i was just going by shifty's comment that they were using their own ingame scaler. sorry.
No need to apologize..I don't think anyone knows for sure actually.:smile:
i was just going by shifty's comment that they were using their own ingame scaler. sorry.
http://www.eurogamer.net/articles/digitalfoundry-next-gen-now-battlefield-4
2GB downloads of captured footage of both versions
Yerli on TwitterI don't think Crytek ever said they're using a software scaler. They only said they're using their own hybrid SMAA 1TX which is morphological + temporal AA.
runs at 1600x900 for best perf&res,we apply our upscaler for AA, framebuffer native 1080p.SAME as E3 XboxOne! No change,No compromise!
Didn't he say in his explanation article that they "made sure" both consoles were in full mode to do a fair comparison?Of course it looks washed out if black have RGB value 16,15,16.
Didn't he say in his explanation article that they "made sure" both consoles were in full mode to do a fair comparison?
Guess DF went in their with something to prove and did everything in their power to do it.
I bet if it wasn't for the black crush they (Best scooby doo villain voice now) would've got away with it too without us meddling kids.
Guess DF went in their with something to prove and did everything in their power to do it..
I question the output though. One of the screenshots I referenced from DF had a huge clip at 220. That's limited RGB range but set to 0-219 instead of 16-235. If not the presence of a few higher value pixels, I'd say that was it with certainty.they were both set to full mode...
I don't understand why they didn't just ask Microsoft/Dice if there was an os bug and/or incomplete feature before publishing the excessively black crushed video.
Sounds like they weren't aware and/or had too much else to do to even check. The 360 resolution bug in the beta was odd enough as it is too.We asked DICE for comment and were told that they are "investigating the video output range and settings for Xbox One".
Sounds like they weren't aware and/or had too much else to do to even check. The 360 resolution bug in the beta was odd enough as it is too.
Hmm I didn't see that quote in the original article, did they clarify that later?
they were both set to full mode, xbox one rendered in full rgb, but it sent out a limited signal which clipped footage giving those super blacks that some people prefer...which is weird to me that anyone could prefer that.
According to nobcze the black isn't 0,0,0 suggesting the ps4 wasn't actually in full mode at all despite df stating they played around with the 'dashboard' making sure full was enabled.
http://www.youtube.com/watch?v=DQcP-ygrKeg
http://www.youtube.com/watch?v=bnOBIKrqhE8
The current-gen captures are quite far in gamma levels from PC too. Did DICE find some new GPU on PS3? Tear free compared to 360
That would only be an issue if devs had to keep their frontbuffers in eDRAM. Besides that sounding absolutely bizarre for a platform that can easily transfer buffers between eDRAM and GDDR3, developers have talked about using back/G-buffering schemes that take up nearly the entire 10MB (i.e. Halo Reach's 96bpp at 1152x720), so I'd be extraordinarily surprised if that were a real problem on 360.PS3 version runs with triple buffering, while 360 is in double buffering. Triple buffering is a problem for eDRAM, because it is only 10 mb.
Once a buffer has been rendered, it can (and needs to be) shunted to DDR3 and output from there. The eDRAM limit therefore cannot affect choice of double or triple buffering.PS3 version runs with triple buffering, while 360 is in double buffering. Triple buffering is a problem for eDRAM, because it is only 10 mb...