The technology of Alan Wake *spawn

It has been explained a lot previously. The game from what we have now it's surely 540p. Could have an option, to change, who knows but these few screens are probably promotional; even remedy has implicit admit the resolution. What's wrong to accept it's 540p native? The engine is pretty impressive.

There is absoletely nothing wrong with accepting that it's 540p native. Do I not accept it then? The 720p screencap I posted was gameplay, and I'd like to know how that is possible. That's all :/
 
Well since its different strokes for different folks....

It wont bother some people but it will bother me because I like IQ, I just do. Its not a requirement for me mind you but if you have a ton of press hyping the visuals (quotes of, it might be the best of this gen or the best of the xbox, etc) of this game long before it was known how the final product turned out and it falls short, there will be disappointment.

These current generation consoles (xbox/ps3) were also advertised as HD game platforms so when you have sub HD content on your HD capable console people feel a bit short changed.

But like I said above, some wont care, fine. Personally, I will and so will others. But if the argument is "graphics dont matter, game play does" then what was the point of these current gen consoles?


You're overreacting...even if it was 480p do you think that PS2, XBOX or GC could produce a game with the visual quality of Alan Wake? I don't think so and asking what was the purpose of the current consoles is somewhat arrogant considering we could never play games like Halo 3, ΜW1/2, GTAIV, Conviction, Alan Wake e.t.c. even at sub-ED resolutions on last gen consoles - they could simply not be the same experiences...resolution isn't everything.

Back on topic there's something fishy about the HUD in the supposed 720p screen..maybe it's photoshopped from the 540p screen?
 
The first image is direct-feed gameplay, the second image is promotional.
How do you know the first image is direct feed gameplay? Is it labelled as such? The second image in the same batch is PR. The first image is too blurred and compressed to be sure, but given that the partner image is PR, and the other gameplay content shown is 540p, it seems contrary to logical thinking to see one unprovable exception as discrediting all other evidence.
 
Back on topic there's something fishy about the HUD in the supposed 720p screen..maybe it's photoshopped from the 540p screen?

I highly doubt it. The brightness and sharpness it identical to the 540p screens and others posted by the german website. Also, that screenshot doesn't look that good either, so I doubt they'd use it for promotional reasons. Tis is a promotional screenshot of that location:

2132412784_full.jpg.jpg


Compare that to the one I posted..
 
How do you know the first image is direct feed gameplay? Is it labelled as such? The second image in the same batch is PR. The first image is too blurred and compressed to be sure, but given that the partner image is PR, and the other gameplay content shown is 540p, it seems contrary to logical thinking to see one unprovable exception as discrediting all other evidence.

The first image and the scond image don't even belong to the same batch, they were simply posted together. I know the first image is gameplay becouse it was posted by the german website among all the other direct-feed screenshots.
 
The first image and the scond image don't even belong to the same batch, they were simply posted together. I know the first image is gameplay becouse it was posted by the german website among all the other direct-feed screenshots.
I'm not want to persist with that matter but you understand it isn't enough to said these screens change completely the 540p statement? I think it's pretty obvious are promotional or something of similar.
 
There is definitely a post processing motion blur in the game giving it some of the blur intentionally. But a fair amount of it is from the 540p opaque geometry buffer being upscaled.
I think we should stick to calling it the framebuffer getting upscaled. If the opaque geometry framebuffer is being rendered at 540p, it's kind of a waste of resources to render other less notable layers of content like particle buffer at a higher resolution. The one layer needing to be 720p for cripsness is the UI. Everything else that is being composited into frame is highly probably being rendered at 540p. Strip away the UI, and the backbuffer will be 540p. This is upscaled to 720p, upscaling all the rendered pixels, and composited with the UI before being output.

We shouldn't start talking about the 'opaque geometry buffer' when 'framebuffer' is a well established means of discussing just this.

