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noodson said:

There's a lot of of games out there with 4x MSAA already both on 360 and PS3 and it's not because of eDRAM. For example GT5P in 720p mode has 4xMSAA AND running at 60fps.

In fact you can't even fit some 720p+2xmsaa in the 10MB of the Xenos (9.6MB precisely), u have to tile the rendering (multi pass of render). Alan wake doesn't have 4x msaa though (neither Halo Reach), last screen from Remedy are supersampled and there s already a lot of tearing going on according the recent vids of the game.

 

Here is some facts :

 

 

 

 

Wow. You are either misinformed or hugely bias.

Remedy official statement on their very own website:

# 15 miro:
I'm pretty sure you'll be very happy with our shipping solution. I'm pretty sure you'll be very happy with our delivery solution. We hate dithering and aliasing just as much as you I think. We hate dithering and aliasing is just as much as you I think. Hardware 4xAA on the Xbox360 is nice for a lot of things - it did take us a while to get the most out of it (Eg, refactoring the renderer quite a few times). Hardware 4xAA on the Xbox 360 is nice for a lot of things - it did take us a while to get the most out of it (Eg, refactoring the renderer quite a few times).

Shadow aliasing doesn't really have anything to do with the generic framebuffer resolution or aliasing quality, but having the game run with 4xAA in the framebuffer is kind of rubbing in any other visual quality problems there might be. Shadow aliasing does not really have anything to do with the generic framebuffer resolution or aliasing quality, but having The Game run with 4xAA in the framebuffer is kind of rubbing in any other visual quality problems there might be.

We don't like ugly things, so we fix them before shipping. We do not like ugly things, so we fix them before shipping.

SamiV. SamiV.

__________________
-- --
Lead Technical Artist, Remedy Co-Founder Lead Technical Artist, Remedy Co-Founder

 

# 20:
We like 4xAA. We like 4xAA. Due to the alpha-to-coverage feature on the Xbox 360 GPU, it's one of the key reasons we can render a lot of "alpha test" foliage like trees and bushes without them starting to shimmer or dither (as alpha-to-coverage with 4xAA effectively gives us 5 samples of alpha "blend" without actually using alpha blend). Due to the alpha-to-coverage feature on the Xbox 360 GPU, it's one of the key reasons we can render a lot of "alpha test" foliage like trees and bushes without them starting to shimmer or dither (as alpha-to-coverage With 4xAA effectively gives us samples of 5 alpha "blend" without actually using alpha blend). Of course that leads into a lot of interesting ways how to get the the other "standard" z-buffer based rendering schemes to not alias, but let's not get into that discussion right now. Of course that leads into a lot of interesting ways how to get the the other "standard" z-buffer based rendering schemes to not alias, but not let's get into that discussion right now.

SamiV. SamiV.

__________________
-- --
Lead Technical Artist, Remedy Co-Founder Lead Technical Artist, Remedy Co-Founder

 

# 21:
The game is locked to 30 FPS (well, except menus, manuscript pages, etc which run at 60 FPS). The Game is locked to 30 FPS (well, except menus, manuscript pages, etc which run at 60 FPS). All cinematics are guaranteed to run 30 FPS (as we actually background load the next location, in case there's a location change). All cinematics are guaranteed to run 30 frames per second (as background we actually load the next location, in case there's a location change). If you saw video tearing in the published press material, it's 99% due to video sync issues (Eg, PAL video cams or 59.97 Hz vs. 60.00 Hz screen update). If you saw video tearing published in the press material, it's 99% due to video sync issues (Eg, PAL video cams or 59.97 Hz vs.. 60.00 Hz screen update).

While playing Alan Wake on a Xbox 360, if the game framerate drops below 30 FPS we resort to screen tearing (same idea as Gears of War uses). Alan Wake while playing on a Xbox 360, if The Game frame rate drops below 30 frames per second we resort to screen tearing (same idea as Gears of War uses).

We're right now just fixing bugs and making sure nowhere in the game would the framerate never dip below 30 FPS. We're right now just fixing bugs and making sure nowhere in The Game would the frame rate never dip below 30 FPS. I know there's still a few heavy locations in the game where we resort to dipping below 30 FPS, but we're working very very hard to get all those solved. I know there's still a few heavy locations in The Game where we resort to dipping below 30 FPS, but we're working very very hard to get all those solved.

SamiV. SamiV.

__________________
-- --
Lead Technical Artist, Remedy Co-Founder Lead Technical Artist, Remedy Co-Founder


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