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  1. #76
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    Quote Originally Posted by Vulgotha View Post
    You what? I'm sorry, I must have eye problems.. I thought I read "I've never played it."
    It's just what I've read.

    Not big on the Halo franchise. I've only ever played Halo 2.
    Thanks to Kwes for the avatar and Sylar for the signature!


  2. #77
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    Quote Originally Posted by Blacksite View Post
    It's just what I've read.

    Not big on the Halo franchise. I've only ever played Halo 2.
    No you're correct they rendered it at 640p, with two complete render pass (much like 3d), because they loved their HDR.
    I'm not sure the trade off was worth it, although the HDR was outstanding in that game. Their entire frame-buffer was a ridiculous 1152x1280.
    Last edited by mynd; 11-04-2012 at 01:46.

  3. #78
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    Those sound like some amazing specs. I think there is always much importance placed on making the console physically pretty small, which is obvious; most next gen consoles are around the same size as the last. The 7750 or any similar GPU is going to take up a lot of space (plus more space will be needed for cooling and PSU). A dedicated beastly GPU like that is going to churn up some heat, and the last thing Sony needs is their first wave to hit retail all crapping out and getting YLOD. So what I'm getting at is I'm a bit skeptical of it having a dedicated GPU, especially one that powerful because the console itself would need to be too big to be marketable as a sleek and sexy system. I would barely be able to fit my 5770 in a fat model right now with room to put a disc in for example. Add in all that ram and other hardware, it would be a tight fit in the Orbis.

    I really like how they're focusing on the making the UI more of a pleasantry. I'm sure we've all had our fair share of frustrating moments where we tried to send a quick message reply in game and had to wait in limbo for the XMB to load while we die and auto-respawn 5 times. It will be nice to see the universal navigation and more responsiveness as the lack of that has been the one and only thing that always irked me about my PS3.

    I wonder if they'll be throwing in a 7200RPM SATA II this time? Maybe even a SATAIII?? Would be a nice cost-efficient bonus for the consumers. Internet is getting so fast these days that we can almost download a game faster than installing it afterwards

  4. #79
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    Quote Originally Posted by itachi73378 View Post
    I really don't like how just because of a few sub HD games, suddenly 'most if not all' console games are looked upon as sub HD. All recent games have been NATIVE 720p:

    All Uncharted games
    GOW3
    Killzone games
    Resident Evil 5/6
    Assassin Creed games
    Fallout Games
    Bioshock games
    Final Fantasy XIII/XIII-2
    Batman AA and AC
    Skyrim
    Dishonored
    Sleeping Dogs
    Max Payne 3
    etc

    In fact I only know 3 games that ran sub HD:
    Resistance 3
    Crysis 2
    Every COD game cuz their engine is a PoS

    So can we please stop pretending that consoles can't do 720p?
    well, you are right. lol regardless those games that do run 720p don't use AA because of performance issues, but also with 720 you have more of a drop in Framerate currently with the PS3. They wouldn't be able to do 720p native at 60fps on the PS3 unless the graphics took a huge hit. As well as the bandwidth limitation causing good looking massive FPS games to happen, it wont because the bandwidth limitations set by sony are their because again the PS3 is bottlenecked for what Sony actually wanted to do. my argument on resolution only works with 1080p resolution.

    however you can see a performance issue with the PS3 when it comes to 720 with no AA or MLAA which isn't nearly as good.