Also as an important caveat, I'm only going with 540p on the trusted research of B3D's pixel counters. We are not an infallible organisation, and our findings shouldn't really be spread around as such. As ever, the theories are supported by our reasonings, and anyone questioning the determined resolutions can look through the reasonings to see any logical fallacies. So far, with the information we have, 540p upscaled is the conclusion. Should it become apparent that the source material was dodgy or doctored or such, that will be liable to change. And of course, the analysis of the rendering method has sod-all to do with the final quality of the game as a game or whether it's good-looking or not. Personally I think it looks fabulous, and this interest is not at all founded on an interest in how to utilise the limited hardware of the consoles to create different looking games.
 
The first image and the scond image don't even belong to the same batch, they were simply posted together. I know the first image is gameplay becouse it was posted by the german website among all the other direct-feed screenshots.

Well it's true that the first screen looks awfully similar to the 540p one and it's really hard to say that it's a PR screen, it's too blurry for that - on the other hand is the 720p count reliable? motion blur (?) is blurring the whole screen.
 
I'm not want to persist with that matter but you understand it isn't enough to said these screens change completely the 540p statement? I think it's pretty obvious are promotional or something of similar.

*Sigh* Look, for the last time I'm not trying to convince everyone that the game is 720p after all somehow magically. I am aware that there orginal image was counted as 540p and I accepted it. All I'm asking is how it's possible that the image I posted is 720p while other assets are 540p. Also, so far all the promotionsal screenshots with HUD's:

- Have Japanese huds
- Have a counterpart without HUD

The image which I posted can not be found without HUD, plus that screenshot was taken by the German website like all the other ones. If you don't beleive me, then don't. But at least assume the picture is gameplay and not promotional.

My question: Assuming the screenshot I posted is a legit, direct-feed screenshot (which it is according to me), how could it be possible that it's 720p, while other screenshots of the same location are 540? Is it possible that the engine renders different objects at different resolutions? Or is that far-retched?
 
I highly doubt it. The brightness and sharpness it identical to the 540p screens and others posted by the german website. Also, that screenshot doesn't look that good either, so I doubt they'd use it for promotional reasons. Tis is a promotional screenshot of that location:

2132412784_full.jpg.jpg


Compare that to the one I posted..

oversampled screenshot
 
I think we should stick to calling it the framebuffer getting upscaled. If the opaque geometry framebuffer is being rendered at 540p, it's kind of a waste of resources to render other less notable layers of content like particle buffer at a higher resolution. The one layer needing to be 720p for cripsness is the UI. Everything else that is being composited into frame is highly probably being rendered at 540p. Strip away the UI, and the backbuffer will be 540p. This is upscaled to 720p, upscaling all the rendered pixels, and composited with the UI before being output.

We shouldn't start talking about the 'opaque geometry buffer' when 'framebuffer' is a well established means of discussing just this.

Also as an important caveat, I'm only going with 540p on the trusted research of B3D's pixel counters. We are not an infallible organisation, and our findings shouldn't really be spread around as such. As ever, the theories are supported by our reasonings, and anyone questioning the determined resolutions can look through the reasonings to see any logical fallacies. So far, with the information we have, 540p upscaled is the conclusion. Should it become apparent that the source material was dodgy or doctored or such, that will be liable to change. And of course, the analysis of the rendering method has sod-all to do with the final quality of the game as a game or whether it's good-looking or not. Personally I think it looks fabulous, and this interest is not at all founded on an interest in how to utilise the limited hardware of the consoles to create different looking games.


i agree. all the others buffers (Motion vector, ambiant lighting, Z-pass, particle buffer, deffered buffer ...) surely have the same resolution (540p) or less
probably just the HUD is 720p and maybe some filter like noise filter (but apparently AW don't have noise filter like SH)
 
There was a time when the game was running at 720p, so your screenshot could have been made at that point. Although it still looks too blurry... Edit: yeah, Quaz has just confirmed it's a case of picking the bad edge for the counting.

This apparent decrease in the resolution is probably also one of the reasons why the issue gets so much attention. Some people might feel that Remedy has tried to cheat them or something.
 
Back
Top