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PSXNation.com: Will Killzone support Progressive Scan/HDTV?
Guerrilla: Implementing progressive scan would mean a severe reduction in texture memory. It would be impossible for us to support progressive scan whilst keeping our high level of graphical detail.
Graphics else, sounds like JD type of rendering, untextured polys in the background..to acheive that "large" world feel..unless of course the fog does proves us wrong.
notAFanB said:Graphics else, sounds like JD type of rendering, untextured polys in the background..to acheive that "large" world feel..unless of course the fog does proves us wrong.
I thought JD used MIPmapping? as for 480p were you really that surprised?
notAFanB said:Graphics else, sounds like JD type of rendering, untextured polys in the background..to acheive that "large" world feel..unless of course the fog does proves us wrong.
I thought JD used MIPmapping?
marconelly! said:480p is not 'free' on PS2, as it saves video memory if you have half height front buffer. That does allow for more textures to be stored there. Image quality can suffer severely with half height buffer games, if if they don't filter it properly. Still, games like BGA and TR:AOD prove that you can have excellent image quality with half height front buffer. I hope Killzone will not disappoint there.
Ironically, the game with best textures on PS2 right now (SH3) DOES use full front buffer and can be played in progressive scan. Same goes for Burnout 2, for example.
*remembers what ERP said just days ago*...Chap said:Graphics else, sounds like JD type of rendering, untextured polys in the background..to acheive that "large" world feel..
That's because the notion that FrameBuffer size imposes limits on your texture storage is BS. (at least IMOMarc said:Ironically, the game with best textures on PS2 right now (SH3) DOES use full front buffer and can be played in progressive scan. Same goes for Burnout 2, for example.
Because most games can't maintain 60fps constantly enough for this to work. Minor framerate fluctuations become a whole lot more obvious when your resolution halves when they happen.Squeak said:Why should a front buffer for interlace display ever have full resolution?
But you're right, as long as you maintain 60hz, the quality doesn't change on any interlaced display.
Fafalada said:That's because the notion that FrameBuffer size imposes limits on your texture storage is BS. (at least IMOMarc said:Ironically, the game with best textures on PS2 right now (SH3) DOES use full front buffer and can be played in progressive scan. Same goes for Burnout 2, for example.).
Saving 500kb on half frame buffers and using that for non-transient texture doesn't exactly mean much when your main mem texture pool is around 20mb.
Granted however, if you designed the application around critically relying on having that few hundredkb of extra static texture space, then you couldn't have an easy time changing back later on.
That's because the notion that FrameBuffer size imposes limits on your texture storage is BS. (at least IMO ).
Saving 500kb on half frame buffers and using that for non-transient texture doesn't exactly mean much when your main mem texture pool is around 20mb.
Granted however, if you designed the application around critically relying on having that few hundredkb of extra static texture space, then you couldn't have an easy time changing back later on.
london-boy said:half frame buffer....![]()
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that means no pro-scan........![]()
i mean... if Jak2 can do it, (and a lot of the best looking games fro ps2 out already) why cant this thing?![]()
ShinHoshi said:But if you are halving screen resolution (on the GS) you could use...well, you should use textures that had half the resolutions if you wante to save space.
Are you telling me that the fact of having textures of less resolution is a problem ??? I thought you were only increasing free space...