Dahbomb said:You already said this twice in the thread previously. Also, no one is going to be using DMC4 to "boost their Gamerscore" unless they mean get like 200 points at the most. I have seen the Achievement list for DMC4, unless you are a pro at it you will be trying to get the Achievements for over 200 hours.
I mean it's stuff like "S rank King of Hell mode with both characters" to get 50 points or "Get 1 million Red Orbs" to get 50 points. :lol For those that aren't in the know, King of Hell is above Dante Must Die mode and is said to be near impossible to beat let alone S rank.
Oh and this 1up preview is really really good. Very good job Milky!
No but the Achievement list has been posted for quite some time. Plus I know like 5 people who supposedly have the game and are playing it as we speak. I learned quite some stuff obviously, just hoping it all ends up being true.Loudninja said:any way Dahbomb, did you play the full version?
bobbytkc said:okay, a lot of people are misinformed, so to clear that up and stop the arguing once and for all...
For your information:
During the texture mapping process, a 'texture lookup' takes place to find out where on the texture each pixel center falls. Since the textured surface may be at an arbitrary distance and orientation relative to the viewer, one pixel does not usually correspond directly to one texel. Some form of filtering has to be applied to determine the best color for the pixel. Insufficient or incorrect filtering will show up in the image as artifacts (errors in the image), such as 'blockiness', jaggies, or shimmering....
Anisotropic filtering
Anisotropic filtering is the highest quality filtering available in current consumer 3D graphics cards. It evolved because both bilinear and trilinear filtering sample a square from the texture, which is only correct if the viewer is looking at the texture head-on. This results in blurriness when the textured surface is at an oblique angle - a very common case is the floor as it recedes into the distance. Anisotropic filtering corrects this by sampling in the correct trapezoid shape according to view angle. The resulting samples are then trilinearly filtered to generate the final color.
source: wikipedia
Shimmering does not show up in screenshots, that is why you need a video comparision to be accurate. Screenshots are naturally advantageous to the 360 in this case. In this case, you are actually complaining (!!!) about an extra graphical feature that the PS3 has but not the 360, which makes no sense at all.
Interesting info, thanks for digging that out ;o It actually makes somewhat sense to my technically inept brain, all "which technique is technically superior" things aside. So is it possible that TAA was added by choice in order make it look smoother in motion as opposed to compensating for an inability to produce AA the traditional way?bobbytkc said:okay, info for those curious about Temporal Anti Aliasing, cuz people appear to be misinformed about that too...
Temporal aliasing
Temporal anti-aliasing seeks to reduce or remove the effects of temporal aliasing, which results from insufficient temporal sampling. A common example of temporal aliasing in film is the appearance of vehicle wheels travelling backwards, the so-called Wagon-wheel effect.
A naive approach to generating computer graphics and effects samples a perfect "snapshot" at a moment in time. This is fast and often "good enough" for many applications. However, when attempting to achieve realistic effects which are to be integrated with real footage, temporal anti-aliasing is an important element.
The approach is similar to spatial anti-aliasing. The generated scene is oversampled and then downsampled: that is, it is sampled at some multiple of the desired frame rate (8-16 times is usually effective) and the multiple samples for each frame are combined into a single frame. The method for combination may seek to replicate the optical effects of a particular medium, e.g. film, but often a simple average of the samples is sufficient.
source: wikipedia
so, temporal anti aliasing reduces both aliasing and removes the wagon wheel effect seen in rotating objects.
More info:
What is Temporal Anti-Aliasing?
Basically, instead of using a single, static sampling pattern when AA is enabled, temporal AA allows the board to select from one of several patterns, which it can then switch between on a per frame basis. In other words, every rendered frame is antialiased slightly differently, using a different pattern. If at this point you are thinking that changing the pattern every frame would end up as a horrible, flickery mess, you'd be right. Until you examine the principle a little more closely that is....
What you need to remember here is that the user is not seeing a handful of frames every second, in most cases on a modern GPU you would hope to see some way over 60 frames per second being rendered by the card. When you reach these kinds of performance level, the changes in sampling pattern are happening so quickly, and so frequently, that the human eyes cannot detect the difference between the changes at all. Therefore, the eye sees all of the different patterns used to antialias the image at the same time, thus giving the impression of a higher level of AA....
.....A side-effect of this is that V-sync has to be enabled when temporal AA is used (this is forced on in ATi's drivers when it is in use), and also requires a high refresh rate on your monitor to really do it justice (in the order of 100Hz seems to do the job nicely).
source: elitebastards.com
There you have it, TAA is a technique that is possible only for high framerates with v-sync enabled. It doesn't work well for screenshots but is meant more for moving images. So you guys can stop bitching about the screens and talk about the game. period.
It's no use saying this. I think someone is getting REALLY close to a conclusion though between all this aliasing/motion blur talk. :lolgconsole said:Someone need to stop this comparison shit.
