mm... pretty certain it's just their post-AA variant. Need shots with better contrast. (Plus, if they were using MSAA, they should sacrifice that if they want to hit 60fps at all times. )
The jungle level is generally pretty low contrast, so pretty good for edge aliasing. The other levels... I guess we'll see eventually.
What do you extrapolate from that? You manage to surprise me, it all looks like a blurry mess to me.hm....
Wow!!!!!!!! Colour me impressed.
Wow!!!!!!!! Colour me impressed.
343i admitted themselves that the assets of Halo 3 were so high quality, they were surprised by that, but I didn't expect the game to look this good.
About halo 3, did it originally run at 60 fps, or was it 30fps? I read somewhere it ran two frame buffers internally.
What do you extrapolate from that? You manage to surprise me, it all looks like a blurry mess to me.
On Xbox 360, Halo 3 uses a backbuffer of 1152x640 and runs at 30fps.Looks amazing. About halo 3, did it originally run at 60 fps, or was it 30fps? I read somewhere it ran two frame buffers internally.
Ninja'd.30fps.
The dual render targets were used for the lighting pass to increase dynamic range (different exposures, then combine) since Xenos couldn't blend with FP16 and they didn't like the other buffer formats at the time. I assume Ruffian switched over to a single FP16 target for the MCC though.
Ninja'd.
With respect to Ruffian: yeah, I'd certainly be surprised if they were still using 8-bit integers. Considering how similar the ports look to the originals, I have to wonder if they're not counting modified buffering as part of the "improved shading."
Do you think they will be able to replicate the lighting of Halo 3? Because I don't think so! I mean, given the crazy amount of bandwidth the Xenos' EDRAM had..., and they seemed to use it all for that lighting which was a technical prowess for Halo 3... :smile2:30fps.
The dual render targets were used for the lighting pass to increase dynamic range (different exposures, then combine) since Xenos couldn't blend with FP16 and they didn't like the other buffer formats at the time. I assume Ruffian switched over to a single FP16 target for the MCC though.
Thanks AINets, some terms like HRAA still sound all greek to me, but I understand what you mean.Dunno yet. Possibly a framebuffer upscale & reconstruction using a temporal component (similar to KZSF or maybe even FC4 ala HRAA), but without the alternating fields artefact. *shrug* Hard to say.
Do you think they will be able to replicate the lighting of Halo 3? Because I don't think so!
I actually wouldn't be surprised if the XB1's architecture is better-suited to Halo 3's lighting than the 360's is. The native FP16 blending support means they should be able to get better HDR depth while using the ROPs more efficiently (no need to double up ROP operations for two buffers), and Halo 3's lighting is very heavy on ALU and/or TMU (the balance depends on how much prefiltering Bungie used), which the XB1 should excel at compared with the 360.Do you think they will be able to replicate the lighting of Halo 3? Because I don't think so! I mean, given the crazy amount of bandwidth the Xenos' EDRAM had..., and they seemed to use it all for that lighting which was a technical prowess for Halo 3... :smile2:
Yeah, it might not mean much in practice. Halo 3's HDR is very robust, despite the game's heavy contrast. You should check out the door from Dutch's drop pod at the start of Uplift Reserve, I wonder if they juiced up the response on it just to mess around with how much the engine could take.Yup, all the underlying tech should be pretty much carried over. What we're speculating for the FP16 format should give significantly higher precision, though I'm not too sure what impact that'll really have as the shaders/exposure levels were built around the dual-target setup. It should mean less white clamping with the overall lighting (as Htupolev mentioned above).
Absolutely.That said, I'm still wondering what sort of renderer Halo 4 is. :s
Call of Duty: Advanced Warfare PS4:
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Native 1080p with Post-AA?
Yep. Confirmed native 1080p (horizontally and vertically) + Post AA.
Post effects can do that. Trying to gauge a resolution by how sharp/soft it looks isn't practicable any more.Images still look very "soft" for 1080p. Ghosts on PS4 was afair much sharper.