Console games with amazing image quality.

I've been playing Naruto downsampled on PC and it has damned good IQ.

screenshot_2014_07_27_15_00_00_by_aloo81-d7tetfz.jpg


screenshot_2014_07_27_15_16_01_by_aloo81-d7siwu2.jpg
 
Downsampling is one of the more effective forms of AA you can use, though it's even better in conjunction with others.
Useful for this thread: An article written by Durante explaining the various kinds of aliasing and how to counter them.
Interesting read, even if I didn't fully understand everything.
From the examples 8x SGSSAA looks closest to the reference image. Can't see what the 4×4 OGSSAA adds with my eyes.
Does any game on consoles use SGSSAA even?
What I - guess - didn't understand is where downsampling falls. It's definitely not analytic-based. With downsampling a pixel doesn't get multiple samples, right? It's just many more pixels that get "shrinked". Wait, is that sample-based? ... urgh, I don't get it.
 
Interesting read, even if I didn't fully understand everything.
From the examples 8x SGSSAA looks closest to the reference image. Can't see what the 4×4 OGSSAA adds with my eyes.
Does any game on consoles use SGSSAA even?
What I - guess - didn't understand is where downsampling falls. It's definitely not analytic-based. With downsampling a pixel doesn't get multiple samples, right? It's just many more pixels that get "shrinked". Wait, is that sample-based? ... urgh, I don't get it.
It's ordered grid supersampling, even though number of samples per pixel cannot be quarranteed.
 
So you applied zero AA besides downsampling? Unbelievably crystal clear images. Looks gorgeous.

No, downsampling is basically rendering at a higher resolution so that the game has more clarity.

I was playing at 5120x2880 when taking those screenshots. With the settings I was using, I was getting a solid 30fps (the game is by default framerate capped).

Here's a cropped version of the raw image.

screenshot_2014_07_27_15_16_01_cropped_by_aloo81-d7tg33i.jpg


Interesting read, even if I didn't fully understand everything.
From the examples 8x SGSSAA looks closest to the reference image. Can't see what the 4×4 OGSSAA adds with my eyes.
Does any game on consoles use SGSSAA even?
What I - guess - didn't understand is where downsampling falls. It's definitely not analytic-based. With downsampling a pixel doesn't get multiple samples, right? It's just many more pixels that get "shrinked". Wait, is that sample-based? ... urgh, I don't get it.

To answer the above question, Okami HD uses OGSSAA (the same kind I'm using) because it renders the game at 4K (3840x2160) and displays it at 1080p.
 
Does any game on consoles use SGSSAA even?
Quite possibly not. Supersampling to any significant extent in a standard configuration is very rare in console games. Supersampling is extremely general-purpose, but it tends to incur a lot of inefficient redundancies along the rendering process. When developers have low-level control on a particular game configuration, they usually resort to other methods.

There certainly are console games that use supersampling under some circumstances. For instance, this is a common result when playing a console game on a screen with a lower resolution than a game's typical native resolution; most of the time on modern machines, the game will still render at its standard native resolution and get scaled down at the output. But this usually isn't referred to as the developers implementing supersampling.

What I - guess - didn't understand is where downsampling falls. It's definitely not analytic-based. With downsampling a pixel doesn't get multiple samples, right? It's just many more pixels that get "shrinked". Wait, is that sample-based? ... urgh, I don't get it.
Pixels are point samples. When you do downsampling, the results are achieved by having more than one point sample contribute to the final colour of each pixel. So, sample based.

It's basically just ordered-grid supersample antialiasing (OGSSAA) where the sample aggregation pattern is determined by the downscaling method.
 
Top Bottom