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

Considering the special effects a game like God of War needs, I think 1080p is pretty much out of the question
 
X-Blade demo use 1080p HUD (and 1080p menu) over a 720p rendering. it's the first time i see a mixing like this on X360
software upscale? or X360 is probably able to merge two buffers in the DAC after hardware upscale like PS3? (like GT5)
i like 1080p HUD and menu in games, i want more mixing like this (but probably cost one additional memory buffer)
 
They don't look THAT good. The older screens are of comparable quality and MazingerDUDE concluded that it's still 1120x585 but he wasn't 100% certain.
 
It does, and Sigma 2 obviously runs on the same engine. But from what I've heard, NG2 has more going on than NG so it probably stresses the engine more. It's possible they reduced the resolution slightly to maintain a solid framerate.
 
1280x720 to 1185x585?

that's a loss of 25% of the pixels. As we've seen, there are tricks and art that can make sub HD games look beautiful. That is a fairly big drop, imho.
 
It's from the Gran Turismo 5 teaser, by the way.

I'd need to see a better quality video before judging. The lighting looks believable for GT5, but the AA looks WAAAAY overdone.


I ask because I've never known PD for doing out-of-engine bullshots.
Maybe in-engine bullshots, though. :D
 
Can anyone confirm what Modern Warfare 2 and God of War 3 runs at?

I think God of War is 720p no AA but would like confirmation.
 
Often for print, at 300 dpi. You'll render a print quality image, and then downsample for screen at 75 dpi.

Edit: Plus when everyone else is doing it, your product would look worse in comparison, even if being honest. You may as well ask a supermodel to not wear makeup walking down the catwork when all her colleagues are.
 
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