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

Yeah, not all of the shadowing you see on the characters are SSAO.

In the first shot I linked above, you can see a shadow map being cast from the prosthetic-limbed character onto herself. A shadow map can also be seen cast from the skull-helmet character onto the character beside him. Even the shadow cast from the helmet to the chest or the rifle/arm to the left leg of the player character in the same shot is a shadow map.
 
If the radius of evaluation is short enough, that may be why you don't see it there.

I'm not sure how one would mask out characters from the environment. The SSAO implementations I've seen so far are based on depth information. At any rate, they're likely baking GI into their levels, so they wouldn't need additional AO there, as it's just a hack for dynamic objects. It would only be important when a dynamic object got close to another one.

edit: If anything I'd have circled the area around the Spartan's boot on the right. :p
 
Yep, that looks like SSAO there. The shading above the each shelf doesn't even make sense. lol

Halo 3's photomode was a 7x7 times render according Quaz IIRC. It's a very very tough one to check because you'd need to be able to spot n-1 shades for an n x n super sample (as I understand it), so you'd be wanting an edge that's long enough and an angle that's very near straight (or straight itself). I believe I've found such a grouping in a couple spots. I wouldn't be surprised if it were the same, given Bungie's obsession with the number 7.
 
If you look at the gun, there's a consistent 1-pixel wide blur, but I agree, lots of compression. Would like some uncompressed shots... ;) Might be able to arrange something as soon as the demo downloads.
 
I'm fairly certain they're both 720p with the variable AA. I can't currently grab stuff from the PS3, but I'll check the 360 in a bit.
 
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