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

Normal maps seem a bit better too. Both E3 builds and general consenus seems to indicate that both versions have improved quite a bit since.

By what I've played and read, these results don't make sense to me. We know the PS3 version is triple buffered, we know that adds latency, and you can feel it when playing both demos.

In extreme cases, it felt sluggish for sure when it hits below 24 or so (that roundtable at the end) but generally, it felt fine.
 
Also, Kojima isn't known to fake stuff, either (i.e. CG trailers posting for in-game content). There's one incident with MGS4, where they used "PS3 spec'd PCs" before the final PS3 specs were official, where Snakes polycount was much higher than it was in the end, but that's about it, and he sort of apologized for it in the end, too.

Though, I am still in doubt. This looks "too good" for todays consoles, in my eyes.

I've been glancing for a while on these shots, i'm just about 100% sold that this is what the console versions are going to look like. especially when i see this shot of the actual gameplay. http://images.eurogamer.net/2012/ar.../6/mgs25th_shot03.bmp.jpg/EG11/resize/1280x-1

considering this is the new fox engine and kojima demonstrated similar visuals on MGR almost 2 years ago. all of the E3 shots of the metal gear character "Raiden" dating back to 06 and in the newest game Rising, have made little to almost no changes.

It seems that once kojima and his staff have a certain character design they see to it that it stays 99% percent of the time. last year i think it was when i combined all of the shots of Raiden (06 vs 08 and MGR vs new MGR) into one collage. I saw very few changes, the poly count stayed the same.

The new MGR is still making some adjustments but it's supposed to run at 60 fps so some compromises are expected to be made here and there.

anyone seen the re6 demo comparison?

http://ps360.ldblog.jp/archives/53786304.html

IQ seems to be same, jsut the motion blur is nasty on PS3. PS3 version is a couple frames lower in the worse situation, but I rather have that than 30%+ screen tear or any screen tear at all.

The depth of field seems to be running at lower res on ps3.

360
http://livedoor.blogimg.jp/ps360/imgs/6/4/64fe50a5.png

ps3
http://livedoor.blogimg.jp/ps360/imgs/0/b/0bd4eea9.png
 
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anyone seen the re6 demo comparison?

http://ps360.ldblog.jp/archives/53786304.html

IQ seems to be same, jsut the motion blur is nasty on PS3. PS3 version is a couple frames lower in the worse situation, but I rather have that than 30%+ screen tear or any screen tear at all.
I heard the newer build demo have less screen tear for 360 version,according to 2ch(they played newer build demo in 360 summer japan event)

Well we should know that at Sep 18
 
Someone from 2K has posted two screens from the PS3 version of XCOM: Enemy Unknown in their forums:

ps3-combatdeqbc.jpg


ps3-targettingb5phh.jpg


If anyone can help with these it will be much appreciated (Al where are you?). :p
 
There's not a single jaggie in sight, such that my interpretation at this point is it's a PR shot, but maybe it's a post FX AA? The whole thing does look a little soft. I'll be interested to hear the take from more experienced pixel counters.
 
Anyone here who would be able to figure out the native rendering resolution and AA of the "F1 2012" demo versions for PS3 and Xbox 360 from what apparently is shown over there for example:

http://ps360.ldblog.jp/archives/53787944.html

?
I can't say exactly but I tried the demo on the X360 and I read in Digital Foundry articles that racing games like GRID or F1 from Codemasters are usually AAx4 and 720p, and it seems to be the case now that I have played it.
 
i looked some new WiiU footage
Ninja gaiden seam sub720 with poor AA (wait retail version for confirm because is strange, is under the PS3/X360 version)
http://www.youtube.com/watch?v=FAreMlwF-3A&feature=plcp

and Tank tank is 1280x360 no AA (+ probably 850x480 on gamepad. it's surely multiplayer mode with aproximatly the same pixel number on TV and Gamepad)
http://www.youtube.com/watch?v=Eo7wPaz4LDQ&feature=plcp
http://imageshack.us/a/img99/1466/tanktank.jpg

welcome to the nextgen sub720 world

EDIT:
i verified another time the NG video, it's probably dynamic resolution for stabilize framerate
sometimes 576p, sometimes 630p but i have grabed one 720p screen too
 
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i looked some new WiiU footage
Ninja gaiden seam sub720 with poor AA (wait retail version for confirm because is strange, is under the PS3/X360 version)
http://www.youtube.com/watch?v=FAreMlwF-3A&feature=plcp

and Tank tank is 1280x360 no AA (+ probably 850x480 on gamepad. it's surely multiplayer mode with aproximatly the same pixel number on TV and Gamepad)
http://www.youtube.com/watch?v=Eo7wPaz4LDQ&feature=plcp
http://imageshack.us/a/img99/1466/tanktank.jpg

welcome to the nextgen sub720 world

EDIT:
i verified another time the NG video, it's probably dynamic resolution for stabilize framerate
sometimes 576p, sometimes 630p but i have grabed one 720p screen too

Quite interesting. There are a lot of controversies to the wiiU hardware. Surely those analysis not help to be optimist.
 
i looked some new WiiU footage
Ninja gaiden seam sub720 with poor AA (wait retail version for confirm because is strange, is under the PS3/X360 version)
http://www.youtube.com/watch?v=FAreMlwF-3A&feature=plcp

and Tank tank is 1280x360 no AA (+ probably 850x480 on gamepad. it's surely multiplayer mode with aproximatly the same pixel number on TV and Gamepad)
http://www.youtube.com/watch?v=Eo7wPaz4LDQ&feature=plcp
http://imageshack.us/a/img99/1466/tanktank.jpg

welcome to the nextgen sub720 world

EDIT:
i verified another time the NG video, it's probably dynamic resolution for stabilize framerate
sometimes 576p, sometimes 630p but i have grabed one 720p screen too

Interesting, can you count another Wii U games?
 
Has his tests ever been verified as accurate? I've seen his frame rate counting videos, but the latency tests always looked off on the various games I've seen.

By what I've played and read, these results don't make sense to me. We know the PS3 version is triple buffered, we know that adds latency, and you can feel it when playing both demos.

I don't know if it's triple buffered or double capcom game... this could be the difference.
 
i looked some new WiiU footage
Ninja gaiden seam sub720 with poor AA (wait retail version for confirm because is strange, is under the PS3/X360 version)
http://www.youtube.com/watch?v=FAreMlwF-3A&feature=plcp

and Tank tank is 1280x360 no AA (+ probably 850x480 on gamepad. it's surely multiplayer mode with aproximatly the same pixel number on TV and Gamepad)
http://www.youtube.com/watch?v=Eo7wPaz4LDQ&feature=plcp
http://imageshack.us/a/img99/1466/tanktank.jpg

welcome to the nextgen sub720 world

EDIT:
i verified another time the NG video, it's probably dynamic resolution for stabilize framerate
sometimes 576p, sometimes 630p but i have grabed one 720p screen too
Those resolutions are darn strange for this console in particular. But I guess we have to blame it on the inexperience with the hardware in particular.

Your post is known worldwide again, btw.

It this is confirmed in the final version of those games I would blame it on the fact that maybe the WiiU isn't an easy console to develop for. It certainly seems that way.

In that sense the X360 was slightly better to develop for because it received quite a few direct PlayStation 2 ports and yet developers managed to add HD resolution and some extra new effects.

I want to see the WiiU at fullspeed, some people will be sold. It is other pros of the system need no mentioning since they should be commonly known (and well, for the same reason, its cons).

But with 1GB of memory and a brand new GPU the results should be noticeable.
 
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