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

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

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  1. zarbaj

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    shit, no AA at all? :(
     
  2. Quaz51

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    yes AC use 2x MSAA with Quincunx on PS3 and 2x MSAA on X360
     
  3. Quaz51

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    no.
     
  4. Quaz51

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    there are lot of game with no 16/9 native resolution in the list, you look badly :)
     
  5. DrJay24

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    You should leave the 720P box check at all times, in 720P it is one of the better looking games out (I've never forced the 1080P scaling). Since v-sync is unlocked it doesn't really stutter as much tear.
     
  6. DrJay24

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    AC on the PS3 is far from blurry. I wouldn't of know it wasn't normal 2x AA unless I read it here. Maybe you to have both version running side by side to notice.
     
  7. Jin-wu

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    Wouldnt that make the characters etc. look wider/fatter than they really are?

    The other one's I checked were either 16:9, or a little over 16:9, this is probably to intentionally create overscan or something (not sure why dev's would do it).

    But none of the other games were 4:3 or close to 4:3.

    I have the MGS Saga 2.0 DVD, in here they show MGS4 trialers in 2.35:1 ratio. The original ratio is 1,78:1 (aka 16:9). The reason they showed it in 2.35:1 was to give that Cinematic feel (or that is what I am guessing), but everything including the Kojima pro logo, the character etc, looked wider/fatter than they were supposed to be.

    Well, what I am trying to say is, in 16:9 ratio MGO looked exactly right concerning the width of ingame objects and characters. But the ratio according to the pixel-count is 4:3, which I find really weird.

    Now, I am not a technicien. All I can do is try to ask the right questions.
    But I genuinely think that the pixel-count for the MGO beta is wrong. I dont know the proces of how to count the pixels, but is there a possibility that you may have made a mistake during the count?
     
  8. Karoshi

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  9. Quaz51

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    just in the PS3 list...

    Beijing 2008 = 960x720
    GT5 Prologue (demo) = 1280x1080
    Lair = 800x1080
    Metal Gear Online (beta) = 1024x768
    Pirates des Caraibes (screenshot) = 768x1080
    Transformers (screenshot) = 960x1080
    Viking: Battle for Asgard = 960x720
    Virtua Fighter 5 (screenshot) = 1024x1024
    WWE 08 (screenshot) = ? 640x720 ?
    GTHD = 1440x1080
    Mainichi Issyo = 1440x1080
    Rub'a'dub = 1600x1080
    Snakeball = 1280x1080
    Stardust HD = 1280x1080
    Super Rub-a-Dub = 1600x1080


    rendering ratio is independent to display ratio, not in the leat the same thing



    no
     
  10. djskribbles

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    not much of a tech guy myself... didn't know it was possible that both were used.

    wonder why they used quincunx and MSAA for the PS3 version?
     
  11. Jin-wu

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    I had Transformers for instance, 920-1080. This ratio didnt raise eyebrows on me, because it is the exact half of 1920-1080. So thought Transfomers is a 1080i game.

    The other one's, that are neither 4:3 and 16:9, I thought those were measered wrong as well. Gran Turismo and Virtua fighter for instance.

    The one's that are 4:3 in this list, like Viking: Battle for Asgard, hadn't checked that one.
    This is my que to shut up. Dont know the first thing about rendering technique's.
     
  12. TheAlSpark

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    Your thread should have been a simple post in this thread, so I've moved it all into here. If you search hard enough, you'll find there was some discussion regarding quincunx AA in this very thread not too long ago even. At best, Quincunx has better polygon edge AA, but the technique also blurs the rest of the image at the same time. Many folks do not like it over regular 2xMSAA, and perhaps one or two do.
     
  13. DrJay24

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    Is there some advantage over 2x MSAA (lower bandwidth, etc)? Why would the developers for Killzone 2, Resistance and AC chose it if not for IQ? I find those games have great IQ and have never been called nor look blurry as far as I know.
     
  14. Shifty Geezer

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    Better edge AA at a price of lower texture fidelity.
     
  15. function

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    Actually, you can. I can create any custom resolution I want on my GeForce 7 card and my GeForce 7 will scale it up to any resolution (16 x 10, 16 x 9, 12 x 9, et al).

    Unfortunately, the GeForce 7 hardware scaling is rubbish. Fortunately, my monitor can take just about any resolution and scale it up and it still looks good (not native resolution good, but not a blurry mess).

    RSX is based on GF7, and it seems odd that its highly flexible (but a little crappy) scaler was removed/killed/botched/whatever actually happened. It might not have been good, but it was an awful lot better than nothing.
     
  16. catisfit

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    You were halfway there when you suggested that stretching a 4/3 image up to 16/9 would make everything look fatter.

    Just consider if the 4/3 image was deliberately rendered squashed - the stretch would make everything seem normal again.
     
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