Noi, it has AAx4Yes, 2x AA and HDR
Noi, it has AAx4Yes, 2x AA and HDR
It is completely obsolete by today's PC standards, but it emulated artificial HDR as seen on Shadow of the Colossus and Vertex Shading on God of War, effects that no one imagined the PS2 can do.
Uhm... If there is one thing that PS2 didn't need to "emulate" was Vertex Shading. In fact, the PS2 "Vertex Shaders" were even better in certain aspects than the "real" VS's in the Xbox. And they were also clocked double (The EE was 300MHz while the NV2A was 150MHz). You can't really call them Vertex Shaders as that is a DirectX term, but the VUs were pratically PS2's "Vertex Shaders" as they did the same job and more...
Babcat posted this link in another thread, which is probably more interesting here than anywhere else right now. It has more detailed info on the engine that Oblivion runs on, Gamebryo, and its PS3 implementation:
http://www.ps3land.com/article-839.php
NV2A is 233MHz.
I wouldn't say PS2 had an overall edge over Xbox at all. It might be better in certain aspects, but overall it's a much weaker system.
I guess the real question is matter of whether Bethesda chooses to do so then?
Thx. But no mention of HDR there. Is there someone who know if the PS3 version of Oblivion got HDR or not?
The main difference is that the VUs of the PS2 were fully programmable and a lot more flexible than the vertex-shaders of the NV2a. The main difference I see in the Xbox vs PS2 debate is that Xbox was a lot more straightforward and easier to extract performance out of - which is why most games on that platform are within the same leaque and all show of nice IQ. PS2 on the other hand offered perhaps way to much freedom and required different approaches that resulted in the majority of games (at least initially) to be less impressive with significantly worse IQ. On the other hand though, the PS2 was capable of exceptional results in both complex worlds and good IQ as some developers were able to show.
So how would you rank the two systems if overall system performance is the metric at hand, when all the strengts and weaknesses are put together?
Why shouldn't there be no HDR? In fact if they didn't choose some special way the PS3 HDR should be even better (quality vise) because of the much higher precision.
In any case though, the PS3 is capable of doing HDR and AA because HDR can be done in other methods (ie. through NAO32 space).
RSX ROPs can't apply MSAA on FP16 render targets, but using a FP16 RT is not the only method available to implement HDRR to a given renderer (See Half Life 2 or Heavenly Sword, for instance).PS3 cannot do AA and HDR at the same time.
I guess you meant anisotropic filtering, because, even thought I'm the first one to criticise Bethesda's coding skills, I'd at least linear filtering on all the surfaces.mrboo said:Looks like the PS3 version has texture filtering aswel
Aside from the questions about the online service, the biggest differences between the two console versions may be the very discs they're printed on. According to Howard, the 360 pulls information off the disc about twice as fast as the PS3's Blur-ray drive, which means the PS3's in-game loading won't be reduced, even though each unit will have a hard drive. On the other hand, multiple language tracks can be included on a blu-ray disc, which will be fantastic for the game's eventual release in Europe.