How common is BINK in 360 games?
Mass Effect 1 definitely uses it, don't have the sequel (yet) though.
How common is BINK in 360 games?
FFXIII has HDR+2xMSAA & in a limited EDRAM cause tiling. However It has been explained in different occasions that it isn't exactly so absurd the use of subhd to solve the tiling (ng2, halo, tomb raider for example) .From a design point of view a 576p cutscene may be acceptable if the resolution of the in-game parts are the same. The result would be a more cohesive IQ. But, are they?
I really want to know the technical approach Square took when porting the game. What we have seen of the PS3 version seems far from unreachable in Microsoft hardware. I know time can be a determining factor when you have to reach parity in IQ and performance, but XTS hardware is well known for it´s accesibility.
We´ll see soon what happened.
I suppose that being the project manager in such a big production can become a nightmare. Things are never easy, you know.
What do they mean by 'moved it off the CPUs'? There's got to be a typo there somewhere. Off the GPU? Off the PPU onto SPEs? Off the SPEs onto PPU? Off Cell onto GPU?More specs about GOW 3 : AA on the cpu is MLAA Morphological Antialising. We saved 5-6 miliseconds by moving it off the cpu's.
Would MLAA even make sense on SPU? Are there any other examples of this being done (and unlike Saboteur which turned out to be blur)?
"The algorithm is embarrassingly parallel and can be executed concurrently with rendering threads (using double buffering), allowing for better processor utilization. The algorithm achieves reasonable performance, in many cases without any noticeable impact."
If I remember correctly, it's over 9 hours of cutscenes, 3 of which are CG FMV @ 1080p.
EDIT: http://www.andriasang.com/e/blog/2009/12/18/ffxiii_cinema_scenes/
It's not quite accurate is it?
Bink is a really bizarre choice given the storage constraints. Had Square Enix used implementation of VC-1 or h.264 they could have easily had fit 90 minutes of video in 4.36 gigabytes at an average bitrate of 6.625 megabit per second. Or even 1080p in 8 gigabytes at an average bitrate of 12 megabit per second.
I saw the source from where it originated from, the gamer did not clarify on where or how he obtained the footage. more so there's no way to extract media from a 360 disc that's heavily encrypted, and the answer is why would you? why waste all that time trying to break all that encryption when you can link a capture card and grab the footage and compress it your self.
and out all the footage that this guy "supposedly" saw he hand picks one that doesn't have dubbing. how do we know if this person didn't grab footage from the Japanese version and just compressed it? and what be the point in saving the media at that rez? XBL demos them selves come with advertisements or trailers embedded and manage 720p.
a typical 1 min wmv 720p file on XBL weighs at 50 mbs, FF13 has 90 minutes of it. that's 4.5 gbs scattered on three discs. now Bink weighs even more less so the reason to lower the rez would be pointless.
not going to say that this is fake but i am going to say that there is no really relying on it. this gamer didn't even make screen captures of in game stuff. there needs to be more evidence to support this claim.
Yeah, 90 minutes sounded low. I think 3 hours of actual FMV sounds accurate, perhaps split into 90 minutes each of high quality CG and pre-rendered in engine using game assets. That could easily cause confusion, but it changes the numbers game substantially. Now it's how to get 9 GBs of video spread across 3 discs in addition to 6.8 GBs of game data, a not insignificant portion of which must be duplicated across all three. Sounds like the answer was to squinch that 9 GBs down even further.
Jurai said:almost all 360 games lately have implemented BINK as their fmv codec of choice, at the start of the console WMV was very prevalent but it's slowly falling off the chart
I like how you bust out a ton of info on filesizes yet don't realize that it is relatively simple to read the data off a 360 disc, multiple applications exist which can read an original 360 disc if you have the right drive connected to your PC.
These shots appear to be from the leaked 360 version (posted in the IQ thread) and appear to match up to previous suspicions regarding the resolution:i'm surprised at how much negative speculations is being conjured up yet there's no direct captures of the game it's self being leaked. too many people are focusing on a specific subject and are taking advantage of the game not yet being out to the masses.
These shots appear to be from the leaked 360 version (posted in the IQ thread) and appear to match up to previous suspicions regarding the resolution:
http://i47.tinypic.com/vzd6aw.jpg
http://i46.tinypic.com/aca729.jpg
http://i49.tinypic.com/2mpanfn.jpg
http://i47.tinypic.com/r74nqx.jpg
Actually no it isn't. most little utilities for xbox to pc stuff are made to view logs of the files....not to open them or decrypt it so that everyone can access it. in actuality your talking about breaking the 2gb encryption just to read the files and then extract it. Reading files off of an xbox 360 disc isn't like reading stuff off a bonus or extra's disc from a movie.
Throughout the session, we will talk about all the little details that no one tells you, like why our SSAO only affects ambient light, how our highlights avoid clamping, and if specular maps should be stored in linear or gamma space.
Speaking of lighting, Lead Graphics and Engine Programmer Pàl-Kristian Engstad explains that Naughty Dog chose to use not just deferred rendering and not just forward rendering but both. "We're using what we call 'deferred lighting', or what is also called a 'light pre-pass.' Essentially, we run a pass - well, actually several passes - before our standard forward-pass that handles lighting. This way, we're decoupling lighting from the geometry pass, hence alleviating the combinatorial explosion resulting from having to handle N materials with L different lighting schemes. It is similar to the "deferred rendering" approach used in Killzone 2, but it is also very different.
Studios like Guerrilla Games, Insomniac and Santa Monica Studios were great sounding boards for technical advice. Specifically Guerrilla and Insomniac helped us eliminate the screen tearing that was present in Uncharted: Drake's Fortune. We're good friends with Alex Evans from Media Molecule, he gave us great advice from his experience with the online features of LittleBigPlanet."