Shogmaster
Sloppy seconds
Onix said:Your point? The resolution of those pics is not a nice multiple of 480x272, so a crap load of obvious artifacts where introduced.
The large marketing screeny in the beginning of this thread was also not a multiple of 480x272. It was probably an acculative buffer render shot from dev station @ 960x544, then the web site we linked from resized it down to 700x394 via bicubic resampling, adding a shit load of AA into the images.
Your pic does not have the image quality of a native 480x272 rendering.
Sure it does. It's been resized to 480x272 with nearest neighbor resampling. It probably won't match how that exact scene would look on a PSP since we don't have such an image from the marketing monkeys, but it's the closets we have in this thread for approximating aliasing at that resolution.
Mrbob said:Shog do you have a PSP? Your resized screen doesn't look nearly as clean as what the PSP outputs.![]()
I don't own my own PSP, but I play my buddy's all the time. And playing through Ridge Racers more than he did, I can tell you that 480x272 without aliasing looks pretty much jaggy city.
Pimpbaa said:Then why is there zero dithering? You can't have current gen games with modern lighting techniques and have no dithering in 16-bit color (or very serious banding issues if the ps2 can't do dithering), it just ain't possible. That's why the games on the psp that do run in 16-bit are very apparently they are indeed 16-bit color because of the dithering. You mentioned the ps2 gtas were in 16-bit color. If that were true, the colored lighting plus full screen filter effects would look absolutely horrendous in 16-bit color. Night time scenes alone would be a horrible dithered mess.
I thought they were a dithered mess? I do admit that since I don't have a PS2 in the house anymore, I can't be too sure.