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. jandlecack

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    Sure about that bullshot thingy? Despite the lack of aliasing, the screenshots don't look good enough to warrant not being realtime to be honest. Maybe it's a shitload of filters applied and the actual gameplay will look less polished, but still, those are kinda believable to me.

    Besides, this game was last demoed in 2005 I think, and has been in development for PS3 before then. If any game will rock the boat, that one will, with its development cycle of 4+ years.
     
  2. jandlecack

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    I think the main issue he/I have with the blur is that it's INCREDIBLY much. I mean, literally. You can barely make out anything in the background.

    Hence why I also think those are "in-game"...
     
  3. Hazuki Ryu

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    Ahhh perfect it's all AlStrong's fault it wasn't on the list :razz:
     
  4. MonkeyLicker

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    What resolution would Soul Calibur IV 360 (1365x960) run at if you used a VGA cable and set it to 1366X768 on a display with a native resolution of1366x768?
    Would you get the extra resolution that way?
     
  5. Gitaroo

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    probably not, when you play in 1360X768, everything is upscaled from 720p I believe.
     
  6. bagofsuck

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    What is the resolution of bioshock ?(ps3 version)
     
  7. Shifty Geezer

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    'Bullshot' means in game engine/assets rendered with higher than actual game IQ and maybe with some touching up. It does not mean CGI renders pretending to be a game.
    You can blur anything that amount. The level of blur is clearly an artistic choice by the 'cameraman' to focus on the character, which could be reproduced in any game or CGI rendering.
     
  8. scarslasher

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    Just the blur doesn't look that good. Games like Mass Effect, LBP (background) have better blur than that.


    Maybe I'm over-reacting, though. Could be compression.
     
  9. catisfit

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    I doubt they'd leave in the abrubt motion blur extent as evidenced in this shot, if it were a bullshot:

    http://i37.tinypic.com/2zp82t0.jpg

    They are AA-tacular though:

    [​IMG]

    Strange combination.
     
    #789 catisfit, Aug 7, 2008
    Last edited by a moderator: Aug 7, 2008
  10. el_rika

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    Those are clearly bullshots guys. There's basically no aliasing and the image is perfectly clear in the distance.
    I'm guessing at least 8 x AA and 16 X AF.
     
  11. Quaz51

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    Facebreaker is 2xAA, i don't remember for others
     
  12. Shifty Geezer

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    More likely supersampled from stupid resolutions. Regardless they're no use discussing in this thread.
     
  13. zarbaj

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    Quaz, did you get a chance to check Braid on XBLA?
     
  14. Quaz51

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    sometime 1280x720 will be the best, sometime 960x1080 will be the best. let the devs make the choice for default setting resolution, it's simple

    advantage of 960x1080:
    - little more shading pixels
    - better ground quality
    - more sharped upscale on Full HDTV

    disadvantage of 960x1080:
    - sometime can add slowdown framerate
    - can give the feeling of more edge aliasing because low resolution vertical edge attract attention
     
    #794 Quaz51, Aug 7, 2008
    Last edited by a moderator: Aug 7, 2008
  15. Shifty Geezer

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    It's a 2D game. Grabs are 720p and it's almost certainly a 720p game. I don't think it's possible to determine is a 2D sprite based game with smooth AA'd edges in the artwork is downscaled or not, but this pic suggests not looking at the cannon fuse. I don't think there's any merit to considering 2D titles though, unless one is being surprisingly upscaled. You can guarantee high resolution, no AA worries, with no technical challenges or barriers.
     
  16. zarbaj

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    i wish more developers would go 2d, so damn beautiful.
     
  17. Statix

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    The blur is excessive because it's excessive on purpose. NOTHING to do with whether it's "in-game" or not. More blur or less blur does not increase performance or make games run faster. In fact, it's arguably slower and more performance-costly to use MORE blur.

    Besides, you see that amount of blur in movies all the time. It's a cinematic effect. That's what the excessive blur is there for, to make the game look more cinematic. And it's not a constant blur, at least not at that amount. It's probably only that blurry because for that particular scene, because it's a close-up shot, which normally causes a film camera to blur the background (wiki "depth of field").
     
  18. Statix

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    He didn't say that that's not an in-game screenshot. He just says that there's no aliasing whatsoever, and that the edges are way too jaggy-free to be rendered in realtime. Chances are, this is an in-game screenshot, but rendered at 0 fps at an extremely high resolution (for publicity purposes).

    Hmm, wonder why the Beyond3D forum doesn't automerge double-posts (as in other message boards I've used).
     
  19. Shifty Geezer

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    The most efficient Gaussian blur implementation I've seen (and written myself) is uniform in processing requirements regardless of radius. It's amazing what maths boffins can do!
     
  20. jandlecack

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    I was under the impression that by blurring the image you would compensate for lack of anti aliasing and improve performance, see GTA IV. Isn't that the case?
     
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