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

Discussion in 'Console Technology' started by Farid, Nov 7, 2008.

  1. Quaz51

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  2. SG79

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  3. the ignoramus

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    Concerning the GT5 Concept trailer:
    These thumbnails look like they could have originated from a realtime source?
    To me they don't. The quality of the blur looks simply too good, especially on the third and fourth thumbnails.
    [​IMG]

    [​IMG]

    [​IMG]


    [​IMG]
     
  4. scarslasher

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  5. TheAlSpark

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    Probably alpha-to-coverage with high MSAA.
     
  6. Nesh

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    Yeah I have to agree. The quality is exceptional. I kind of doubt these are real time. Especially the Rally sequence that showed some car damage looked way too good in terms of resolution and lighting.


    I hope they release some gameplay or replay shots instead of this. I think the video is similar to the intros we got in other GT games. CGI using game assets?
     
  7. user542745831

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  8. Arwin

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    Don't forget though that that was both replay mode and just one car.
     
  9. Nesh

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    Even as such the image quality was too impressive.

    It looked real. Not close to real. But real "real". There is not a single graphical glitch or problem to point to. And the interior of that car? OMG.

    Additionally the AA looks to be very very high. I downloaded the HD video from PSN. I almost stuck my face on the TV trying to find the slightest aliasing. It wasnt there. I didnt find any visual imperfections in any scene.
     
  10. 2real4tv

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    You guys are talking about this scene(its 4MB hope its not a problem):

    http://i40.tinypic.com/24c9mqb.gif

    Too large ;) Please don't embed any but the smallest of animated .gifs
     
  11. Laa-Yosh

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    It's 720p without AA, and there's been plenty of time to make the engine work at that resolution...
    However, there has been several unscaled 720p shots from Halo3 as well before its release, so these shots don't really tell us anything.
     
  12. _phil_

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    nesh : nAo allready explained how PD ma make their cinematics.

    As for Halo , all their pre release screenshots were 720p.
     
  13. chris1515

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    It is cg with engine assets like the GT intro in general but it is impressive.
     
  14. Butta

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    Any ideas on res and AA for Fight Night Round 4 PSN demo?
     
  15. Laa-Yosh

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    Yeah, but most of them were clearly bullshots with super high AA, so we knew those weren't indicative of the final product.
    But they also released some 720p shots without any AA that looked genuine - up until Quaz did the pixel counting on the actual game, when the whole 640p fiasco started.

    So, while the current shots of ODST are 720p non-AA, we still can't draw any conclusions until someone gets the final game and does the analysis...
     
  16. TheAlSpark

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    Well, it was one, but yes. They have shown non bullshot quality screenshots before.
     
  17. user542745831

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  18. Aeoniss

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    What sort of compromises would have to be made for ODST (using the H3 engine) to run in 720p?

    The reason for the downgrade in resolution was because the HDR choices right?
     
  19. Laa-Yosh

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    Tiling could solve the problem I guess, but they'd have to do some work on how they handle their geometry. Probably easier to do when most of the engine is already in place before they start actual development, so there's a chance that they could get it to work.
     
  20. Nesh

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    In this thread or in another?

    I think I remember someone (I think it was nAo) explaining how a long time ago.

    But this?

    This video is on a whole new level. The image quality is too good. The curved surfaces are too perfect especially on the damaged rally car. The shadows are extremely detailed and fall naturally and perfectly on the surfaces. Look at the shadow on the tires.

    Not to mention the lighting.

    Will the game look nearly that good atleast in replays?
     
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