The Game Technology discussion thread *Read first post before posting*

I guess their design choices will remain secret to us, but it still bugs me. We are repeatedly told that the 360 is a MSAA juggernaut due to the EDRAM, while the PS3 is not. These games are exclusives and should cater to each platforms strength, yet FM3 seems to hold back in this department. Maybe its just a business decision to keep 4XMSAA as a feature that will be included in FM4, to make the visuals more different at the time of its release?
Nevertheless, what trick is PD pulling off to get 4XMSAA in a 60 fps game as 4XMSAA is rarely seen in any 30fps PS3 game?

It´s all very weird. Yeah, it really bugs me. :p


Remember that the less complex the image/scenery is the less taxing AA vill be.
 
Again check the video I posted, Forza is near locked at 60, while that GT5P shows dips to as low as 25 FPS when even one opposing car is in close proximity. It's almost like a 45 FS game really.

http://www.youtube.com/watch?v=kVtJDhsfwn0

So to say it is 60, 4XMSAA etc etc is not quite accurate,

One youtube video never tells the complete truth.
What version of GT was running, what was the resolution?
The London track is probably the most graphically taxing track as well with all the detailed buildings close to the track.

But I assume your theory is that FM2 has lower MSAA to get larger margins for rendering each frame to avoid frame rate drops to a larger degree than what GT5P does. Could be, but I don´t think it is the full truth.
 
Again check the video I posted, Forza is near locked at 60, while that GT5P shows dips to as low as 25 FPS when even one opposing car is in close proximity. It's almost like a 45 FS game really.

http://www.youtube.com/watch?v=kVtJDhsfwn0

So to say it is 60, 4XMSAA etc etc is not quite accurate,

Not true...the game drops frames compared to solid FPS in Forza 3 but its no where as bad as u state.Its mostly 60 with drops to early/mid 50s in cases. Also do note that GT5 tears frames & that analysis is quite possibly before Call of Juarez:BIB came out , I'm mentioning this because it was because of this game that prompted towards a mistake in the analysis done by PS360 it earlier it used to skip torn frames & didnt counted it (hence the low FPS)
Take a look at digitalfoundary's analysis done on the London track to get correct figures
 
PS360 did some GT5p framerate videos after he/she updated the framerate measurment algorithm. I think this video is one of those. You can find info in framerate thread.
 
Again check the video I posted, Forza is near locked at 60, while that GT5P shows dips to as low as 25 FPS when even one opposing car is in close proximity. It's almost like a 45 FS game really.

http://www.youtube.com/watch?v=kVtJDhsfwn0

So to say it is 60, 4XMSAA etc etc is not quite accurate,

Actually it is very accurate.

In this framerate article, the same london track, GT5P never dipped below 55fps. http://www.eurogamer.net/articles/gran-turismo-5-prologue-analysis

Forza 3 does not have the london track so there is no argument there.

The average framerate in your link is 53.4fps and that included the pre-race (30fps) into calculation. I don't know where you pulled that 45fps from.
 
PS360 did some GT5p framerate videos after he/she updated the framerate measurment algorithm. I think this video is one of those. You can find info in framerate thread.

That vid was uploaded on april 2009,months before the updated algorithm
 
This is what I was referring to.

I have to be careful here, as I'm not sure if you are joking or not.

For the sake of argument, I'll assume you're not joking. Also for the sake of argument, I'll make the assumption that you don't drive and are young enough that when driven, you are usually in the rear of the car.

Funnily enough, I kinda expected you to post such an image after my previous post (even though the linked video gave lie to your arguments about not seeing interiors) and, whilst driving I took out the camera phone to highlight why said attached image is both a realistic representation of the lighting, reflections and how much of the inside of a vehicle you can actually see through the windows.

Please note: camera phone images so not the highest quality

04112009027.jpg


04112009029.jpg


04112009030.jpg


04112009031.jpg


So, as to your original (and I hope, joke) post about how Forza 3 uses lower resolution buffer for the transparent objects and it uses dark colors to hide the details of the car's interior, I say again..... Huh?
 
You can also change the tint on the cars and make the windows more transparent...
 
One question for Joker454:
With the advantage of high bandwidth, why is Forza 3 limited with transparencies (cannot see through car glass window) whereas GT5P has abundance of transparencies and sports a 4xMSAA?
I think we cannot point our finger at one single factor and declare the winner. There are many ways to work around the problem.

GT5p does not have an abundance of transparencies, it has very few actually, totally typical of a PS3 game. See through rear windows are very little transparency, and their dust particles are the typical no detail low res stuff all PS3 games do (see the new Ratchet demo of R&C for another example of obvious low res transparency buffers). The rest of the game is all very overdraw predictable.

The cost of msaa is on a per primitive basis, and GT5p has the typical stripped down 60fps console environment that would make 4xmsaa doable. The cars in GT5p look great, but everything else just screams 60fps compromise.

I doubt Forza3 tinted the rear glass because of transparency limitations, they must be hitting some other limitation. Same with a2c, hard to know why they went with that, maybe they are using the alpha channel for something other than alpha. I don't have the game yet so I don't really know.

In the end there might be a more obvious answer to all of this. PD has been making car games forever, they might just be better at it. For example I'd wager that PD's vehicle shaders are smarter (ie, less cycles) than Turn 10's. In the end though you can't get blood from a stone. Msaa and transparencies are two weak points on PS3 hardware that have to be designed around, and PD did just that.


Nebula said:
But didn't EDRAM and higher AA increase polygoncount as in multipass? Do I remember it right with 2xAA -> 15% polygon redraw and 4xAA 30%?

I think it was 1.4x poly hit for 2xmsaa, and 1.6x for 4xmsaa. Both approximations of course. With 60fps racing games though they tend to skimp on environments and blow the poly budget on the cars. Given that many cars can clump together, you can easily get much worse than a 1.4x tiling hit from even just 2xmsaa. It's even worse with vehicles compared to humanoid type meshes, because the vehicles are horizontal in design and hence more likely to straddle tile boundaries even if broken up into many individual meshes. Humanoid meshes are more vertical in design, so they are less likely to straddle tile boundaries after having been broken up into parts.
 
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Thanks Joker, your contribution is most appreciated!

Your explanations sounds very plausable.

Though, I would expect T10 to have most experience of smart shader programming given that all Forza games have relied on shader based GPUs.
 
I think a comparative analysis of Turn10 graphics in FM1 and FM2 compared to released products at the time also gives some answers.

Btw, is it just me, or do a number of MS studio games (Halo 3, Shadowrun, FM2) share certain graphical similarities?
 
I think a comparative analysis of Turn10 graphics in FM1 and FM2 compared to released products at the time also gives some answers.

Btw, is it just me, or do a number of MS studio games (Halo 3, Shadowrun, FM2) share certain graphical similarities?
I'm sure Rare helped out a bit on all of them.
 
Mod edit : Removed unnecessary whole-post quote.
So, as to your original (and I hope, joke) post about how Forza 3 uses lower resolution buffer for the transparent objects and it uses dark colors to hide the details of the car's interior, I say again..... Huh?

I take it your post is very offensive to me but hey what can I do?

Didn't the pic I posted have a camera outside the car?
Check this out for a realistic comparison
nascar.jpg


joker454 said:
their dust particles are the typical no detail low res stuff all PS3 games do

I would like to know the resolution you are referring to. I remember you said GT5P uses full-res for the smoke and dust and the reason for it was that there were not a lot of them. Is it different now or the same?
 
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