- 182
- Australia
- Headsoup_Bob
- Headsoup Bob
...
Last edited:
This is what JBTurbo was talking about by noting that Motion Blur removes the 'choppiness,' essentially as does the truemotion effect. 30fps with motion blur should look no different to 60fps without it. Read JBturbo's first post again...
http://freespace.virgin.net/hugo.elias/graphics/x_motion.htm
This is what JBTurbo was talking about by noting that Motion Blur removes the 'choppiness,' essentially as does the truemotion effect. 30fps with motion blur should look no different to 60fps without it. Read JBturbo's first post again...
Essentially this:
http://freespace.virgin.net/hugo.elias/graphics/x_motion.htm
Of course input lag may become a problem if it is not implemented well.
agreed, but there are many things that could
have been done to fix a lot of the problems in this game...
Sony has a few first party devs that are really pushing the boundaries in using the PS3's hardware...Currently PD is not at the top of that list. They could have taken a few more techniques from the guys at Naughty Dog, Guerilla Games, and Sony Santa Monica (though Santa Monica does get a "special thanks" in the credits)
As for an AA solution, Sony includes MLAA standard in their new dev kits for the PS3, and both Santa Monica, and Guerilla are using it in their games (God of War III, and Killzone 3)...Now anyone that has seen GoW, and seen some of the videos of KZ3 can tell you that the MLAA is VASTLY superior to what PD is running in GT5.
The biggest benefit to the MLAA technique that Santa Monica has really pushed however is not even its on-screen effect, but instead that the whole process is offloaded to a single SPU on the Cell to handle. The dev dedicates an SPU to JUST work on the AA implementation. The SPU's are VERY good at these calculations, and it frees up the RSX to work just on rendering the pixels on screen....The problem however, is that with GT5 being in development for so long they could have been too far into the game to swap out the entire AA solution and make even the deadline that they did.
I truly think that dropping to native 720p, going with an MLAA technique and possibly allowing the Sony ICE team (housed within Naughty Dog Studios) to lend some serious optimization help would have allowed this game to nail 720p@60fps with better shadow effects, and less screen tearing.
At the end of the day PD (and honestly just about all of the Japanese Developers this generation) have fallen off pace in terms of pushing the current hardware to its limits...and because this game was allowed to be "polished" up until the absolute last minute, it seems that there was little time for such outside help.
I must be superman then, because i have no problem seeing the difference in frame rate on games like gt5 vs shift, cod vs bad company.. 60 fps is miles better in shooter games and racing games imo.
agreed, but there are many things that could have been done to fix a lot of the problems in this game...
Sony has a few first party devs that are really pushing the boundaries in using the PS3's hardware...Currently PD is not at the top of that list. They could have taken a few more techniques from the guys at Naughty Dog, Guerilla Games, and Sony Santa Monica (though Santa Monica does get a "special thanks" in the credits)
As for an AA solution, Sony includes MLAA standard in their new dev kits for the PS3, and both Santa Monica, and Guerilla are using it in their games (God of War III, and Killzone 3)...Now anyone that has seen GoW, and seen some of the videos of KZ3 can tell you that the MLAA is VASTLY superior to what PD is running in GT5.
The biggest benefit to the MLAA technique that Santa Monica has really pushed however is not even its on-screen effect, but instead that the whole process is offloaded to a single SPU on the Cell to handle. The dev dedicates an SPU to JUST work on the AA implementation. The SPU's are VERY good at these calculations, and it frees up the RSX to work just on rendering the pixels on screen....The problem however, is that with GT5 being in development for so long they could have been too far into the game to swap out the entire AA solution and make even the deadline that they did.
I truly think that dropping to native 720p, going with an MLAA technique and possibly allowing the Sony ICE team (housed within Naughty Dog Studios) to lend some serious optimization help would have allowed this game to nail 720p@60fps with better shadow effects, and less screen tearing.
At the end of the day PD (and honestly just about all of the Japanese Developers this generation) have fallen off pace in terms of pushing the current hardware to its limits...and because this game was allowed to be "polished" up until the absolute last minute, it seems that there was little time for such outside help.
- The Escapist magazine"Speaking to PSM3 Magazine, Yamauchi said that the Polyphony engineers were constantly complaining about having to try and achieve a sustained frame rate at a resolution of 1080p, but that he thought it was important to try and get the game as smooth as possible. He was adamant that the dips wouldn't be frequent, just when there was a lot of things going on at once."
MLAA wouldn't work well for a driving game.
Too much movement on the screen for it to work properly.
What GT5 needs is supersampling to reduce the twinkling effect when you have lines at acute angles