UT3 Interview - played on the PS3!

That's kind of a curious thing because you'd think with deferred shading/lighting, it wouldn't be an issue since it's just another light... In fact, with 16+ people shooting in the scene, it would be a good reason for implementing that rendering method.

Now...whether or not those lights should cast dynamic shadows... that might be too intense and worthless (to enable by default) for a fast-paced shooter.

Very true..

Except...

UT3.0 doesn't support deferred rendering.. :???:
 
Very true..

Except...

UT3.0 doesn't support deferred rendering.. :???:


Maybe not a full blown deferred renderer, but I didn't say that.

PCGH: You are using deferred shading. Will there be any chance to get FSAA working with DX9-Level-cards? What about DX10-cards?

Tim Sweeney: Unreal Engine 3 uses deferred shading to accelerate dynamic lighting and shadowing. Integrating this feature with multisampling requires lower-level control over FSAA than the DirectX9 API provides. In Gears of War on Xbox 360, we implemented multisampling using the platform's extended MSAA features. On PC, the solution is to support multisampling only on DirectX 10.

http://www.pcgameshardware.de/?article_id=602522
 
So I wonder if UT3 on PS3 will have MSAA aswell?

Is it that important for this game? They may not bother for this game given how fast-paced it is and the need to account for the large number of players in a big map.

That said, Guerrilla Games is doing quincunx AA with their deferred shading approach, so it should be possible given low-level access to the hardware. It also depends on what formats they use for the MRTs too (what sort of precision Epic wants for HDR and such). GG doesn't use FP16 in their implementation and other decisions they make allow for QAA without a performance hit (according to their slides). Keep in mind this also affects shadow quality.
 
IMO it looks like its using some form of Anti-Aliasing at the moment.

So I wonder if UT3 on PS3 will have MSAA aswell?

I viewed the video quite a few times now and could not spot any immediate aliasing issues. I’m not saying it doesn’t exist; it’s just very unnoticeable to me at this point and time.
 
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