Not yet, perhaps we will have to wait couple of years for it. (Like Alan Wake.)720p is really low imo.
Are there plans for a PC port similar to AW?
Guess that explains the softness of the media so far. Wonder what the AA solution is.
which is definitely news to me.
From the notes on AO "Our final image is 1080p but screen-space lighting is evaluated at 1280x720."
Seems like an odd choice. Wouldn't the lighting end up producing aliasing?
720p is really low imo.
Are there plans for a PC port similar to AW?
Possibly the easiest approach would have been to use volume textures or the newly available sparse texture support on the GPUs.
However, our index based compression ruled out volume textures and we didn’t want to commit to a GPU-feature which might not be available
Volition's Inferred Lighting also used a mixed resolution shading/lighting. They did some wacky things to reduce the aliasing issues, but it's been a while since I read the paper/presentation.
Good catch.Maybe an indication for a PC port in one or two years
Right. So assuming this is what they are doing, it's probably why the game does have a soft look to it, particularly the edges, while a full res material pass ought to help with texture LOD selection in the absence of AF..... maybe. idk.I get having some screen effects at 1/4 resolution (not to suggest 720p is 1/4 resolution), because they're not necessarily present at all times. But screen-space lighting? That seems to include their AO, screen-space diffuse lighting and screen-space reflections. Not sure how much of the final image that would "touch" but it seems like a lot. GI may be higher resolution, because they call it "Large Scale" lighting. Their screen space + large scale = multi-scale, by their terminology.
So in general if a game is running at say 1080p what is the usual resolution of SSO?It probably explains a lot in this image for example
So that is why they opt for a heavy handed use of w/e TAA and they still don't get rid of aliasing. I am not sure i quite like this approach, i initially thought it was just heavy use of TAA. Still, about 8 months left in development, i really hope IQ gets a boost in these last few months.
Or possibly just a decision they made early-on before final hardware specs were available - remember that this was in the works well before launch (and going back and changing a data structure that's fundamental to your entire lighting pipeline is probably not something you do on a whim if your current solution is working well enough).Maybe an indication for a PC port in one or two years