Killzone 3 and MLAA

The question doesn't make sense. When someone says FP16 they usually mean RGBA are each FP16 for a total of 64 bits/pixel. For 10 years or so we've been using 32 bit RGBA where each channel is 8 bits.
 
Have they integrated high frequency details maps? from the previous glider shot, I still find the textures quite blurry in close ups
 
Yes, because QAA uses 2 samples per pixel same as 2xMSAA.
KZ2 also did specular calculations and some other things in full 2x resolution, there was some additional overhead as well.
Would be interesting to know how much they freed RSX when shifting to pure 720p framebuffer and got rid of the extra work.

I just hope that they use something like lean mapping to help with increased specular aliasing.
 
It is said that aliasing is more noticeable in stereoscopic 3D gaming. It fuels more expectation for MLAA (or equivalent) in these games.

That just isn't true. Aliasing is LESS noticable in stereoscopic gaming. The combination of two images is akin to 1x2 supersampling.
 
Who should I believe ?

http://www.eurogamer.net/articles/digitalfoundry-making-of-ps3-3d-article

"Inevitably there are problems in achieving that performance, hardware upscaling is available and actually the good news is that upscaled 3D images look a lot better than upscaled 2D images," explains Bickerstaff.

"It's the way the brain perceives the world. But if you're going to do that, you need really good anti-aliasing. If in doubt, it's better to have low-resolution images with great anti-aliasing than higher-resolution images with a lot of scintillating pixels going on." With the setup in place for generating the two discrete images, it's time to begin the process of generating the stereoscopic 3D effect, and that begins with the introduction of depth to the scene.
 
Yes I read that and couldn't get where he was coming from with that. I'm not sure what his reasoning is. I rarely need to use more than 2xAA when playing in stereo, and I loathe aliasing.

Perhaps when dealing with typical console resolutions it's a problem? or perhaps he is trying to turn a restriction ("You can't develop a AAA game with a HD resolution at decent frames in stereo on our system...") into a feature ("...but you don't want to anyway becuase low res and AA is better; and look, here's some MLAA code for you.")?

I really don't know and don't much like to speculate. I'd just like you to try it for yourself and see that stereo really does reduce percieved aliasing. Wasn't there an nVidia AA mode that only kicked in at 60Hz (IIRC) back in the day? It flipped the sample positions each frame so you percieved double the actual AA. Seems similar to what happens with stereo viewing and AA, only I'd say stereo is better as it effects textures also.
 
I saw one or two impression articles noting that the aliasing in KZ3 3D broke the experience.

Would be awesome if it's not a big issue. Might be one of those things that is up to individual perception ?
 
Wasn't there an nVidia AA mode that only kicked in at 60Hz (IIRC) back in the day? It flipped the sample positions each frame so you percieved double the actual AA. Seems similar to what happens with stereo viewing and AA, only I'd say stereo is better as it effects textures also.

Temporal AA.
 
There is no way around it, atleast a way that's practical with the current hardware...from it, I mean aliasing on sub pixel edges.
I can only think of a solution then. Getting rid of any texture, surface, item, or setting that can cause the slightest sub pixel issue.

As long as they keep more colour and less filters it's only going to look better than KZ2, imo.
 
Those infamous 2 images are most likely supersampled bullshots, even MLAA isn't THAT clean, and small parts of the helicopter and distant features of the buildings in the far distance are still perfectly antialiased.
 
They are super sampled. The big version of those images are available online and they are huge.
 
They are super sampled. The big version of those images are available online and they are huge.

I foresee a problem with MLAA... we won't be able to tell the difference between bullshots and actual screens anymore! :smile:

Also, why doesn't GT5 use MLAA, of all the games it's the one that would benefit most from total lack of aliasing. The aliasing is pretty much the only thing that stops the cars looking like real cars.
 
I foresee a problem with MLAA... we won't be able to tell the difference between bullshots and actual screens anymore! :smile:

Also, why doesn't GT5 use MLAA, of all the games it's the one that would benefit most from total lack of aliasing. The aliasing is pretty much the only thing that stops the cars looking like real cars.

Great another 6 months delay to GT5 ;P
 
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