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

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

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  1. lbartley

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    Not to argue, as I'm obviously not pixel-king, but...

    http://talkplaystation.com/haze-runs-at-720p/

    Ubi seems to disagree with Quaz. Unless they're counting upscaled as "runs at".
     
  2. Neb

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    Unless they say native then I dont see how they are disagreeing with Quaz. By not saying 'native' I would think one can assume it is not native 720p!
     
  3. Quaz51

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    For a PR, a front-buffer in 720p is a 720p games :) (it's not totally false, it's just another point of view)
    ask him the rendering resolution, or the back-buffer resolution for a different answer :) (or not, i'm not sure that PR know this things)
     
    #1103 Quaz51, May 17, 2008
    Last edited by a moderator: May 17, 2008
  4. mrynk

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    Just want to thank Quaz51 (and the rest of you guys) for doing the great work. For me (and perhaps many others) technical parameters of games are very important factor in 'buy/not buy' decision making, because its the only thing that can be quantified objectively (not like gameplay, art design, etc.). And now a days reviews lie, fanboys are blinded, PR obviously lie.
    You guys are last stand of Truth.
    Keep it up.
     
  5. lbartley

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  6. thambos

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    Dragon Ball Z: Burst Limit demos are up on XBL & PSN now.

    does the cel-shading help it achieve higher res?
     
    #1106 thambos, May 18, 2008
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  7. Shifty Geezer

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    Also if they overly a native UI, that is 720p over an upscaled 3D rendering.
     
  8. Quaz51

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    go back little bit on Ico case ...
    the game is diplayed in 512x224p but apparently it isn't the native resolution, the game seem 512x448 native resolution and downscaled in 512x224, probably for offer a progressive scan display for all TV. the low vertical resolution is compensate by the SSAAx2 (because vertical downscaling) and the progressive scan. original choice
     
  9. Hazuki Ryu

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    It seems 720p to me why would the cel-shading help achieve higher res?
     
  10. Shifty Geezer

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    Lower pixel shading costs due to simple shading would allow for more pixels if you're shader limited. AA can be applied in a specific edge-drawing method for black outlines too, so you can render sans AA and apply it later (this is just theory, I'm not referencing the actual DBZBL game as to their methods).
     
  11. Hazuki Ryu

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    I see, is there a pixel count for the demo yet? It doesn't seem like its higher than 720 p at all to me, I'm not counting though :), but its kind of strange that such a "light" game doesn't come in 1080p or something.
     
  12. Shifty Geezer

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    Seeing as lots of "heavy" games come out in sub 720p and/or dodgy framerates/tearing, is it really that surprising ;)
     
  13. deepbrown

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    Shouldn't ever listen to the Publisher. Listen to the developer:

    http://www.ripten.com/2008/05/18/free-radical-confirms-final-haze-resolution/

     
  14. DJ12

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    Well I saw it on GamerTV this morning and they missed that mark by a long stretch. Very noticeable slowdown throughout.
     
    #1114 DJ12, May 18, 2008
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  15. deepbrown

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    No slowdown except in some of the driving...and then it's vey minimal
     
  16. DJ12

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    #1116 DJ12, May 18, 2008
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  17. Quaz51

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    confirm what? it's necessary?
     
  18. DJ12

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    Well confirm it's it's PR bullshots or plausibly in game.

    I thought not until I checked some old Resistance screenshots and saw similar steps in the AA being applied.
     
  19. Quaz51

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    yes it's bullshot
     
  20. scarslasher

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    May I ask about native resolution and AA of this wonderful little gallery of images? :)

    http://www.gamersyde.com/news_6511_en.html
    LittleBigPlanet.
    Looks like they got rid of the jaggies from pre-alpha. So I'm more curious about AA.
     
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