Neverending Upscaling/Resolutions/AA etc Thread #2 *Rules: post: #616 *

Discussion in 'Consoles' started by TheAlSpark, Jan 6, 2008.

Thread Status:
Not open for further replies.
  1. Gitaroo

    Veteran

    Joined:
    Nov 10, 2007
    Messages:
    1,921
    Likes Received:
    62
  2. Quaz51

    Regular

    Joined:
    May 18, 2002
    Messages:
    916
    Likes Received:
    1
    Location:
    France
    very excessive jpeg compression :???:
     
  3. Gitaroo

    Veteran

    Joined:
    Nov 10, 2007
    Messages:
    1,921
    Likes Received:
    62
    really, it glue the ps3 and 360 version together, sorry bro.
     
  4. betan

    Veteran

    Joined:
    Jan 26, 2007
    Messages:
    2,315
    Likes Received:
    0
    I seriously doubt that. Downscaling with such small resolution difference will provide uneven "AA" (some parts of the edge will see no blur, some other will see a lot).
    A proper 2-d LP filter should be able to do better with consistency, and certainly would not degrade textures more than downscaling.

    Plus, they are probably loosing some memory due to downscaling.

    Where are those shots from? Are they authentic enough?
    That would be a first if they are.
     
  5. Gitaroo

    Veteran

    Joined:
    Nov 10, 2007
    Messages:
    1,921
    Likes Received:
    62
    they are from a comparison on this site

    http://www.videogamer.com/features/article/18-03-2008-342.html

    taken with HDMI + RGB full range on PS3 and component with refenrence level set to extended on 360. By the way the color and contrast look, seems very real because that usually the way it is when you compare a PS3 and 360. Im more surprise that the PS3 version have less aliasing than the 360 in comparison without much inspection on these screen shots. Dont think there are any UE3 games on PS3 have AA at all. Could it be another blur filter like GRAW2? Or the first to have some port of AA.
     
  6. TheAlSpark

    TheAlSpark Moderator
    Moderator Legend

    Joined:
    Feb 29, 2004
    Messages:
    22,146
    Likes Received:
    8,533
    Location:
    ಠ_ಠ
    Hm... upon cursory glance, it might be the difference between 2xMSAA on 360 and QAA on PS3. I split the two halves (of the second screenshot, i.e. the one with the up-close view of the soldier) to do a quick back & forth comparison, and the PS3 half does have that texture blur...

    Just my (best) guess of course.

    edit: looking at screenshot 3 & 4, there is a slight blur on the PS3 side (except for the wall in screenshot 3 for the 360, the rest of the scene has a slight blur on the PS3 though). In screenshot 4, the blurring is fairly evident across the entire scene (switching back and forth here).

    Quincunx, Quaz?
     
  7. Quaz51

    Regular

    Joined:
    May 18, 2002
    Messages:
    916
    Likes Received:
    1
    Location:
    France
    not me :)
     
  8. Quaz51

    Regular

    Joined:
    May 18, 2002
    Messages:
    916
    Likes Received:
    1
    Location:
    France
    i don't really interested to analyse very bad screenshot like this. MSAA2x and Quincunx have really similar edge aspect, impossible to differentiate with lot of compression like that. you can just use "feeling" but feeling don't interest me :) (blur can have lot of different origin other than quincunx)
    and when you can make Quincunx, you can make MSAA2x too (it's even little more easy) then ...
     
    #268 Quaz51, Mar 19, 2008
    Last edited by a moderator: Mar 19, 2008
  9. TheAlSpark

    TheAlSpark Moderator
    Moderator Legend

    Joined:
    Feb 29, 2004
    Messages:
    22,146
    Likes Received:
    8,533
    Location:
    ಠ_ಠ
    Yeah well, a guess is just a guess. ;) Is there a harm in it?
     
  10. betan

    Veteran

    Joined:
    Jan 26, 2007
    Messages:
    2,315
    Likes Received:
    0

    685/(720 ~= 19/20

    That is every 19 pixels on the downscaled version correspond to 20 pixels on the original.
    So around every 20th pixel you should see worst kind of blur ("avarage" for bilinear interpolation, nothing better for bicubic), and in the middle of those areas almost no correlation between neighbors (no "AA"), and something in between for the rest.

    Again, this cannot possibly be better than a simple 2D LP filter.
     
    #270 betan, Mar 19, 2008
    Last edited by a moderator: Mar 19, 2008
  11. Quaz51

    Regular

    Joined:
    May 18, 2002
    Messages:
    916
    Likes Received:
    1
    Location:
    France
    yes i know that of course (and i inevitably see that with my eyes when i counted :) )


    it's better because preserve more details of the original image (760p downscaled in 720 can even add detail in relation to native 720p), i see lot of game that use filter for hide AA and it's disaster every time... i hate that :???:
     
    #271 Quaz51, Mar 19, 2008
    Last edited by a moderator: Mar 19, 2008
  12. KyoDash

    Newcomer

    Joined:
    Mar 20, 2007
    Messages:
    32
    Likes Received:
    0
    How about Virtua Fighter 5 on PS3. The game has no AA, 1024x024 rendering resolution, however in the options there is a 'soft mode' which seems to give the impression of slightly less jaggies in some areas than proper 2X AA.

