Actually, 900p (with good scaling) should look pretty much identical to 1080p:
http://www.eurogamer.net/articles/digitalfoundry-can-xbox-one-multi-platform-games-compete-with-ps4
http://images.eurogamer.net/2013/articles//a/1/6/0/2/0/1/0/1080p_003.png
http://images.eurogamer.net/2013/articles//a/1/6/0/2/0/1/0/900p_003.png
http://images.eurogamer.net/2013/articles//a/1/6/0/2/0/1/0/1080p_000.png
http://images.eurogamer.net/2013/articles//a/1/6/0/2/0/1/0/900p_000.png
http://images.eurogamer.net/2013/articles//a/1/6/0/2/0/1/0/1080p_001.png
http://images.eurogamer.net/2013/articles//a/1/6/0/2/0/1/0/900p_001.png
http://images.eurogamer.net/2013/articles//a/1/6/0/2/0/1/0/1080p_002.png
http://images.eurogamer.net/2013/articles//a/1/6/0/2/0/1/0/900p_002.png
I think this is basically Penello's (and the engineers he's talking to) point, there will be no substantial visual difference between multiplat titles.
900p is a bigger loss than COD3 total resolution
What?
You're dropping from 1920x1080 to 1920x900? That's a loss of 1920x180 pixels (345600).
COD 4 was 1024x600 (614400). The newer games should have been higher resolution. What was COD3? 1024x300?
What?
You're dropping from 1920x1080 to 1920x900? That's a loss of 1920x180 pixels (345600).
COD 4 was 1024x600 (614400). The newer games should have been higher resolution. What was COD3? 1024x300?
Actually, 900p (with good scaling) should look pretty much identical to 1080p:
I think this is basically Penello's (and the engineers he's talking to) point, there will be no substantial visual difference between multiplat titles.
What?
You're dropping from 1920x1080 to 1920x900? That's a loss of 1920x180 pixels (345600).
COD 4 was 1024x600 (614400). The newer games should have been higher resolution. What was COD3? 1024x300?
If that's what Penello and the engineers believe , i'll take whatever they say about bandwidth with a grain of salt .
Anyway , when your tent pole game , your showcase piece cannot meet standards , that's bad news for XB1 .
900p is disappointing, considering from what we've seen most of the time the game only has a handful of characters, if not one, on the screen that you actually interact with.
Must be a good upscaler then :smile:. For one, I can see the difference between a native 1080 and an upscaled 1600X900 on my monitor. TVs themselves have pretty good upscalers in built in them, but a difference in quality by having actually more detailed picture is always visible. Like I said earlier, most people won't mind. My own TV is a HD ready one, meaining its a 720p TV which can take in 1080p signal. But I game on my Monitor, and I can easily tell when a game is 720 vs 1080. You can also try it out on your PC, just run a game @1600X900 in fullscreen and then run the same game on 1920X1080 fullscreen. The blurriness of the lesser res image is very clear, because it is being upscaled by the monitor. Having the XBOne upscale it is a better option, of course, but we cannot have the same detail in the image as a native 1080. I mean its not something new, more pixels=more detail.
There's no issue really. Just a lot of FUD.
I wouldn't call a third party game, a tent pole game. Do all 360 games look and perform like Kameo or Perfect Dark Zero? Were those tent-pole games? Forza 5 is much closer to what I would consider a tent-pole game or the next Halo.
This is a launch title. During this games developement, the dev kit and all supporting dev tools were being developed so it's not surprising performance isn't up to par. And if first kits did go out in Feb 2011, that's about a short 18 month dev cycle, with what 3-4 months of final hardware?
To me this game looks pretty damn good (as does F5 and Sony's first party games). I think this bode's really well for both platforms if launch titles can look this good.
AFAIK display planes are a fancy way of saying 'alpha-blended overlay'.
If you want to render different parts of the scene in different resolutions and merge them, then AFAIK you'd need to do that manually.
I'll probably be killed for it, but another possibility is that the console's internal target spec was missed. (a 150Mhz boost is awesome, unless you were told to expect something more significant).