RE4: Filtering, 16-bit, and lots more

swaaye

Entirely Suboptimal
Legend
Supporter
I'm in chapter 5 now so I've seen a lot of the game. It sure is a pretty GC title for sure. Hell, it looks as good as HL2 on PC as far as I'm concerned, and I think it's more fun too.

I was wondering about a couple of things though. Firstly, it sure looks like its using point sampling filtering on mid/far-distance textures. What's up with that? Is that really point sampling or some strange LOD issue? It's definitely not beautiful anisotropic. It reminds me of some N64 games :LOL:

Secondly, is the game running in 16-bit color? Whenever you die and load again you can see BAD dithering artifacts. In game it's not so noticeable, but I've died enough now (heh) that I always notice those artifacts...

Oh, and how did they do the water, fire, and lava!? Is that water "pixel shading"? The lava room was just AMAZING. It almost made me think they used some sort of FMV to make that... And the fire looks completely real...

The most disappointing texture work in the game, IMO, is the ocean in chapter 5 btw.... It's such an obvious repeated texture. In comparison with the earlier lake it's almost an embarassment.

I also have to say that I don't like the perspective you have to play in. I can't win in the parlor games for the life of me because of it...and in regular gameplay I have a really hard time seeing the goofy laser pointer a lost of the time. That laser pointer is almost an obvious "fix" for the perspective IMO.

ALSO, do you guys think the "letterbox" is really a design element or actually a hardware limitation necessity? The framerate is so good that I wonder if the reasoning could be edram usage? That could go hand-in-hand with the 16-bit color possibility.
 
swaaye said:
I was wondering about a couple of things though. Firstly, it sure looks like its using point sampling filtering on mid/far-distance textures. What's up with that? Is that really point sampling or some strange LOD issue? It's definitely not beautiful anisotropic. It reminds me of some N64 games :LOL:
I suspect they just didn't create MIP maps for some textures, to save memory.
 
swaaye said:
Secondly, is the game running in 16-bit color? Whenever you die and load again you can see BAD dithering artifacts. In game it's not so noticeable, but I've died enough now (heh) that I always notice those artifacts...

I am pretty sure it is running in 6:6:6:6 or something similar (same as its technological predecessor P.N. 03)..

Oh, and how did they do the water, fire, and lava!? Is that water "pixel shading"? The lava room was just AMAZING. It almost made me think they used some sort of FMV to make that... And the fire looks completely real...
The definitely played the strengths of the TEV capabilities... ;)

I also have to say that I don't like the perspective you have to play in. I can't win in the parlor games for the life of me because of it
I did those fairly easily, but picking the TMP and the handgun seemed to make things easier...

...and in regular gameplay I have a really hard time seeing the goofy laser pointer a lost of the time. That laser pointer is almost an obvious "fix" for the perspective IMO.
I agree that it is hard to see at (most) times, they should simply have drawn a less translucent sight-line instead of the single dot.

ALSO, do you guys think the "letterbox" is really a design element or actually a hardware limitation necessity? The framerate is so good that I wonder if the reasoning could be edram usage? That could go hand-in-hand with the 16-bit color possibility.
Technical. If it weren't, they would at least have offered an anamorphic wide-screen mode, I'm sure.
 
swaaye said:
ALSO, do you guys think the "letterbox" is really a design element or actually a hardware limitation necessity? The framerate is so good that I wonder if the reasoning could be edram usage?
If you don't use all the framebuffer eDRAM for drawing your framebuffer you can't use it for anything else. Flipper can't read textures from the framebuffer for example.

That could go hand-in-hand with the 16-bit color possibility.
It's not 16-bit color, it's 6-bit per channel; 18 bits for color and 6 for destination alpha. That's the only way to get an alpha channel on the GC unfortunately...
 
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