can anyone tell me what AA method the 360 version is incorporating?
Perhaps a custom "AA" to avoid tiling... IIRC, the 4xMSAA sample positions are *near-identical between ATI and nVidia.
can anyone tell me what AA method the 360 version is incorporating?
Perhaps a custom "AA" to avoid tiling... IIRC, the 4xMSAA sample positions are identical between ATI and nVidia.
these shots are from the newly released UFC 2009 demo,
http://www3.telus.net/public/dhwag/UFC_PS3.jpg
http://www3.telus.net/public/dhwag/UFC_360.jpg
can anyone tell me what AA method the 360 version is incorporating?
Bioshock 2 ps3 and 360 screenshots, anyone whats to take a shot:
http://www.gamersyde.com/news_7727_en.html
680p for the PS3
720p for the 360
No AA, but with the slight blur filter for both
I guess they're using the same engine as the previous game
Please note that the video player that I used to capture these shots had a sharpening filter turned on (to better accentuate the aliasing). Just throwing that out there in case that extra filtering is skewing anyone's results.
I'm absolutely certain there is a dynamic resolution changing going on, at least in the PSN demo I've played firsthand. In some scenes in the demo, there is a very noticeable sudden blurring and changing of edge aliasing step patterns if one observes closely. I suspect that if it weren't for the major pile of bodies on the floor in the one shot I took, the aliasing wouldn't be as bad as it is; the slowdown caused by all those characters on screen at a time probably triggered a resolution come-down to 1024x576.
Here's another picture comparison I made showing the dynamic resolution at work, that shows a clear difference in the edge/aliasing stepping patterns in a couple spots:
not surprising, Starbeeze already use dynamic AA on Darkness X360 version
Bioshock 2 screenshots show same res as Bioshock 1?
the first seem 680p but not others
Is it just my eyes or is his head bigger in the 360 pic?these shots are from the newly released UFC 2009 demo,
http://www3.telus.net/public/dhwag/UFC_PS3.jpg
http://www3.telus.net/public/dhwag/UFC_360.jpg
can anyone tell me what AA method the 360 version is incorporating?
the first seem 680p http://images.gamersyde.com/gallery/public/10362/1819_0001.jpg
but this http://images.gamersyde.com/gallery/public/10362/1819_0004.jpg
this http://images.gamersyde.com/gallery/public/10362/1819_0007.jpg
or this http://images.gamersyde.com/gallery/public/10362/1819_0003.jpg
are 720p
Is it just my eyes or is his head bigger in the 360 pic?
I noticed a little slower load times & frame-rate stutter during the transitions in the PS3 version. But nothing significant during the actual fighting. The 360 version did look like it was sharper on my TV but I think that's because of the 360's scaler & my TV being 1080p. PS3 version also seems darker (even compared to other PS3 games at the same TV settings).
Could the HANA scaler have alleviated the method used on the 360?
It must be. Not sure what's tricking my eyes. If it's the textures or the aliasing or if one is just shifted horizontally a little, maybe frame stutter on the PS3 messed w/ timing. I just measured the pixels and they're the same (corner of eye to back of head & to first blue pixel in glove tape). maybe the lighting/brightness is doing it.Your eyes I thinks
It must be. Not sure what's tricking my eyes. If it's the textures or the aliasing or if one is just shifted horizontally a little, maybe frame stutter on the PS3 messed w/ timing. I just measured the pixels and they're the same (corner of eye to back of head & to first blue pixel in glove tape). maybe the lighting/brightness is doing it.
The PS3 looks like it has better textures, but the 360 has more lighting? The bottom of his glove is lit in 360 but dark in PS3.
I guess his head on the 360 is 1 or 2 pixels fatter (i.e. only horizontal), as I can see it too