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#1 |
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Will the Xbox 360 version of Prey use Full Screen Anti Aliasing and Antisoptric Filtering ??
the 360 should have enough power shouldnt it ? ![]() |
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#2 |
Re: FSAA and AF on the Xbox 360 ?
I keep reading that 360 games are required to have 2xAA. So at the very least, that's in.
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#3 |
Re: FSAA and AF on the Xbox 360 ?
where did you read that ?
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#4 |
Re: FSAA and AF on the Xbox 360 ?
Yeah, all 360 games have 2xAA minimum. Most only do 2xAA.
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#5 |
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why are there games without AA then ?
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#6 |
Re: FSAA and AF on the Xbox 360 ?
2xAA wouldn't be that noticeable on couch gaming anyway. Even on a CRT monitor up close, it's only 2 images blended together.
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#7 | |
Re: FSAA and AF on the Xbox 360 ?
Quote:
The type of texture filtering used by games on the Xbox 360 is up to the developer of the game, but I suspect most decide on the appropriate filtering on a surface by surface basis.
__________________
http://www.modarchive.org/artists/bludd/ "It's only rock 'n' roll but I like it." What cat detector van? The cat detector van from the Ministry of Housinge. |
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#8 |
Re: FSAA and AF on the Xbox 360 ?
I don't think the 360 has the power to drag prey on full settings abd AA on more then 2.
or maybe the 360 don't using all setting at all? ![]() |
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#9 |
Re: FSAA and AF on the Xbox 360 ?
I've found an Xbox 360 multiplayer screenshot from E3. Not sure if you can tell if it's using what for AA but it seems to look pretty good to me.
http://img87.imageshack.us/img87/1438/dscf00583ed.jpg |
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#10 |
Re: FSAA and AF on the Xbox 360 ?
yes the 360 version does look good but a hige end pc can take the 360 version jast like in oblivion.
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#11 | |
Re: FSAA and AF on the Xbox 360 ?
AA is no longer a requirement for 360 games. It was dropped because developers had technical difficulties implementing it while keeping framerates high.
Technically AA is 'free' on the 360 (4xAA incurs a 5% performance hit) when using the bandwidth provided by the built in eDRAM. However the 10 MB provided by the RAM is only enough to store a 720p framebuffer, without AA. As soon as you add AA, it becomes to small. To solve this, Microsoft built in a tiling feature which would split up the geometry, allowing multiple 'tiles' to be swapped on and off the eDRAM. However this required engine support, and so some launch titles couldn't be easily modified to support it. In the case of UE3, one of the shadowing techniques is incompatible with tiling, so you won't see any AA in Gears of War. I believe Microsoft still requires developers to justify the absense of AA, however. Quote:
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"I think the push for people to innovate in gameplay - i'm not sure that I particularly agree with it" John Carmack |
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#12 | |
Re: FSAA and AF on the Xbox 360 ?
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#13 | |
3D Realms Staff
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Re: FSAA and AF on the Xbox 360 ?
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__________________
Apogee / 3D Realms Employee: Dec 14, 1992 - May 22, 2009, Oct 23, 2014 - current "Lifting up the Cross to the waiting lost" - Petra | John 3:16 |
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#14 |
Re: FSAA and AF on the Xbox 360 ?
joe siegler what version has the better look? 360 or PC? (i'm talking about hige end pc)
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#15 |
Re: FSAA and AF on the Xbox 360 ?
He told us once, that they looked VERY similar... I don't think the difference is big enough, to care for that matter...
__________________
A true genius does not need boundaries such as 'common sense' |
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#16 | |
Re: FSAA and AF on the Xbox 360 ?
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#17 |
Re: FSAA and AF on the Xbox 360 ?
ok but what pc can handle better AA and AF? (what type of comp'? video card RAM and CPU)
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#18 |
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Re: FSAA and AF on the Xbox 360 ?
GF 7800 and up I believe.
![]() Although my 6800 Ultra OC is doing a great job as well ![]() |
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#19 |
Re: FSAA and AF on the Xbox 360 ?
If you want realy good fps you probaboy need to go higher then 7800.
I use 1280x1024 in Quake 4 instead of 1024x768 with AA as it runs better(5 fps more or so) on my 7900gt and looks about the same. |
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#20 |
Re: FSAA and AF on the Xbox 360 ?
