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Thread: HD Fury Expansion Pack

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  1. #21
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    ProblemSolver
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    @IH8YOU: True. xD
    I think SCEA has to save some bandwidth, whereas SCEE can spend
    bandwidth at will because there is almost nothing worth DL'ing from all
    the EU stores (modulo UK). xD

    Quote Originally Posted by Handmadelion View Post
    ... This definitely intrigues if not creates my photography interests with the amazing quality the game's going to come through at. ...
    Same over here. With Fury's new shadowing technique I think one can take
    more pleasing photos when compared to HD. I mean, look at all the photos SL
    has thrown on us. Quite nice! However, those jaggies have to be mentioned.
    The jaggies may also explain why the track-motion-blur filter was used a lot,
    and why almost all photos were downscaled from 1080p. I mean, it's an 1080p
    game, right?

    The following picture, taken from the Playstation blog entry WipEout HD Fury
    Expansion Pack
    , is currently the one and only 1080p picture (putting those
    ZONE and Zone Battle pictures aside) where the track isn't blurred.


    (click)

    With respect to HDs pre-computed shadows, these shadows look rather ...
    meh. xD Anyways, no one was complaining about the jaggies in the respective
    comment section of the Playstation blog. This shows that we are quite used to
    aliased shadows on PS3. But don't worry, in motion those jaggies are usually
    less noticeable (if they don't flicker from frame to frame).
    No matter what, the picture looks stunning!

    (commercial break)

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    Join FEISAR, race for e-unity and become one of the best pilot on this planet!
    We offer great opportunities and a very efficient and unmatched AG craft.





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    xD

    Quote Originally Posted by ProblemSolver View Post
    ... Hence, with Fury we now see shadows projected onto the surface of a craft,
    which is nice! But remember those jaggies, they are the price to pay for the
    added depth. The PS3s RSX simply doesn't have enough video memory to
    hold hi-res shadow maps. When in Photo Mode you will have to remember
    this! ...
    I want to add that there are various techniques for shadow mapping. Some
    techniques can compute a better shadow map (less aliased) for the same
    shadow map resolution, but for an increase in rendering time, than the
    standard shadow mapping technique. Three techniques are quite well known,
    i.e. the Perspective Shadow Maps (PSM), the Bounding Box Approach (BB),
    and the Trapezoidal Shadow Maps (TSM). TSM is the best one of those three,
    it does not only produce less aliased shadows, it even prevents the shadows
    from flickering once you move the camera and / or the objects. I hope that SL
    uses a variant of this technique. However, if you wanna have good shadows in
    Photo Mode, don't point the camera towards the sun or straight away.

    Well, I think that some people will start flaming about the jaggies when they
    start tinkering around with the Photo Mode. Mark my words! I simply wanna
    stress that the RSX has its limits and that SL may have done their best up to
    this point in time. Hell, the game is running in ten-eighty-p at sixty-fps with all
    the neat stuff going on. Never forget!
    Last edited by ProblemSolver; 6th July 2009 at 07:15 AM. Reason: An edit a day keeps the doctor away. :D

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