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Forums - Microsoft - 5th year of Xbox 360 : The Unreal Engine Effect.

Liked the article, here's to hoping Xbox 360 developers start using the UE3 less and start building their own engines and push the Xbox 360 to its limit!



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selnor said:
noodson said:

I didn't say u can't do 4xMSAA ...i said u have to tile (wich is a big hit in general performance), but alan wake doesn't have 4x multi sampling it's a temporal AA and it would no way be the first game with such IQ as u claim it is.


It's confirmed as FACT from Remedy that Alan Wake has 4x Multi Sampling Anti Aliasing. It is the first console game to have Full 4xMSAA. Any game before has only done 4xMSAA on just polygons. GT5P for example only does AA on the cars and hands in cockpit mode. A reason why the scenery looks jaggy as hell. Remedy explain everything about the engine. EDRam chip is quite extensive at 500mhz clock speed and the equivelant of 64mb DDR3. EDRam is extensively alot quicker than DDR3, especially considering it's internal like Cache to.

 

You don't know what u are talking about..do u know what's exactly an eDRAM?? U say it's clocked at 500mhz it's the Xenos clock not the embended ram (hopefully) it's just some bandwith between the rop for rasterization.

And LOL of course it's faster than GDDR3, a 10MB chip of edram cost the price of a 256MB chips of GDDR3, it's not even the same purpose.

It's a choice of architecture, it's not better or worse, it's just different and imply different approch of rendering.

 

It's not confirmed at all, they talked about 4xAA, we can't tell from the screen since they are supersampled and

and once again NO it's not the first game that could use that kind of filtering. U misinterpreting a lot of thing, MSAA don't clear shadowmaps or everything displayed in alpha (quincunx does btw with some blurring in conterpart). It's a totally different problem, high frequency artefacts can't be resolved by high samples filtering like MSAA only.

 

 

Another example of 4xMSAA on PS3 : Heavenly sword.

On multiplatform : Full auto (SEGA) is 1080p 4x MSAA

Afro samurai is 720p 4xMSAA

On 360 chronicles of Riddick has 4xMSAA

 

 

Just some examples..



selnor said:

You sir are massively off the beaten track.

The 10mb you refer to is EDRam. Faster than the normal DDR3 ram in the PS3 and 360's main ram. It's designed to handle upto 4xMSAA on it's own. Again you can use this for QSAA if you want but it's an inferior AA just like MLAA. QSAA and MLAA both blur textures. It's a fact. You can see that in any test and on PC games which let you change between MSAA, QSAA and MLAA. MSAA is harder on performance but gives better overall reults.

Again more impressive is Reach. What the engine is doing as a whole is scary as hell.

You did not address anything I wrote. As others pointed as well the eDRAM chip is a great addition and gives great bandwidth, but it's only 10MB. That's not enough for even 2xMSAA at 720p if you want 10bit HDR unless you resort to tiling. Once again: see Halo3, and look it up with Google.

And while MSAA is usually a better choice than QSAA -not always, mind you, depending on art style and motion blur the better edge smoothing of QSAA might work better than the texture crispness preserving MSAA, see KZ2-  that has nothing to do with your statements that all SPE based solutions are "HUGE" drainers of resources and always cause blurring of textures. You understand that SPEs are general purpose processors, and that you can write your own AA algorythms, edge detection and so on?

And unless Reach -which looks very good as far as I have seen- is doing something exceptional about AA, I can't see its relevance. I pointed to U2 and GOW3 not in some pissing contest, but as example of games that 1) heavily use SPEs for pixel shading, terrain navigation, color correction, physics and 2) produce a combination of AA /resolution/lighting that would exceed the eDRAM limits. All without seemingly being as choked as you claimed.



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WereKitten said:
selnor said:

You sir are massively off the beaten track.

The 10mb you refer to is EDRam. Faster than the normal DDR3 ram in the PS3 and 360's main ram. It's designed to handle upto 4xMSAA on it's own. Again you can use this for QSAA if you want but it's an inferior AA just like MLAA. QSAA and MLAA both blur textures. It's a fact. You can see that in any test and on PC games which let you change between MSAA, QSAA and MLAA. MSAA is harder on performance but gives better overall reults.

Again more impressive is Reach. What the engine is doing as a whole is scary as hell.

You did not address anything I wrote. As others pointed as well the eDRAM chip is a great addition and gives great bandwidth, but it's only 10MB. That's not enough for even 2xMSAA at 720p if you want 10bit HDR unless you resort to tiling. Once again: see Halo3, and look it up with Google.

And while MSAA is usually a better choice than QSAA -not always, mind you, depending on art style and motion blur the better edge smoothing of QSAA might work better than the texture crispness preserving MSAA, see KZ2-  that has nothing to do with your statements that all SPE based solutions are "HUGE" drainers of resources and always cause blurring of textures. You understand that SPEs are general purpose processors, and that you can write your own AA algorythms, edge detection and so on?

And unless Reach -which looks very good as far as I have seen- is doing something exceptional about AA, I can't see its relevance. I pointed to U2 and GOW3 not in some pissing contest, but as example of games that 1) heavily use SPEs for pixel shading, terrain navigation, color correction, physics and 2) produce a combination of AA /resolution/lighting that would exceed the eDRAM limits. All without seemingly being as choked as you claimed.

