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WereKitten said:
Booh! said:
WereKitten said:

Interesting. So, it is a deferred renderer with specific different applications of AA to the different buffers, a-la-Unreal engine, that is actually how I read their previous statements about AA and foliage, contrary to what the majority of people seemed to infer from those.

Also, according to this the pixel counters could be right in that the geometry rendering could be at a lower resolution than some other buffers (HUD among them).

Pixel counters were absolutely right: he's basically saying that they're using 80 MB of memory for render targets. He says that 80 MB of renders tagets can hold over 20 (that is about 25) buffers at 720p, but they're using 50 buffers (as he states in the first line of the last paragraph), so the resolution of the render targets must be (1280x720)*25/50 ~ 960x540. It's not by chance that's the same resolution found by pixel counters.

That's a lot of speculation you have there: the buffers can have different resolution and different bit depth, so that math is questionable.

I'll wait for the final version to be in the hands of players and reviewers. And of course none of these technical details will make or break the overall visual quality of the game by itself. The Remedy guy was absolutely right in saying that it's a complex process, with oh so many factors influencing the final result.

If people loved what they saw in the gameplay videos, it shouldn't be a resolution number to change their opinion.

I never talk about visual quality, just of rendering. So... about the rendering, I find very hard to believe that they use buffers with many different resolutions and different bit depths. Such a solution would be very heavy: you could save a bit of vram, but the computational cost for the GPU would be unbearable. Scaling (and converting if they're at different bit depth) every buffer(or a large number of) at every frame would be impossible. It's much easy (and reasonable) to use a small number of native resolutions (like 2 or 3), then compose the scene at low resolution and then upscale (once or twice).