Hopefully they put the extra RAM to good use as in better textures and improved loading.
Hopefully they put the extra RAM to good use as in better textures and improved loading.
zarx said: 3GB for just graphics is a lot, especially at 1080p. I wonder how much of that is padded out texture cach to avoid stutter and smooth out streaming, I would love to see a breakdown of how it is actually allocated. GG are doing some really nice things on the tech side for a launch title. |
ethomaz said:
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yea I just saw your post, should have red through the whole thread before posting lol. I guess I should go through all the slides later. I watched the (leaked?) video of the presentation (I am pretty sure they didn't have this info in the video) so I didn't know there were new slides.
@TheVoxelman on twitter
ethomaz said: From the slides... |
The PS4 was not supposed to have 4gb before the PS meeting?? because all that memory in the graphs is about 4.6gb. Weird
_mevildan said:
You prefer an approximation of anti-aliasing to actual anti-aliasing? |
Yes. An approximation that does a better job than "actual anti-aliasing" in a lot of cases .
If I play games in 1080p, the native resolution of my display, a high FXAA setting removes aliasing better than MSAA, especially when it comes to foliage and similar little details. In which case even 8x MSAA can't seem to do a good job. What more, FXAA isn't as demanding as MSAA. It will look blurry if you run the game at a resolution lower than your native one, but otherwise, it looks just as good as MSAA on most accounts, and beats it when it comes to the smaller details like foliage, wire fences, etc.
dahuman said:
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an off topic question but since you know what you are talking about i would like to ask. on a PC, it seems that FXAA uses less resources than MSAA? should i just use that?
Heavenly_King said:
The PS4 was not supposed to have 4gb before the PS meeting?? because all that memory in the graphs is about 4.6gb. Weird |
with a modern streaming based engine it's pretty easy to scale up memory utilization. They probably just expanded their buffers and cache sizes, especially their non streaming texture cache on a 4GB system they likely would have relied on streaming more heavily. But this should put to rest the theory that internal teams didn't have access to 8GB Dev kits before the meeting, even if it was only a few weeks.
@TheVoxelman on twitter
ShroudedDarkness said:
Did my post offend you or something? |
Not at all my good sir. Keep enjoying your SNES games.
ShroudedDarkness said:
Did my post offend you or something? |
i'd guess that after the 20 or so years of playing mario games he probably doesn't find them as innovative as you do