I posted the very press release for the chip. Where it states 4xMSAA is possible. People here dont understand diagrams if they cant see what the EDRam chip is. And why it's beneficial. 10 mb EDRAM as instanious as it is is like using 64mb of the DDR3 ram out of the 512mb on 360 for AA. Thats the difference.

KZ2's QSAA was not a choice but necessity. No PC gamer in their right mind would run QSAA if their PC can handle MSAA at high volumes.

Thanks to the daughter die ( EDRam ), the Xenos can do 4x FSAA, z-buffering, and alpha blending with no appreciable performance penalty on the GPU.

http://en.wikipedia.org/wiki/Xbox_360_hardware

Where the PS3 'HAS' to use Cell resources to do any of these above things. The 360 essentially gets them free because of the daughter die. And yes. Alan Wake is the 'ONLY' 4xMSAA game on the entire image. Do some reading and you will see. Alan Wake is provided with 4xMSAA, 5 Alpha Blends and Z bufferring techniques all free. And Remedy say thats true. So either people are trying to talk BS or have no clue how this works. Also it's amazing how many people havent a clue about AA. Wait till I post the AA wiki stuff.



2xMSAA is very rare on PS3 and 4xMSAA even rarer. Quincunx has pretty much hobbled the system for cross-platform titles for all its days.

http://forum.beyond3d.com/showthread.php?t=46241

PS3

2xMSAA = 29 retail games
4XMSAA = 5 retail games

360

2xMSAA = 87 retail games
4XMSAA = 39 retail games

It just wasn't meant to be.



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I agree, it is insane having 4xMSAA, that is on a another level (extreme level). Its amazing how much recourses MSAA consume, and its truly astonishing that Alan Wake & Halo Reach will 4xMSAA. Especially considering the Epic scale that Halo Reach plans to bring! However, I still think that Alan Wake will make the best visuals of ALL TIME! I really don't think Uncharted 2 will have much 2 say when Alan Wake is released. I'm sorry, but I think thats the ultimate truth. On top of that, those games to all fit on a DVD 9 is even more astonishing, because I always thought that MS will need to create a new format to further game performance and content in the near future.



blackops said:
selnor said:
Sharky54 said:
Am I the only one who doesn't find the graphics of alan wake to be "zomg the most amazing thing ever"?

Also, AA is good and all. But it doesn't improve the graphics. Just gets rid of jaggies. So this doesn't help much.


Certainly in terms of art, it's your opinion. But in term of technicalaities it's impressive. AA isnt just about jaggies on polygons. It's also about clear textures, non jagged shadows, shadow clipping, lighitng AA etc. Alan Wake is the first to have all 4xMSAA. Most games wont even AA half that stuff.

You need to understand the most important to most gamers is how the game looks visually. Alan Wake looks good and all but you cant compare it to Heavy Rain, Uncharted 2 or Killzone 2.  When an average gamer plays and they love the graphics, they are not talking about the technicalities; they would say "wow, this is one of the best looking games I've played".


I agree with this, and using this logic I would say Killzone 2 is one of the ass ugliest games I have ever seen. The character models all look like they were exposed to radiation as children and the color palatte of black, grey and some more darker grey was the most boring thing I've ever seen. The best looking game this gen for me would be Mass Effect 2, followed very closely by Heavy Rain which gets this on character models alone.



wow, I know some of you are really impressed with yourselves, but 2009 just passed and the 360 kinda got curb stomped in the graphics department. And I know ME2 had stunning visuals, but the graphics were average and the AA is absolutely horrible.

Everyone was already aware that the 360 maxes out at 4x MSAA, the problem is the limited resources in actual disk space that developers have in actually utilizing the available power.

Do you want great graphics and relatively limited gameplay? Or do you want more game and average graphics? (Sorry there is no getting around this)

And there is this, where developers have figured out that 16x MSAA is possible on the PS3:

http://www.eurogamer.net/articles/digitalfoundry-saboteur-aa-blog-entry



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Mvp4eVa said:
I hate UE3 every game using this engine they all look the same to me... especially the grays n brown colors they all focus onto... Its time the 360 gets what it deserves, no doubt. typed via Wi

I agree with the first part. All the big 360 games look the same. I had no idea they all used the same engine.



CommonMan said:
blackops said:
selnor said:
Sharky54 said:
Am I the only one who doesn't find the graphics of alan wake to be "zomg the most amazing thing ever"?

Also, AA is good and all. But it doesn't improve the graphics. Just gets rid of jaggies. So this doesn't help much.


Certainly in terms of art, it's your opinion. But in term of technicalaities it's impressive. AA isnt just about jaggies on polygons. It's also about clear textures, non jagged shadows, shadow clipping, lighitng AA etc. Alan Wake is the first to have all 4xMSAA. Most games wont even AA half that stuff.

You need to understand the most important to most gamers is how the game looks visually. Alan Wake looks good and all but you cant compare it to Heavy Rain, Uncharted 2 or Killzone 2.  When an average gamer plays and they love the graphics, they are not talking about the technicalities; they would say "wow, this is one of the best looking games I've played".


I agree with this, and using this logic I would say Killzone 2 is one of the ass ugliest games I have ever seen. The character models all look like they were exposed to radiation as children and the color palatte of black, grey and some more darker grey was the most boring thing I've ever seen. The best looking game this gen for me would be Mass Effect 2, followed very closely by Heavy Rain which gets this on character models alone.

If you're going to start a post using sarcasm, then you should keep the whole post sarcastic or use a "/sarcasm" marker.