Antialiasing... Do you think PD will do it?

  • Thread starter Thread starter Dracwolley
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It's especially annoying when driving in cockpit view. Horrible, jaggy shadows all over the place. It really takes away from the visuals and I hope they fix it in GT5.
 
It's especially annoying when driving in cockpit view. Horrible, jaggy shadows all over the place. It really takes away from the visuals and I hope they fix it in GT5.

That isn't really due to the lack of AA, but it would be nice if they adressed this too :)
 
Either way you arent likely to see many games on console deploying the great wads of AA + AF to improve image quality. I dont feel either has sufficient performance, usually 360 ends up with better AA and Ps3 better AF! Heavy filtering is still the preserve of PC gaming until at least another generation of consoles.

Good informative post.

I know in PC sims, to run enough AA to smooth things out will often halve performance and cause stuttering. My PC is pretty beefy and still can't manage all the filters I'd LIKE on GTR evo. Live for Speed is nice because I can crank up the filters as high as I like and it makes everything silky smooth and still maintains over 100fps. But LFS could use better textures, lighting and shadows.
 
Good informative post.

I know in PC sims, to run enough AA to smooth things out will often halve performance and cause stuttering. My PC is pretty beefy and still can't manage all the filters I'd LIKE on GTR evo. Live for Speed is nice because I can crank up the filters as high as I like and it makes everything silky smooth and still maintains over 100fps. But LFS could use better textures, lighting and shadows.

Thankyou.

Anyone can develop on PC and go utterly mad with their game engine and totally outstrip the technology available at the time cough crytek cough :dopey:

Console development is often much harder, you gotta work with what you got, and you will always be compared on a level platform with the results of other developers. This generation of consoles is emphasising increase in resolution, geometry, pixel shading and texturing, not filtering. Basically raw detail. Because of this massive ramp in detail EXPECTED then applying filtering as the icing on the cake so to speak is usually well beyond the capabilities of 360 and ps3.

Older PC games can still look good not because they match the detail of this generation of consoles, but because you can pour filters on top and come out the other side with a less detailed game, but incredibly smooth and still attractive looking. Much like how you say the details on live for speed on PC are lacking because the engine is quite old, but with all filters applied its a very clean game visually. Same goes for Rfactor for me. PC gamers often take anti aliasing for granted, usually because we have machines much more powerful than is needed for many games and coat on the pixel prettifiers like there is no tomorrow. Its also why we throw our toys out the pram when a game like crysis comes along and smashes our beloved PC to pieces!

My personal opinion with GT5 is that the balance between detail and filtering is pretty good for Ps3. Unlike some Ps3 games GT5 doesnt completely sacrifice image quality AA filtering for detail. People always want MORE and MORE but dont realise how far GT5's engine is pushing ps3. They should be more realistic, everything on console is a compromise for something else, hence my first comment about PC development off the bat!!! i applaud the target of a higher resolution and 2 x AA, as the owner of a 1080 HDTV i wil always prefer a higher resolution with slightly less AA over a lower resolution and more AA. If textures and models look good in the 1080p mode, then they will look good in 720p mode. This is also extremely smart, because it doesnt always work vice versa.

The fact is GT5 is managing to cater best for both worlds. 720P set owners get more AA, 1080P set owners get a higher resolution. Its reassuring they thought through the technical challenges really well from day one.
 
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The menu is rendered at full 1920x1080p with no AA. The game itself is rendered at 1280x1080p with 2xAA. That's why the menu looks "jaggy" in the pictures above.
 
More than anti-aliasing, I think the problem with GT5P is the shimmering you'd get either on the car or the environment although more pervasive in the latter. You'd see in earlier PS3 games although lately especially with Killzone 2 it's seemed to have been minimized (it's still there). I remember reading through Naughty Dog's PP presentation leading to the development of Uncharted 2 and one of the issues they're seriously tackling is the shimmering in the graphics. Hopefully with ND being a Sony's first party developer, PD will benefit from the Uncharted 2 development.
 
Isn't the shimmering a result of the little anti aliasing?
(Or maybe I don't get the meaning of 'shimmering' :) )
 
720p 4AA not good enough for you?

Frankly, no :p The "high end" these days is to play PC games at 1920x1080 with 2 or 4xAA (or for the super high end, 2560x1600).

I'm aware its a limitation of the current gen of consoles, hopefully the next gen concentrates on getting all games up to the 1920x1080 mark with a bit of AA.
 
Remember also that GT5:P can not even hold 60FPS all the in current graphics level. We already say that GT5 far beyond forza 3 or any pc racing game in graphics.
 