Psychotext said:But that's the thing... having played both versions now I didn't actually notice the shimmering. I did notice that the output didn't look as crisp though.
Sounds like I should be glad that I didn't notice the shimmering. :lol
Dahbomb said:No but the Achievement list has been posted for quite some time. Plus I know like 5 people who supposedly have the game and are playing it as we speak. I learned quite some stuff obviously, just hoping it all ends up being true.
One thing I know for a fact is that Devil Hunter is definitely hard. As in DMC1/DMC3SE hard, not the shitty DMC3 checkpoint crap. So it's balanced. Human mode is the game's easy mode and DH is the Normal mode. And there are like 5-6 total difficulty modes, the fans will be at it for a LONG time.
There also appears to be stuff like costumes, new weapons, and even an alternate ending once you beat the higher difficulties. Most of the consensus appears to be that DMC4 on a first walkthrough is merely a brisk offering of the total game play content in the game.
Dahbomb said:It's no use saying this. I think someone is getting REALLY close to a conclusion though between all this aliasing/motion blur talk. :lol
Personally the comparison talk keeps the Official thread at the top everytime I come so it's not too bad. :lol
It was always supposed to come 31st in Japan.gconsole said:I have just been told by the local game shop that the game is delayed to 31st instead of 28th when they promise to have it prior to the real release date . Oh, 3 more days is so long. By the way, it's good for me so I can fully experience DMC4 on the whole weekend.
Dahbomb said:It was always supposed to come 31st in Japan.
Dahbomb said:Man this game just oozes with good art.
PuppetMaster said:I will buy the PS3 version on the 31st in Japan because this is day 1 material.
I might have to buy another DS3 too. My current one spazes out on me. The right analog just plain does not work at times. I thought it was just me but then I heard on the playstation nation podcast one of the guys there had the exact same problem! So maybe a fiasco a la 360's RROD is a foot?
PuppetMaster said:I will buy the PS3 version on the 31st in Japan because this is day 1 material.
I might have to buy another DS3 too. My current one spazes out on me. The right analog just plain does not work at times. I thought it was just me but then I heard on the playstation nation podcast one of the guys there had the exact same problem! So maybe a fiasco a la 360's RROD is a foot?
Probably not, since there's more aliasing in the PS3 game. The TAA in DMC4 seems to work best in mostly static scenes.Awntawn said:Interesting info, thanks for digging that out ;o It actually makes somewhat sense to my technically inept brain, all "which technique is technically superior" things aside. So is it possible that TAA was added by choice in order make it look smoother in motion as opposed to compensating for an inability to produce AA the traditional way?
neojubei said:Aren't these pics from the PS3 version? if so, there is really nothing to worry about.
this is really surprisingLoudninja said:PS3 version for me as well
Its all I gotjustjohn said:this is really surprising
I'm just trying to piece together some sort of reasoning taking in what I've been reading and comparing what I've observed. From trying both demos, the 360 version does seem cleaner around the edges, but some other things are apparent, for example the shaders (most obvious) on the ice fiends, also there is tearing present in the 360 version (minute, but present, whereas I saw none in the PS3 version), and the framerate of the cutscenes. It just doesn't make sense that they would add more features into one and then compromise the other, just to give that one another feature the other doesn't have.danwarb said:Probably not, since there's more aliasing in the PS3 game. The TAA in DMC4 seems to work best in mostly static scenes.
http://yoda.dip.jp/Game/DMC4/DMC4_12_ps3.png
http://yoda.dip.jp/Game/DMC4/DMC4_12_360.png
this is also really surprisingOpus Angelorum said:I thought I was going to buy this on PS3 initially, but I've just pre-ordered the Xbox 360 version.
drohne said:a. the ps3 version's motion blur is not additional processing -- it's a computationally cheap substitute for MSAA
b. that description of 'temporal AA' pasted in here describes the effect as it's implemented on newish ati pc graphics cards -- the ps3 version of dmc4 is just blending frames with jittered versions of preceding frames
c. my god it's difficult to establish a simple fact on gaf. i think i give up
:loldanwarb said:Probably not, since there's more aliasing in the PS3 game. The TAA in DMC4 seems to work best in mostly static scenes.
http://yoda.dip.jp/Game/DMC4/DMC4_12_ps3.png
http://yoda.dip.jp/Game/DMC4/DMC4_12_360.png
give it up... they wont understand... they aren't pc gamersdrohne said:effective when nothing is moving, yes
antiloop said:
Cheap and effective at least.
360 version for me, so I can have access to my (larger) friends list and cross-title messaging/invites.
Of course, I'm sure nobody really wants to hear this, but at least I have both systems, unlike some people who have to tell us what they are buyin
Loudninja said:For what?
glaurung said:Psst, don't irritate the fanboys.
Bumper buttons are important.
Well... he could chat to his friends while playing DMC4 obviously. Also, if someone wants a game of Forza 2 with him they simply send him an invite which he can choose to take or ignore.Loudninja said:For what?