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Was wrong on Stardust. Definitely AA in that game as well. Stunnng looking title. Vita Dead Nation, please.
My wild guess would be that they took some of the PS3 code and run it 1:1 on PSV not having the time to reimplement stuff for the target hardware. When you switch between architectures this is usually a pretty bad idea.I really don't get how these 1st party devs could squander resources like this.
I really don't get how these 1st party devs could squander resources like this. I mean third party titles are out there at full native rez + AA that look quite good.
In fact Dynasty Warriors comes to mind (strange as that may sound).
Not impressed with Zipper and co..
Hello,
just saying, but: can't this just be discussed/merged in the two existing threads:
If the OP wants the list, he should maintain it instead of passing the work onto me.And an additional post/list for PSV just be added to the existing List of Rendering Resolutions?
is full 960x544? And what about AA?
It'd be better off as a separate thread since it's a different class of hardware/generation.
If the OP wants the list, he should maintain it instead of passing the work onto me.
Yeah, it's native res and 4xAA, though it obviously breaks when there's bloom and DOF.
The FIFA game is 2xAA.
It's dynamic res using a post-AA filter of sorts.Wipeout definitely runs at native screen res and some some really good AA as well.
wipeout uses post filter? Worse pretty good, wonder how cheap it is and hope more first party games will use it. Most sub native res game would benefit greatly with AA.
Yep, resolution throttling is used in 2048. The same tenet from HD/Fury applies: if you are dead set on locking frame-rate and resolution your whole game is (graphically) restricted by the worst-case scenario.
It's only there for worst case scenarios as Chris says and for the majority of the time we are using the full resolution of PS Vita, and that's 960x544.
Yes we use hardware 4x MSAA pretty much everywhere we can - on the main 3D render, on ship shadows etc. Additionally, if you look at some of the crossplay tracks from PS3 that feature reflection and refraction effects (e.g. Moa Therma, Vineta K), these buffers are also using 4x MSAA, as well as the billboards in the crossplay tracks (2048 tracks have videos for billboards instead). The overhead for MSAA on PS Vita is indeed very low compared to other GPU platforms, in terms of both memory and performance.