    http://forum.beyond3d.com/showthread.php?t=46241

    Playstation 3

    50 Cent = 1280x720 (blur filter)
    Afro Samurai = 1280x720 (QAA)
    Alice: Madness Returns = 1280x720 (MLAA)
    Aliens Vs Predator = 1120x630 (custom AA)
    Alone in the Dark = 1120x630 (no AA)
    Army of Two = 1280x720 (no AA)
    Assassin's Creed = 1280x720 (QAA)
    Assassin's Creed 2 = 1280x720 (QAA), 960x720 (QAA) -> 1080 mode.
    Assassin's Creed 2: Bromance = 1280x720 (QAA)
    Assassin's Creed 2: Revelations = 1280x720 (post-AA)
    Assassin's Creed 3 = 1280x720 (post-AA)
    Assassin's Creed 3: Side Story 1
    Assassin's Creed 3: Side Story 2
    Assassin's Creed 3: Side Story 3
    Assassin's Creed 3: Side Story 4
    Avatar = 1280x692 (QAA, black borders)
    Azura's Wrath = 1280x720 (no AA)
    Backbreaker = 1152x640 (2xAA + blur filter)
    Batman: Arkham Asylum = 1280x720 (no AA)
    Batman: Arkham City = 1280x720 (no AA)
    Battle Fantasia = 1280x720 (no AA, toggable blur filter)
    Battlefield 3 = 1280x704 (MLAA) black bars
    Battlefield: Bad Company = 1280x720 (no AA)
    Battlefield: Bad Company 2 = 1280x720 (no AA)
    Bayonetta = 1280x720 (no AA)
    Beijing 2008 = 1024x768 (no AA)
    Beowulf = 1280x720 (no AA)
    Bionic Commando = 1120x640 (no AA)
    Bioshock = 680p (no AA, blur filter pre-patch)
    Bioshock 2 = 1280x720 (no AA)
    Bioshock Infinite =
    Binary Domain =
    Blacksite: Area 51 = 1280x720 (no AA)
    BlazBlue: Calamity Trigger = 1280x720 (QAA background, no AA characters )
    Blur = 1280x720 (2xAA + half-pixel, bilinear-filtered edge blur)
    Bodycount = 1024x640 (FXAA?)
    Borderlands = 1280x720 (no AA)
    Borderlands 2 = 1280x720 (no AA)
    Bourne Conspiracy, The (demo) = 1280x720 (no AA)
    Brink = 1280x720 (no AA)
    Brutal Legend = 1152x720 (no AA)
    Bulletstorm = 1280x720 (no AA)
    Burnout: Paradise = 1280x720 (2xAA)
    Call of Duty 3 (screenshot) ~1088x624 (2xAA)
    Call of Duty: Black Ops = 960x544 (2xAA)
    Call of Duty: Modern Warfare = 1024x600 (2xAA)
    Call of Duty: Modern Warfare 2 = 1024x600 (2xAA)
    Call of Duty: Modern Warfare 3 = 1024x600 (2xAA)
    Call of Duty: World at War = 1024x600 (2x AA)
    Call of Juarez: Bound in Blood = 1152x640 (4x2 custom edge AA)
    Call of Juarez: The Cartel = 1280x720 (custom edge AA)
    Cars Mater-National = 1280x720 (QAA), 1920x1080 (QAA)
    Castlevania: Lord of Shadow = 1280x720 (no AA)
    Catherine = 1280x720 (QAA)
    Chronicles of Rid$#@!: Dark Athena = 1024x720 (QAA)
    Command & Conquer: Red Alert 3 = 1280x720 (no AA)
    Conan (demo) = 1024x576 (no AA)
    Condemned 2 = 1280x720 (no AA)
    Conflict: Denied Ops = 1280x720 (no AA) or 960x1080
    Crysis = 1024x720 (TAA + edge post-process)
    Crysis 2 = 1024x720 (TAA + edge post-process))
    Dante's Inferno = 1280x720 (no AA)
    Dark Sector = 1152x640 (no AA)
    Darksiders = 1152x648 (no AA)
    Darkness, The (demo) = 1024x576 (no AA)
    Darkness II, The = 1152x600 (FXAA)
    Dark Souls = 1024x720 (2xAA)
    Dead Island = 1280x720 (custom edge filter)
    Dead or Alive 5 = dynamic up to 1280x720 (no AA in-game)
    Dead Rising 2 = 1024x576 (2xAA)
    Dead Space = 1280x720 (no AA)
    Dead Space 2 = 1280x720 (no AA)
    Dead to Rights: Retribution = 1072x603 (2xAA) ?
    de Blob 2 = 1280x720 (2xAA)
    Def Jam Icon (screenshot) = 1152x648 (no AA)
    Demon's Souls = 1280x720 (no AA)
    Deus Ex: Human Revolution = 1280x720 (MLAA)
    Devil May Cry 4 = 1280x720 (2xAA, temporal)
    Dirt = 1280x720 (QAA)
    Dirt 2 = 1280x720 (QAA)
    Dishonoured = 1280x720 (post-AA)
    Dragon Age: Origins = 1280x720 (AA ?)
    Dragon Age II = 1280x720 (MLAA)
    Dragon Ball: Raging Blast 2 = 1280x720 (no AA)
    Dragon's Dogma = 1280x608 (black bars, FXAA)
    Driver: San Fransisco = ~1120x720 (2xAA)
    Duke Nukem Forever = 1152x640 (no AA)
    Dynasty Warriors 6 = 1280x720 (no AA)
