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

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

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  1. Quaz51

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    i'm not agree
    Quincunx is not visible or present on all edge probably for multiple reason but the AA used on Killzone2 seem exactly like Quincunx
    on this exemples is clear for me that is Quincunx (after abstraction of the compression) and not AAx2 + blur or other

    [​IMG]
    [​IMG]
    [​IMG]
     
  2. Quaz51

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    and on Guerrilla website...

    [​IMG]
     
  3. AlBran

    AlBran Ferro-Fibrous
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  4. Quaz51

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  5. bagofsuck

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    So its GTA IV on the ps3 running at 640p or 720p because i can't find anywhere the confirmation from rockstar.
     
  6. AlBran

    AlBran Ferro-Fibrous
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    Thanks again. :)

    Rockstar hasn't said anything. All we have are high quality screen captures and at least a pair of good eyes. ;) The answer is buried back in the thread somewhere. Really, just search.
     
  7. betan

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    Yeah, that's what I'm saying.
     
  8. Neb

    Neb Iron "BEAST" Man
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    This screenshot may be good, jaggies are clearly visible.

    http://i28.tinypic.com/ziu2yt.jpg

    Cheers didn't doubt that but it may be good for looking at about AA stuff, dunno?
     
    #908 Neb, May 8, 2008
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  9. Quaz51

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    Killzone is 720p, already say
     
  10. Mintmaster

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    Even for all those screenshots that Statix posted? Those are definately 2xAA.
    All your examples are against the sky. It can easily be selective blurring. Remember that KZ2 does pixel shading on the samples, not the resolved image, so post-processing can do the same.

    How can it not be on all edges? Look at the textures. Look at non-sky edges. It can't be Quincunx. It is mathematically impossible.

    It's very hard to find any site that has been able to grab a Quincunx screenshot. Like most released screenshots that aren't bullshots, these are probably framebuffer grabs, not HDMI captures.
     
  11. Quaz51

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    yes on these and on your screenshot

    yes Quincunx too, not only sky edge and it's not blur filter
     
    #911 Quaz51, May 8, 2008
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  12. Quaz51

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    Killzone edge are Quincunx, not 2xAA with blur filter. look the difference in my picture exemple

    [​IMG]

    [​IMG]
    [​IMG]





    and despite compression you can see the specific quincunx artifact on Killzone edge (the two singular dot layered between every step) and i don't think it's just compression artifact

    [​IMG]
     
  13. Shifty Geezer

    Shifty Geezer uber-Troll!
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    The downside to quincunx is texture diffusion, but couldn't that be rendered out, especially in a deferred renderer? If the texture (albido) was rendered without AA, and combined with AA'd geometry or similar...I'm sure it'd be doable somehow using non-averaged samples when you're clear of edges.
     
  14. deepbrown

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    Out of interest - are there any 1080p 60fps games on either console?
     
  15. ShaidarHaran

    ShaidarHaran hardware monkey
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    Semi-OT:

    Does "Wangan Midnight" = a new entry in the "Shitokou Highway Battle aka Tokyo Extreme Racer" series?

    Please, say yes. Oh, PLEASE say yes.
     
  16. ShaidarHaran

    ShaidarHaran hardware monkey
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    Probably a few XBL/PSStore games.
     
  17. Quaz51

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    Virtua tennis3, Ridge racer 7, NBA... maybe Wipeout
     
  18. DJ12

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    Isn't Ridge Racer full 1080p on PS3?

    Damn you Quaz, slightly quicker :lol:
     
  19. betan

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    Why are you using vertical (only) blur for 2xMSAA+blur part?
     
  20. MJP

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    Actually 1024 x 576 makes sense because it's isomorphic 16:9, with the dimensions being GPU-friendly (exactly 144 64x64 tiles).
     
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