Both of these are using discreet shaders correct? I think these two GPUs might be the culprit but I'll wait until someone who is more in the know to give an assessment as to why it's missing stuff.6600GT/1600XT,
Both of these are using discreet shaders correct? I think these two GPUs might be the culprit but I'll wait until someone who is more in the know to give an assessment as to why it's missing stuff.6600GT/1600XT,
I think depends how much lower is the low buffer. Here it's really terrible , probably ue engine not allows great optimizations on the ps3, the complete absence of MSAA in any ps3 ue3 game seems an another typical lack. I hope the ue3 will be abandoned soon after the cryengine 3 out. On the ps3 shows too limits.Well PS3 using lower resolution buffer for explosions & a few other is not surprising but I never expected a this big hit in quality. I don't know of any other UE2.5 game on PS3 other than Bioshock 1 & Splinter Cell Double Agent, and both looked considerably worse on PS3.
Its UE2.5 with bioshockI think depends how much lower is the low buffer. Here it's really terrible , probably ue engine not allows great optimizations on the ps3, the complete absence of MSAA in any ps3 ue3 game seems an another typical lack. I hope the ue3 will be abandoned soon after the cryengine 3 out. On the ps3 shows too limits.
BioShock 2 employs the same trick with its transparencies (without the MSAA). A massive amount of the game's alpha textures are rendered with a quarter-resolution buffer, which is fine, except for one problem: these aren't on-screen for a split second, they are there a lot of the time. All of the water, particles and fire effects in BioShock 2 are rendered in this way, meaning that depending on the scene, some or even all of the screen is being generated at quarter-HD resolutions.
Can somebody explain about the water in BioShock? The Uncharted games have some of the best water on consoles...but 2K couldn't get the high-res water on PS3. Why?
They use normal maps for the surface... guess they couldn't afford the memory.
Unreal engine 2.5 & ps3 = terrible comrades.OK. And Naughty Dog don't have trouble because? Do they use the same method or different?
Because Uncharted not a FPS gameOK. And Naughty Dog don't have trouble because?
http://www.eurogamer.net/articles/digitalfoundry-bioshock2-face-off-article?page=2Do they use the same method or different?
The big visual differentiator between the two games comes down to the handling of transparent "alpha" textures. These eat up bandwidth and fill-rate on the consoles, and as regular Digital Foundry readers will know, the 10MB dedicated RAM attached directly to the Xbox 360's Xenos GPU can give the Microsoft console a very real advantage here.
A very common solution on PS3 is to reduce the resolution of these textures: Killzone 2 for example scales them up from a quarter-resolution buffer, but adds multi-sampling anti-aliasing to smooth off the edges. For effects that are on-screen for a split second (for example, explosions) it's very hard for the human eye to notice much difference: it's a massive bandwidth-saver, with little impact on overall image quality.
BioShock 2 employs the same trick with its transparencies (without the MSAA). A massive amount of the game's alpha textures are rendered with a quarter-resolution buffer, which is fine, except for one problem: these aren't on-screen for a split second, they are there a lot of the time. All of the water, particles and fire effects in BioShock 2 are rendered in this way, meaning that depending on the scene, some or even all of the screen is being generated at quarter-HD resolutions.
Uncharted - Linear ,Straightforward game first,in concepts more close to old 2D platform action game,than modern 3D TPSHow being a TPS saves the game from trouble..??
OK. And Naughty Dog don't have trouble because?
U2 is full of water/shaders reflex, rain, snow etc. Only the explosion are a bit jarring. I think Bioshock 2 isn't exactly the showcase or the best scenario of transparancies way on the ps3. Even bayonetta had better use of low buffer compared to bioshock 2. I guess 2k Marin has choice the way more practice & 'economic'. Maybe the engine not help in this sense.One reason would be that U2 doesn't have extreme transparency situations like the escape to Dionysys segment (at the end of Syren Alley) in Bioshock 2.
When it blends in front of geometry, the steps seem to be 2 pixels wide instead of 1, at least judging by the screenshots shown there.I'm wondering how is it that you determine the exact size of the transparenices? Couldn't it be any fraction?