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

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

Thread Status:
Not open for further replies.
  1. djskribbles

    Legend Veteran

    Joined:
    Jan 27, 2007
    Messages:
    5,257
    Likes Received:
    667
    true, however its fairly stable if there are 4-5 cars on screen and more if there are some in the distance.
     
  2. jandlecack

    Banned

    Joined:
    Jul 19, 2008
    Messages:
    298
    Likes Received:
    0
    Yep, it is, and I don't consider 4-5 cars and scaled down models in the distance to be a lot going on when you compare it to an FPS like Bad Company... or Killzone 2 (since we're talking PS3 anyway). Specially since Prologue has no AA at 1080p mode at all.

    The equation is really simple and I think you understand it, I just wanted to highlight it... few models on screen + higher quality (polycount e.g.) ^= plenty models on screen + lower quality. In terms of performance. With limited GPU power as is in the PS3 and 360.
     
  3. Nesh

    Nesh Double Agent
    Legend

    Joined:
    Oct 2, 2005
    Messages:
    12,471
    Likes Received:
    2,780
    I thought it had 2XAA at 1080p and 4xAA at 720p

    edit: Also the car models look very detailed to me.
     
  4. jandlecack

    Banned

    Joined:
    Jul 19, 2008
    Messages:
    298
    Likes Received:
    0
    No, last I read was 2xAA on the track at 720p and no AA at 1080p.

    Which ones? Of course, they are very detailed. But not in the distance they ain't. Why render 30k polygons when you couldn't tell the difference from a 5k polygon car at that position?
     
  5. djskribbles

    Legend Veteran

    Joined:
    Jan 27, 2007
    Messages:
    5,257
    Likes Received:
    667
    i meant 4-5 in close proximity and more in the distance. when they're as detailed as they are in GT5P, i still wouldn't consider that little. i wouldn't necessarily call it a lot either, though. but agree to disagree. :smile:

    agree. :smile:

    and if were talking about GT5P still, it is indeed 2xAA @ 1080p and 4xAA @ 720p. the demo was 2xAA/0xAA, but they upped it to 4xAA/2xAA for release.
     
  6. Arwin

    Arwin Now Officially a Top 10 Poster
    Moderator Legend

    Joined:
    May 17, 2006
    Messages:
    18,069
    Likes Received:
    1,662
    Location:
    Maastricht, The Netherlands
    100k polies on the outside, and another 100k on the inside, apparently. So yes, quite detailed. ;)
     
  7. Cheezdoodles

    Veteran

    Joined:
    May 24, 2006
    Messages:
    3,930
    Likes Received:
    24
    i doubt there is anything wrong with their graphics engine, its more of a budget thing combined with developer skill thing if anything.
     
  8. jandlecack

    Banned

    Joined:
    Jul 19, 2008
    Messages:
    298
    Likes Received:
    0
    Ah, thanks for the clarification. Didn't know that about GT5.

    Have we got confirmation on the 100k poly spec?
     
  9. Rangers

    Legend

    Joined:
    Aug 4, 2006
    Messages:
    12,607
    Likes Received:
    1,418
    Anybody take a crack at Pure (both) and Bioshock PS3?

    How bout even Banjoe? Or is that too early?

    Heres a video of Bioshock PS3/360.

    http://gamevideos.1up.com/
     
  10. joker454

    Veteran

    Joined:
    Dec 28, 2006
    Messages:
    3,819
    Likes Received:
    139
    Location:
    So. Cal.
    Back on MLB, cranking AF to the max just on the ground cost miliseconds (don't remember exact numbers anymore). 4x wasn't bad, but still measurable.


