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  1. #26
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    Quote Originally Posted by Fijiandoce View Post
    MLAA has its own problems though. it literally searches out every hard edge. so subtitles, HUD, textures. the entire scene gets done with MLAA (iirc)

    I think Saboteur had this problem with its implementation of MLAA

    MSAA is dead, i can't see why anyone would want to use it. SSAA is best but uber demanding...

    so FXAA is the happy medium
    TXAA and SMAA are happy mediums for me but FXAA just sucks, I prefer to have no AA than use it and all the console games that use it just have me wishing I could turn it off

  2. #27
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    Here is some additional video from the presentation. Basically shows the CPU/GPU diagnostics, vector layout(matrix mode), LOD, Particle physics control and volumetric lighting at the very end.



    There is something to be said about all this awesome stuff that Guerrilla is doing, it's become uch more apparent that we are well into the realm of diminishing returns which is a shame really.

  3. #28
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    Dam this game will be awesome useing 7 gigs

  4. #29
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Gift received at 01-31-2013 from Metal King SlimeColeBattlefield 3
    They look great!


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  5. #30
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    Quote Originally Posted by Jabjabs View Post
    Here is some additional video from the presentation. Basically shows the CPU/GPU diagnostics, vector layout(matrix mode), LOD, Particle physics control and volumetric lighting at the very end.



    There is something to be said about all this awesome stuff that Guerrilla is doing, it's become uch more apparent that we are well into the realm of diminishing returns which is a shame really.
    It should be in the mind of the viewer that the textures are being rendered in a much newer engine using far more advanced lighting. Also, just the resolution at which the KZ3 character model is being rendered at should be a factor. In other words, it's not necessarily an apples to apples comparison.

    Also, as you can tell from the hood on the Shadowfall character, there are much more advanced techniques used in the creation of the model like cloth physics.

  6. #31
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    Ripped couple of images from the presentations about their screen space reflection method.

    off
    on










    'no, no one in their sane mind uses OpenGL on PS3' - Repi
    'nope, PS3 uses a wonderful low-level API called libgcm' - Repi

  7. #32
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    Quote Originally Posted by Ixion View Post
    It said 3GB was used for 'graphics'. I'm assuming that doesn't include sound?
    That would be irrelevant, the Audio portion might require a few Megs at best.



  8. #33
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    Great Digital Foundry article

  9. Likes Two4DaMoney , Ixion likes this post
  10. #34
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    Quote Originally Posted by itachi73378 View Post
    Great Digital Foundry article
    Nice article. +rep

  11. #35
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    The article says GG is working with Sony to create a new AA method (TMAA). I wonder if TMAA will be the MLAA of sony exclusive next gen

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