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

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

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  1. Hazard

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    Thank you very much. :grin:
     
  2. djskribbles

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    yup, aliasing on both. IGN even says the anti-aliasing is better on the ps3, while other sites say the ps3 version looks cleaner. maybe the post processing effects paired with the slightly lower resolution and scaled, hides the aliasing better than the AAx2 on the 360 version.
     
  3. Neb

    Neb Iron "BEAST" Man
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    I saw some screenshots where the aliasing was very clear and it sure didn't look like any AA was in use. Instead it looked like a blur filter.
     
  4. warb

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    I wonder what kind of performance improvement we'd see with GTAIV at 1152x640 with no AA (or tiling) on 360.
     
  5. GAZOman

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    remember - gears of war, UT3 engine - no AA - but not that much jaggies due to some clever filters applied.
     
  6. Juan Panson

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    4xaa would have been nice.
     
  7. Neb

    Neb Iron "BEAST" Man
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    Reminds me of Crysis and how I in many situations find the use of edge aa (also blurs edges) to give a softer look and harder to find jaggies than 2xAA in many situations.

    EDIT: Though the edge AA in Crysis is the best I've seen in any game so far so maybe it is not a 'good to use example'.
     
    #647 Neb, Apr 29, 2008
    Last edited by a moderator: Apr 29, 2008
  8. Neb

    Neb Iron "BEAST" Man
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    That makes me wonder if any of the version is using anisotropic filtering and if so to what level.
     
  9. catisfit

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    I just counted these myself and got the same findings as Quaz:

    The opposite kerb in this 360 image gives 720p

    The neon bar above the bowling lane, and the bottom edge of the "Memory Lanes" sign in this PS3 image give 640p.
     
  10. TheAlSpark

    TheAlSpark Moderator
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    Alrighty, there seems to be some confusion as to what is considered to be technical and non-technical.

    Technical: measurable specifications such as resolution, anti-aliasing, AF, frame rate, algorithms, shadowing, lighting etc

    Technical opinion & questions: e.g. supposition of choices by the game developers with the intent of understanding the technical details - afterall, only they know why they chose to do something a certain way or chose a spec. It's a privilege to get opinions from resident developers to help understand what is being shown. Could be a good choice, could be a bad choice, but leave the dramatic stuff out.

    non-technical opinion
    - judging games with some emotional attachment - "worst something ever" That's just fluff exaggeration.

    I hope this helps some of you.
     
  11. TheAlSpark

    TheAlSpark Moderator
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    This is something that's been floating around in my head because they've clearly got tiling working, and 4xAA would have meant only one extra tile.

    At the same time, I wonder if they are using deferred shading or lighting or shadowing. Particularly for a large city with lots of objects or potential light sources... it should help. Crackdown used a deferred lighting scheme for instance.
     
  12. Hazuki Ryu

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    AlStrong when is the list of rendering resolutions going to be updated? Looks like there's so much missing there. :)
     
  13. Quaz51

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    indeed the eDRAM size (and ROPs) are more MSAAx4 compliant but still rarely use even now
     
  14. Hazuki Ryu

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    Don't think this will help a lot but its a comparison so i guess it will tell us something about the final results though its not nearly as good as the real thing. http://www.gamersyde.com/news_6399_en.html
     
  15. Dr. Nick

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    Since the PS3 version doesn't use AA, it is possible that they are using FP16 for HDR, right? Also could they have used Quantix(I'm not saying they did I'm asking could they have.) and been able to use FP16 at the same time?
     
  16. TheAlSpark

    TheAlSpark Moderator
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    hm....yeah. I also wouldn't suspect geometry re-processing issues... Maybe it's an issue with multiple render targets and how they're handled on the 360. i.e. AA'd render targets and so it's not just one extra tile, but an extra tile per render target. (?)



    What's missing in particular :?: I've been updating things as the info arrives.
     
  17. TheAlSpark

    TheAlSpark Moderator
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    (To Wabe Walker: I've moved your post to Site Feedback as it was more appropriate. :) )

    IIRC, FP16 flat-out negates the use of any hardware AA mode for G7x. They would have to do some other method to achieve polygon AA, such as NAO32, but this method requires a bit of hacking to do alpha blending.
     
  18. Hazuki Ryu

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    Uncharted for example I think it was tested here wasn't it?

    Edit: I just noticed it has a lot of new stuff, its my brain that needs an update sorry
     
    #658 Hazuki Ryu, Apr 29, 2008
    Last edited by a moderator: Apr 29, 2008
  19. TheAlSpark

    TheAlSpark Moderator
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    No worries. :)
     
  20. Asher

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    It might be best to just store this info in a public google spreadsheet.

    I can help set that up if needed...
     
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