*Sub-Thread* Dithering in GTA4

Discussion in 'Console Technology' started by Laa-Yosh, Apr 28, 2008.

  1. aaronspink

    Veteran

    Joined:
    Jun 20, 2003
    Messages:
    2,641
    Likes Received:
    64
    obvious missing shadows are in the laundry mat shots. The vent tubing isn't casting shadows in the PS3 version and the lighting in the missing ceiling tiles is also flat in PS3 version but properly lit and shadowed in the 360 version.

    For the bowling shots, there are significant location and intensity differences for the lighting, but no shadow issues as far as I can tell.
     
  2. speedsix

    Newcomer

    Joined:
    Apr 16, 2006
    Messages:
    23
    Likes Received:
    0
    If you flick between the two night intro shots with the car posted above, the ladder and the striped yellow bars to the left of the ladder look to be lit differently to me.
     
  3. btdvox

    Newcomer

    Joined:
    Oct 18, 2006
    Messages:
    107
    Likes Received:
    2
    Its probably just the time of day your seeing. Also The ps3 is missing some shadows but barely any, It could be vice versa also i just havent noticed anything out of the ordinary on the 360.

    The blurring is because its 640p and not 720p in one sense, its also the habit of the way ps3 renders to be a bit more warm and in some senses "blurrier" but this effect looks great in alot of games such as uncharted, heavenly sword etc.
     
  4. Shifty Geezer

    Shifty Geezer uber-Troll!
    Moderator Legend

    Joined:
    Dec 7, 2004
    Messages:
    44,106
    Likes Received:
    16,898
    Location:
    Under my bridge
    You don't render 'warmer' and 'blurrier'! If the PS3's rendering is blurry, it's defective! Graphics hardware renders one pixel, one colour. You need to process that data to introduce blur between pixels.

    I have my fingers crossed that Eurogamer will explain all in their head-to-head where they promise something 'special'.
    An interview perhaps? I hope so!
     
  5. btdvox

    Newcomer

    Joined:
    Oct 18, 2006
    Messages:
    107
    Likes Received:
    2
    ^^ I didnt mean to say it renders it that way- Im saying its the over all look of the PS3. If you see any comparison videos versus 360 and ps3 which im sure you have- You'' tell that the Ps3 is almost always much more warm toned than the 360. This has been from any game since launch that ive checked - that is multi platform that is.
     
  6. Magalini

    Newcomer

    Joined:
    Apr 30, 2008
    Messages:
    1
    Likes Received:
    0
    Location:
    Melbourne, Australia
    Best example of texture dithering in bowling alley

    I'm loving this thread - really intriguing.

    I have the 360 version, and have just finished my first bit of bowling. Of course I was looking out for the differences and texture problems. Best example I could see, and one that nobody else here has pointed out -

    When you're up for your second bowl, getting in position - hit Y to see the scoreboard. Your previous bowling speed should be displayed in mph. Hit Y again to go back to the ready stance, and glance up at the scoreboard from there. The numbers on the board representing the speed are really messed up. They're almost complete garbage in fact.

    Sorry - I don't have screenshots, but if anyone else wants to look that'd be a good place to do it.
     
  7. grandmaster

    Veteran

    Joined:
    Feb 6, 2007
    Messages:
    1,159
    Likes Received:
    0
    It's rare that a studio will talk about what can be perceived as technical deficiencies, and rarer still that a high profile developer will express that they had difficulties with any given platform. Put it this way - I can't see any developer coming up with a politically correct way to say that they had to render their game at a sub-720p resolution on PS3. Were it not for the ugliness of the texture dithering on the 360 game, it would be easily apparent which version looks better.

    So no interview in the Eurogamer coverage, but the face-off features are undergoing a radical overhaul at the moment. So the precision shots and stuff like that will remain but there'll be major improvements in the way we handle the material, and the approaches we're looking at are not being done anywhere else online.
     
  8. Jawed

    Legend

    Joined:
    Oct 2, 2004
    Messages:
    11,716
    Likes Received:
    2,137
    Location:
    London
    Using "sharpen more" in Photoshop to emphasise edges, one can clearly see that XB360 has "dithering" over the entire frame. It is not as selective as people appear to think it is.

    XB360:

    [​IMG]


    PS3:

    [​IMG]

    Jawed
     
  9. Dopefish

    Newcomer

    Joined:
    Apr 29, 2008
    Messages:
    17
    Likes Received:
    0
  10. Jawed

    Legend

    Joined:
    Oct 2, 2004
    Messages:
    11,716
    Likes Received:
    2,137
    Location:
    London
    Here the billboard gantry mostly consists of geometry. But one of the pieces, a flat horizontal plane, appears to be a single texture with alpha-transparency (hence what appears to be two separate "L"s). On XB360 this texture disintegrates into "dither".

    XB360:

    [​IMG]

    PS3

    [​IMG]

    Jawed
     
  11. paawl

    Newcomer

    Joined:
    Feb 3, 2007
    Messages:
    113
    Likes Received:
    0
    I know I'm coming late to this party, and I have little 3D graphics expertise, so take this as merely a kernel of an idea for others to expand upon, but, is it possible that the 360 version is compressing the textures more to save disc space or disc read time? This was suggested as early as post #13.

    I ask again because MS advocates, on slide 30 of this Gamefest 2007 presentation, using a software compression codec, called MCT, on top of the usual DXT. I tried finding out more about the method of MCT, but I found little. It appears from the slides to be a vector quantization scheme, so it could account for the appearance of dither within a texture. Importantly, on slide 31, MS notes that the quality of MCT is "variable", as opposed to "good" for DXT and "best" for the JPEG-like PCT.

