aldo said:ummm... I believe Titanio was commenting about the HD claims for Warhawk, not Sony's HD claim. You may want to go back and check the context before you start shushing people.
-aldo
Yup.. Kung-Fu Chaos used interlaced rendering. So, that was 640x240 for NTSC, or 640x288 for PAL. The reason for it was straightforward, in that it halved our fillrate cost. And we had lots of effects/particles that ate fillrate for breakfast. It also halved the amount of memory we needed for the display buffers. Of course, it meant that if you ever dropped out of 60Hz (50Hz PAL), the screen would look like crap, as you'd end up with the current field being duplicated (so it'd look like the resolution had halved for the period where you were out of a frame). But then I believe it was in our contract with MS that the game ran in a frame, so no real problem. Ahh.. so many memories.. :/Alstrong said:(Wasn't Kung-Fu Chaos interlaced "internally"?)
Asher said:I would say it is a codeword in Sony's case. They started this "full HD" nonsense at last year's E3, knowing that Xbox 360 only supported 720p/1080i. "Full HD" implied the PS3's 1080p capability.
DeanA said:For PS3 i'd say that the rendering cost... *snip*
Sorry.. my bad.. when I said 'pushed framerate over 60Hz', I should have just said 'pushed it out of a frame' (eg: 30Hz). A half-size buffer for use in field mode relies on a new buffer being presented every field (eg: 60Hz). If your frame rate drops below 60Hz, then the display hardware simply fetches the same data for the other field, so - from a visual point of view - it would look like a non-interlaced (but low resolution) image being displayed..Alstrong said:Would it be that bad to do half-field rendering even if you do pause the game first and limit the fps ala Doom 3 (to not get above 60Hz)?
Thanks!!!! That gives a rough idea, it was the downscaling quality I wanted to simulate.Shifty Geezer said:Edit : From the GTHD E3 demo, here's some screenies. As they're 720p, I think downscaled by IGN, and I think there was no AA in the GTHD demo (anyone confirm this?), these pics should give an idea of the IQ of downsampled 1080p images. Which I think very good.
http://uk.media.ps3.ign.com/media/713/713809/imgs_1.html
If you then resize these pics to SDTV (720 pixels across), you see IQ on SD sets on downsampled 1080p is Awesome!
What does this really mean if we assume the PS3s GPU to be bandwidth limited?nAo said:btw.. even in GPU limited scenarion 2x the pixels don't get you a 2x slowdown, in fact bigger triangles gives more opportunities for color/z compression and also increase shading quads efficiency (more full quads to shade..)
DeanA said:Sorry.. *snip*
Dean
Crossbar said:What does this really mean if we assume the PS3s GPU to be bandwidth limited?
ihamoitc2005 said:Question is for what is PS3 GPU bandwidth limited? We can see real-time E3 demo with 1080P no? So I think question is what is best way to have AA (or if to have AA) at 1080P.
Fair point. I was kind of fishing for some approximation of the overhead for 1080p vs. 720p the PS3 may have. Perhaps the step is not as big as one might expect.ihamoitc2005 said:Question is for what is PS3 GPU bandwidth limited? We can see real-time E3 demo with 1080P no? So I think question is what is best way to have AA (or if to have AA) at 1080P.
I'd say a developer who waste time tring to get 1080 without AA is rather insane.Bobbler said:I'd say any developer who wastes time trying to get AA at 1080 is rather insane.
They were (IIRC they even pointed that out during the conference), and didn't they have more then 6 vehicles on road too?darkblu said:some of the textures even may have been the higher-res master-source originals from gt4, as they had too much definition for SD material.
Were there effects in GT2? Anyway GT2k PR was the heatwave effect. GTHDs is 1080P - both were aimed at highlighting something about the new hardware.was GT2K a step down from GT2 effects-wise?
Well at least that's on different platform But then again in 1999 at least they had the good grace not to show 30minute movies of that demo...there's a RR on the 360, though, and it indeed embarrasses GTHD visually (even without any fancy massive-fillrate effects). of course it's not running at 1080
Well to be fair, there was a fair share of field rendered PS2 games that sometimes dropped resolution mid-game... so some devs might not be very concerned what happens to rendering when OS window is popped up.DeanA said:So, I think the days of rendering-half-your-buffer hacks like we used in Kung-Fu Chaos are long gone.
kyleb said:I'd say a developer who waste time tring to get 1080 without AA is rather insane.
It looks sharper but jaggies still crawl across the screen with no AA regardless. Besides, with the internal scaler on the 360 and surely one in the PS3 as well, nothing is limiting developers to 720 or 1080 and they can always opt to do things like 1600x900 with x2aa which I use on my PC quite a bit and I assure you looks quite nice.Bobbler said:Have you played a game on a 1080p display at 1080 without AA? It looks quite a bit better than 720 with or without AA.
macabre said:Wouldn`t it be a good idea to give an option for 1366 x 768, cause this is the most popular res on LC and plasma panels today ? Or will image quality not be better than 720p or another res in that range ?
expletive said:The 360 does have a 1366x768 output option but i think its only when the VGA cable is plugged in. This is being scaled from 720p though AFAIK.