Technical question regarding scaling in PS3 games.

The words you quoted says the latest SDK does this. The article you linked to is dated April 1, 2008.

I would take that to mean it is a recent thing.
 
The article has a link to the second Criterion post on the subject:
http://www.criteriongames.com/article.php?artID=70

It says:
AlexF said:
With the latest SDK Sony freed up some memory. We've upgraded to this SDK and made use of the extra memory to scale the 720p game to 960x1080 as part of the very final post-process render stage in the game; this 960x1080 video mode uses the PS3 hardware scaler to upscale the image horizontally to output at 1920x1080.

This is the first public confirmation of a hardware scaler that I know of.
Still, I'm going to go PS3man on this and stay unconvinced. :)
According to upscaling thread, not everything in GT5P is upscaled. So where exactly is horizontal upscaling hardware in the render pipeline? One would think a dedicated upscaling hardware would be at the end, maybe even after ramdac.

AlexF said:
This scaling process in Burnout costs a very small amount of frame time (under 0.4% of a 60hz frame, which we can afford without dropping frames) since we're going to a larger number of pixels, but it enables those with 1080i TVs that don't support 720p to play in HD.
Interesting number there, for a native framebuffer increase of 12.5%.
 
What model of TV is that? I can't see how any manufacturer would make a TV in 2004 that doesn't support 720p input. That's just as dumb as a PS3 not supporting 1080i output! HDTV has two common resolutions - 1080i and 720p. If someone's connecting HDTV content to their HDTV they need to be able to take these two signals.

I want to stay out of this whole debate, as I think it is semi-pointless. I have yet to buy a piece of technology that I haven't wanted to replace with something new and shiny a year or so down the road.

However, to answer this question there were many CRT televisions supported that DO support 720p input that will not display 720p. I chalk it up to manufacturer dishonesty. For instance, I have a Sony television purchased in 2004 that was advertised to accept 480p, 720p, and 1080i signals. Come to find out that on page 64 of the manual in small print at the bottom of the page it states quite clearly that 720p signals are downscaled to 480p. It was almost a bait and switch tactic by television manufacturers. I would bet that many here with CRTs or LCDs that accept 720p and 1080p signals would actually find themselves in the same boat. A small line of text hidden in the manual somewhere states that everything is being scaled to a resolution they don't expect. So there were many televisions out there that were advertised to support 720p signals that wont display them - even though they do technically "support" them.

Also a note on upscalers. I don't think I have seen a single upscaler that will change a 720p signal to a 1080i signal. I have no idea why this is - but even the more expensive Denon receivers wont do it. If you read the fine print in the manuals they downscale the 720p signal to 480p instead. They will however change a 1080p signal into a 1080i signal - meaning you can deselect 720p on the PS3 and these recievers will upscale properly to 1080i regardless of game setting. If the game down scales to 480p, the receiver upscales to 1080i. Likewise if the game upscales to 1080p, the receiver interlaces the signal and gives out 1080i.
 
What I meat in my few steps up post, is this latest PS3 sdk kit been available for months and months now or released just recently. Do current customer firmware v2.20 applies to that devkit versioning?
 
Interesting number there, for a native framebuffer increase of 12.5%.
Could it not be software then hardware scaling of native 720p, as with NG sigma?

"We've upgraded to this SDK and made use of the extra memory to scale the 720p game to 960x1080 as part of the very final post-process render stage in the game; this 960x1080 video mode uses the PS3 hardware scaler to upscale the image horizontally to output at 1920x1080."
 
This is why the PS4 needs to support 1080p rendering.

It would help Sony sell a lot of their 1080p sets.
 
Its quite sad that some of PS3's games dont support 1080i because my house suffers having 2 1080i displays (purchased 2003 and 2004 respectively)

The family doesnt want to purchase a new display since the sets are working fine and they dont get this "HD" thing much, so im but a one man army here :LOL:

HDTV's are getting cheaper by the moment though, so hopefully ill have a 1080p display by the end of the year.
 
Could it not be software then hardware scaling of native 720p, as with NG sigma?

"We've upgraded to this SDK and made use of the extra memory to scale the 720p game to 960x1080 as part of the very final post-process render stage in the game; this 960x1080 video mode uses the PS3 hardware scaler to upscale the image horizontally to output at 1920x1080."

You seem to be right of course, that quote reads like they are software scaling to 960x1080 and then hardware scaling to 1920x1080.
I didn't give it a chance at first, since that would look like 960x720 upscaled to 1920x1080 with a little extra horizontal SSAA.
 
I'm going to go PS3man on this and stay unconvinced

Oh yes. this way of intelligent technicial persone doing here. Great! I'll compiled.

As I know the final devkit may support 960x1080 1280x1080 and 1440x1080 and scale to
1080p. However they'll have some overhead for those games that use it.

No information confirm about 960x720 upscale to 1080p anymore. If you design games for
720p for PS3. They're 1280x720 only. If need to support 1080i you'll trying some source of
960x540 or 1440x540. These will look a lot better on screen.
 
Does it have anything to do with the SCC?

I am still curious as to what use is that thing in there. I still dont get it despite the discussions that have taken place about it so far
 
haha, to be fair we had a B3d article about SDK change first. That article also claimed vertical scaler will be revealed eventually though.

So how do you explain GT5:p HUD not being upscaled unlike the real rendered stuff? Software horizontal scaling?

What would "hardware scaler in the PS3 is broken" mean exactly, and how would a firmware upgrade, a software solution, fix that? :???:

Edit: and by "exactly" I mean, "what kind of broken" because obviously devs are not going to get into detail. :)
 
Doesn't broken often just mean that the design is very stupid and using it really is not a good idea? Then usually after sometime, some smart person figures out to use it in a bit non standard way and then suddenly its workable, but not optimal?
 
I think the hardware scaler we are talking about is basically the same very limited scaling feature that is in the RSX PC equivalent? It sure does sound like it.
 
What would "hardware scaler in the PS3 is broken" mean exactly, and how would a firmware upgrade, a software solution, fix that? :???:

Edit: and by "exactly" I mean, "what kind of broken" because obviously devs are not going to get into detail. :)
I guess he means broken as in not working as expected, as opposed to not working as intended.

Perhaps it does not function correctly or so efficiently as a dedicated one(like ANA/HANA of x360)?

ANA and HANA are not scalers apparently.
 
ANA and HANA are the output chips. The scaling hardware is in Xenos, but actual discrete scaling hardware as opposed to scaling in software on the shaders, as I understand it from previous discussion.

Broken can mean 'just plain doesn't work' and 'works stupidly enough that you wouldn't bother.' As there are no details on PS3's scaling, we don't which it is. If it was a hardware design fault breaking the scaling, a hardware revision would be no use as the developers are tied to the previous hardware still. Whatever we've got, we're stuck with.
 
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