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

Discussion in 'Console Technology' started by Farid, Nov 7, 2008.

  1. TheAlSpark

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    I think it's 720p with post-AA.

    Looks like 720p 2xAA, but this shot looks like it might be temporal 2xAA. A number of edges in other shots look like they have a post-process AA as well. Perhaps it's something similar to SMAA T2x. *shrug*
     
  2. COPS N RAPPERS

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    hmmmm, interesting, i guess that debunks the rumors of the game possibly running on the vita. the website doesn't confirm that it's running on either console but it does say it's for the ps360.

    I look forward to seeing both metal gear titles running and looking like this for the consoles, it would be a great way to end this console generation.

    oh on the side note
    ------------

    for those who think this title is ground zeros renamed...it isn't, metal gear solid ground zeroes is still in development with specific info. http://www.examiner.com/article/new...roes-info-suggests-game-will-last-over-4-days
    and also it's website remains untouched, http://www.konami.jp/mg25th/fox/index.html
     
  3. almighty

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    No texture filtering at all in most if not all of those....
     
  4. HTupolev

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    You mean no anisotropic filtering? It certainly isn't just nearest neighboring it, or else it would look sharp but aliased as opposed to blurry when looking at oblique angles.
     
  5. Shifty Geezer

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    Yeah. We take filtering as read, and 'texture filtering' is the vernacular way of saying aniso filtering.
     
  6. COPS N RAPPERS

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    perhaps it's the post-AA, in conjunction with the filtering. post-AA usually does have viewing angle side effects.
     
  7. Warchild

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    Oh god lol, don't tell me that. It cant be that dreaded annoying taa. Now why don't they use fxaa?
     
  8. Warchild

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    Idk much about the technical side but in the beginning, when the doctor is talking there is ghosting, it most likely is taa.
     
  9. HTupolev

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    The idea of being able to get 2x supersampling at no additional render cost is conceptually extremely pleasing.

    Ideally, TAA can shut off blending for moving objects, at which point it's 2xSSAA in still and no AA in motion, which in some ways is preferable to FXAA. Supersampling is always cool, and FXAA can make some edges stick out horribly in motion due to the lack of subpixel testing (the towers on Ragnarok in Halo 4 seems to be a good example). And in implimentations I've seen, most of the time the TAA blending-checking system works.

    It's very unfortunate that it's so ugly when the system fails.
     
  10. assurdum

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    Why not use TAA+FXAA in motion indeed the horrible ghost? I find more interesting to experiment, I don't find FXAA that horrible in motion, it surely better than no AA.
     
  11. TheAlSpark

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    There is what looks like a post-AA. Read my post again.
     
  12. assurdum

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    This is really a smart idea imho I though TAA+FXAA could be an interesting & useful combination. FXAA not works with the long lines but in motion it's very hard to notice, TAA helps to decrease this artifact imho.
     
  13. TheAlSpark

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  14. Gitaroo

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  15. FATBOT

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    Metal Gear Rising

    [​IMG]

    ------------

    native 720p?
     
  16. TheAlSpark

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    Yeah, the demo was also fixed at 720p (no dynamic res).
     
  17. COPS N RAPPERS

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    #3520 COPS N RAPPERS, Jan 29, 2013
    Last edited by a moderator: Jan 29, 2013
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