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

Just one comment with no kind of qualification whatsoever... we've no idea what he was saying. But bearing in mind how much of FFXIII is streamed video, this is the most likely culprit.
 
I am currently playing through the import Final Fantasy XIII, and I have to say that there hasn't been very many pre rendered cutscenes thus far. And I've been playing for over 40 hours now. The vast majority of the cutscenes seem to be in engine. I don't think they're videos either, as there are some minor slowdown during a few of the more demanding ones.
How many minutes of CG have you seen so far? There seems to be at least 31gig worth of video on the disk. There is a chance that you haven't gotten that far yet. I know that I end up spending a hundred hours on average playing JRPGs while other people sometimes finish in 30 hours.
 
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This one:

http://www.cynamite.de/_misc/galler...nal=/imgserver/bdb/131500/131586/original.jpg

Shows clearly how you should NOT put much hope & faith in "detect edges and blur" methods of pseudo-AA. Take a look at the antenna of the skyscraper, the many hanging wires, and especially the wire in the lower left corner. When information is lost due to undersampling, no amount of image processing in the world can recover it.
 
So it's a good thing you'll instead be seeing those steroidal heavy weights most of the game, right? :p
 
You could detect sub-pixel objects and use selective AA on them during rendering, then use the post process saboteur AA method. IIRC, the saboteur method with its carefully chosen thresholds doesn't degrade the IQ, it just becomes the same as noAA on subpixel objects.
 
Sorry, I thought this was a thread about image quality, not about artistic direction and human body proportion standards...

Just a joke ( the majority of the shots are fine ) But yeah, they certainly don't want to be using it in a game with lots of thin objects like that, something like Mirror's Edge.

MSAA would help, but I suppose you'd need a lot of samples, at least going by some image quality comparisons of the different modes on the PC side.


What about the strange texture patterns on the roofs? just filtering issues on the 360?

Yes, this is common for any high frequency rendering where there is not enough sampling. You'll see it a lot with say metal gratings, especially if there's a specular component. Doom 3 is notorious for it. Mip mapping should have mitigated this, but it seems likely they used a negative LOD.

http://alienbabeltech.com/main/?p=12648&page=2

http://homepages.inf.ed.ac.uk/rbf/CVDICT/cva.htm (scroll down to the checkerboard)

https://cs.senecac.on.ca/~gam670/pages/content/mipmp.html
 
Why is it only present on the 360 shot? The texture is still vertical for the PS3 while it goes circular (right side roof) or horizontal (left side roof) on the 360. Just different filter choices?

I'm looking at this pic still:

http://www.cynamite.de/_misc/galler...nal=/imgserver/bdb/131500/131586/original.jpg
The reason is higher quality AF on the ps3 in the above shot, the ps3 looks to be higher resolution as well, though if AlStrong saiz its also 720p Ill take his word for it (ps3 doesnt appear to have any AA)
 
anyone check Heavy Rain? Theres a very high quality HD video up on the JP PSN, and Star Ocean 4 trailer is up too on US PSN, wonder if the resolution is the same as the 360 one.
 
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