EOT z tym p*** z wora na poprzednich stronach.
No to wracamy do tematu.
Red Faction Guerilla (DEMO)http://www.digitalfoundry.org/blog/?p=670Proszę uwzględnić, że jest to porównanie DEMA nie pełnej wersji.
Pełen angielski tekst:
Video Analysis: Red Faction Guerilla Explosive on PS3/Xbox 360
April 11th, 2009 |
By Richard Leadbetter and MazingerDUDE
We managed to sneak onto the multiplayer beta for this many, many moons ago and weren't hugely impressed, but the single-player demo THQ has released obviously features far more modern code and is vastly more entertaining. Although the sampler is woefully short (just three objectives to complete), we had a good time with this game mostly by experimenting with the superb physics engine.
The level of destruction is simply incredible. If you're not impressed by the scripted destruction sequences in the likes of Battlefield: Bad Company, you've got to check this out. Place sticky-bombs on the stilts holding up buildings on the mountainside and watch the carnage when you hit the detonater. It's like Lethal Weapon 2 without the 4×4. Virtually anything can be blown up? except the landscape - just about the only criticism you can level at the destruction-engine in this game.
Onto the tech analysis of the PS3 and 360 code then. First of all, overall impressions. Yes, there are differences, but they are mostly subtle and it is interesting to note that both games have their strengths and weaknesses. By and large though, nobody will be disappointed, regardless of their hardware.
First up: resolution. Red Faction Guerilla is running at native 720p on both platforms, with the 360 code sporting 2x MSAA that's completely absent on the PS3 game.
Shadows. Here you'll see that PS3 has the advantage, with smoother, better looking shadowing compared to the 360's, sporting that common, unattractive dithering effect.
Textures: not much to tell the two games apart, but it's clear that the 360 code has a minor advantage here on certain aspects of the environment, with more detail-rich textures.
Now onto the all-important explosions. This is probably the most noticeable difference. PS3 uses a lower resolution blending buffer, resulting in blurrier explosions and other fuzzier alpha effects.
So, aside from the gamma shift (which you can adjust) it's what you might call even-stevens; which version you prefer will most likely come down to how much you can tolerate ?teh jaggies'. But the bottom line is that Volition have done good work here, levering the strengths of each platform. Where we are not impressed is in the omission of v-sync from both versions of the game. It tears. In fact, virtually every other frame is torn and that can hit image quality badly. It's mostly noticeable in explosions and fast left-right pans (ie, spinning your character around), and it can look dog-rough.
But performance cross-platform looks consistent. Here's a frame rate analysis from excerpts of the demo. We've left out our usual torn frame indicator because there were so many - between 45% to 50% torn frames in our tests, and we'd like to have the graph readable!
Frame rate analysis of Red Faction Guerilla. Further proof that Volition has optimised the game to run virtually identically across both platforms. Go here for the streaming HD YouTube version.
We've never been big fans of the Red Faction games, and while this demo is tiny, and tears badly, we still like what we've seen here. It's got potential. Tons of it. Similar to Crackdown, we can see people spending hours with this game just pushing the engine to its limits. And certainly based on the sampler, it's going to be a release that stands up on the merits of the gameplay as opposed to the quality of the conversion work.
720p
2xAA na X360 , brak AA na PS3
Kliknij aby zobaczyć cały obrazek w nowym oknieKliknij aby zobaczyć cały obrazek w nowym oknieTekstury trochę ostrzejsze/w wyższej rozdzielczości na X360, chociaż trzeba przyznać że zamazanie na PS3 jest w porównaniu do wielu innych tytułów multiplatformowych malutkie (głównie przez brak tego 'ulubionego' rodzaju AA z PS3 - Quincuix).
Kliknij aby zobaczyć cały obrazek w nowym oknieKliknij aby zobaczyć cały obrazek w nowym oknieMiękkie brzegi cieni na PS3 są robione w dużo lepszy sposób - przez nakładanie kilku coraz mniej intensywnych warstw (półprzezroczystość), gdzie na X360 jest to zwykłe mało atrakcyjne kropkowanie (dithering).
