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

Perhaps a custom "AA" to avoid tiling... IIRC, the 4xMSAA sample positions are identical between ATI and nVidia.

Mirrors of each other, in fact, and same goes for 2xMSAA patterns
edit:
Bit old pictures, but the patterns are still the same
nVidia:
fullNVIDIA4xaa.JPG


ATI:
fullATI4xAA.JPG


Images linked from http://www.tech-hounds.com/review12/ReviewsComplete.html
 
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?

Looks like they skipped the msaa hardware completely, and instead are creating an 'averaged color' via post process wherever 'diagonals' are detected. I'm guessing they take a few samples on a horizontal line of both Z and color, maybe the pixel itself, two to the left, and two to the right. If there is enough delta between the Z samples then they write out an averaged color value from the samples.
 
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

edit: not clear on your bad screenshot
 
Last edited by a moderator:
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?
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?
 
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?

:?: Your eyes I thinks
 
:?: 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.

edit: It's hard to tell for sure since my TV is scaling the PS3 to 1080p. But it looks like there's no AA during the actual match, just the corner activity & fighter intro. I haven't been able to find any actual gameplay screenshots for PS3 yet so I'm just guessing. Either that or its a combination of how my tv scales and it being below 720p during fighting gameplay. Or just my eyes playing tricks on me. I'll take some photos of my screen later and post them.
 
Last edited by a moderator:
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.

It seems 360 has better texture in the logo reading neogaf, ps3 low resolution
 
Last edited by a moderator:
I guess his head on the 360 is 1 or 2 pixels fatter (i.e. only horizontal), as I can see it too

Sorry,I check and it's true, I have just seen the shots in my 32' tv hd in full screen and the horizontal lines seems on 360 has something 'strange' ... a little bit details less in the textures skins, the write on the screen little bit 'bigger' than ps3 version, it seems 360 version has lost something in the resolution, in the horizontal lines :?:
 
Last edited by a moderator:
This is the best I can do, not having a way to grab HDMI. The PS3 version looks like it has bigger models, that's just because of how my TV scales. It zooms a little and crops a little, nothing i can do about it unfortunately.

360 , PS3

360 , PS3

360 , PS3
 
Back
Top