Mazty said:
Lord Flashheart said: Conspiracy? Where did that come from? Bact to the topic it's hard finding ingame that looks as good as the pre-prepared official shots. I don't get what you mean about the angles for a replay? I'm not talking about where the camera is. I would expect them to be in the same place and the angles to be the same. It's a replay of your actions. Do you expect a replay to have different driving angles? Wouldn't be a replay it would be a simulation. Of course they are the same I'm talking about the graphics what are you talking about. Please explain and how it relates to the GT5 pic and i'll answer. |
Less Mad Dog 20/20. I am going to state this again. You are saying the replies are pimped out to make them look better than in game graphics. In the replays there are multiple camera posistions which you can choose. Several of those posistions are the same angles that you control there car from e.g. behind the wheel, or above the car. From these angles in the replay, the graphics look identical to ingame graphics. With your idea that the replay graphics are improved to make the game look better, you are then saying that any extra 'finish' on replay grahics are then only applied to certain camera angles.
If graphics are improved in replays, why is this 'improvement' then only visible from certain angles, most noticeably NOT the in-game camera angles?
To simply cut to the chase, your idea is wrong as the above shows this.
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Firstly you posted a screenshot of GT5. It's taken from photomode which takes it at a resolution of 5760x3240. 9x the resolution of 1080p.
Now as far as GT5 itself, well Digital Foundry confirm that the actual Resolution in game is native 720p.
"First things first, there has been some talk about this sampler not actually being a GT5 demo. This is true in the sense that it is a one-circuit, lap-time-driven time trial: an extremely small, very limited and ultra cut-down version of what promises to be one of the most content-rich games seen on console. However, the wording on the splash screen itself confirms that - in the eyes of Polyphony Digital at least - this is indeed a "GT5 demo", representative of the driving experience of the full game."
"In terms of actual rendering spec, not much has changed at all from the GT5 Prologue code. Limit your PS3 to 720p mode and you get native resolution with 4x multi-sampling anti-aliasing (MSAA). Invoke the might of 1080p, and the framebuffer is set at 1280x1080. That's a 50 per cent resolution increase over 720p mode, with AA dropped to 2x. The RSX scaler then presumably kicks in with its horizontal bilinear resize to 1920x1080, and the HUD elements are overlaid on top of that. While GT5P ran its menu screens at full 1080p, it appears that the new demo's intro screens stick with the same resolution as gameplay"
"Around five per cent of the total 60Hz output consisted of torn frames, with a minimum frame-rate of 52FPS. It's interesting to note that the combination of rendering the fence and the ghost car simultaneously appears to have the most impact on frame-rate, but it is a touch concerning that such a basic-looking track with just one other car in view should affect performance at all. Switching to 1080p, the same test was re-run."
"As you would expect from a Polyphony Digital game, overall image quality is outstanding, although it is rather odd that the low-quality shadow filtering should look quite as jaggy as it does considering that (certainly in 720p mode), GT has plenty of MSAA to make things look smoother."