Neverending Upscaling/Resolutions/AA etc Thread #3 (Rules Post #1!)

Discussion in 'Consoles' started by Shifty Geezer, May 27, 2008.

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  1. DrJay24

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    In Japan.
     
  2. zarbaj

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    is there anything special about this particular resolution?

    and btw, the japanese demo is region locked and the US/EU demo won't be out till the end of next week.
     
  3. Quaz51

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    it seem 1120 for horizontal but need confirmation, there are not good screenshot for horizontal check. for vertical 585 it's relatively sure and reliable
    1120x585 would be another type of anamorphic resolution, opposed to the other classic anamorphic 1024x600 use in some X360 (COD4, PGR3, Oblivion, TR...)
    but there are little more pixel in 1120x585 than in 1024x600 and 1120x585 is the better use of the EDRAM space that i have seen. it's 9.998MiB, just a 2KiB residue unused. maybe it explain this choice
     
    #63 Quaz51, Jun 1, 2008
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  4. zarbaj

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    1120x585 makes total sense then if it's like you say.

    did you check my post here: http://forum.beyond3d.com/showpost.php?p=1168592&postcount=54

    they might or might not help.

    [strike]
    imo, NG2 is 2x faster than the first game/Sigma and DMC4 and there is these body parts that stay on the floor all the time and the blood trail.[/strike]

    Mod Note: NG2 discussion in the NG2 thread. This is a technical thread folks.
     
    #64 zarbaj, Jun 1, 2008
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  5. Quaz51

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    2x framerate is a performence measure, 2x faster move not, it's just a gameplay choice
     
    #65 Quaz51, Jun 1, 2008
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  6. zarbaj

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    interesting.

    i hope 1120x585 is true because 1040x585 is just lazy, no offense to anyone.
     
  7. AlNets

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    Hm... indeed. That they chose a resolution that would *just* fit within the eDRAM seems to indicate (to me) that they are likely not pixel limited at all. At what points of the game does the frame rate drop consistently :?:
     
  8. zarbaj

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    framedrops?

    from what i have heard, it drops when casting ninpo (magic) i suspect it's like the first game, when casting ninpo it drops the framerate to 30fps.

    in one of the reviews, it mentioned that the framerate drops when fighting 100 enemies at the same time.
     
  9. MazingerDUDE

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  10. AlNets

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    Hm... during the ninpo sequences I'd reason that the drops occur because of half-speed blending rate, but I'm not entirely sure on that. It could just be some wacko decision to achieve a "cinematic" look. :p

    On the latter point, it would appear that they are geometry limited (well, for 16ms frame time, mind you). The geometry re-processing cost for tiling would have been even more catastrophic. Just a guess, mind you. Would you happen to know what sort of enemies these are? (Big/regular/small - with respect to relative polygon count)
     
  11. yoda-dip-jp

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  12. chris100

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    The framerate is OK in retail version,very fluid.I won't say the framerate problem would be the major issue on NG2.
     
  13. AlNets

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  14. GKchikan

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    Anyone cares to explain how does rendering in 1152x595 amount to 9.99MB?

    Buffer 1120 x 595 x 4 (32bit) x 2 (MSAA)
    Z Buffer 1280 x 720 x 4 (32bit)

    ???
     
  15. Blade47167

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  16. D3B

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    I'm curious if Wii games are running at 480p,have any been checked yet?
     
  17. ngkane

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    Hello guys.

    How to make bullshot game producers ? (Example: 5120 x 700)
     
  18. Shifty Geezer

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    Just set the engine to render at an extraordinary resolution to a file.
     
  19. Quaz51

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    it work like photo mode in some game
    for a 5120x2880 bullshot for exemple, the engine render sixteen 1280x720 frames with different camera parameter, downscale every frame in 320x180 and recompose the final 1280x720 frame with this sixteen little oversampled frame
    at worst it just need an extra 3 or 4 MB of memory (but generally they use zero extra memory i think, just use front buffer for the compositing phase) in the console or devkit for make infinity resolution bullshot (the limit it's the time, a 5120x2880 bullshot with 30fps engine need an half second for create bullshot)

    for preserved the hires native resolution (for press kit) they probably use the extra memory of the devkit for that (or maybe transfer in realtime all the multiple sub-frames in another support)
     
    #79 Quaz51, Jun 1, 2008
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  20. zarbaj

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    edit: nm :)
     
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