I have a 1080p Bravia, and AA at the native resolution is just wasted processing. Like some of you, I love to do a little sightseeing when I'm racing, and especially when watching replays, and the eye candy is delicious. I hope AA is optional because I'll turn it off.
 
I have a 1080p Bravia, and AA at the native resolution is just wasted processing. Like some of you, I love to do a little sightseeing when I'm racing, and especially when watching replays, and the eye candy is delicious. I hope AA is optional because I'll turn it off.

Turn off AA?

What do you expect you would get in return?
 
Yes it is solid in that cideo but haven't you plyed GT5:P ? I get framerate drops sometimes when there are many cars braking in to a chicane.

First corner of Suzuka in the F40 mission is a notable one if you try to bash your way through the corner and end up with all the cars close together on the screen
 
First corner of Suzuka in the F40 mission is a notable one if you try to bash your way through the corner and end up with all the cars close together on the screen

This! Gosh, I was doing this one yesterday for some quick cash, and the frame rate dropped to around 25-30fps.
 
This! Gosh, I was doing this one yesterday for some quick cash, and the frame rate dropped to around 25-30fps.

This is just worst case scenario. :indiff: If the engine at maximum load runs 30FPS then it doesnt really matter, because the other 99.9 percent of the time its over 50FPS. This is also why it doesnt appear to have a v lock or vsync which is the most disappointing thing. People are banging on about improving this and that but its just not gonna happen this generation, so i would settle for GT5 prologue visuals with vsync ON!

There is also no reason why the game shouldnt have anti aliasing. A game at this budget and technical level AA is expected. It would not be nice if it were completely absent even @ 1280 x 1080
 
Anyone knows how much AA KZ2 has? Thats the smoothest game I have seen on PS3. But I dont expect gt5 to have that level of AA, to be honest I dont notice jaggies when I race, so much other things on my mind then :D
 
Anyone knows how much AA KZ2 has? Thats the smoothest game I have seen on PS3. But I dont expect gt5 to have that level of AA, to be honest I dont notice jaggies when I race, so much other things on my mind then :D

1280 x 720 2 x AA. Some edges seem unaffected so its probably temporal. However impressive it seems it doesnt half shudder and run slowly in some scenes. This should also give people an idea of how hard GT5 is pushing PS3- its running with 50 percent more resolution than killzone 2 with the same level of AA, and twice the framerate for the most part.
 
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1280 x 720 2 x AA. Some edges seem unaffected so its probably temporal. However impressive it seems it doesnt half shudder and run slowly in some scenes

just 2 x AA, it seems much smother then gt5p to me. What do you mean by temporal? KZ2 whould look more impressive to me if it was slightly less detail and 60fps instead of 30..
 
just 2 x AA, it seems much smother then gt5p to me. What do you mean by temporal? KZ2 whould look more impressive to me if it was slightly less detail and 60fps instead of 30..

Its known KZ2 does use quincunx AA. Temporal is just a different method of AA, every other frame is rendered with a small pixel shift. Sorta blur filter effect as seen in many other ps3 games. Strange i spot an awful lot more jaggies in KZ2 than GT5. Probably because it runs a lower resolution too. You only have to look at some of the flapping cloth edges, or slightly more complicated geometry on buildings, catwalks or bridges etc.
 
I just have a 720p tv so I cant get max out of gt5p, maybe thats why I think KZ2 looks smother.

Probably. Its just that on a 1080P HDTV killzone 2 is going to be upscaled more than GT5P, the aliasing is going to be more pronounced. As i said earlier, when you have a 1080 HDTV then its nearly always better looking with higher resolution than higher AA levels and less res.
 
In the future we do not need AA as texture resolution goes dynamic and higher. If you think about animated 1080p movie from bluray you can see what games might look like.

PS4 coming store near you with Super cell processor and 6GB of ram :D

PS: Actually sony have planned to use cell structure to make processor with more central cores and spus.
 
Turn off AA? What do you expect you would get in return?
Less work for the PS3 to have to do. I don't suffer horror when I see a pixel. ;) In fact, I played my PC games at 1280x960 with just 2xAA.
 
In the future we do not need AA as texture resolution goes dynamic and higher. If you think about animated 1080p movie from bluray you can see what games might look like.

Texture resolution hasnt a great deal to do with anti aliasing. CGI movies still use anti aliasing on their render passes- its not something that is going to go away even when we have uber resolution games as standard. And im not talking poncy 1920 x 1080 here :) 2560 x 1600 and up and up....
 
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