    Dynasty Warriors 7 = 1280x720 (no AA)
    EDF: Insect Armageddon = 1280x720 (QAA)
    El Shaddai = 1152x576 (no AA)
    Elder Scrolls IV: Oblivion = 1280x720 (no AA)
    Elder Scrolls V: Skyrim = 1280x720 (likely FXAA, more aggressive edge detection than 360 iteration)
    End of Eternity/Resonance of Fate = 1088x720 (2xAA)
    End War = 1280x720 (2xAA)
    Enslaved = 1280x720 (no AA)
    F.E.A.R. = 1280x720 (blur filter)?
    F.E.A.R. 2 = 1280x720 (no AA)
    F.E.A.R. 3 = 1280x720
    F1 2010 = 1280x720 (QAA)
    F1 2011 = 1280x720 (MLAA)
    FaceBreaker = 1280x720 (QAA), 960x1080
    Fallout 3 = 1280x720 (no AA)
    Fantastic Four: Rise of the Silver Surfer = 1280x720 (no AA)
    Far Cry 2 = 1274x692 (QAA, black borders)
    Fifa 2008 = 1280x720 (no AA)
    Fifa 2010 = 1280x720 (QAA)
    Fifa 2011 = 1280x720 (QAA)
    Fifa Street 3 = 1920x1080 (no AA)
    Fight Night Champion Online =
    Fight Night Round 4 = 1280x720 (QAA)
    Final Fantasy XIII = 1280x720 (2xAA)
    Full Auto 2 (demo) = 1920x1080 (4x AA)
    Fracture = 1152x648 (no AA)
    Ghostbusters = 960x540 (QAA, pre-patch), 1024x576 (2xAA, post-patch)
    Ghost Recon: Advanced Warfighter 2 = 1280x720
    Ghost Recon: Future Soldier = 1024x600 (FXAA)
    G.I. Joe: The Rise of the Cobra = 1280x720 (QAA)
    Godfather II = 1200x720 (blur filter)
    God of War: Origins Collection = 1280x720 or 1920x1080 (no AA), 3D is 1280x720
    God of War Collection Volume II = 1280x720 or1920x1080 (no AA)
    God of War III = 1280x720 (MLAA)
    Golden Axe: Beast Rider = 1280x720 (no AA, blur filter)
    Golden Compass = 1280x720 (no AA)
    Grand Theft Auto IV = 1152x640 (QAA)
    Gran Turismo 5: Prologue = 1080p mode is 1280x1080 (2xAA) in-game while the garage/pit/showrooms are 1920x1080 with no AA. 720p mode is 1280x720 (4xAA)
    Gran Turismo 5 = 1280x720 (4xAA), 1280x1080 (QAA, TAA selectable), 1280x720 (QAA) in 3D mode
    Guitar Hero 3 = 1040x585 (no AA)
    Guitar Hero Aerosmith = 1040x585 (no AA)
    Guitar Hero World Tour = 1040x585 (no AA)
    Guitar Hero 5 = 1024x576 (no AA)
    HAWX = 1280x720 (no AA, horizontal blur)
    HAWX2 = 1280x720 (2xAA, full screen blur filter)
    Haze (demo) = 1024x576 (2xAA)
    Heavenly Sword = 1280x720 (4xAA)
    Heavy Rain = 1280x720 (2xAA)
    Homefront = 1024x576 (no AA)
    Ico = 1280x720 or 1920x1080 (MLAA)
    IL2 Sturmovik = 1280x720 (QAA)
    Infamous = 1280x720 (no AA)
    Infamous 2 =
    Incredible Hulk = 1280x720 (no AA), 960x1080 (no AA)
    James Bond 007: Blood Stone = 1280x720 (2xAA + blur filter, half pixel, bilinear edge filter)
    Jericho (demo) = 996x560 (2x AA)
    Juiced 2: Hot Import Nights = 1280x720 (QAA)
    Killzone 2 = 1280x720 (QAA)
    Killzone 3 = 1280x720 2D, 640x716 3D, (both MLAA )
    Kingdoms of Amalur = 1280x720 (no AA)
    Kung Fu Panda = 1280x720 (no AA), 960x1080 (no AA)
    Lair = 800x1080 (2xAA) - AA buffers are merged to produce 1600x1080 for further scaling
    Legend of Spyro: Dawn of the Dragon, The = 1280x720 (no AA)
    Legendary = 1280x720 (no AA)
    LEGO: Batman = 1280x720 (no AA, slight blur filter)
    LEGO: Harry Potter 1-4 = 1280x720 (no AA)
    LEGO: Indiana Jones = 1280x720 (no AA), 960x1080 (no AA)
    LEGO: Star Wars III = 1280x720 (edge detect blur filter)
    Little Big Planet = 1280x720 (2xAA)
    Little Big Planet 2 = 1280x720 (MLAA)
    Lord of the Rings: Conquest = 640p (no AA)
    Lost Planet = 1280x720 (temporal 2xAA)
    Lost Planet 2 = 1280x720 (no AA)
    Madden NFL '09 = 1280x720 (no AA)
    Mafia 2 = 1280x720 (no AA)
    MAG = 1280x720 (2xAA)
    Marvel: Ultimate Alliance = 1280x720 & 1920x1080 (no AA)
    Marvel: Ultimate Alliance 2 = 1024x576 (2xAA)
    Marvel Vs Capcom 3 = 1280x720 (no AA)
    Mass Effect 2 = 1280x720 (no AA)
    Mass Effect 3 = 1280x720 (FXAA)
    Medal of Honor = 1280x720 (no AA)
    Medal of Honor: Warfighter = 1280x704 (MLAA)
    Mercenaries 2: World in Flames = 1280x720 (no AA)
