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

At least in those shoddy uber compressed and poor-captures. :p I'm waiting for something more reliable.

I'll see if I can get time to check out the console demos tonight.

If you got time it would be interesting to know what they call 'AA' in menu option.

These screenshots I took should be good for PC version. They are JPEGs but of quite good quality.

http://forum.beyond3d.com/showpost.php?p=1460537&postcount=1541
http://forum.beyond3d.com/showpost.php?p=1460537&postcount=1541
http://forum.beyond3d.com/showpost.php?p=1459977&postcount=1536
http://forum.beyond3d.com/showpost.php?p=1459978&postcount=1537

Also I saw that an archive unpacker is in the work for modding! :grin2:
 
Last edited by a moderator:
If you got time it would be interesting to know what they call 'AA' in menu option.

These screenshots I took should be good for PC version. They are JPEGs but of quite good quality.

http://forum.beyond3d.com/showpost.php?p=1459977&postcount=1536
http://forum.beyond3d.com/showpost.php?p=1459978&postcount=1537

As far as I can tell, it looks like 2xAA and an edge blur filter applied on top. Same on 360. On PS3, they skip both of those entirely, so it can look sharper. Reports of MLAA are... wishful thinking. The aliasing isn't that hard to see.


On all platforms, it looks like they render other parts of the scene at lower res hence the big issues with edge aliasing/blur and the general blur in the distance outside. Very heavy LOD. Cascaded shadows w/ jittered samples for the penumbra it seems. PCF on PS3.

The pixel speckling in the foliage and some geometry is bizarre. Just had a camera view with the ground foliage taking up the entire screen and the speckles are all over; mayhaps a problem with the depth buffer precision or format... and whatever it is they're doing with edge detection (?). The noise doesn't seem noticeable much on 360.

May have updated/corrected impressions later. Only had about 3 min to check each demo by the time I finished d/l. :p
 
Outside of the missing foliage it doesn't looks to be all that different, still think they could've done a better job instead of straight out eliminating the grass but well there's only so much you can expect from a relatively smaller studio, the blur is really odd though.

Anyways lack of PCF in 360/PC ver make the shadows on characters/shrubs look quite messy.


Indeed :LOL:

Mod Edit : Why developers make the choices they do belongs in the game tech thread, not IQ analaysis.

Another thing: it's possible the 360 version run at slightly inferior resolution (not so much)? In the distance, some objects appears strangely more blurried & jaggies...looked the cable or the lamp compared to the ps3 version:
http://i33.tinypic.com/nzm5gx.png
http://i38.tinypic.com/2na5v0p.png
 
Last edited by a moderator:
Anyways lack of PCF in 360/PC ver make the shadows on characters/shrubs look quite messy.

It's likely PCF with jittered samples i.e. a design choice to hide the jaggedness of the low res shadowmaps at the expense of looking dithered. I've actually found that the cascade transitions are less noticeable with the jitter than without.

Though inside buildings or in cut-scenes where you can get some extreme angles, it's not the greatest thing to look at.
 
Toy Story 3 (the game) has some very nice shadows with an interesting trick, see the presentation thread and the latest post from AlStrong there. Their AO is quite good too, wouldn't have expected that from such a game.
 
Another thing: it's possible the 360 version run at slightly inferior resolution (not so much)?

Same native res.

In the distance, some objects appears strangely more blurried & jaggies...looked the cable or the lamp compared to the ps3 version:
http://i33.tinypic.com/nzm5gx.png
http://i38.tinypic.com/2na5v0p.png
Not sure what you mean by more jaggies. They're roughly the same barring the blur post-process. The cables can actually look a lot worse without the MSAA, though it's not that much prettier with 2x (in the distance).

PS3: http://img8.abload.de/img/zmo9kn6xnr.png
360: http://img8.abload.de/img/2pzbnd0xzbv.png


As for the foliage, it looks like they're using different blend parameters. In motion, the "sharper" trees on PS3 looks like a shimmery mess with all the noise.

edit: Thanks Deap!

Edit2: looking at a few more shots, it seems there is a slight edge blur on PS3. Peculiar. In one of the shots it's affecting the player.
 
Toy Story 3 (the game) has some very nice shadows with an interesting trick, see the presentation thread and the latest post from AlStrong there. Their AO is quite good too, wouldn't have expected that from such a game.

Indeed! Though I was hoping the video would show the artifacting they mention later on as the actual video and the screenshots at the beginning of the presentation don't really exhibit it...
 
Same native res.



Not sure what you mean by more jaggies. They're roughly the same barring the blur post-process. The cables can actually look a lot worse without the MSAA, though it's not that much prettier with 2x.

PS3: http://img8.abload.de/img/zmo9kn6xnr.png
360: http://img8.abload.de/img/2pzbnd0xzbv.png

As for the foliage, it looks like they're using different blend parameters. In motion, the "sharper" trees on PS3 looks like a shimmery mess with all the noise.

The lines in the cable on the 360 seem more 'large' & raw (similar to RDR ps3 vs 360). And in the long distance appears slighltly more blurried the picture on 360.

Mod Edit : Removed subjective opinion of appearance
 
The lines in the cable on the 360 seem more 'large' & raw (similar to RDR ps3 vs 360). And in the long distance appears slightly more blurried the picture on 360.

Yeah, that's the blur filter. Keep in mind the angles as well... they're not exactly the same.
And you'll notice in the shots I linked, that the cables aren't even connected in the background. It's a lot more noticeable as you walk towards it. Eventually you do get close enough that the sub-pixel issue isn't a problem.
 
Last edited by a moderator:
Mod Edit : Opinions on why cross-platform games vary don't belong in an analysis thread.

Any news on Call of duty black ops? its most likely still 1020x600 but you never know.
 
Indeed it's one thing to add super high res and supersampling to bullshots but people kinda notice things as obvious as adding grass which isn't there.
 

Basically confirms its a PC shot (if the visuals didn't already, check out the shadows, they don't look like that on the PS3 only the PC/360) which shows just goes to show how ridiculous the idea of this game having exclusive free DLC created for the PS3 version is. It proves that they're not creating something extra for the PS3 version (since its already up and running on PC) but just axing it from the other versions.
 
Basically confirms its a PC shot (if the visuals didn't already, check out the shadows, they don't look like that on the PS3 only the PC/360) which shows just goes to show how ridiculous the idea of this game having exclusive free DLC created for the PS3 version is. It proves that they're not creating something extra for the PS3 version (since its already up and running on PC) but just axing it from the other versions.
There is the button of ps3 version & tree foliage it isn't blurried....
 
Back
Top