Pixellation on the PS3

Discussion in 'Console Technology' started by fearsomepirate, Nov 18, 2009.

  1. Iron Tiger

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    Some of the weapon effects and the swarm in Resistance 2 are pixelated.
     
  2. nightshade

    nightshade Wookies love cookies!
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    Are they ? I assume you are talking about the Bullseye bullets.
    I just thought that they were really low res. particles.
     
  3. Mize

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    I stand corrected.

    Sorry for thinking you were just trolling. I own a couple dozen games for each platform and hadn't seen any pixelation problems (outside of really crappy shadows). I would also hope that both consoles can do better than bilinear.
     
  4. SG79

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    Right, thanks for adding this as I should've elaborated further instead of somewhat losing it. These days, you wouldn't/shouldn't see the proverbial blur from that distance unless the textures were really low res. There are plenty of examples in every game I've played as hidden as they are. Even in Uncharted 1 where most textures were razor sharp no matter how close you got.

    Incidentally, if that pic was post patch, 2K added a blur filter and combined with the sub-HD res of the PS3 port, it looked blurrier than the 360 one.

    On that note, I haven't seen anything like that in FEAR 2 or any of the games I own. Though the PS3 port has problems with the frame rate. Though I've only played that game once on the PS3, so keep up us updated.
     
    #24 SG79, Nov 18, 2009
    Last edited by a moderator: Nov 18, 2009
  5. N_B

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    I've seen something like the Big Daddy issue on some rocks in Fallout 3. I was wondering what it was because I've only seen it twice after 100hours+ of play. Could be a bug because otherwise Fallout 3 has some of the best filtering of any current gen game.
     
  6. SG79

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    I've seen something like that on the 360 version (pre-patch mind you). The PC version had the occasional issue on a good rig with anisotropic filtering on.
     
  7. TheD

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    Maybe you should understand what you are saying before you attack people?

    Bilinear (and others made on top of the same idea) texture filtering does make textures blurry.

    What bilinear filtering does to make a texture have more pixels to fit screen space pixels is that it take the colour value of the other texture pixels around it then make new pixels based off a blend of the said pixel colour and the colour of the pixels around it.

    And in doing so blurs the texture.

    What the OP linked to seems to have point sampling instead, which just copys the texture's pixels colour value onto as many screen space pixels as it thinks it can get away with (based off how it is programmed) before changing to the next pixel's colour.
     
    #27 TheD, Nov 19, 2009
    Last edited by a moderator: Nov 21, 2009
  8. SG79

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    Alright. "Maybe you should stop making presumptions?" in your own tone and just elaborate like you did just now (genuine thanks for that). Maybe I was a bit harsh in my 2nd reply but you somehow missed the fact that I seemingly misunderstood what you said and flew off the handle. No harm done in the end.
     
    #28 SG79, Nov 19, 2009
    Last edited by a moderator: Nov 19, 2009
  9. TheD

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    Sometime affter my post I had an idea that maybe you misunderstood.
     
  10. Mr Deap

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    I've seen pixellation of FFXI on the 360. When you look at the groud at a very wide angle it does that.
     
  11. jlippo

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    The problem with big daddy and in many other games is caused by bad use of DXT texture compression on normal or specular maps.
    http://developer.nvidia.com/object/real-time-normal-map-dxt-compression.html
     
  12. dskneo

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    no, just what I saw during photomode.... big big squares.
     
  13. TheAlSpark

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    The big daddy issue in the OP is a filtering bug (somehow reduced to point filtering) rather than compression blocking. In this case, it might be a bug in the streaming code, as it looks like a lower res mip map being used.
     
  14. Shifty Geezer

    Shifty Geezer uber-Troll!
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    But surely the use of point sampling comes down entirely to the hardware/pixel shader? No matter what data is coming in when and how, it should be rendered as texels as an average of multple samples.
     
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