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

One thing that I can add is that the 360 version of L.A. Noire does have SSAO is just not as aggressive as the PS3 version; I don’t know how they could not notice that.
 
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What problem have the textures on the ps3 in LA Noire? Sometimes seem almost in streaming problem like Brink on 360, or simple worse texture in some area?
 
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One thing that I can add is that the 360 version of L.A. Noire does have SSAO is just not as aggressive as the PS3 version; I don’t know how they could not notice that.

Odd, if it is there it seems too faint to notice in screenshots. There is the one screenshot with the car, which shows contact shadows, but I take it that's not what you're referring to.

At this point it'd have to be seen in motion, that is, interrupt a stretch of AO by walking in front of it to create sufficient depth discontinuity.

So, one time they have the "Sens Of Truth"! ;)

:p Well hey, they've got a pretty solid comparison this time around.
 
I don´t understand the texture issue. In the GameBlurb comparation the textures look more detailed in the PS3 Version, in the Lens of Truth is the other way(Xbox360).

Witch one is real?
 
That's endemic of SSAO in general though - I've never seen a really attractive implementation yet, even the expensive ones that don't get into shipping products are iffy at best.

I do think that more attention should be paid to better methods for AO in console titles, AA seems to get all the attention :smile: Halo Reach has some of the cleanest AO I've seen, they said it was HDAO. Are there any other titles that use something more advanced than SSAO?
 
I do think that more attention should be paid to better methods for AO in console titles, AA seems to get all the attention :smile: Halo Reach has some of the cleanest AO I've seen, they said it was HDAO. Are there any other titles that use something more advanced than SSAO?

Little Big Planet 2.
 
lanoire360ssao.jpg


Yeah, that's SSAO on 360. Best guess at this point is that the occlusion radius is smaller or the occlusion intensity is lower on 360 than on PS3, hence the latter being so much darker and thicker.
 
lanoire360ssao.jpg


Yeah, that's SSAO on 360. Best guess at this point is that the occlusion radius is smaller or the occlusion intensity is lower on 360 than on PS3, hence the latter being so much darker and thicker.

That’s what I don’t understand how they could not notice something as obvious as that. :???:
 
I do think that more attention should be paid to better methods for AO in console titles, AA seems to get all the attention :smile: Halo Reach has some of the cleanest AO I've seen, they said it was HDAO. Are there any other titles that use something more advanced than SSAO?

Gears 3 has some nice looking AO now but I don't think that this is something more advanced.
It's a pretty big jump in that game from the worst AO I have ever seen in Gears 2(ok mafia2 on xbox was worse :p) to one of the best I have seen on consoles(Reach AO is still better thought)
 
is reach AO really advance? And video or pdf that talk about it? Cuz personally I find it very subtle, not sure if I will even notice is even if it is removed.
 
is reach AO really advance? And video or pdf that talk about it? Cuz personally I find it very subtle, not sure if I will even notice is even if it is removed.

If they're using HDAO, then it's a good but more sophisticated than traditional SSAO techniques. AMD has a presentation on it somewhere on their website.
 
It's a modified form of HDAO (mentioned in the DF interview). It's definitely not so strong as the implementation in Dragon Age II (which can look pretty wrong in certain scenarios where it's still appearing in bright scenes or where the outlines are showing through fog).

is reach AO really advance? And video or pdf that talk about it? Cuz personally I find it very subtle, not sure if I will even notice is even if it is removed.
AO isn't supposed to be so blatently obvious as in a number of other games. I mean, put your own hand against a wall and there shouldn't be occlusion that spans several inches. In L.A. Noire or Gears 2/3 or Uncharted 2, it's like a massive dark energy field surrounding objects or characters that are close to one another.
 
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