    Metal Gear Online = 1024x768 (2xAA, temporal)
    Metal Gear Solid 4: Guns of the Patriot = 1024x768 (2xAA, temporal)
    Midnight Club: Los Angeles = 960x720 (QAA)
    Mirror's Edge = 1280x720 (no AA)
    MotoGP '10/'11 = 1280x704 (no AA)
    Mortal Kombat 9 = 1280x720 (edge blur filter), one of the levels appears to be 680p. 1/2x1/2 transparencies, 960x720 in 3D mode
    Mortal Kombat vs DC = 1040x624 (QAA)
    MLB08: The Show = 1280x720 (2xAA) - The rendering window is adjustable down to 576p without upscaling to 720p i.e. the frame has black borders
    MLB09: The Show = 1280x720 (2xAA) or 1920x1080 (no AA)
    Motorstorm = 1280x720 (2xAA)
    Motorstorm Apocalypse = 1280x1080 (dynamic) 2D, 1024x720 3D (MLAA)
    Motorstorm Pacific = 1280x720 (dynamic down to 576p, 2xAA)
    MX vs ATV: Alive = 1280x720 (no AA)
    MX vs ATV: Reflex = 1280x720 (no AA)
    MX vs ATV: Untamed = 1024x576 (no AA)
    Nail'd = 1152x640 (4x2 custom edge AA)
    Naruto Ninja Storm 2 = 1280x720 (no AA)
    NBA07 (demo) = 1920x1080 (no AA)
    NBA08 (demo) = 1920x1080 (no AA)
    NBA Live '08 = 1280x720 (no AA)
    NBA Street Home court (screenshot) = 1920x1080 (no AA)
    Need For Speed: Hot Pursuit = 1280x720 (2xAA on cars, no AA on environment)
    Need For Speed: Most Wanted (2012) = 1280x704 (post-AA)
    Need For Speed: Pro Street = 1280x720 (QAA)
    Need For Speed: Shift = 1280x720 (QAA)
    Need For Speed: Shift 2 =1280x720 (MLAA)
    Need For Speed: The Run = 1280x704 (MLAA) black bars
    Need For Speed: Undercover = 1280x720 (QAA)
    NFL Tour = 1280x720 (no AA, poor framerate)
    NHL '09 = 1280x720 (4xAA)
    Ninja Gaiden: Sigma = 1280x720 (no AA, has weird scaling to support 1080p)
    Ninja Gaiden: Sigma 2 = 1280x718 (dynamic 2xMSAA, black borders)
    Ninja Gaiden 3 = dynamic up to 1280x720 (FXAA)
    Operation Flashpoint 2 = 1280x720 (QAA)
    Orange Box, The = 1280x720 (QAA or full screen blur...)
    Overlord = 1280x720 (no AA)
    Overlord II = 1280x720 (no AA)
    Pirates des Caraibes (screenshot) = 768x1080 (no AA), 960x720 en mode 720p
    Portal 2 = 1280x720 (MLAA)
    Prince of Persia = 1280x720
    Prince of Persia: The Forgotten Sands = 1280x720 (2xAA + blur? or quincunx)
    Pro Evolution Soccer 2008 = 1280x720 (QAA)
    Pro Evolution Soccer 2010 = 1280x720 (2xAA in-game, no AA cut-scenes)
    Pro Evolution Soccer 2011 = 1280x720 (no AA)
    Prototype = 1120x640 (QAA)
    Quake Wars: Enemy Territory = 1280x720 (no AA)
    Race Driver: GRID = 1280x720 (2xAA)
    Rage = 640x720 up to 1280x720 (no AA)
    Rainbow Six Vegas 2 = 1280x720 (2xAA)
    Ratchet & Clank: Tools of Destruction = 960x704 (2xAA, AA samples used to reconstruct 720p)
    Ratchet & Clank: A Crank in Time = 960x704 (2xAA, AA samples used to reconstruct 720p)
    Red Dead Redemption = 1152x640 (QAA)
    Red Faction: Armageddon = 960x540 (MLAA)
    Red Faction: Guerrilla = 1280x720 (no AA)
    Resident Evil 5 = 1280x720 (dynamic 0-QAA)
    Resident Evil 6 = 1280x720 (Post-AA)
    Resistance: Fall of Man = 1280x720 (QAA)
    Resistance 2 = 1280x720 (QAA)
    Resistance 3 =
    Ridge Racer 7 (demo) = 1920x1080 (no AA)
    Rise of the Argonauts = 1280x720 (no AA)
    Risen 2: Black Waters = 1120x640 (no AA)
    Rock Band = 1280x720 (2xAA, post-fx or lighting usually resulting in "no AA")
    Rock Band 2 = 1280x720 (2xAA, post-fx or lighting usually resulting in "no AA")
    Rock Band: The Beatles = 1280x720 (2xAA, post-fx or lighting usually resulting in "no AA")
    Rock Band: Green Day = 1280x720 (2xAA, post-fx or lighting usually resulting in "no AA")
    Ryu Ga Gotoku 3 = 1024x768 (no AA)
    Saboteur = 1280x720 (edge detect)
    Sacred 2: Fallen Angel = 1280x720 when sub-HD output selected, 1920x1080 for any HD output (no AA)
    Saint's Row 2 = 640p (QAA)
    Saint's Row 3 = 1280x720 (800x450 lighting)
    SCORE International Baja 1000 = 1280x720 (no AA)
