DoD:S released a month before LC. It has HDR from the start, but lost coast has a better implementation.
In summary, is everyone in agreement that it's extremely curious that Valve, with a high profile title like Portal 2, is unable to at the very least provide visual parity on a title that seemingly does very little in the way of pushing the performance envelope relative to its contemporaries.
For the first few months of development, we rendered the views through portals to two offscreen textures. This approach was easy to implement and was compatible with a wide range of hardware. Unfortunately, this method was incompatible with antialiasing and consumed a large amount of video memory to handle recursive views through several portals. Because of these disadvantages, we switched to a system which renders portal views recursively into the frame buffer with the aid of the stencil buffer to isolate pixels corresponding to a given portal. This is a more effective scheme because it is compatible with antialiasing and does not consume any additional video memory through offscreen textures.
When rendering the player's view through a portal, we must render a seperate image using a virtual camera which looks out of the opposite portal. To obtain a correct image and efficient rendering performance, we render only what is visible through the limited field of view of the opposite portal and exclude objects which lie between the virtual camera and the plane of the opposite portal
It's more like they put effort into getting it just running on the PS3. It's just like they put effort into getting it running on the 360 with their first 360 game.
Again, this was not Valve.well thats not true, orange box came out on the ps3 and there a significant improvement in IQ and performance since then, there was heavy optimization and even recruiting which went into the ps3 version.
That doesn't mean they didn't use the existing code for Portal 2. Seems reasonable to think they would use what they had already and would make improvements on it. Hell, the Orange Box patch for the PS3 made a few stability improvements, if I remember correctly.Again, this was not Valve.
The difference between disc and HDD seek times is a huge factor for a virtual texturing system. Each page load (or page tile load) needs a seek, and disc seeks can be up to 100ms each, while HDD seeks can be up to 20ms (five times faster). Since each page is rather small, the seek time is dominating the latency (the delay of seeing the surface and loading the texture detail it needs).there supposedly a patch to resolve some of the issues plaguing the xbox version also its not really a fair comparison either. the ps3 version is installed so it is streaming off hdd, xbox version with optional install will most likely have similar streaming performance
XBLA games (larger than 512MB) can require a HDD, but the retail games cannot. That's kind of a bummer for fine grained streaming technologies, such as virtual texturing. It doesn't seem so bad however. There's some minor texture detail popping when you look really closely to detailed surfaces (in the Brink video), but nothing major. Id software's virtual texturing system seems to be working really well. There should be even less texture issues in Rage, since it runs at 60 fps (assuming they do page id rendering at full rate). It's already looks better than Crysis 2 streaming (in Brink).honestly tho ms should allow developers to detect hdd and suggest an install especially for heavy streaming games like this.
There's some minor texture detail popping when you look really closely to detailed surfaces (in the Brink video), but nothing major.
Have you actually played the game on the 360? The popping and streaming is horrendous.You won't even see a top-level mip unless you've stared at a surface for a few seconds.
http://www.gamesindustry.biz/articles/digitalfoundry-under-the-bonnect-shift-2-part-2?page=2 (gonna need a login for the rest)Q: We've talked in brief about the deferred rendering in SHIFT 2. Can you go into more depth on this? Bearing in mind the 4x MSAA we see on Xbox 360, is it safe to assume you're working with the light pre-pass approach?
Tom Nettleship: We use a three phase light pre-pass approach for our deferred renderer. The main reason we chose this as opposed to a two-phase approach was because being a racing game, we needed to focus on high quality rendering of diverse material types, ranging from rubber and cloth all the way up to paintwork, glass and carbon fibre. While a BRDF-lookup texture approach allows for decent material variety in a two-pass deferred renderer, it doesn't cut it when you need to implement a totally different lighting model (carbon fibre, brushed metals).
Also, our most important visual components are the cars, which need high quality environment mapping. We tried every encoding possible for the normals channel of the G-buffer before deciding that it wasn't possible to get an acceptable quality level for bodywork reflections. So, we dropped back to the cheapest normal encoding (888 view space XYZ, which helped a lot with PS3 performance) and use those for general lighting. For bodywork reflections we re-evaluate the normal mapping in the third phase of the light prepass render. It's more expensive, but the quality you get makes it worthwhile.
Q: You opted for MLAA on PlayStation 3 - is this the standard code supplied by SCEE's ATG as part of the PlayStation Edge tools? How easy was it to integrate into your engine?
Tim Mann: It's a slightly modified version of the pre-release Edge code. It's very easy to integrate in the pipeline and is placed between the HDR tone-mapping phase and motion blur. It can be quite fussy tuning-wise but we managed to find a good balance between too much edge detection - which produces too much blurring - and not enough, which leaves you with jagged edges.
FWIW, here's LoT's screenshot comparison.
http://www.lensoftruth.com/head2head-l-a-noire-screenshot-comparison/