I ran Quake 4 1024x720 with 2xAA, no shadows and it ran fine on my 9600xt
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#21 | |
Re: FSAA and AF on the Xbox 360 ?
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#22 |
Re: FSAA and AF on the Xbox 360 ?
AA is usually the last option I turn on (with a card as old as mine), so I use it when I have extra performance to use. I didn't use shadows because I didn't like the look of them on the Doom 3 engine.
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#23 |
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Re: FSAA and AF on the Xbox 360 ?
You actually noticed the shadows? (with that I mean character shadows). I didn't for two reasons:
1) The game is to dark to see them. 2) The characters where usually dead before I could see the shadows. ![]() |
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#24 |
Re: FSAA and AF on the Xbox 360 ?
That's part of the reason too. Most of the environments were dark enough, coupled with the fact that the shadows just paint black over things. I would rather see good texturing than black shapes floating around.
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#25 | |
Re: FSAA and AF on the Xbox 360 ?
Quote:
__________________
http://www.modarchive.org/artists/bludd/ "It's only rock 'n' roll but I like it." What cat detector van? The cat detector van from the Ministry of Housinge. |
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#26 |
Re: FSAA and AF on the Xbox 360 ?
I can play Quake 4 on hiest settings 1280*1024 and AA4 and it works graet on my X1800GTO
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#27 | |
Re: FSAA and AF on the Xbox 360 ?
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#28 |
Re: FSAA and AF on the Xbox 360 ?
Yes, but only really if you run at low resolutions.
__________________
http://www.modarchive.org/artists/bludd/ "It's only rock 'n' roll but I like it." What cat detector van? The cat detector van from the Ministry of Housinge. |
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#29 |
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Re: FSAA and AF on the Xbox 360 ?
AA is only usefull on 1024 and up IMO.
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#30 |
Re: FSAA and AF on the Xbox 360 ?
I've never used AA simply because my computer has never been able to play the latest games with it on. Only old games will fly with it on, but by then I've already finished them and moved onto the current crop!
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-Most wanted games: Doom 4, Tomb Raider, Beyond Good and Evil 2 |
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#31 | |
Re: FSAA and AF on the Xbox 360 ?
Quote:
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"I think the push for people to innovate in gameplay - i'm not sure that I particularly agree with it" John Carmack |
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#32 | |
Re: FSAA and AF on the Xbox 360 ?
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I doubt that though, since i believe AA takes ALOT more of the performance than the resolution switch does... Or am i wrong, i'm pretty sure this is right...
__________________
A true genius does not need boundaries such as 'common sense' |
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#33 |
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Re: FSAA and AF on the Xbox 360 ?
What I meant was that you don't notice AA that much when you use it on resolutions below 1024. At least, that was what I was told.
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#34 |
Re: FSAA and AF on the Xbox 360 ?
Well, it's the opposite; you notice it more. You notice it less at higher resolutions because the relative size of each pixel is smaller.
__________________
"I think the push for people to innovate in gameplay - i'm not sure that I particularly agree with it" John Carmack |
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#35 |
Re: FSAA and AF on the Xbox 360 ?
I wonder which options i'll use in Prey...
It may not be worth it to use 1280 res with 4X AA if it looks similar to each other... It shouldn't affect performance much on my machine, but i'm trying to keep it cool, because something's wrong with my videocard (easily gets overheated, leading to graphical erros, bad performance, and other stuff)
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A true genius does not need boundaries such as 'common sense' |
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#36 |
Re: FSAA and AF on the Xbox 360 ?
Have you considered returning the card?
__________________
"I think the push for people to innovate in gameplay - i'm not sure that I particularly agree with it" John Carmack |
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#37 |
Re: FSAA and AF on the Xbox 360 ?
It's not that simple...
But ASUS is aware of this, since it's an error many of thier cards have gotten (mine included, as you see) and they're planning of releasing a driver, fixing this annoying issue... But if my card isn't on par with other cards, of the same kind anfter this driver, i'm gonna have to return it, somehow...
__________________
A true genius does not need boundaries such as 'common sense' |
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#38 |
Re: FSAA and AF on the Xbox 360 ?
Im running the demo version at all max settings, at 1280x1024 at about 175-250FTPS no problem, so FSAA and AF on 360 should no be a problem
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#39 |
Re: FSAA and AF on the Xbox 360 ?
Yup this game runs lika dream.
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