Wow!
This screen is a 1600*900 so probably a "Halo photomode like"…
I expect so. At that distance backdrops make sense if you can't reach those mountains. No reason to waste polys and textures on 'em. Well, the texture's actually pretty huge as a high-res backdrop!pics look great... are those 2d backdrops?
They are resized.
Originally they are 1920x1080.
Just a moment...
Update:
http://gallery.greedykidz.net/get/365477/HiResScreenShots1.jpg?g2_serialNumber=1
http://gallery.greedykidz.net/get/365479/HiResScreenShots2.jpg?g2_serialNumber=1
http://gallery.greedykidz.net/get/365481/HiResScreenShots3.jpg?g2_serialNumber=1
http://gallery.greedykidz.net/get/365483/HiResScreenShots4.jpg?g2_serialNumber=1
http://gallery.greedykidz.net/get/365485/HiResScreenShots5.jpg?g2_serialNumber=1
http://gallery.greedykidz.net/get/365487/HiResScreenShots6.jpg?g2_serialNumber=1
http://gallery.greedykidz.net/get/365489/HiResScreenShots7.jpg?g2_serialNumber=1
Therefore, every MB saved improves the quality of our game. We’ve solved most of our memory problems by relying on the SPEs to perform compression, both at load-time and at run-time, using techniques developed by ICE, SCEA Tools&Tech and the SCEE ATG group.
actually, the first Resistance used Quincunx 2x and R&C uses 2xMSAA.Every game they've done has had 4xAA.
Killzone has some competition, and if Resistance is 60 FPS, Killzone needs to go back to the drawing board.
IQ isn't a matter of memory but BW and processing power. 1080p @ 60 fps @ 4xAA isn't going to happen as covered by our numerous debates on what's possible on these consoles, ignoring the better-than-reality IQ of these images. If Insomniac do pull off 1080p 4xAA etc. then I'll be first in line to their developer conference on the subject because they'll be doing something extremely clever! Don't get me wrong, I'm sure the game will be a tour de force of next-gen console graphics. There's some excellent lighting here and a more balanced art direction (read less brown ) than RFOM1. I'm only saying in answer to Nesh that these screenshots aren't what you're going to see on your TV when you press the pause button, unless they implement a paused super IQ mode that redraws the image over multiple frames with ever improving AA! There's more AA going on here than mere mortal consoles can hope for, and that's to be expected from publicity shots. There's really no reason to raise the question of if their 'real' in-game shots or not on any game. If you can't make out the AA samples on the near vertical/horizontal lines, it's a PR shot.So in theory, it's not impossible at all.
actually, the first Resistance used Quincunx 2x and R&C uses 2xMSAA.
seeing how Resistance was a launch title and they could only do so much with R&C being a cartoony looking game, i think Resistance 2 will look very good. it will be the first title where Insomniac can really show off their skills on the PS3.