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Full Version: Upscaling in PS3,X360 Games (Halo 3 , NG Sigma etc.)
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LoL
GT5 Prologue works in 1280x1080 and uses PS3 upscaling trick - by repeating some pixels in anamorphic picture to 1920x1080. So 50% upscale.

1280x1080 and 2xAA
1280x720 and 4xAA
Confirmed by the same guy from Halo 3 resolution discovery (Quaz51).
http://forum.beyond3d.com/showthread.php?t=43330&page=24

"GT5 prologue demo is 1280x1080p (yamauchi know than in car game the vertical resolution is the most important for the visibility) but with MSAA 2x now ! it's a very good Compromise
they also very Improved the display of grills and electric wires and aliasing problems (compare electric wires
in GT-HD and in this demo, it's big big gap), the texture filtering is very clean and the HDR ligthing is
awesome! all this in 60fps with 16 photorealistics cars, it's Impressive!
the show room and the pit/garage is full 1920x1080 no AA"

"they improved the 720p mode too, it's MSAA 4x"

New screengrabs from demo (1280x720):
http://www.gamersyde.com/pop_image.html?G=6779&N=9
http://www.gamersyde.com/pop_image.html?G=6778&N=8
http://www.gamersyde.com/pop_image.html?G=6778&N=18
http://www.gamersyde.com/pop_image.html?G=6778&N=13

Older official pictures in 1920x1080(upscaled of course):
(broken mirrors)
http://www.gamersyde.com/pop_image.html?G=5970&N=23
http://www.gamersyde.com/pop_image.html?G=5970&N=22
http://www.gamersyde.com/pop_image.html?G=5970&N=21

--------------------

Ratchet & Clank - 704p AAx2 60fps
"(there are small black borders (8 pixels) on the top and bottom R&C, Visible only with a TV without overscan, it's a little economy on pixels which are generally lost because overscan of the majority TVs
it's 704p in 720p windows but for the 1080p output it's 704p upscaled in 1080p (Therefore in full screen without black borders)"

Resistance was rendering at 1280x704

--------------------

Halo 3 works in 1138x640 no AA
Why?
Halo uses (probably) their method for HDR (price for gorgeous light effects)
Bungie method: (34Mb PDF)
http://www.microsoft.com/downloads/details...;displaylang=en

Still I don't like it - no AA and slightly lower resolution = more jaggies than necessary.



On X360 scaled games
Two 640p Perfect Dark and Halo3 (1138x640) (no AA)
Three 600p PGR3, Call Of Duty 3 and Tomb Raider (1024x600) (all have 2xMSAA)

RR6 is ~ 1440x810
1080p VT3 and NBA street (1920x1080 2xAA , 4xAA , 60fps or 30 fps depending on how much is on screen)
thats all - all other games use 1280x720 (Tony Hawk on X360 is 720p))


On PS3
540p - The Darkness (960x540) blink.gif
Check how BAD it looks:
upscaled to 1920x1080 http://images.eurogamer.net/assets/article...3_1080p.jpg.jpg
upscaled to 1280x720 http://images.eurogamer.net/assets/article...rkness1.jpg.jpg

600p - Tony Hawk's Proving Ground, Call Of Duty 3

Ninja gaiden Sigma 1280x720 (not 1080p game - software weak scaller to 1080 from 1280x720 - 1080p is more blurred than 720p!) blink.gif

GTHD use 1440x1080
Rub'a'dub use 1600x1080
Stardust HD use 1280x1080

and more - mostly software scaling to 1080i (R6:Vegas - bad and blurry)

more info
http://forum.beyond3d.com/showthread.php?t=43330
LoL
Confirmation from Bungie
http://www.xbox-scene.com/xbox1data/sep/EE...VFpUzdjprRL.php
QUOTE

The latest Bungie Weekly Update has Luke Smith confessing that in fact, Halo 3 doesn't run natively at 720p like all other Xbox 360 games:

"Halo 3 uses not one, but two frame buffers - both of which render at 1152x640 pixels. The reason we chose this slightly unorthodox resolution and this very complex use of two buffers is simple enough to see - lighting. We wanted to preserve as much dynamic range as possible - so we use one for the high dynamic range and one for the low dynamic range values. Both are combined to create the finished on screen image."

http://news.teamxbox.com/xbox/14676/Bungie...Natively-in-HD/

The resolution was slightly off 1138x640 instead of 1152x640, but explanation spot on.
LoL
Updated GT5 Prologue info
Krogan Battle Master Urdnot Wrex
LoL:

You did a great job of pointing out the resolutions, but there is something important to remember about Halo 3...Although you did Paste the quote that talks about how Halo 3 uses a "Dual-Frame Buffer," it is important to explain what that does for Halo 3. Also, in Gamespot Bungie actually pointed out that the Dual-Frame Buffer 640p offers performance similar to a Single-Frame 1280p resolution. Xbox 360 outputs resolution in modes of 480i/480p/720p/1080i/1080p...but, if HDTV sets and cables allowed it, Halo 3 could theoretically be shown in 1280p resolution...that is why IGN talks so much about how incredible the game looks at 1080p.

As far as Anti-Aliasing goes...in games such as Racing, I think it is important...but in all honesty, the First-Person Shooter and Third-Person-Shooter genres don't need it as much. Remember, the Unreal Graphics Engine doesn't even promote Anti-Aliasing.

Here is something I mentioned in another part of the website:

You are 100% correct--Gran Turismo 5 on the Playstation 3 does NOT run in a "true" 1920x1080p resolution.

You are also correct when you point out that this "upscaling" trick used in Gran Turismo 5 is similar to the one used in Halo 3...But it's important to remember that the resolution trick used in Halo 3 is superior.

Halo 3 uses a "Dual-Frame" Buffer 640p resolution, rather than a traditional "Single-Frame" Buffer 720p resolution.

Here is the difference: A "Single-Frame" Buffer 720p offers performance 100% equal to 720p resolution. However, a "Dual-Frame" 640p resolution actually offers performance comparable to what would be seen from a "Single-Frame" 1280p resolution.

Bungie said in interviews that they literally could have listed 1280p as the official resoluton for the Halo 3 game if they would have wanted to, but the highest resolution mode the Xbox 360 outputs is 1080p. IGN goes into great detail explaining how awesome Halo 3 looks in the 1080p mode...and I agree with them.

These types of Resolution "tricks" as you call them are not uncommon. The one used in Halo 3 is very similar to the technology Hitachi uses called 1080pII.

One thing I can tell you for sure is that this generation is NOT one that offers optimal performance at true 1920x1080p resolution...that will not happen until next generation, if not later.

One of the BIG advantages the Xbox 360 has over the PS3 is the 10MB of eDRAM, which automatically assigns 4x Anti-Aliasing in 720p Native Resolution. That is one of the main reasons why Xbox 360 games have much better anti-aliasing games than PS3 versions.

But 1080p Native Resolution contains over twice as many pixels, which means the 4x Anti-Aliasing cannot be offered in the same way as it is at 720p. The human eye cannot tell virtually any difference between 720p and 1080p on HDTV sets of 42" or smaller...but the human eye can tell a BIG difference when Anti-Aliasing is there or not! Microsoft has said that this generation has 720p as the ideal Native Resoution. But Microsoft knew that 1080i and 1080p were there as well; that's why they included a Custom Resolution Upconversion Chip in the Xbox 360...no other console this generation has that hardware ability.

With the Custom Resolution-Upconversion chip in the Xbox 360 used to display 4x AA 720p in 1080i and 1080p in ways that the developers knew existed from the beginning, you end up with absolutely amazing versions of games like John Madden Football 2008 that look quite a bit better than the competition.

Bottom Line: I agree with PimpDaddy that the most important thing isn't in "the numbers." The most important thing is "the performance." Actions speak louder than words, and that is why the Xbox 360 has the best looking games available right NOW, with the games getting better all the time.
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