» Thu May 07, 2009 9:32 am
its all down to the fact that this game is a 360 game, and they could have made it look good without the incredibly high AF [its at 16] which also uses up a bit of performance. but they didnt, they were lazy in the PS3 and didn't care as the 360 was their main target, this game revolved around the 360.... look at the demo, came out early on he 360 first then the PC later the the PS3 got an extremely bad old build or completely 360 port a week before it came out, while the 360 had the best demo out the lot. thus making as many peope as possibly buy the 360 verion of the game, which they pretty much did, look at its sale's, smashes PC and PS3, their aim was succeded. this game is made to look the best it possibly can on the 360, while compensating what it can be like on the PC and PS3. It svcks but you just gotta deal with it.
No its not , man u dont give that crap a rest. Its relatively cheap to do the af on ps3, as the ps3's strength lies in things like physics and lighting (thats why the ps3 has technically more advanced lighting too ), whereas the 360's strength lies in bandwidth heavy effects like alpha transparency etc, as these effects come at no extra cost to the console when applied, as long as it stays at resolution of 1152x720p or lower, but that extra resolution wasnt due to bandwidth issues on ps3. The 360 has vast bandwidth due to 512 mb unified ram, plus the 10mb edram built into the gpu, whereas ps3 has 256 mb video ram and 256 of ram for cpu. This can lead to bottle necks in information if certain bandwidth heavy effects etc ( alpha transparency for example) are placed onto the gpu. as they were working multiplatform, it is difficult to shift work from the gpu (which is strength of 360) onto spu's. it requires a lot of optimisation on engine, and a lot of knowledge of the ps3 architecture, plus if ur not acquainted with ps3 very well, a lot of time and money(staff and time cost money, plus delaying of product). So to save time and money, they lowered resolution so that everything fitted within the available bandwidth on ps3. If they worked exclusively on ps3 it would be different, theyd work purely to its strengths and move things onto the spu's, but cryengine 3 is a piece of middleware, which doesnt work exclusively to strengths of ps3, but tries to work for both. Maybe given more time , it will be optimised better, like they have done with unreal engine 3 over time, but it wont happen overnight.
so give up ur anto anisoptric filtering campaign, as ur talking out ur rectum. reducing the af wouldnt affect it, as its dynamic af , so it changes between 4 and 16x af according to whatever it can afford to produce without affecting image negatively.