Caayn
Member
That's pretty weird.Took almost the exact same screenshot back when the PS3 version came out..
Da hell is wrong with these consoles and AF?
That's pretty weird.Took almost the exact same screenshot back when the PS3 version came out..
Da hell is wrong with these consoles and AF?
Took almost the exact same screenshot back when the PS3 version came out..
Da hell is wrong with these consoles and AF?
Took almost the exact same screenshot back when the PS3 version came out..
Da hell is wrong with these consoles and AF?
Had Resogun since launch and never played it but now I think I'm addicted to the game >.<
Bayonetta 2 (With OG Bayonetta costume)
I think it's supposed to have one sometime early next year.Is there an ETA on the Xbox One getting a screenshot feature? I can't believe it's been almost a year since it launched and it still doesn't support screenshots.
OG Bayonetta looks so much better than short hair Bayonetta IMO!
Those are some pretty amazing shots on the last few pages, Ecto. Keep up the good work!
Don't know if it is just me, judging by those few screenshots above, Spiderman looks like a re-skinned watchdogs, not that it is completely a bad thing mind, just observation
Been doing a little reading about this as I found it strange. Wikipedia offered this little gem here: "anisotropic filtering extremely bandwidth-intensive. Multiple textures are common; each texture sample could be four bytes or more, so each anisotropic pixel could require 512 bytes from texture memory, although texture compression is commonly used to reduce this"
Obviously I haven't found enough information on this particular issue, but we do know that games are far less compressed this generation, with the 25gb disks / installs and all, so could this just be that devs havn't done adequate compression for good AF, hence rather having less compression, but less AF?
This would make sense, as if they were to use good AF on a high resolution, uncompressed texture they would surly use up more memory and bandwidth than using good AF on a lower resolution, more compressed texture.
I tested this theory in Unity quickly and found that the using a 4k texture with no AF the scene ran at 207fps and with AF the same scene ran at 125fps. Unity had the same amount of Vram being used for the scene being 74mb. Simply compressing the 4k texture lead to 49mb of Vram being used and 214fps with AF.
Obviously I'm not a PS4 or Xbox One developer. I dont know much about AF on consoles and its not something developers openly talk about, but this is the only thing that makes sense to me at this point going off speculation that games are less compressed.
(For this test I used the closest GPU in my home to the PS4, being my brothers 7870, I know its not a perfect match, but its the closest I could get)
EDIT: Sorry for the horrible English, my brain is fried from University exam studying...
Quickly re-did this test to grab some shots for those interested:
I captured these in 720p. It looks like garbage when captured to 1080p, in fact I don't think this alpha is 900p either, it's far too pixelated to be 900p. 900p is suppose to be blurry, not pixelated like this:Nice, but why did you resize them?
Killzone SF is still one of the best, if not the best, looking games on consoles. It's been a year and still shits on basically everything. It's a feast for the eyes.
It really is, I can only imagine what these guys are capable of now since Shadowfall was rushed for launch.Killzone SF is still one of the best, if not the best, looking games on consoles. It's been a year and still shits on basically everything. It's a feast for the eyes.
I captured these in 720p. It looks like garbage when captured to 1080p, in fact I don't think this alpha is 900p either, it's far too pixelated to be 900p. 900p is suppose to be blurry, not pixelated like this:
"pew"
Interesting, sounds kinda plausible to my non-technical understanding on these things
Maybe they want to save compression/decompression recources by just dumping them less or even uncompressed in RAM, or someone should tell their engine programmers not to forget about it just because there is enough RAM available? ... whatever the case though they aren't doing themselves any favor by not having good AF in their games, textures look even worse at an angle this way so there is no pq advantage.
Don't know if it is just me, judging by those few screenshots above, Spiderman looks like a re-skinned watchdogs, not that it is completely a bad thing mind, just observation
Killzone SF is still one of the best, if not the best, looking games on consoles. It's been a year and still shits on basically everything. It's a feast for the eyes.
Thanks!Freaking awesome
Reminds me Assassins Creed 4 a bitThis looks real.
It certainly looks worse than it should be but with my amateurish pixel counting skills, I think it's still 900p
Using this image
I counted 20 steps --> 20/24*1080=900
I'll just put it down to proper AA not being well implemented yet.