    If Rockstar is using this, or some other form of software compression, perhaps in addition to the on-the-fly generation of mipmaps, as suggested by Mintmaster, could it account for the dithering on the 360 version?

    I know it has been pointed out (by Shifty, IIRC) that the same odd effect seems to occur where the neon lights intersect the electrical conduits. What I can't tell from the screenshots is whether the neon is distinct geometry, or a transparent texture applied to the wall, or is simply a part of the wall texture itself. Only in the latter two cases could texture compression explain the observed effect.
     
  12. Shifty Geezer

    Shifty Geezer uber-Troll!
    Moderator Legend

    Joined:
    Dec 7, 2004
    Messages:
    44,106
    Likes Received:
    16,898
    Location:
    Under my bridge
    It's geometry as determined by the perfect pixel edges. A texture would see smoother sampling of the edges. Unless they've turned off mipmapping and are point-sampling the texture, which would be crazy! As for the compression idea, no schema would advocate the wholesale corruption of image data as is happening in this noise (remember it's noise, not dithering, in the spotty textures!). You may as well not generate mipmaps and use one big texture, which would almost halve your memory requirements from a texture POV and create just a messy a look (think PS2). Also XB360 has more available RAM for textures than PS3, so why use a more aggressive compression? They should be using the same assets.
     
  13. Philip42

    Joined:
    Dec 4, 2006
    Messages:
    17
    Likes Received:
    0
    Mintmaster,

    Do you think this is a texturing bug for sure?

    And why so?

    TIA


    btw: About the PS3's warmer tone(yellow tint compared to a blueish tint on the 360 version), my main fault with it, that it's far too bright in the daylight.

    I'm having the same fault on the X360 version in terms of overdone brightness, but i can slide the sliders in a way where there is more of a sweet spot, then on the PS3 version.

    P.S. I know it's not my HDTV, as it's a CRT-->34" Sony XBR960 that has been calibrated.
     
  14. Philip42

    Joined:
    Dec 4, 2006
    Messages:
    17
    Likes Received:
    0
    Except that the PS3 has the 3Gig HDD install as well.

    I'm wondering if this could be a case where the HDD install plays something into how the LOD textures(if that is the method the PS3 uses) are being swapped into Ram. Maybe it's a case where the DVD-9 is just not fast enough to swap in textures in this size of a 'map'/'world' at the speed of the PS3's HDD?.

    Is it possible the HDD install is playing a part into the difference(graphically, we know it does performance wise) texture quality wise, of the two versions?

    Maybe the dithering/noise/aliasing(whichever it may be) problems many have noticed is because the 360 version is trying to get by using lesser LOD textures?

    I'm probably way off base here, but i just thought i'd ask it.
     
  15. Mintmaster

    Veteran

    Joined:
    Mar 31, 2002
    Messages:
    3,897
    Likes Received:
    87
    Try it on an object with texture magnification. I don't think you see the same thing.

    Having said that, a bug that affects all minified textures is not exactly selective.
     
  16. Jawed

    Legend

    Joined:
    Oct 2, 2004
    Messages:
    11,716
    Likes Received:
    2,137
    Location:
    London
    [​IMG]

    Taken from:

    http://dot50cal.the-horror.com/b3d/gta4/dithering/x3-image23.png

    which is the only magnified texture I can think of as having been posted. The "spots" disappear at the extreme left edge of the frame where the magnification is greatest. I can only find two in the burger itself.

    Jawed
     
  17. paawl

    Newcomer

    Joined:
    Feb 3, 2007
    Messages:
    113
    Likes Received:
    0
    Good observation! That would appear to rule out it being due to texture corruption, and indicates some sort of post-processing effect gone awry.

    Well, I'm sure the intent of the compression scheme isn't to corrupt the textures, but, it is a lossy scheme, and MS notes that the quality is "variable".

    I'm not sure how you get from the a lossy compression scheme not always having acceptable results to "you may as well not generate mipmaps and use one big texture".

    Well, I was thinking about Sam Houser's comments about the Xbox 360 disc storage limitations, and the 360s lack of a standard HDD. The textures are decompressed (and mipmaps can be generated) as the data are streamed off of the disc; I don't think that they're stored compressed in memory. The advantage of compressing them is to save on disc space and to reduce loading times.
     
  18. Rockster

    Regular

    Joined:
    Nov 5, 2003
    Messages:
    973
    Likes Received:
    129
    Location:
    On my rock
    Does anyone here have connections at Rockstar or the XNA Developer Connection group? Perhaps it would be worth sending out a couple emails to see if they want to participate in this thread. Could be interesting.
     
  19. grandmaster

    Veteran

    Joined:
    Feb 6, 2007
    Messages:
    1,159
    Likes Received:
    0
    I did a face-on washing machine shot for you but am not sure I'm close enough for you.

    [​IMG]
     
  20. Dot50Cal

    Regular

    Joined:
    Jul 24, 2003
    Messages:
    394
    Likes Received:
    15
    Location:
    Pennsylvania, USA
    Off topic, but Hahahha at the FUD detergent. I didn't notice that :)

    I missed this post, but you are right. I have captures from PS3 / 360 to show the color difference here that proves this is something more than the native color output differences:
    http://forum.beyond3d.com/showthread.php?t=46549
     
Loading...

Share This Page

  • About Us

    Beyond3D has been around for over a decade and prides itself on being the best place on the web for in-depth, technically-driven discussion and analysis of 3D graphics hardware. If you love pixels and transistors, you've come to the right place!

    Beyond3D is proudly published by GPU Tools Ltd.
Loading...