    I wonder if they rolled their own 'msaa' solution. On those shots from Hotcooler, it almost looks like they do an edge detection pass, using Z to find edges, then blur those parts. End result being that a hunk of building with one edge against the sky (z delta large enough to detect edge) gets blurred, but the other edge against more of the same building (z delta too close to detect edge) gets no blurring at all. I guess I'll find out soon enough...going to be trying my own msaa solution as well :)
     
  11. iceberg187

    Regular

    Joined:
    Jul 31, 2006
    Messages:
    584
    Likes Received:
    15
    Location:
    Hobart, Indiana
  12. fearsomepirate

    fearsomepirate Dinosaur Hunter
    Veteran

    Joined:
    Sep 1, 2005
    Messages:
    2,743
    Likes Received:
    65
    Location:
    Kentucky
    Geeze, yeah...what's the point of the HD resolution and hi-res textures if you're just going to go with trilinear anyway? It makes the ground look last-gen.
     
  13. Betanumerical

    Veteran

    Joined:
    Aug 20, 2007
    Messages:
    1,698
    Likes Received:
    176
    Location:
    In the land of the drop bears
    GT:5P is.

    1280x720 with 4xAA
    1280x1080 with 2xAA

    Gran Turismo concept is the game you are thinking of which was.

    1280x720 with 2xAA
    1440x1080 with 0xAA
     
  14. jandlecack

    Banned

    Joined:
    Jul 19, 2008
    Messages:
    298
    Likes Received:
    0
    Think we can expect 1920x1080 4xAA in the final GT5 game? ;)

    Have there actually been ANY screenshots from the proper game? I don't think so...I really wonder what's going on there.
     
  15. Cheezdoodles

    Veteran

    Joined:
    May 24, 2006
    Messages:
    3,930
    Likes Received:
    24
    No chance of that.

    1080p @ 4x AA would require far to much bandwidth for the PS3.

    Uh, it was PD's plan to continue to update GT5P along with the development of GT5. Thus GT5P should be a representation of GT5 development progress (once the updates start coming out). Of course, since you'd want GT5P to be stable, the builds are gonna be "out of date" compared to the builds of the engine PD is actually working on.
     
  16. FirewalkR

    Regular

    Joined:
    Jul 13, 2007
    Messages:
    259
    Likes Received:
    0
    All other things being equal, what would be the theoretical max AA for both 720p and 1080p on the PS3? Assuming it doesn't just depend on geometry, shaders, etc.
     
  17. zed

    zed
    Veteran

    Joined:
    Dec 16, 2005
    Messages:
    4,800
    Likes Received:
    942
    4xAA for both :), of course youve also gotta ask yourself at what framerate, though both at 60fps should be achievable (someone will do the calcs no doubt)

    (edit) sorry that was a bit stupid on my part, though the question is a bit nonsensable(?) as games must render geometry
    if u look here though
    http://forum.beyond3d.com/showthread.php?t=46241
    theres a couple of games satisfying the criterea (not mention of framerate though)

    Full Auto 2 (demo) = 1920x1080 (4x AA)
    Elefunk = 1920x1080 (4xAA)
     
    #1057 zed, Sep 11, 2008
    Last edited by a moderator: Sep 12, 2008
  18. jandlecack

    Banned

    Joined:
    Jul 19, 2008
    Messages:
    298
    Likes Received:
    0
  19. MasaC

    Newcomer

    Joined:
    Jul 24, 2005
    Messages:
    242
    Likes Received:
    7
    Any word on FIFA 09 now that the demo is out? I've set my PS3 to both 720p and 1080p and the demo selects 1080p over 720p. It doesn't look like full 1920x1080 to me, though. Someone knows?
     
  20. MvmntInGrn

    Newcomer

    Joined:
    Jun 5, 2008
    Messages:
    31
    Likes Received:
    0
    I found that hard to judge, I did not nice the facial differences but I did notice the AA. Its hard to tell though, I know there was jagged edges in both videos but the videos weren't taken on the same route. The only scene in both, I think, it the one with the guy on fire. I played they both a few times and the AA and textures looked identical.

    May have to wait for some screenshots, I think they are running equally (or very close to it) maybe the 360 has a filter but I don't think it has more AA. Funny for once I would have prefered a GT side-by-side.
     
Loading...
Thread Status:
Not open for further replies.

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...