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. Afrikan

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    does anyone know what resolution NFL Madden 11's demo is running at.....it is suppose to be a 720p game, but man it just doesn't look like it during game play...or when you do a user-replay from the menu.

    it is obvious they add alot of effects during the cut-scenes...but like I said, during gameplay up close or user replay....it looks really bad texture wise..everything looks stretched out and bland.

    edit- this is from gamespot.com...I think it is a direct feed shot 1,280px × 720px , but I don't know if it is a replay with added effects..

    http://image.gamespotcdn.net/gamespot/images/2010/196/988575_20100716_screen015.jpg
     
    #1901 Afrikan, Jul 30, 2010
    Last edited by a moderator: Jul 30, 2010
  2. Afrikan

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    I have the PS3 demo for Madden....so I just took an off screen picture of the lettering on Mark Sanchez's jersey to compare it to one from the 360 version...

    360 demo version someone uploaded
    http://i122.photobucket.com/albums/o252/MiniDitka/Madden 09/AVerMediaCenter2010-07-2920-26-38-90.jpg

    PS3 demo version
    http://i31.tinypic.com/1yfzc.jpg

    a closer look to the letter Z
    http://i30.tinypic.com/s58w1k.jpg

    there is an obvious difference....

    but all you can get from these shots are AA info, right?
     
  3. TheAlSpark

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    I wouldn't worry about the text as an indicator. They can be subject to texture resolution, which isn't the same as the framebuffer resolution (i.e. geometry).
     
  4. Dungeonscaper

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    To me it looked like madden goes sub-hd, 30fps (which isn't even consistent) during cutscenes on PS3. I thought the actual gameplay would be pretty bad but it runs VERY smooth 60fps full 720p, what happened to the cutscenes EA?
     
  5. Kasersky

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    AA is commonly associated with polygon edges, the Z is a texture. to smooth something like that you need to increase the detail of the texture and because the ps3 is notorious for having a smaller texture budget this sorta thing is quite common. however thought texture filtering you can make even low quality textures appear smoother.

    LOD, and probably AA.
     
  6. assurdum

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    Uh? :???: You can explain what do you mean? Because it isn't exactly true...
     
  7. Sh1nn

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  8. Mastperf

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    In multi-platform titles the PS3 is known to have worse texture quality in some cases due to less usable ram and probably things like 3dc compression. I'm not sure what's wrong with his statement.
     
  9. Yashamaru

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    You are right, in SOME cases. What game have better texture on 360?
    There is some cases where the PS3 have better texture than the 360 version so we can all say that "the 360 is notorious for having a smaller texture budget" ?


    BTW, Res for Naruto UNS 2?
    360
    http://livedoor.2.blogimg.jp/ps360/imgs/e/7/e759009a.png
    PS3
    http://livedoor.2.blogimg.jp/ps360/imgs/8/7/8724fb83.png

    It seem subHD on 360, some blur in the image and more aliasing.
     
    #1909 Yashamaru, Aug 2, 2010
    Last edited by a moderator: Aug 2, 2010
  10. Mastperf

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    In multiplatform titles through the years, the 360 has had a texture advantage far more that the PS3 has. It has nothing to do with which one is capable of better textures. He acted like it was some kind of crazy statement when it has been quite common. Look at the DF comparisons and you will see this quite often. It's clearly not the case when comparing the best on PS3 vs. the best on the 360, but he was referring to mulitplatform titles which make up the bulk of games on both platforms.
     
  11. Shifty Geezer

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    Yes, we know PS3 has a texture disadvantage because it has to do all framebuffer operations in RAM whereas XB360 has RAM, and the OS has a bigger footprint; not just the 32+8 or whatever it is XDR+DDR reserved OS RAM, but also the libraries that consume many megabytes to achieve very little, like the heavy cost of including the friends list and stuff. Back when we were looknig at RAM use, there was a list that showed it was very easy to lose another 50+ MB including voice chat, party ops, standard keyboard interface, etc.
     
  12. N_B

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  13. nightshade

    nightshade Wookies love cookies!
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    So K&L PS3 runs at a reso equivalent to COD, yet it seems to be a lot lower due to all the weird filters....on PC there's this one option called "sharpen" disabling it makes the game look more messy & it feels as if its running at a lower resolution than what I'm actually using. Anyways Vanquish being subHD on PS3 seems to be very much a possibility considering its the Bayonetta engine. (is it a 60FPS game ?) .Interesting case with Naruto as well, I actually thought its the same across both platform since I didn't really notice the scaling.

    And yea he gets a LOT more hate there, too many clueless people backlashing him stating a reason such as "I don't play while zooming in 600%" or the ever-present "console peasants"
    I hope he returns here :|
     
    #1913 nightshade, Aug 3, 2010
    Last edited by a moderator: Aug 3, 2010
  14. scently

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    Ehm maybe you should have another look at the res.
     
  15. nightshade

    nightshade Wookies love cookies!
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  16. scently

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  17. N_B

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    I'm sure the DF analysis was based on actual images that were counted, and it did say it was 1024x576 "or something very close". With all the crazy filters the game has the exact res is probably very awkward to determine, both seem plausible.
     
  18. TheAlSpark

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    You'd need to check at least 30 pixels to definitively tell 4/5 and 5/6 ratios apart.

    It was a pretty quick check, and I didn't want to spend more than 5 seconds on it. The difference between "600" and "576" vertical res is one step (25 vs 24 out of 30 pixels).
     
  19. assurdum

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    Yes &...no...first years ps3 multiplat title present that problem but the years after there are different titles even with better texture on the ps3... so I don't talking of 360 texture advantages far more, because it isn't so true...
     
    #1919 assurdum, Aug 3, 2010
    Last edited by a moderator: Aug 3, 2010
  20. function

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    1280 x 640 seems like an odd resolution to pick for performance reasons. If you need to fit an additional back buffer sized render target in video ram it makes more sense.

    Makes you wonder what developers are doing with the extra memory on 360 then. Probably nothing, just like they aren't really doing anything with the extra power of Cell.

    Hooray for parity.
     
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