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

It is their own engine and phsyics engine.

Interview link to PCGH
PCGH: Did you develop your own engine for Aliens versus Predator or did you license a technology? What were the reasons to do so? What are the advantages when utilizing your own technology or using a commercial product?

Kevin Floyer Lea: We use our own engine for all the games we make at Rebellion. It means that we have full control over every feature available in the engine and can tailor it to the needs of every game we make.
 
The PS3 demo looks like that pretty much. It looks completely different on 360=bad

edit- just saw the upclose ones and I'm pretty sure PS3 demo doesn't have any signs of dithering like that.

Battlefield: Bad Company 2 - Xbox 360 vs PlayStation 3 comparison
http://www.gameswire.net/comparisons/battlefield-bad-company-2-comparison_47.html

Some had expressed concern that the PS3 version may lag significantly behind its 360 counterpart graphically. But on the evidence of the demo, the differences are comparatively small, and certainly nothing out of the ordinary.

For that though, the textures on the 360 version are all the sharper. Regardless of whether you’re looking at an object close up or at a distance, so long as the lighting is favourable, it’s much easier to make out specific details on objects in the 360 version.
 
On 360 it has that screendoor effect going on.When close up it is really bad to make it the only clear difference.
Its basically Alpha to Coverage transparency for Xbox 360 while normal Alpha buffers for PS3.
And that makes a big difference visually imo cause its a major eye sore for me while playing the Xbox 360 code.
 
Yup. Possibly with 2xMSAA, but there's lots of post-processing going on as well.
Awesome, I thought the screenshots looked slightly blurrier than the promo shots and was afraid of that QAA but it could just be the post processing effects like you said.
 
What's the verdict on Bioshock 2? (both versions). I remember that the first one was sub-HD on PS3 with a blur filter to boot.
 
What's the verdict on Bioshock 2? (both versions). I remember that the first one was sub-HD on PS3 with a blur filter to boot.

Need demos. :( I'm getting the PC version this time around. And IIRC, they removed the blur filter in a patch for the first game. :)
 
hmmmmm, it's just like in mirror's edge, 360's contrast at default is set a couple notches higher than ps3's......it doesn't look bad at all, but i wonder why?
http://www.gameswire.net/comparisons/comparison-large_5_47_split.html
http://www.gameswire.net/comparisons/comparison-large_2_47_stack.html
one needs filtering for foliage and the other needs more detail.
http://www.gameswire.net/comparisons/comparison_9_47_stack.html
360 also has stronger highlights on weapons.
so how far are these two demos from the final build?
 
Last edited by a moderator:
COPS N RAPPERS- hmnmmmm, qestion.

why dose Bad company2's demo weigh 1.3 gbs?

It's got only 1 map and has no single player mode or movies, and yet it weighs as much as bioshock's demo, which had quite a few areas inside of it.

my bad, correction it actualy reads at 1.4 gbs. (after checking the install size off the HDD.)

and Nebula responded with the details behind that.

Nebula- PC beta is ~1.55GB in size when installed. Here is a breakdown of content.

Sound files ~880MB
Menu files ~50MB
Level ~180MB
Wepon stuff etc ~190MB
Videos ~200MB

And the rest is small files for game engine and other game stuff.

just updating the details on that.
 
Last edited by a moderator:
hmmmmm, it's just like in mirror's edge, 360's contrast at default is set a couple notches higher than ps3's......it doesn't look bad at all, but i wonder why?
http://www.gameswire.net/comparisons/comparison-large_5_47_split.html
http://www.gameswire.net/comparisons/comparison-large_2_47_stack.html
one needs filtering for foliage and the other needs more detail.
http://www.gameswire.net/comparisons/comparison_9_47_stack.html
360 also has stronger highlights on weapons.
so how far are these two demos from the final build?



lighting on 360 looks a tad better in those images and there are a few extra details on 360 (stop sign, couple more trees)
 
Back
Top