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

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.

actually no, scratch that

I checked the recent E3 game play videos (cam), and I think it's actually running at 1280 x 720

http://www3.telus.net/public/dhwag/NGSigma2RES.jpg

Not sure about AA though, I need a better quality video, but most likely be no AA.

I think they're using the old Sigma engine, even though the game's running at higer res now, the number of enemies on screen reduced to about half of what NG2 had, also with a lot more screen tearing. I'm a bit dissapointed, considering how GOW3 offers glossier visual with 10+ enemies with zero tearing at 60 fps, 1280 x 720 2 x AA! Well, we'll have to wait and see how the final game turns out to be, since NG2 had horrible screen tearing in its early build. I sure wish they get the screen tearing sorted at the least ;)
 
I think they're using the old Sigma engine, even though the game's running at higer res now, the number of enemies on screen reduced to about half of what NG2 had, also with a lot more screen tearing.

The prolific blood spurts from chopped limbs have been noticeably cut back in the videos and replaced with the blue mist as well. What blood spurts they have are rather brief.

It'll be interesting to see how they'll handle that one part of Chapter 10.
 
I think they're using the old Sigma engine, even though the game's running at higer res now, the number of enemies on screen reduced to about half of what NG2 had, also with a lot more screen tearing. I'm a bit dissapointed, considering how GOW3 offers glossier visual with 10+ enemies with zero tearing at 60 fps, 1280 x 720 2 x AA!

Game Trailers had an cam vid of Ryu's initial part and it seems that the demo is set on Path of the Acolyte (easy) with the same number of enemies. Like the 360 demo, a lot of enemies are missing limbs and a lot less aggressive to open up the door for non-stop obliteration techniques.

Are you sure about GOW3's frame rate though? I remember the lead programmer mentioning that it won't run at 60fps all the time and can drop to 30fps.

The prolific blood spurts from chopped limbs have been noticeably cut back in the videos and replaced with the blue mist as well. What blood spurts they have are rather brief.

Yup, the game's director said it was "an artistic choice" and it definitely gives the game a more distinct surreal look in contrast to the blood fest that was the original. The trailer also showed some revisions on boss encounters; seems that they were really listening to criticism online.
 
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Forza Motorsport III was just introduced at this year's E3. Developer Dan Greenawalt stated in this video (http://www.gametrailers.com/video/e3-09-forza-motorsport/50203) that the new sequal has 10 times the polycount and 4 times larger textures for car models. I find it hard to believe, because that kind of racing games usually have ~100K polygons per car. So is there something important that he left out or has the Turn 10 really found a way how to push 360 to its limits and there's a 1M polygons per car? No way, I'd say...
 
Forza Motorsport III was just introduced at this year's E3. Developer Dan Greenawalt stated in this video (http://www.gametrailers.com/video/e3-09-forza-motorsport/50203) that the new sequal has 10 times the polycount and 4 times larger textures for car models. I find it hard to believe, because that kind of racing games usually have ~100K polygons per car. So is there something important that he left out or has the Turn 10 really found a way how to push 360 to its limits and there's a 1M polygons per car? No way, I'd say...

Tessellation could easily explain it. There are also memory savings as the mesh is tessellated in real-time versus stored in memory. We have no idea what sort of normal map compression they used in Forza 2 either, but using DXN/BC4/3Dc+ sounds about right for increased texture resolution.
 
Game Trailers had an cam vid of Ryu's initial part and it seems that the demo is set on Path of the Acolyte (easy) with the same number of enemies. Like the 360 demo, a lot of enemies are missing limbs and a lot less aggressive to open up the door for non-stop obliteration techniques.

Are you sure about GOW3's frame rate though? I remember the lead programmer mentioning that it won't run at 60fps all the time and can drop to 30fps.

Yeah, you're right, I didn't know the easy mode offered fewer enemies (never tried the easy before, I'm the master ninja guy :LOL:)

As for GOW3, I'm not sure at all, but I thought they were aiming at 60 fps weren't they?
 
Tessellation could easily explain it. There are also memory savings as the mesh is tessellated in real-time versus stored in memory. We have no idea what sort of normal map compression they used in Forza 2 either, but using DXN/BC4/3Dc+ sounds about right for increased texture resolution.
So it basically means that they used exactly the same sized polygons in 3D car models instead of various sizes like in FM2? Or did I totally misunderstood you?

