The Big Forza 2 Thread *


Tiling MUST be more expensive than originally claimed because there should be no other performance factors to consider when switching from 2x to 4x. If there were truly a 95% performance delta moving from 2 to 3 tiles, and after all the PR touting 4xAA, surely they would have made it so.

Quick preference poll. 2xAA @ 60fps or 4xAA @ 48fps.
 
Tiling MUST be more expensive than originally claimed because there should be no other performance factors to consider when switching from 2x to 4x. If there were truly a 95% performance delta moving from 2 to 3 tiles, and after all the PR touting 4xAA, surely they would have made it so.

Quick preference poll. 2xAA @ 60fps or 4xAA @ 48fps.

Don't you get issues with framerates that aren't multiples of 30 (for NTSC anyway) I asked this question a few months back, and 48fps would not sync nicely with refresh rates. Personally if what you say is correct, and those issues didn't exist, i'd be happy with the latter, but that's not the case afaik
 
I believe 360 devs have said that tiling has some additional cpu overhead associated with it that wasn't included in ATI's PR statement about "only" a 5% cost for 4xAA.

It's probably more like 15-20% (I think Cal said this about the Splinter Cell game he worked on). Not sure if one could do better with manual tiling or not. It would be nice to see more post mortems about the tiling issues.
 
OK, after going on a serious [strike]killing [/strike] cleaning spree. The thread should hopefully on topic once again. Let me remind the participant one more time: This is a Forza2 thread. Not a VS. GT:HD thread, etc. Moreover, discussion per se requires talking and listening, otherwise it's a monologue.
 
Don't you get issues with framerates that aren't multiples of 30 (for NTSC anyway) I asked this question a few months back, and 48fps would not sync nicely with refresh rates. Personally if what you say is correct, and those issues didn't exist, i'd be happy with the latter, but that's not the case afaik

You would get some judder at 60hz refresh, but it should be similar to watching an HD/BD movie? Although the 360 supports VGA nicely so in theory you might be able to run at 40fps with no judder on a 120hz display.
 
Don't you get issues with framerates that aren't multiples of 30 (for NTSC anyway) I asked this question a few months back, and 48fps would not sync nicely with refresh rates. Personally if what you say is correct, and those issues didn't exist, i'd be happy with the latter, but that's not the case afaik
It's not a matter of multiples of 30, but rather factors of 60. The display refreshes at a steady rate of once every 1/60th of a second, so to have your frames update at a steady framerate you'd need to run at 60fps, 30fps, 20fps, 15fps and such on, with the lower ones obviously looking more and more like a slide show.

For framerates in between you either get constant tearing because of lack of vsync which isn't a reasonable option, or you use triple buffering along with vsync allow smooth transitions in framerate by giving the GPU more ram to draw to while waiting for the buffer swap. So in the case of 48fps on a 60hz display and assuming a constant rendering load for the sake of example, you get one of four frames lasting two refreshes while the others last only one. That gives a bit of judder similar to what is seen when playing back 24fps film content on a 60hz display. Of course in practice the rendering load is variable, so while the game may dip to 48fps it will also be higher at points with less frequent judder and likely run judderless at 60fps as well at many moments.

As for Rockster's question; while I do aprecate the smoothness of a solid 60fps, I'll happly take some judder in trade for 4xAA when rendering at 720p. I do so quite regularly when playing games on my PC.
 
New shots:

deleetenn9.jpg


deleoa9.jpg


This game can either looking really amazing or look just okay in some shots. Granted these shots are smaller so it'll hide some of the jaggies!
 
That doesn't take away from the fact that it looks jawdropping. IMHO, aliasing is far less noticeable when in motion.
 
I didn't mean to sound like a nitpick, but your "some" was just too much of an understatement for me restrain myself from commenting.
 
New shots:

deleetenn9.jpg


deleoa9.jpg


This game can either looking really amazing or look just okay in some shots. Granted these shots are smaller so it'll hide some of the jaggies!

Lol, T10 finally mastered the art of the bullshot...only 4 weeks before release!

That first image is the best lighting/colouring I've seen for Forza, by a mile. Maybe it's the overcast sky that does it...
 
holy crap this board is turning into the Anti-aliasing board. :LOL:

as said, at home on a big TV in motion... is a very different experience than a static shot will ever show.

360 games in general have not disappointed me much at all in the AA department. I think they are really coming through to make games look awfully smooth (with various methods).

Of course I'm comparing that to my previous CONSOLE experiences, unlike you PC users who are spoiled. ;)
 
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