    SEGA: All Stars Racing = 1280x720 (2xAA)
    SEGA: Rally Revo = 1280x720 (4xAA, alpha blend)
    SEGA: Superstars Tennis = 1280x720 (QAA, 30fps)
    Shadow of the Colossus = 1280x720, 960x1080 (MLAA), 720p for 3D
    Shadows of the Damned = 1280x720 (no AA, higher AF)
    Silent Hill: Homecoming = 1024x576 (no AA)
    Simpsons, The = 1280x720 (no AA)
    Singularity = 1280x720 (no AA)
    Skate = 1280x720 (no AA)
    Skate 3 = possibly 1152x640 (2xAA, super blur filter makes it difficult to determine exact res)
    Sleeping Dogs = 1152x640 (FXAA)
    Soldier of Fortune: Payback = 1280x720 (no AA)
    Sonic Unleashed = 880x720 (blur filter)
    Soul Calibur IV = 1280x720 (no AA), 1280x576 in 1080p mode
    Soul Calibur V = 1280x720 (MLAA)
    Spec Ops: The Line = ~1120x640 (light FXAA?)
    Spiderman: Web of Shadows = 1280x720 (no AA)
    Spiderman: Shattered Dimensions = 1120x630 (no AA)
    Split-Second = 1280x720 (2xAA)
    SSX = 1120x585 (FXAA)
    Star Ocean 4: The Last Hope = 1024x720 (2xAA, in field), ~930x512 (2xAA, in battle)
    Star Wars: The Force Unleashed = 1280x720 (no AA)
    Stormrise = 1280x720 (2xAA)
    Street Fighter IV = 1280x720 (no AA), 1120x630 (in up-close character view)
    Super Stars V8: Next Challenge = 1280x720 (2xAA)
    Super Street Fighter IV = 1280x720 (no AA)
    Supercar Challenge = 960x1080 (no AA)
    Syndicate = 1280x720 (post-AA, dynamic res)
    Tekken 6 = 1024x576 (2xMSAA w/o motion blur, no AA w/motion blur)
    Tekken Tag Tournament 2 = dynamic 720x720 to 1280x720, max 1024x720 with 2 characters in-game, max 900x720 with 3 characters, max 800x720 with 4 characters (no AA in-game, 2xAA for character LED background or no-characters-environment-only/rankings view)
    Terminator: Salvation = 1152x648 (blur filter)
    Test Drive Unlimited = 1280x720 (QAA?)
    Test Drive Unlimited 2 = 1280x720 (MLAA)
    Tiger Woods PGA Tour '09 = 1280x720 (no AA)
    Tiger Woods PGA Tour '11 = 1280x720 (no AA)
    Tomb Raider: Underworld = 1280x720 (QAA)
    Tony Hawk's Project 8 = 1280x720
    Tony Hawk's Proving Ground (demo) = 1024x576 (no AA)
    Top Spin 3 = 1280x720 (QAA)
    Top Spin 4 = 1280x720 (QAA) 2D, 1024x720 (no AA) 3D
    Transformers = 960x1080 (no AA)
    Transformers: Revenge of the Fallen = 1120x720 (blur filter)
    Transformers: War for Cybertron = 1024x600 (no AA)
    Tron = 1280x720 (no AA)
    Turning Point: Fall of Liberty = 1280x720 (no AA)
    Turok = 1280x720 (no AA)
    UEFA Euro 2008 = 1280x720 (no AA)
    UFC 2009: Undisputed = 1280x720 (no AA in-game, 4xAA cutscenes)
    Uncharted: Drake's Fortune = 1280x720 (2xAA)
    Uncharted 2 = 1280x720 (2xAA)
    Uncharted 3 = 1280x720 (edge detect) in 2D, 896x504 in 3D
    Unreal Tournament III = 1280x720 (no AA)
    Vanquish = 1024x720 (2xAA)
    Viking: Battle for Asgard = 960x720 (2xAA) - AA buffers are merged to a 1920x720 framebuffer, which is then downscaled to 1280x720
    Virtua Fighter 5 = 1024x1024 (no AA)
    1024x768 en mode 1080p
    Virtua Tennis 2009 = 1280x720 (QAA)
    Virtua Tennis 3 = 1920x1080 (2x AA)
    Virtua Tennis 4 = 1280x720 (2xAA) for 2D and 3D, 640x720 in 3D for cut-scenes
    WALL E = 1280x720 (no AA)
    Wanted = 1120x640 (no AA)
    Warhammer 40,000: Space Marine = 1138x640 (post-AA)
    Wheelman = 1280x720 (no AA)
    Wolfenstein = 1280x720 (no AA)
    World Series Of Poker 2008 = 1920x1080 (2xAA)
    WWE 08 = ? 640x720 ? (2x AA) - les edges ont l'aparence du 1280x720 mais d'apres certain artefact il semble que ce soit le resultat de la fusion de 2 buffers MSAA 640x720
    translation StefanS: "The edges give the impression of being 1280x720p, but because of a certain artifact it seems that it is the result of the fusion of 2 MSAA buffers of resolution 640x720"
    WWE All-Stars = 1152x640 (no AA)
    XCOM: Enemy Unknown = 1280x720 (FXAA)
    X-Men Origins: Wolverine = 1280x720 (no AA)
    Zone of the Enders HD = 1280x720 (no AA)