And what are the: DXN/BC4/3Dc+ ? Can you explain shortly please?
 
So it basically means that they used exactly the same sized polygons in 3D car models instead of various sizes like in FM2? Or did I totally misunderstood you?

I wouldn't be sure on the specifics for the game, but tessellation essentially allows them to store a lower resolution mesh whilst using the tessellation hardware to increase the polygon count in-game. The up-shot is decreased memory and bandwidth consumption.

Tessellation can also be applied to the environment.

And what are the: DXN/BC4/3Dc+ ? Can you explain shortly please?
It's an open standard, normal map compression format that ATi introduced back in the day with the R420 series. Prior to it, DXT5 was used, but this format wasn't originally meant for normal maps wiith a quality degradation by comparison. With 3Dc, They could achieve much higher quality/resolution per memory consumption.


It's hard to say exactly what they're up to. It could be a result of a number of memory savings elsewhere. e.g. new terrain renderer, streaming optimizations.
 
So it basically means that they used exactly the same sized polygons in 3D car models instead of various sizes like in FM2? Or did I totally misunderstood you?
It would mean that instead of their being 10x the polygons in the source models, cars of 1 million vertices in RAM, the object detail could be the same size, 100k polys, but when rendered on screen, the objects are tesselated and smoothed to be rendered with 10x the polygons. Thus if in Fz2 some 25k triangles of the 100k triangle mesh were actually rendered, Fz3 would up that to 250k triangles creating smooth contours. 8 cars would be 2 million triangles per frame with those numbers, and with LOD that could be toned down, so that sounds very plausible. Should do wonders for steering-wheels!
 
Forza Motorsport III was just introduced at this year's E3. Developer Dan Greenawalt stated in this video (http://www.gametrailers.com/video/e3-09-forza-motorsport/50203) that the new sequal has 10 times the polycount and 4 times larger textures for car models. I find it hard to believe, because that kind of racing games usually have ~100K polygons per car. So is there something important that he left out or has the Turn 10 really found a way how to push 360 to its limits and there's a 1M polygons per car? No way, I'd say...

I talked a bit about this in the Forza 3 thread, but I think Forza 2 had about 40.000 polys per car max. 400.000 polys per car is possible in theory - creating the cockpits increases the basic number by twofold, at least according to polyphony, who mentioned that their car models went from 100.000 to 200.000 polygons (mind you these are max figures, many cars will have less I think). I haven't seen any such high detail in the actual Forza 3 gameplay videos though, so you'll mostly see that in the car selection and replays for now.
 
I don't believe Forza 3 runs in 1080p in-game? GT5 doesn't run 1080p in-game either (1280x1080, which still isn't bad of course), and the 360 has a beautiful scaler. ;)
 
Yeah, you're right, I didn't know the easy mode offered fewer enemies (never tried the easy before, I'm the master ninja guy :LOL:)

Well I take it back. Having seen a full walkthrough, the number of enemies in Acolyte is indeed cut by more than half in some areas (while some remain intact). The game does look prettier for sure and even has self shadowing like Sigma 1. I like the sadistically hard nature of the higher difficulties so hopefully it's a case of streamlining a challenge from one level to another.

Also, the game hasn't been rated by the ESRB so a demo is unlikely at this stage.
 
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Is it true 1080p to Forza 3? Incredible, head to head with GT5

I don't believe Forza 3 runs in 1080p in-game? GT5 doesn't run 1080p in-game either (1280x1080, which still isn't bad of course), and the 360 has a beautiful scaler. ;)

Guess he was referring to this:
http://translate.google.com/transla...news/20090603_212305.html&hl=en&safe=off&sa=G

Maybe someone could check at which native resolution the official Forza Motorsport 3 footage, which is available so far, was rendered?

Forza Motorsport 3 E3 2009 Debut Trailer
http://forzamotorsport.net/en-us/media/videos/default.htm#/video/120/

Forza Motorsport 3 Screenshots: E3 2009 Edition
http://forzamotorsport.net/en-us/media/images/default.htm?galleryid=280#/screenshot/462/
 
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