gt4 does 1080i ingame

I think it's either photo mode, or the replays that are 1080i.

A game this good looking in 1080i at 60 fps is too hard to believe. Even the crowds are fully 3D, damnit!

I'm calling bogus.
 
Buggy Loop said:
Holy shit if true! /hugs HDTV

now, please tell me, does it support 16:9 too???? :o

Yeah, it supports 16:9 (just like GT3 before it).

I'm calling bogus

I dunno, lots of people suggest otherwise and the official site claims to support it. It seems pretty likely at this point.
 
PanopticBlue said:
Dragon's Lair looks really sharp, the game is horrible though. MX Unleashed looks good in 1080i, but the 30fps brings it down. GT4 at 60fps in 1080i would simply own EVERY single Xbox game graphically IMO, end of story.

I still DON'T believe this is true for in-game however. I need more confirmation, I refuse to get my hopes up because as soon as I do it will be debunked. This will be downright incredible if true. I completely forgive PD for not delivering online play if this is true.
Well translate that korean site I posted. The guy there talks about the difference in 480p and 1080i so it's ingame my friend.
 
1080i + 16:9 + DPLII = :o~

i still have a hard time believing 1080i, GT4 is a beast graphics wise, and at 60fps, polyphony somehow found enough power to squeeze out of ps2 for 1080i? Jeebus, right now im thinking its more of the photo mode or replays maybe but if its during the gameplay (cause replay and photo mode could also be considered "in-game"), then i'll be really impressed. Finally a game that will showcase my hdtv, look good and pretty much the most anticipated title for racing fans. /joy

PGR2 am crying :lol
 
If this is true, it bodes well for 1080i support in future PS2 games. With PS2 projected life well into 2010, HDTV support will become more and more important. Amazing for HW from the last millennium to have such longevity!
 
pcostabel said:
If this is true, it bodes well for 1080i support in future PS2 games. With PS2 projected life well into 2010, HDTV support will become more and more important. Amazing for HW from the last millennium to have such longevity!

Yeah, but how many developers do you think are going to be capable of such a feat? Not many...

This is simply beyond amazing if it truly runs in 1080i during gameplay.
 
cobragt3 said:
Well translate that korean site I posted. The guy there talks about the difference in 480p and 1080i so it's ingame my friend.

Sorry I didn't bother to translate, if you have could you paste it here? If this is ingame, then PD are HANDS-DOWN THE developer of this generation.
 
dark10x said:
Yeah, but how many developers do you think are going to be capable of such a feat? Not many...

This is simply beyond amazing if it truly runs in 1080i during gameplay.

Polyphony is owned by Sony, I see no reasons why they wouldn't release detail about how they achieved such feat.
 
maskrider said:
Heh ! Reading about its 480p and 1080i support in game is driving me insane that I cannot get it until 28/Dec because KY is in Hong Kong (for the GT selling ceremony), damn !

Kaz is here? Haha, exactly this time last year he was here too, interviewed him then and he said GT4 was "summer" :-P
 
I thought this game didn't even support 480p, because they were already wringing so much performance out of the hardware that asking it to do 480p on top of it all without sacrificing framerate was out of the question. And now we have people telling us that it will not only do 480p, but also 1080i as well? I find that hard to believe, considering no game on the PS2 to my knowledge has done 1080i.

With that in mind, I could see 480p being implemented for Photo Mode, but I doubt you'll see it during racing sequences. Also, I think the notion of doing 1080i for the interface and then switching to 480p for gameplay is just plain nuts...what's the point of that?

Ah, none of this matters to me anyway, since I don't own a progressive scan TV. I'd rather they put the online modes back in the game, than for them to try to implement 480p/1080i now. Save the high-definition modes for a GT game on PlayStation 3.
 
If true then I guess the programers realized that they were already pumping so much textures/polys from the main bus that the actual vram had no other pratical use than a "simple" framebuffer. If they used something else than a full Z-Buffer (something a bit easier to achieve with a racing game where you are pretty much in control of what's displayed at all times) I guess it's doable.
Still a very big achievement though.
 
