That last photo reminds me of Killzone: Shadow Fall...
There is some weird stepping on the gun though? On the right side it's best visible, where the light metal contrasts with the dark/plastic/wood? Or is that normal? Especially in the second shot it stands out.
That last photo reminds me of Killzone: Shadow Fall...
Thanks for the detailed explanation. Yesterday I saw your post, was about to reply but then mysteriously, there was nothing, but I can see now you were going expanding on it. Thanks for sharing your wisdom.On Xbox 360, Halo 3 uses a backbuffer of 1152x640 and runs at 30fps.
You can read about the two buffers thing here, but the gist is that it was an exotic way to get good HDR depth. If the 360 had supported hardware alpha blending for FP16 buffers, Bungie probably would have gone with that, but it doesn't. Halo 3 uses two integer RGBA8 buffers: one is in the normal LDR range, the other is 7 stops less exposed, allowing it to capture luminances up to 2^7 times brighter than the LDR white level.
For a seventh-gen game, Halo 3 is excellent at doing stuff with snazzy lighting without clamping or desaturation, which means that they're not letting their bright and extremely expressive (Cook-Torrance!) lights go to waste. The drawbacks are that framebuffer access is slow (since blending and such has to be done on both render targets), and the buffer format takes up a lot of space in eDRAM.
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."
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Edit: Random note, Halo 3 unlocks its framerate if you fast-forward in replay mode. Most of the time this doesn't mean much, but if there's nothing happening and the current graphical load is low, the game can spit out 60fps.
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Edit #2: The image that Cyan and COPS AND RAPPERS are responding to is a Halo 4 shot, by the way.
At first I thought I'd be highly surprised if it happened, but after reading HPTupolev's "productive" post and yours, it kinds of make sense that maybe they didn't only managed to make the classic lighting of Halo 3 work but improved on it.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).
I'm a bit curious to see Floodgate - good contrast of darkness & lighting - and maybe even when Scarabs go boom. Maybe comparing exposure levels in theater mode might be worth a gander, pause during an explosion and fly in with the camera
The footage the press have been allowed to show looks pretty much what you'd expect - hard to tell if anything's changed really aside from 1080p60.
Mind you I can see my shadow now in a poorly lit room... this is unacceptable if this is the case.
http://i1.wp.com/gearnuke.com/wp-content/uploads/2014/10/ACUnity-PS4-Leaked-6.jpg
mm... is that rooftop already in shadow? They don't have separate shadowing from the sunlight, so they'd have to go with AO.
Those images look blurrier than usual for a 900p gameSo a gaffer found a full album of ACU ps4 version, tho compressed, they look very much like 900p sadly.
http://imgur.com/a/Kfagt
It looks absolutely awful, what type of anti aliasing are they using?