something really bugs me is the lack of AA in DOA5, they game could have look so much better, and some of the stages have some god awful texture.
with stuffs like postAA out since DOA4, I would have thought that they would look into those. Should have build the game from ground up with postAA, I don't mind little blur since they texture aren't exactly top quality.
Ultimately, a decent post-AA is going to take about 1-2ms on the GPU. I'm not so sure it'd be the best use during normal gameplay when they're already doing dynamic resolution reduction during heavier moments (explosions and what not); not really sure what you mean by ground up with post-AA as it's just a post process. Something is going to have to be sacrificed to hit 16ms (or even less to account for all situations).
On the other hand, perhaps if they had more time for polishing, they ought to have enabled some form of AA for cut-scenes and character close-ups that are 30fps. The character selection screen uses 2xMSAA FWIW. An extra 16 ms for AA/MSAA should certainly be more than enough - at least on 360 the memory footprint should remain the same.
Indeed it could have looked better, even DOA4 had AA. Probably they had some compromises with the engine, some low denominator, and they want to keep both versions as similar as possible, which can guarantee more revenue.
what soul team can pull off always puzzle me that why can't tekken team do the same. T5 came out after SC2, it looked worse than SC2 IMO. SC3 on PS2 easily has some of the best graphics on the system.
for example forza 5 versus GT 5?
That is a prime case of better artwork instead of better programming.
Although it does include the very careful balancing of each element, for example how they construct their lighting and shaders is probably very closely tuned for the single purpose of rendering good looking cars. Choosing the best computing models and data types and such.
Being able to construct an engine which can handle realtime reflections on all cars is considered art instead of programming now?
Higher precision lighting? Real shadows and lighting to allow for 24h day cycle?
Better artwork to me would be creating tracks to look visually appealing, or modelling the cars based on the real life counterparts instead of a toy scale model. On that I fully agree
What I'm saying is that the number of instructions, the amount of data moved, and the hardware utilization/efficiency of it all, is probably not superior in GT5 at all; they're not getting better results just because they're good at programming to the metal. But they do know a hell lot more about how to best approximate the lighting conditions and material properties to get convincing results.
Don't forget the physics, A.I., and dynamic weather. I would like answers to all those things including the HDR and day night cycles.Being able to construct an engine which can handle realtime reflections on all cars is considered art instead of programming now?
Higher precision lighting? Real shadows and lighting to allow for 24h day cycle?
Better artwork to me would be creating tracks to look visually appealing, or modelling the cars based on the real life counterparts instead of a toy scale model. On that I fully agree
What I'm saying is that the number of instructions, the amount of data moved, and the hardware utilization/efficiency of it all, is probably not superior in GT5 at all; they're not getting better results just because they're good at programming to the metal. But they do know a hell lot more about how to best approximate the lighting conditions and material properties to get convincing results.