For the last time. 1080i or 480p can be used ingame. This is true people, I understand it's hard to believe, even I doubted it until I read what people with the game had to say. It's amazing, 60fps, and 1080i or 480p, can't wait :)
 
With that in mind, I could see 480p being implemented for Photo Mode, but I doubt you'll see it during racing sequences. Also, I think the notion of doing 1080i for the interface and then switching to 480p for gameplay is just plain nuts...what's the point of that?

It almost sounds as if you are doubting that 1080i is supported at all (in any mode).
 
So based on what people are saying, GT4 runs at 1920x1080 resolution at 60fps with the same level of detail as before?

Wasn't Sony saying the game would not ship with progressive scan?

So in the last few months, someone has... uh... managed to rewrite a renderer that originally spat out 345,600 pixels per frame at 720x480 to a renderer that spits out 2,073,600 pixels per frame at 1920x1080?

If achieving such output is easy to add, HOW ABOUT ADDING IT TO SOME OTHER GAMES? My HD projector craves some good 1080 games, not just that piece of crap Dragon's Lair.

The more I think about this the less I believe it, but I'll be happy to eat crow once I see it.
 
Sho Nuff said:
The more I think about this the less I believe it, but I'll be happy to eat crow once I see it.

Same here, i'll believe it when it will be on professional site and they'll specify that its during gameplay. Sorry junior member or korean sites which i wont bother translating into engrish, but credibility wise, i'll wait for a more professional source, even though the official site says it, could just be photo or replay mode.
 
Buggy Loop said:
Sorry junior member or korean sites which i wont bother translating into engrish, but credibility wise, i'll wait for a more professional source, even though the official site says it, could just be photo or replay mode.

But if it's in a foreign language, it must be true!

Sho Nuff에는 세계안에 가장 큰 남근이 있는다! 그와 성이 있기 위하여 여자는 일렬로 늘어선다!!!

Sno Nuff heeft grootste weiner in de wereld! De vrouwen stellen op om geslacht met hem te hebben!!!
 
Agent X said:
I thought this game didn't even support 480p, because they were already wringing so much performance out of the hardware that asking it to do 480p on top of it all without sacrificing framerate was out of the question. And now we have people telling us that it will not only do 480p, but also 1080i as well? I find that hard to believe, considering no game on the PS2 to my knowledge has done 1080i.

480p has no effect on performances if a game uses a full frame buffer.
 
I have a pretty hard time believing this. But we'll see. This should be fucking incredible on my brother's 60'' Pioneer Plasma :O!
 
wanttobelieve8ks.jpg
 
awesome pic :lol but do you all seriously believe these people with the game are lying? I mean, so many people has suggested the game does 480p and 1080i and in that site I posted one guy talks about the difference of 480p and 1080i in the game aswell as the 5.1 audio in the game.
 
Sho Nuff said:
So based on what people are saying, GT4 runs at 1920x1080 resolution at 60fps with the same level of detail as before?

Wasn't Sony saying the game would not ship with progressive scan?

So in the last few months, someone has... uh... managed to rewrite a renderer that originally spat out 345,600 pixels per frame at 720x480 to a renderer that spits out 2,073,600 pixels per frame at 1920x1080?

With all likelyhood, the game rus at something like 960*540, i.e. field rendering at half the horizontal resolution. The output is still 1080i and probably indistinguishable from a real 1920x1080.

If achieving such output is easy to add, HOW ABOUT ADDING IT TO SOME OTHER GAMES? My HD projector craves some good 1080 games, not just that piece of crap Dragon's Lair.

The more I think about this the less I believe it, but I'll be happy to eat crow once I see it.