    Is that similar to the soft mode found in Tekken 4 and 5 on PS2 when run in 480i 6hz mode, a cheap way to do AA?

    In VF this soft mode doesn't seem to blur or ruin the image much at all, so would it not be possible for developers to use the technique in games which are too memory intensive to use true 2X AA?
     
  13. betan

    Veteran

    Joined:
    Jan 26, 2007
    Messages:
    2,315
    Likes Received:
    0
    Overall 1.056xSSAA is better than 1xAA in terms of accurate edge information but that's not we are discussing, since they are not comparable in terms of resource usage (10 percent more pixel shaders, BW etc).

    The question is whether 685p 1.05xSSAA better than 720p 1xAA with LP in terms of edge and texture quality, and I claim there is a simple LP convolution matrix that makes the answer "no" for both edges and textures, with the bonus of consistency.

    I'd think bad examples you observed, are simply results of poor blur filters (such as averaging) which may be very cheap on RSX or Xenos (I wouldn't know).
     
  14. Gitaroo

    Veteran

    Joined:
    Nov 10, 2007
    Messages:
    1,921
    Likes Received:
    62
  15. TheAlSpark

    TheAlSpark Moderator
    Moderator Legend

    Joined:
    Feb 29, 2004
    Messages:
    22,146
    Likes Received:
    8,533
    Location:
    ಠ_ಠ
  16. JPT

    JPT
    Veteran

    Joined:
    Apr 15, 2007
    Messages:
    2,505
    Likes Received:
    943
    Location:
    Oslo, Norway
    Okay, this most likely have been posted before and discussed, but my search was a bit inconclusive so it does not really matter if I do it again, I hope :)

    Was looking over the Insomniac web site and the R&D page had a Resistance Fall of Man debrief

    http://www.insomniacgames.com/tech/articles/0108/files/RFOM_Debriefing_public.pdf

    Code:
                 Frame Buffer Setup
      
     * Display Buffers
    
       *  2 x 1280x720 32-bit RGBA
       *  Both display buffers share a single tile to reduce wasted memory
       *  We did not support 1080, couldn’t afford the memory
       
    * Render Buffer
    
        * 1280x720, 32bit, 2xMSAA
        * 32-bit depth buffer
        * Color and depth in their own tiles with compression enabled
        * Always render 1280x720 down sample for NTSC and PAL
       
     
    And

    Code:
    * Alternate Render Buffer
    
       * 1280x704, 32bit, 2xMSAA
       * 704 is the magic height as it obeys all the restrictions of depth and color tiles
       * Center on the 720 front buffer, giving 8 pixels of black top and bottom
       * No wasted memory due to alignment. Over 1Mb saved from using 1280x720 and 2% faster
    
    * Idea was too late to be useful on Resistance
    
    I remember people talking about why doing 704 instead of 720 (Ratchet?), well here we have the reason, atleast what their reason was.
     
  17. TheAlSpark

    TheAlSpark Moderator
    Moderator Legend

    Joined:
    Feb 29, 2004
    Messages:
    22,146
    Likes Received:
    8,533
    Location:
    ಠ_ಠ
    It was discussed some time ago in the R&C thread IIRC and these slides were brought up in the Resistance thread.
     
  18. hey69

    hey69 i have a monster
    Veteran

    Joined:
    May 13, 2003
    Messages:
    2,932
    Likes Received:
    33
    Location:
    Belcika
    2% faster..so whats the point
     
  19. Neb

    Neb Iron "BEAST" Man
    Legend

    Joined:
    Mar 16, 2007
    Messages:
    8,391
    Likes Received:
    3
    Location:
    NGC2264
    And 1MB+ extra, everything counts on consoles (on PC to but not to the same degree).
     
  20. Shifty Geezer

    Shifty Geezer uber-Troll!
    Moderator Legend

    Joined:
    Dec 7, 2004
    Messages:
    44,106
    Likes Received:
    16,898
    Location:
    Under my bridge
    Also it makes better sense from the theoretical design POV. 1280x704 better fits digital data and processes as it's an array of 64x64 quads - it's all base-two friendly. The chosen resolution 1280x720 is based on an arbitrary 16:9 aspect without regard for real-time processing or image creation. If computer engineers were designing a display for games and image processing, 1280x704, a 20:11 aspect ratio, would be a better choice. Same with 1080p. 1920x1088 would be a better choice than 1920x1080.

    It's only because the TV companies chose certain aspects and resolutions that everyone is now used to that makes a more sensible base-two design seem weird!
     
Loading...
Thread Status:
Not open for further replies.

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...