    PSN GAMES

    1942: Joint Strike = 1280x720 (4xAA) or 1920x1080 (2xAA)
    After Burner Climax = 1280x720 (no AA)
    Battlefield 1943 = 1280x720 (no AA)
    Blast Factor = 1920x1080 (no AA)
    Bionic Commando: Rearmed = 1280x720 (no AA)
    Calling All Cars (screenshot) = 1920x1080 (4x AA)
    Commando 3 = 1280x720 (4xAA) or 1920x1080 (2xAA)
    Dead Nation = 1280x720 (no AA)
    Echochrome = 1920x1080 (2xAA)
    Elefunk = 1920x1080 (4xAA)
    Explodemon = 1280x720 (no AA)
    Fat Princess = 1920x1080 (no AA)
    Forbidden Siren = 1024x512 (4xAA)
    Go Puzzle = 1920x1080
    GTHD = 1440x1080 (no AA) - Vehicle selection is rendered at 1920x1080
    Hard Corps: Uprising = 1280x720 (no AA)
    High Velocity Bowling = 1920x1080 (no AA)
    Lara Croft and The Guardian of Light = 1024x576 (QAA)
    Locoroco Cocoreccho = 1920x1080 (2x AA)
    Mainichi Issyo = 1440x1080 (4xAA)
    Pixel Junk Monsters/Racers/Eden = 1920x1080
    Puddle = 1280x720 (post-AA)
    Red Faction: Battlegrounds = 1280x720 (QAA)
    Rocketmen = 1920x1080 (2xAA)
    Rub'a'dub = 1600x1080 (no AA)
    Snakeball = 1280x1080 (no AA)
    Stacking = 1152x720 (custom edge filter)
    Stardust HD = 1280x1080 (no AA) pre-update, 1920x1080 (no AA) or 1280x720 (4xAA) post-update
    Sudoku = 1920x1080
    Super Rub-a-Dub = 1600x1080
    Tekken 5 Dark Resurrection (screenshot) = 1920x1080 (no AA), not always?
    TMNT:TiT Re-shelled = 1280x720 (no AA)
    Virtua Fighter 5: Final Showdown = 1280x720 (FXAA)
    Warhawk = 1280x720 (4xAA)
    Wipeout HD = dynamic-framerate-dependent 1080p framebuffer (1280x1080 to 1920x1080)
    Wolf of the Battlefield: Commando 3 = 1920x1080 (2xAA)
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    Last edited by Bigdoggy; 11-04-2012 at 14:43.

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    Well 720p and no AA isn't exactly true, since as your list says, Uncharted games always have the best AA on the platform while being native 720p. Most games like dishonored and Dead Space 3 are also doing it, but the AA solution is a post process one. The post process AA actually looks much better than no AA at all so I'll take what I can get.

    On topic: Provided midrange PCs can do 1080p @ 60fps today, ps4 better do atleast 1080p 30fps from launch or its bad news.

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    that is what I'm wanting or at least a bit more performance than 30fps @ 1080p. i remember someone at sony saying that for their consoles they don't want a gradual increase like nintendo has been doing with the NES, SNES, N64, Gamecube, etc etc. It was an old article how they want a leap between consoles. So far their has been a leap between PS1, PS2, and PS3. I just want this big leap to be a big leap in performance at least.

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    ps4 sounds very promising - a 1080p60 future would be wonderful

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    Quote Originally Posted by Bigdoggy View Post
    that is what I'm wanting or at least a bit more performance than 30fps @ 1080p. i remember someone at sony saying that for their consoles they don't want a gradual increase like nintendo has been doing with the NES, SNES, N64, Gamecube, etc etc. It was an old article how they want a leap between consoles. So far their has been a leap between PS1, PS2, and PS3. I just want this big leap to be a big leap in performance at least.
    Well its all relative to what the competion do.
    At the end of the day, the only reason most of these games dont have AA, or have sub res, is due to trying to make sure they hit the framerates, and games looked identical as posisble to their 360 versions.
    But its not secret that the GPU was weaker than the 360, but when emplyed properly the cell could help out with some post processing effects.

    But yes the RSX was week in pure fillrate terms, but only compared to the comeptition. And it was only marignally so, to the point where shaving a few lines of resolution helped.

    Again, it comes down to devs pushing these machines past what they really should, that wont change.
    Last edited by mynd; 11-04-2012 at 20:54.

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    Quote Originally Posted by mynd View Post
    I agree current specs wouldn't cut it.
    Cross fire two together though....?
    Maybe hook it up to GDDR instead of DDR?
    Nah. I think it's better to further utilize XDR and do away with DDR and GDDR. There is a major, MAJOR advantage with XDR that neither DDR nor GDDR have and it's the overall design. If you look into Rambus's site and make the comparisons, you'll see what I'm talking about. As for the APU design, I think it just has to go. Developers are used to Cell and Sony should move forward with it instead of going for a new platform, yet again. A Crossfire GPU setup sounds excellent and if they can have two or more chips in that configuration, I'm all for it.

