.
2ibivew.jpg

Return of the God of IQ?
 
Last of Us E3 demo capture using Gamersyde's video, still compressed but better than nothing.
1z5uomr.jpg


God of War Ascension E3 demo, the best capture I could find.
2ibivew.jpg

Return of the God of IQ?

Are you sure the second one is not from a pre-rendered trailer or something? :rolleyes:
The Last of Us shows some minor aliasing, but it appears to be 1280*720. Maybe a really mild form of MLAA? I can't tell..
 
Nothing in GOWA is pre-rendered son;), the MLAA used in this game is simply way ahead of the rest.

Apparently whatever is used in AC:R is just as clean as MLAA. ;)

Besides, I don't even know why he thought that was pre-rendered, it's obviously real time and looks the part too. :p
 
And what also helps is that the GoW camera is tightly controlled.

The camera argument is out of question now, especially considering how much explanation Christer Ericson gave here back in the past regarding the camera not helping them with rendering or the graphics even one bit and they only reason for it to be there is cause the director wanted it.
 
nightshade said:
The camera argument is out of question now, especially considering how much explanation Christer Ericson gave here back in the past regarding the camera not helping them with rendering or the graphics even one bit and they only reason for it to be there is cause the director wanted it.

Surely at the very least it made it easier to prevent in the middle of the screen with a variable framerate?
 
The camera argument is out of question now, especially considering how much explanation Christer Ericson gave here back in the past regarding the camera not helping them with rendering or the graphics even one bit and they only reason for it to be there is cause the director wanted it.

Maybe he meant that MLAA can only work in certain camera angles?
(I honestly don't know :cry: )
 
Maybe he meant that MLAA can only work in certain camera angles?
(I honestly don't know :cry: )

MLAA doesn't care a single bit about "camera angles", it's only about how well you can detect edges in final framebuffer (or in case of game with built in support, final frame buffer without HUD)
 
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