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

That second shot points to much better texture filtering in the 360 version, the cobbles in the distance and the stone wall in the foreground are two areas that really stick out. I'm usually disappointed with the level of texture filtering in 360 games so its nice to see.

Something like 4xaf?

hmmmm, it's not just in the stone work.

take the two pics and you'll see other differences too.:???:

ps3
http://i33.tinypic.com/286u9f4.jpg

360
http://i37.tinypic.com/2eevof6.jpg


the textures looks like they were literally saved at a lower resolution. i think it must be that, given the fact that both run at 720p no AA, i can't see of any other reason for the textures to look that way.

at first i did thought it was the mipmaping or texture filtering but in these two shots that i have it shows something different, they're even bury up close.

ps3
http://i35.tinypic.com/293vrxf.jpg

360
http://i34.tinypic.com/102qpue.jpg
 
On the ps3 seems they used a lot more of mip mapping to cover the worsen texture definition. Wait, more trilian/noise filter how AIstrong had said in the other topic.
 
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One thing occurred to me was the noticeable black crush on the 360's shots, there are some spots where the details are totally lost. Just look at the places where shadows occlude.
 
That's fairly typical... one would just have to adjust either the 360 or TV output.

edit: The images are very dark in general though. I'd wonder about their capture method...

Wait, more trilian/noise filter how AIstrong had said in the other topic.


Yeah, that's a noise detail texture they've layered on top.

the textures looks like they were literally saved at a lower resolution.
They're probably taking advantage of one of the Xenos-only texture compression schemes.




Moved posts to Unreleased... been busy with other threads.
 
Could just be a gamma issue. Every other part of the environment in the scene has similar shadings, it's just darker on 360. :)
 
I think that's just baked into the textures and isn't showing up well on the PS3 version because its so much brighter. Hard to judge without seeing it in motion but that would be my guess.

Edit: Ah, beaten by two minutes! Heh
 
I certainly doubt it has SSAO. It could be prebaked AO solution if it does like brain_stew says. I don't think any 60fps games on the consoles has SSAO though I can think of a few that need it.
 
Well, baked would be the ideal for static environments. Dynamic objects aside, SSAO is just a fast hack to avoid the baking process or proper GI, which can be time-consuming depending on the quality desired.
 
The gamma settings on the 360 shots are way off. They need to be adjusted.

The cut-scene shots look upscaled... but it seems to be a blur anyway.
 
Hmm yes the lighting range, ambient lighting, mist detail/layer amount, shadow resolution, mapping. So which is which? :eek:

EDIT: Saw your platform comment.

:smile:

yeah, in the first set of shots the trees in the ps3 build are lacking in lighting depth, you can see how the lighting is illuminating the trees and around it in the 360 build.

in the second set of shots, the lighting is more or less showing the same differences, although you can see the stone work in the ps3 build a little closer. the stone work in the ps3 build is being effected by an other layer. (the bump mapping is more exposed than the texture it's self) which it can also be seen in this shot comparison.
http://www.gameswire.net/comparisons/comparison-large_213-0002-33065795_PlayStation%203_212-0009-41824645_Xbox%20360_stack.html
 
What about forza 3? has that been confirmed for 720p 2xAA? Its impressive how much better it looks.

ya 1280x720 2xmsaa in-game, 4xmsaa in replays. i think the smoothness may have to do with framerate since the aliased pixels are on screen for 1/60th of a second and are updated so quickly that your eyes can't focus on them.
 
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