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    Quote Originally Posted by Morganator View Post
    Nah. I think it's better to further utilize XDR and do away with DDR and GDDR. There is a major, MAJOR advantage with XDR that neither DDR nor GDDR have and it's the overall design. If you look into Rambus's site and make the comparisons, you'll see what I'm talking about. As for the APU design, I think it just has to go. Developers are used to Cell and Sony should move forward with it instead of going for a new platform, yet again. A Crossfire GPU setup sounds excellent and if they can have two or more chips in that configuration, I'm all for it.
    As much as everyone would like backwards compatibility, cell is really not viable for a console since studios which are not fortunate to have the unlimited resources like sony's first party, have a real hard time getting their games running well given the release time frame by publishers.

    Sony took the right step with the vita and made it easier to develop.

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    Quote Originally Posted by itachi73378 View Post
    As much as everyone would like backwards compatibility, cell is really not viable for a console since studios which are not fortunate to have the unlimited resources like sony's first party, have a real hard time getting their games running well given the release time frame by publishers.

    Sony took the right step with the vita and made it easier to develop.
    I agree, I think it is smart of them to abandon the Cell processor and create a fresh new system that is much easier to develop for, that is why the PS1 did so well, it was super easy to develop for! I just hope they include a discreet GPU on top of the APU, if they do that any put the rumored amount of RAM in the system then the Orbis will be golden!

    -=[ PSN ID: Tha_MonkeyClaw ]=-

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    There is speculation that the OP source meant the RAM was in Gbits rather than GB, so that mean we may just have 1-2GB of RAM
    Gotta admit, 8-16GB sounds too good to be true

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    if that's true then Sony will never accomplish what they want. I don't think Sony will skimp on that. It's like I said in another topic, I firmly believe their next machine (PS4) will cater more towards MMORPG's and MMOFPS in terms of games and performance. Planetside 2 will release on the PS4 with no cutting of content or playercount which means they will increase the bandwidth limitations by a good amount as well as the console being more capable of supporting just a game, in fact it would be in sony's favor to act more like a PC in terms of bandwidth compared to a console.

    expect Battlefield to be sporting 64+ players on each server with destruction.

    I know this is IGN, I don't like them personally but this video has good commentary and footage.

    Last edited by Bigdoggy; 11-05-2012 at 15:54.

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    Quote Originally Posted by Bigdoggy View Post
    if that's true then Sony will never accomplish what they want. I don't think Sony will skimp on that. It's like I said in another topic, I firmly believe their next machine (PS4) will cater more towards MMORPG's and MMOFPS in terms of games and performance. Planetside 2 will release on the PS4 with no cutting of content or playercount which means they will increase the bandwidth limitations by a good amount as well as the console being more capable of supporting just a game, in fact it would be in sony's favor to act more like a PC in terms of bandwidth compared to a console.

    expect Battlefield to be sporting 64+ players on each server with destruction.
    Yeah, Dust 514 is going to be on ps4 aswell according to their plans. F2P is the next big thing, and they need the hardware to drive such high player counts.

    Last night I was wondering:
    you know how Naughty Dog uses 10 PS3s hooked together for their cutscene renders, if the ps4 is 7-10x more powerful than the ps3, can we see atleast see 'The Last of Us' cutscence graphics as gameplay?

    Star wars 1313 and watch dogs are launch titles for next gen and they already look phenomenal.

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    Quote Originally Posted by itachi73378 View Post
    As much as everyone would like backwards compatibility, cell is really not viable for a console since studios which are not fortunate to have the unlimited resources like sony's first party, have a real hard time getting their games running well given the release time frame by publishers.

    Sony took the right step with the vita and made it easier to develop.
    I have to disagree. Sony did PlayStation gamers a great disservice by not supporting backwards compatibility. While "HD remakes" are all good and well, they are also indicative of the general games market as a whole. This means that we can probably expect a lot of games already made for PS3 to be "remade" sometime down the road. Not a bad strategy if you expect everyone to buy past titles over and over again. Personally, I find this tactic to be a rip off since full on remakes are never really done; just a new coat of paint so to speak.

    The other aspect of using Cell - which is the point I really want to drive home instead - is continuity, which should be the main goal. Production costs have gone down immensely and most studios have more than a clue as to how to develop games using the chip. I think it would be in Sony's best interest to do so if for nothing else but familiarity of a design which seems to work just fine.

    Last thing I'd like to point out is that with "ease of development" comes lower upper limits. There is a reason why the PS3 is still seeing improvements while the competition isn't to the same extent. A console that is initially difficult to program for in the beginning tends to deliver better results in the latter half of its life cycle which is one of Sony's goals. Longevity is a key factor here.

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    Quote Originally Posted by Morganator View Post
    I have to disagree. Sony did PlayStation gamers a great disservice by not supporting backwards compatibility. While "HD remakes" are all good and well, they are also indicative of the general games market as a whole. This means that we can probably expect a lot of games already made for PS3 to be "remade" sometime down the road. Not a bad strategy if you expect everyone to buy past titles over and over again. Personally, I find this tactic to be a rip off since full on remakes are never really done; just a new coat of paint so to speak.