Kliknij aby zobaczyć cały obrazek w nowym oknieKliknij aby zobaczyć cały obrazek w nowym oknieWybuchy oraz inne efekty są chyba najbardziej widoczną różnicą. Na PS3 używany jest buffor efektów w niskiej rozdzielczości (sporo gier tak robi - Killzone 2 miał taki w 640x360 tak jak i Lost Planet) i wszelkie wybuchy oraz inne efekty gdzie wykorzystuje się przezroczystości (kanał alpha) są przez to mniej wyraźne/ostre.
Kliknij aby zobaczyć cały obrazek w nowym oknieKliknij aby zobaczyć cały obrazek w nowym okniePorównanie na filmiku (tylko Youtube HD niestety).
Animacja i rwanie podobne na obu platformach.
Ponieważ gra zrywa okrutnie co 2-gą praktycznie klatkę - na filmiku nie ma zaznaczonych tych miejsc (normalnie byłyby to pionowe linie)
Red Faction Guerilla (Demo) Frame Rate AnalysisPOLECAM zgrać na dysk - posiadacze Firefoxa; wtyczka DownloadHelper klikamy na strzaleczce przy ikonce wybieramy "[HQ22] blah blah" (Kilka MB w formacie .mp4 w 720p, strasznie mocna kompresja ale coś da się zobaczyć )
Można sobie wtedy w spokoju obejrzeć, doczytać i pozatrzymywać gdzie trzeba.
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EDIT.( do poniższego)
Ooo! skalowanie programowe do 1080p na PS3.
Zawsze warto zaznaczyć że developer ruszył d*pę i postarał się dodać skalowanie na PS3.
Teraz pytanie czy aby jeszcze bardziej nie zwalnia czy rwie jak to często przy programowym bywa....
PSS.
Pamietać należy że jest to gra przy której PR/developer rozwalił nas waląc tekstami o "zmaksowaniu" X360.
Patrząc na grę powyżej to nie mocy X'a brakło tylko czegoś innego
http://www.psxextreme.com/ps3-news/4383.html(przepraszam za link ze strony która przedrukowywuje hasła SDF.com, ale to teraz jeszcze bardziej śmiesznie brzmi)
I think we all understand that developers have a ways to go before they fully push the PlayStation 3's immense capabilities, but there has always been some question as to how much further designers can push Microsoft's Xbox 360, which is less powerful on paper. Well, Volition claims they've already "maxed out" the 360, and they're actually looking forward to the Xbox 720.
In a recent interview with GamePlayer, Volition's Rick White spoke at length about developing their new project, Red Faction: Guerilla for the Xbox 360. Here was White's response to the question, "so you're saying that RFG is pushing the hardware as far as it can go? Squeezing every drop of juice out of the Xbox 360?":
"Yeah, we've got it to the point where we can't even put an extra vehicle into a world, because it'll blow the memory. Every little change we make we have to be hyper-critical about it because it could just bring the whole system down. We evaluate every little change in the game, and then we run our tools on it to make sure it isn't going to break the game and then we move forward, so it really is about pushing the engine as far as we can, and pushing the hardware as far as we can, and then looking at what is the next set of hardware thats going to come out. Where can we take it then? You know were already thinking about if we had XYZ X number of years from now, what would we do with our engine?"
Of course, this makes everyone wonder: if they're maxing out the 360 now, will more developers turn to the PS3 or simply wait for the next 360? The latter solution doesn't really make much sense - businesses exist to make money now; not later - and we're already starting to see evidence of the PS3's hardware superiority with games like MGS4 and the upcoming Killzone 2, Uncharted 2: Among Thieves, and Gran Turismo 5. If you want to read the entire interview, feel free (some good stuff there), but the biggest news is right here. Let the debate begin...