Deepblue said:Rallisport Challenge 2 definitely looks better, especially in the car.
Thanks..I needed a good laugh.
Deepblue said:Rallisport Challenge 2 definitely looks better, especially in the car.
mistan said:
Yes/No?
Maybe the off-screen pics really aren't doing it justice, but i guess the same could be said for the pic to the right which is just a vid capture...
And i also dont see how anybody cant see that the wheels are actually sunken into the trails...i dont see "PERFECT" circles on the front left wheel or the back right wheel, they are both cut off...
Still, there's no motion blur or AA in the GDC shot.BlueTsunami said:Thats a great comparison. The shot on the Left is the GDC Demo, the shot on the Right is the E3 CG video (just for clarification). I've said it before but what made the E3 Motorstorm so amazing wasn't just the car models but the Dynamic Camera gave it a Cinematic feel.
Its going to be interesting to see how the final product looks (possibly in November)
If you look at the Motorstorm picture in the first post in the thread, it definitely looks like there is no AA. Also, doesn't the PS3 have a problem with having AA and HDR at the same time?BlueTsunami said:
nintenho said:If you look at the Motorstorm picture in the first post in the thread, it definitely looks like there is no AA. Also, doesn't the PS3 have a problem with having AA and HDR at the same time?
The particles that get kicked up by the vehicles seems to be just sprites. Goes without saying, it didn't look to good. It could have been a placeholder though, until they impliment a better particle system for the kicked up debri.
nintenho said:If you look at the Motorstorm picture in the first post in the thread, it definitely looks like there is no AA. Also, doesn't the PS3 have a problem with having AA and HDR at the same time?
pegisys said:ithe particle system in the demo video were physically controlled and was able to stick to the cars, that would be the biggest disappointment to me is if they didn't have all the mud slinging in the final gamee
Let's say you port Oblivion from 360 to PS3, would it make a big difference in the way the HDR looks? Not trying to troll.BlueTsunami said:I don't know, as blurry as the pic is it doesn't look like theres absolutely no AA. About the AA and HDR, theres ways around it to get the same effect which is already being done in certain games.
nintenho said:Let's say you port Oblivion from 360 to PS3, would it make a big difference in the way the HDR looks? Not trying to troll.
Meh...it can't look that different I guess.BlueTsunami said:I'm not a developer but Bethesda would probably have to rethink how they impliment HDR and AA on the PS3 instead of a straight port, though, that would probably wouldn't be the most challenging aspect of porting it over.
nintenho said:Let's say you port Oblivion from 360 to PS3, would it make a big difference in the way the HDR looks? Not trying to troll.
Ah, I see.Griffith said:of course there will be some differences, those can be performance difference when hdr fp + SSAA are used (I don't think that rsx can handle this, with a 128 bit bus to framebuffer)
or they can use integers instead of floating point, moving from a RGB space to calc hdr + MSAA, but this is not good as hdr fp (take a look at HL2, compare his hdr to the one in far cry or oblivion and you get the difference between the two hdr) and wastes a lot of shader processing time because the shaders have to do conversion for and from the RGB space for each transparent texture applied
the second way is the best of the two, but it's not as good as a true hdr fp + msaa
Ben-Nice said:<QUOTEd>
Rallisport Challenge 2 definitely looks better, especially in the car.
<QUOTEd>
Thanks..I needed a good laugh.
nintenho said:If you look at the Motorstorm picture in the first post in the thread, it definitely looks like there is no AA. Also, doesn't the PS3 have a problem with having AA and HDR at the same time?
Griffith said:of course there will be some differences, those can be performance difference when hdr fp + SSAA are used (I don't think that rsx can handle this, with a 128 bit bus to framebuffer)
or they can use integers instead of floating point, moving from a RGB space to calc hdr + MSAA, but this is not good as hdr fp (take a look at HL2, compare his hdr to the one in far cry or oblivion and you get the difference between the two hdr) and wastes a lot of shader processing time because the shaders have to do conversion for and from the RGB space for each transparent texture applied
the second way is the best of the two, but it's not as good as a true hdr fp + msaa