Eagle-Vision
Regular
This sums up "next gen graphics" nicelyThe art is good, the tech is good, the detail is good, even the lighting is technically good... Yet when they all come together it looks it just doesn't look right. These are certainly less than the sum of their parts...
I think it's just the use of colour is a primary problem.. It's all mud
Where is the colour...?
This sums up "next gen graphics" nicely
http://www.vgcats.com/comics/?strip_id=224
This sums up "next gen graphics" nicely
http://www.vgcats.com/comics/?strip_id=224
Umh..I think I know what it is...they're clever..oh they're so clever
Do you think you'll borrow their cleverness for your title?
I think he's thinking about the horizontal scaling revealed not that long ago....
Umh..I think I know what it is...they're clever..oh they're so clever
They rendered to a 960x1080 framebuffer with 2xAA, then used the unresolved data as the final image, right? Basically they reinterpreted the 2xAA backbuffer as a No-AA 1080p image. You can see that, with the exception of edges, the pixels are in horizontal pairs as you'd expect from the samples in MSAA. The post processing sometimes hides it, but you can really see it in the dragon wings.Umh..I think I know what it is...they're clever..oh they're so clever
Wow, that makes an awful lot of sense and explains why only the near horizontal edges look the way they do. And for completeness, here's a zoomed in (600%) pic showing the pixel pairs:They rendered to a 960x1080 framebuffer with 2xAA, then used the unresolved data as the final image, right? Basically they reinterpreted the 2xAA backbuffer as a No-AA 1080p image. You can see that, with the exception of edges, the pixels are in horizontal pairs as you'd expect from the samples in MSAA. The post processing sometimes hides it, but you can really see it in the dragon wings.
A tad more expensive but IMO a clearly better image than you'd get from the free horizontal "scaler" of the PS3 on a 960x1080 image.
I've actually wondered why ATI and NVidia didn't offer something like this with a "turbo mode", especially for budget cards. Render at half or quarter resolution with 2x or 4x MSAA (preferably ordered grid to avoid the sawtooth effects) and just pretend you actually rendered at full res.
I've been suggesting for a while that this could be a very useful technique for shadow map rendering on Xenos. Free 4xAA + double Z = 64 pix/clk!
If this is the case, then is it truly 1080p? Or as long as horizontal resolution is 1080p (ignoring vertical res) we can call it 1080p?