Thanks for summing it up shifty...you the man
Yes, because every game we've counted resolution on has been treated this way. It is the standard measure. The only thorough alternative is to list 50 different rendertarget resolutions for every game, which is absurbed and and doesn't give any useful comparison. This isn't about applying a number to how good a game looks - "It's only 540p so it looks worse than a 720p game". How good a game looks is subjective and dependent on many factors. It's about comparing engines. Take two similar games and compare the opaque geometry complexity and rendering quality, and you'll have a reasonable comparison of what rendering performance the developers have extracted from the hardware.
Furthermore, the opaque geometry makes up by far the glut of a player's visual experience. There'd be no point rendering particles, UI, smoke etc. at 2160p if the opaque geometry is being rendered at SD resolutions no AA. The game overall will have poor IQ and look rough. If there are cutbacks to be made in buffer resolutions, it'll be made in particles, shadows and so forth that don't have as prominent an appearance in the final image. Aiming for high opaque geometry resolution and high AA is a smart target if you want your game to look good on an HD set. There's a good argument to be made for lower resolutions as long as you crank up the AA (real-life SDTV looks better than computer games), but achieving that high AA is as much a challenge as rendering to a high resolution.
Those screenshots indicate a 720p HUD,720p cutscene & 540p gameplay. Its fair to assume that the source is legit.it makes sense, but I still find questionable the source where the results are based on, unless the actual game/demo was analyzed, that I don't know.
if it can already be really proved that the opaque geometry is actually rendered at sub-hd resolutions, then those hd-not-hd debates don't make any sense anymore
Personally, saying this game runs at 540p is not a fully correct statement.
yes, of course. but we have an "if" there.
once ascertained, it'll be set down in black and white. now, would you go so far as to state that this game has to be considered 540p? hmm..
it makes sense, but I still find questionable the source where the results are based on, unless the actual game/demo was analyzed, that I don't know.
Don't understand why the low rez. When using complex lighting effects on the 360 does eDRAM become an achilles heel? Would like to see DF article on it.
It's more then adequate, considering that the visually most important parts are indeed rendered at 540p. There's no real difference compared to any other sub-720p game out there so let's not try to make this one an exception.
Is COD4 640p or 720p? Is Halo3 720p? GTA4 on the PS3?
Or is Killzone 2 1440p because they do some stuff on a 2x multisample buffer?
Don't treat this game differently just because of some personal bias, please.
Well R&C: Tools Of Destruction had very good IQ at least on my set and didn't looked blurry or sub-HD at all..also the impressions from the ones that have seen the game in action like blim from gamersyde said it looked great when demonstrated on a big HDTV.
The most confusing part in Remedy's answer is that whole bit about feeding the 360's scaler with a 720p signal..I guess we have to wait and see the game in action on our sets to judge, though I'm sure and hope that digitalfoundry will have an in-depth analysis on the game really soon.
What is even as important, let alone more important? Particle buffer resolution? Do blocky pixels on explosions/smoke stand out more than blocky pixels on object edges? Bloom buffer? Do you need to gaussian blue on a 720p native buffer instead of upscale 1/16th resolution? Shadow buffer? If the shadows are silky smooth but you characters have chunky edges, that's less jarring than smooth edges and chunky shadows?For the purposes of this thread and the resolution it is concerned with, yeah, opaque geometry framebuffer is all that matters. But saying that it is the MOST visually important part is something I don't completely agree with.
Without any idea what the bottleneck is, you can't make that call. However, a look at every game out there that prioritises opaque geometry buffer above all other buffer resolutions shows it's recognised as the most important buffer to have a high resolution on if you want crisp visuals. Reining back the resolution on the main render target is going to create a blocky or smooth result that will be immediately noticeable.I mean, if it was really the most important part and they were ending up with a worse looking game visually, they would not have dropped the resolution to 960x540.
Don't confuse the current round of discussion with a critique of final game quality. This is spawned from the Pre-release thread with good reason, and we're only talking about the current showings of the current engine. This makes no suppositions about the final game people will get to play, or whether it'll feel high quality or not. It's a very cold, analytical consideration of the render target resolutions being used in the current (showcased) build.there's no personal bias whatsoever. I just think that when you put the hands on the actual game...but I do have my reasons not to draw conclusions so fast.
that's just it.
Don't confuse the current round of discussion with a critique of final game quality. This is spawned from the Pre-release thread with good reason, and we're only talking about the current showings of the current engine. This makes no suppositions about the final game people will get to play, or whether it'll feel high quality or not. It's a very cold, analytical consideration of the render target resolutions being used in the current (showcased) build.
Thats what i was thinking... Ratched is so clean that i didn't even think it was sub 720p until i saw this thread XD
Hopefullly remedy has done something similar with Alan Wake.