randycat99
Veteran
Feel free to post some pix then.
Marc,
BGDA runs 1280x960I. And id's speculate this F1 game is more likely running 640x960I as well - given that it's supposed to be very stable in framerate and all.
Feel free to post some pix then.
V3 said:Hehehe, the FIA rules implementation is more important. (Assuming they got the handling right). Graphics, well not that important, as long as frame rate is good. Once you are in cockpit view everything looks the same.
marconelly! said:But that's why I simply don't understand why Melbourne House is using 960 pixel tall back buffer. That essentially makes the vertical antialiasing 4X as it scales down to 240 pixels before displaying it on the interlaced screen. In the mean time, there are no horizontal AA in this case. Weird?
marconelly! said:But that's why I simply don't understand why Melbourne House is using 960 pixel tall back buffer. That essentially makes the vertical antialiasing 4X as it scales down to 240 pixels before displaying it on the interlaced screen. In the mean time, there are no horizontal AA in this case. Weird?
I know it tends to help more, but this comes down to the type of game as well I think. Particularly when you're dealing with long draw distance and far geometry aliasing in a racing game, I'm not entirely convinced only vertical would be the best way to go :\Although it sounds counter intuitive, vertical antialiasing is actually more effective on a TV.
Just read Faf's answer above. Of course, in the case of progressive TV set, output would be 480 lines (if the game supports that) However, I was talking about interlaced displays.The PS2 outputs 480 lines to the TV
Yep. The downside here is that this doesn't let you use any flicker filtering with it.Are you implying that if all they wanted to do to get 2x vertical AA, they really only need to render the standard 480 and then do that half-pixel offset thingy to get the AA effect?