Who said it was easy? For one, you cannot use the Z-buffer. No big deal, but still a bit of work for a feature that few will be able to appreciate. Still, I hope other games step up to the challange. Wanda and the Colossus in 1080i would be the ultimate gaming experience :)
 
pcostabel said:
480p has no effect on performances if a game uses a full frame buffer.
And that is the reason why most PS2 games do not support 480p, they use a half resolution framebuffer so they get a bit more free VRAM. Unless you have some incredible optimizations in your texture streaming code it's very hard to have both 480p and good quality textures.
 
You know what I think is the best part of all this? Futami has owned practically every poster on the anti-GA forum (long story, only a select few will know the reference).
 
Sho Nuff said:
Sno Nuff heeft grootste weiner in de wereld! De vrouwen stellen op om geslacht met hem te hebben!!!

:lol bad translation ;)

Ontopic: I'm very interested to see how this all will turn out, one thing is for sure though, the PS2 amazes me with what it can do time and time again. Last time with the beautiful MGS3 and now this...respect
 
so basically, they'd be using the resolution for 4:3 1080i... wonder for 16:9 is they just stretch it out just to play on the pixel aspect ratio...
 
That's seriously pushing the limits of the PS2 if Polyphony can do 1080i and true 16:9.

Which leads to the question:

How can Polyphony do this on the PS2, yet Capcom cannot do true 16:9 for RE4 on the GC?
 
mr2mike said:
so basically, they'd be using the resolution for 4:3 1080i... wonder for 16:9 is they just stretch it out just to play on the pixel aspect ratio...

16:9 or 4:3 should be using the same width for rendering I suppose, just the pixel aspect ratio difference, much like many other games.
 
maskrider said:
16:9 or 4:3 should be using the same width for rendering I suppose, just the pixel aspect ratio difference, much like many other games.

More is rendered in 16:9, as far as I know.

In widescreen with Soul Calibur 2 and F-Zero GX, there's more on the screen.
 
Culex said:
More is rendered in 16:9, as far as I know.

In widescreen with Soul Calibur 2 and F-Zero GX, there's more on the screen.

Not all, PGR2 render at 640 in both 16:9 and 4:3 modes. DOA3/X/U is 720.

BTW, just checked SC II, it is using 640 (for 480p) in both wide screen mode and normal screen mode, same for Burnout 3. Ninja Gaiden is 720 for both standard and wide screen.
(from frame buffer capture)
 
ZBUFFER:
960*540*16 bit= 8294400 bits = 0.9 MB
REAR BUFFER/24 bits
1.5 MB
FRONT BUFFER/24 bits
0.75 MB

Total =3.15 MB

I think this way it's possible...

Regarding 16:9 I always though the only you were changing was the FOV on the rendering parameters of your renderer...
 
ourumov said:
ZBUFFER:
960*540*16 bit= 8294400 bits = 0.9 MB
REAR BUFFER/24 bits
1.5 MB
FRONT BUFFER/24 bits
0.75 MB

Total =3.15 MB

I think this way it's possible...

Regarding 16:9 I always though the only you were changing was the FOV on the rendering parameters of your renderer...

The GS does not support 24bit buffers: only 16 or 32. You can still use the alpha channel to store 8 bit textures, but two 32 bit buffers wouldn't fit. Plus, your front buffer cannot be half the back buffer: you are already field rendering.
The only way to make it fit is to get rid of the Z buffer and use a back to front rendering, just like on the PS1.
 
ourumov said:
ZBUFFER:
960*540*16 bit= 8294400 bits = 0.9 MB
REAR BUFFER/24 bits
1.5 MB
FRONT BUFFER/24 bits
0.75 MB

Total =3.15 MB

I think this way it's possible...

Regarding 16:9 I always though the only you were changing was the FOV on the rendering parameters of your renderer...

Wait. The PS2 may have 4MB of VRAM, but aren't developers able to allocate unused DRAM to help process the visuals? I'm pretty sure it's one of the key points the system has. I remember Sony execs telling me this ages ago -- it's something that's stuck with me ever since.
 
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