Why? There's no option to turn off vsync in the PS3 version of GTAIV.It would have been nice if the article explained what the consequences of vsync actually are on a game with a variable framerate.
Why? There's no option to turn off vsync in the PS3 version of GTAIV.It would have been nice if the article explained what the consequences of vsync actually are on a game with a variable framerate.
Why? There's no option to turn off vsync in the PS3 version of GTAIV.
true but the max it could of achieved was 30fpsThough that is some low average framerates on the PS3.
You can update the Hi-Z when switching tiles. There's a .pptx somewhere talking about loading a 720p screen of Z values from memory and updating the Hi-Z in 0.17ms. About 1/100th of GTA4's render time, and the "lazy" method is only twice that.
Personally, I would be more happy if they did 640p with 4xAA and better shadow filtering (and of course no texturing bug/whatever). Would probably have higher framerate, too.
From what grandmaster is saying, very few frames on 360 show tearing. There's a good chance that V-sync is enabled with some conditions disabling it.true but the max it could of achieved was 30fps
u cant compare vsync enabled vs not enabled
I did love the bit where "obvious pop-in on 360 that the PS3 version coped better with" concludes that any pop-in whatsoever is "something you wouldn't expect from the PS3 code".
What is curious to me is that I can see no technical reason why the 360 game shouldn't just be a more detailed, smoother version of the PS3 version. Indeed, if the texture-dither filter could be turned off with a selectable option in a forthcoming patch, I'm almost certain that it would be the superior-looking game simply by virtue of the extra resolution and edge-filtering. But as it is, right now, there's not much in it.
From what grandmaster is saying, very few frames on 360 show tearing. There's a good chance that V-sync is enabled with some conditions disabling it.
You can't have 26 fps average in two tests without v-sync and not notice tearing.
grandmaster, do you have the source code for the frame counter? As long as the hardware is drawing slower than 60fps, it wouldn't be hard to modify the code so that it took lack of v-sync into account.
Possibly, but it strikes me as rather odd given how many sync options there are available for the PS3 innards.joker454 said:I wonder if there is some kind of synchronization limitation with their PS3 engine which prevents them from disabling v-sync on that box.
Sure you can - I've done loads of testing in that respect. But it's one thing what you see on screen when playing, and another counting captured frames one by one.Mintmaster said:You can't have 26 fps average in two tests without v-sync and not notice tearing.
Actually yea - it should be measured in time units rather then frame counts.As long as the hardware is drawing slower than 60fps, it wouldn't be hard to modify the code so that it took lack of v-sync into account.
What we know for sure is 360 version was always the lead, at least in terms of progress.Lead platform always benefits, no question about that. We don't really know though if they lead on 360 or did parallel development.
Good question, but I'm not convinced ps3 development scales linearly with money.If 100 million bucks isn't enough to hire enough programmers, then how much is?
Cool, so I'm not insane Now I have to wonder wtf is wrong with these other online mags. Are they playing a different game? Very strange. This comment was interesting regarding the PS3 blur:
"The upscale and resultant blur helps to make the game look a touch more movie-like; less rendered and less 'gamey' if you will - a good combination for a mainstream audience."
Thats kind of what I was thinking, that perhaps some people viewed it as more cinematic. If true though, then it does not bode well for blu-ray movies when viewed against regular upscaled dvd's.
"The upscale and resultant blur helps to make the game look a touch more movie-like; less rendered and less 'gamey' if you will - a good combination for a mainstream audience."
Thats kind of what I was thinking, that perhaps some people viewed it as more cinematic.
How does upscaling cause blur? If I take a PS2 game like ridge racer and upscale it will still look the same. Jaggies will not go away. The blur must be some extra post processing effect.
A pixel that is an average between two or more pixels that are further away than adjacent can be considered a blur. In the case of upscaling, the original pixel values are moved apart and averaged fill-ins space them out. As Nebula says, grab a picture and enlarge in a photo program. The more you enlarge it, the more blurred it becomes - the amount of information contained in the image is being spread over a wide area.How does upscaling cause blur? If I take a PS2 game like ridge racer and upscale it will still look the same. Jaggies will not go away. The blur must be some extra post processing effect.
How does upscaling cause blur? If I take a PS2 game like ridge racer and upscale it will still look the same. Jaggies will not go away. The blur must be some extra post processing effect.
A pixel that is an average between two or more pixels that are further away than adjacent can be considered a blur. In the case of upscaling, the original pixel values are moved apart and averaged fill-ins space them out. As Nebula says, grab a picture and enlarge in a photo program. The more you enlarge it, the more blurred it becomes - the amount of information contained in the image is being spread over a wide area.