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

I thought dead rising has no AA in gameplay but 4X AA in cutscene. Anyway is 360 the only one that is capable of change MSAA sample on the fly in game?
 
I thought dead rising has no AA in gameplay but 4X AA in cutscene. Anyway is 360 the only one that is capable of change MSAA sample on the fly in game?

While not hardware specific in terms of the ability to implement, the bottlenecks or trade-offs will differ in other platforms. The main reason for this dynamic AA would be any performance hit related to tiling.

Where with Xenos, the difference in AA modes does not mean any more memory consumption as the frame/partial frame in eDRAM is converted to raw colour data in main memory, the memory bandwidth hit is a non-issue, and lastly, the ROPs are designed for full-speed sampling rate at 4xMSAA.

In the case of RSX, such a dynamic framebuffer mode will make less sense for games strapped for memory and bandwidth and/or performance due to the multiplicative nature of MSAA (increasing samples per pixel = increased framebuffer size and thus increased memory bandwidth consumption); RSX's ROPs should be able to do 2 samples per cycle following G7x, so in the case where memory bandwidth and memory consumption are not limiting factors, there would still be around 2x hit to performance when enabling 4xMSAA from doubling up on the number of cycles needed to finish sampling.

With WipeoutHD, it appears the devs budgeted for 1920x1080p, varied down to 1280x1080, which is at best a 33% reduction in pixel processing and backbuffer memory - much less variation when comparing dynamic AA.
 
I speculate that CoD6 will be 1024x600, 2xAA on consoles.

God of War 3 will be 1280x720, 2xAA

Halo:ODST will be 1152x640, no AA
 
PS3 RE5

http://www.gametrailers.com/player/43807.html

even with poor compression, in gameplay you can see the jaggies on some of the objects in the background..... but cut scene looks real smooth. I wonder if they are using pre recorded real time 360 or PC cut scene instead of using the in game engine for PS3, which is why its gets a blu ray demo release instead of a PSN download due to bigger size. I hope that is not the case.... If someone can figure out the spec for the gameplay that would be great, hopefully atleast 2XMSAA throughout the whole game.
 
I don't think the cutscenes are recorded.

Check out these videos in the same area:

http://www.gametrailers.com/player/43811.html

http://www.gametrailers.com/player/43811.html

There's more screen tearing on the 360 video than the PS3 one. Capcom might have recorded the PS3 video on PC but I don't think they'll go the same route as RE4 on PS2 again.

Sorry didn't post the 360 version. Don't know how to edit posts. :cry:

http://www.gametrailers.com/player/43421.html


ModNote: You'll receive editing privileges as time goes and you start posting more. :) -AlS
 
http://www.death-note.biz/up/img/34916.jpg

I'm not sure where this came from, probably made by someone at Japan

I cut a pair for the comparison convinience,

http://www3.telus.net/public/dhwag/RE5360.jpg

http://www3.telus.net/public/dhwag/RE5PS3.jpg

The image is quite compressed, but the difference is pretty clear.

It seems as the PS3 version follows DMC4's practice on the AA solution.

The overall image is slightly blurred.

The 360 version's got proper 2 x MSAA, coupled with the monotone art direction, AA is in much more effect.

IQ is very impressive.
 
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