From the Amiga group AbyssCarefully listen to Manfred: he comes from the demoscene, so he knows what he's talking about.
From the Amiga group AbyssCarefully listen to Manfred: he comes from the demoscene, so he knows what he's talking about.
Well it is a way to fill in gaps, but just like WiiU you still have to deal with a sizable capability gap, and in PS4's favor an ease of use advantage as well.This actually speaks more for the xbone as well.
From the Amiga group Abyss
So why haven't you been an active member of these threads before?
You are being very concise and accurate with your depictions here my friend. Much better to talk to than the norm in tech oriented threads. Or maybe I just rarely am on at the same time as you and don't tend to notice your posts?
Anyway good right up. Easy to understand, while still being accurate. Good show.
Thanks guys. Been a while since I kept up on the GPU side of things.
Awesomely enough some game engines are still actively supporting MSAA incombination with non-blurry TAA and PPAA.
Cryengine 3 for example.
Thanks for sharing. Much respect for Shin'en. They definitely know what they are talking about. I'm really looking forward to their next project.
Wii U is definitely capable of nice awesome-looking visuals. And if a small team like them (eventhough being tech-wizards) can get good performance out of the Wii U with ease, other developers should definitely be able to do that as well.
I can understand that.Thanks. I decided to step out when things were still mostly speculative since tempers tended to run very high. I feel they're much calmer now that most things are known.
I can understand that.
I just kind of like it when it's all high flying unrealistic expectations and "visions" of how far we've come... only for reality to set in and that's usually when they start to get touchy. Then there's a cooling off period. When they see what's being achieved they usually end up at "Well... okay maybe that is good enough."
Like clockwork every generation.
Thanks. I decided to step out when things were still mostly speculative since tempers tended to run very high. I feel they're much calmer now that most things are known.
On this note, even on the PS4 we see a high profile title like The Order 1886 rendering in 1920x800 in favor of graphics, so while there are definitely hardware elements to this, developer decisions often have a notable impact on render resolution as well.
Yes, Frostbite 2/3 will also run MSAA, but it's very expensive when it's used with a deferred renderer.
It's quite good, but it's not on the level of Super Stardust or Geometry Wars.
So we should expect PS4/XB1 to at least reach 4X MSAA in some games, and WiiU 2X MSAA.
Yeah and usually the systems actually turn out better than people would expect in terms of actual capabilities.
It would be incredibly hard to play Xbox 360 games in 2005 and then imagine something like Assassin's Creed 3 or Battlefield 4 being capable of running on the system.
I suspect most solutions will revolve around trying to make post processing AA better.
Isn't that what most people are expecting to happen? FXAA or MLAA tend to be "good enough", especially from a greater distance, and they have a way smaller impact on performance like MSAA (like that benchmark proves). Although they're a tad more blurry.
There is nothing good about the majority of post AA, aside from its relatively low cost. It's usually quite a bit more than "a tad" unless you're extremely selective on where you apply it.
Why dont they use the DSP for audio and free up more of the cpu for there games? You would think they would be one dev. to use the dsp.
The eDRAM is not video RAM. It's unified. Wii U's (and Wii's) RAM is split in two pools, but both pools are unified. There's no main RAM and VRAM split.The eDRAM isn't the system RAM (the thing people refer to as being low bandwidth), it's the video RAM.
The eDRAM is inarguably larger than the 360's eDRAM pool, and thus you don't have to deal with tiling.
Edit: Well, assuming you don't have a ton of buffers to resolve that is.
Why dont they use the DSP for audio and free up more of the cpu for there games? You would think they would be one dev. to use the dsp.