    The other aspect of using Cell - which is the point I really want to drive home instead - is continuity, which should be the main goal. Production costs have gone down immensely and most studios have more than a clue as to how to develop games using the chip. I think it would be in Sony's best interest to do so if for nothing else but familiarity of a design which seems to work just fine.

    Last thing I'd like to point out is that with "ease of development" comes lower upper limits. There is a reason why the PS3 is still seeing improvements while the competition isn't to the same extent. A console that is initially difficult to program for in the beginning tends to deliver better results in the latter half of its life cycle which is one of Sony's goals. Longevity is a key factor here.
    a console that is difficult in the beginning to develop for is going to lose indie dev support which drives the gaming market as well. while Sony does have some indie dev support, Microsoft pretty much took control of that, as well as a console losing indie dev support, you will lose effort put into games from 3rd party devs.

    It would be in Sony's best interest to do away with the cell and make their playstation infastructure more PC capable rather than IBM cell capable. Basing your next console on a Previous console is basically saying " we still need to rely on PS3 games to make money for us". which in business is not good. If I buy a PS4, it's certainly NOT because I can play PS3 games on it. not only that but now you will take more console development time off of what the console could have because of cost issues.

    Also, lets not forget that a beefed up Cell wont be able to run PS3 games right away, they will have to add things to it. when you improve technology for a next console the inner workings of lets say a beefed up cell is going to be different compared to before.

    no, if I buy a PS4 it's to play PS4 games, period. I really don't give to $#@!s about PS2 games while I have a PS3 and I know I'm not the only one nor am I a minority in this either.
    Last edited by Bigdoggy; 11-05-2012 at 16:17.

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    planetside 2 looks so current gen. ps4 will be about epic next gen graphix, minmum UE4 engine graphics.

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    Quote Originally Posted by Morganator View Post
    I have to disagree. Sony did PlayStation gamers a great disservice by not supporting backwards compatibility. While "HD remakes" are all good and well, they are also indicative of the general games market as a whole. This means that we can probably expect a lot of games already made for PS3 to be "remade" sometime down the road. Not a bad strategy if you expect everyone to buy past titles over and over again. Personally, I find this tactic to be a rip off since full on remakes are never really done; just a new coat of paint so to speak.

    The other aspect of using Cell - which is the point I really want to drive home instead - is continuity, which should be the main goal. Production costs have gone down immensely and most studios have more than a clue as to how to develop games using the chip. I think it would be in Sony's best interest to do so if for nothing else but familiarity of a design which seems to work just fine.

    Last thing I'd like to point out is that with "ease of development" comes lower upper limits. There is a reason why the PS3 is still seeing improvements while the competition isn't to the same extent. A console that is initially difficult to program for in the beginning tends to deliver better results in the latter half of its life cycle which is one of Sony's goals. Longevity is a key factor here.
    To an extent I can understand where you're coming from, however if we continue to think about compatibility, it is a major hindrance when it comes to innovation of new technologies. 8 years is a lot in computer chips industry and that amount of time validate the need for architectural overhaul.

    I'm not sure nut I think I read somewhere that to make the cell more powerful is not efficient since you'll have to add more more cores (32 vs 8 in the ps3) which further complicates the code. Again, my microprocessors course isn't for another 2 years so I don't really know the technical details.

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    The cell is at its most poowerfull when it can be set and forgot. It's not really that good as a games console chip. Its certianly not very efficient. But I do think BC could be done on a multi core machine, especially if you can get it up round 8 cores.

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    Quote Originally Posted by itachi73378 View Post
    There is speculation that the OP source meant the RAM was in Gbits rather than GB, so that mean we may just have 1-2GB of RAM
    Gotta admit, 8-16GB sounds too good to be true
    Sounds too good to be true? The standard for pc's today is 4-8gb of ram. If the PS4 wants to be ahead of it's time then it will need at least 8gb of ram.

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    It's all sounding good, I'm ready for the PS4 now

    Would be awesome if MAG 2 launched with the PS4!!
    20...

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    Realistically if this thing does launch at Xmas next year, who can we expect games from?

    MAG 2 of course aint going to happen, cause zipper is zipped up.

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    Quote Originally Posted by mynd View Post
    Realistically if this thing does launch at Xmas next year, who can we expect games from?

    MAG 2 of course aint going to happen, cause zipper is zipped up.
    Sucker Punch, Guriella Games, Media Molecule's main team and Uncharted Team are all working on unannounced projects

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    Evolution Studios were said to be working on another full-fledged MotorStorm, if I'm not mistaken. I would add Polyphony Digital if it weren't for Yamauchi being such a perfectionist with the Gran Turismo series. He might announce Gran Turismo 6 at next year's E3 but don't expect it to come out anytime soon.
    Last edited by Metal King Slime; 11-05-2012 at 22:42.
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    Quote Originally Posted by itachi73378 View Post
    Sucker Punch, Guriella Games, Media Molecule's main team and Uncharted Team are all working on unannounced projects
    I love this time in the generaiton, there is so much potential, and new games being announced and launched and talked about.
    I would like to think some of thes titles arent sequals. Although I imagine GG are probably working on KZ 4.

    E3 next year is going to be great, so many new titles will be announced.

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