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Forums-> Main forum-> Update: Extended "HD" movie and Another BIA Xbox 360/PS3 gameplay screen: 1 2 >>
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hasanahmad
hasanahmad
Since 1555 Days

2006-04-29 00:59:41 Update: Extended "HD" movie and Another BIA Xbox 360/PS3 gameplay screen

New 720p Picture

New "HD" extended video: at Gametrailers

[Post edited to add new media link and to make 720p picture a link]

hasanahmad
hasanahmad
Since 1555 Days

2006-04-29 01:02:49

this seems to be an xbox 360 screen : *notices the lack of AF*

dcdelgado
dcdelgado
Since 1399 Days

2006-04-29 01:03:15

sweet.... but i think you will get told off for starting ANOTHER BIA thread, when there is already one listed...

mojovonious
mojovonious
Since 1492 Days

2006-04-29 01:18:13

when will they ever enable AF?

hasanahmad
hasanahmad
Since 1555 Days

2006-04-29 01:23:02 In reply to mojovonious (2006-04-29 01:18:13)

Posted by mojovonious
when will they ever enable AF?
thats the complicated thing, as Acert said here Xbox 360 allows developers (for good or worse) to apply AF to per texture instead of the whole screen at once like in PC, you notice in the picture that the ground has probably 2x AF while the wall infront of it has 8xAF

Acert93
Mr. Bad Cop Since 1510 Days

2006-04-29 02:03:33 In reply to hasanahmad (2006-04-29 01:02:49)

Posted by hasanahmad
this seems to be an xbox 360 screen : *notices the lack of AF*
My first thought was, "That is a 360 shot... has to be because there is no AF on the left part of that wall!"

HAHAHA

---
I am too poor to own a 360... therefor I play with paper statistics. The results of my indepth scientific anaylisis determined the most important benchmark is Pi. As in The Ring of Light.

LEBATO
IS WRONG LEBATO - IS WRONG
Since 1661 Days

2006-04-29 02:23:51 In reply to Acert93 (2006-04-29 02:03:33)

Posted by Acert93
My first thought was, "That is a 360 shot... has to be because there is no AF on the left part of that wall!"

HAHAHA
LOL, sadly

---
Did you agree with me? Yes, No? Visit http://www.lebato.blogspot.com and see if we agree on something.

hasanahmad
hasanahmad
Since 1555 Days

2006-04-29 02:25:55

i mean even the ATI 9800 at 16xAF, developers should stop being lazy and apply AF to every texture!

monkey1988
Since 1527 Days

2006-04-29 03:32:23

wow i have no idea wat u guys are talking about.....i just reckon it looks great

Sgt1576
Sgt1576
Since 1314 Days

2006-04-29 03:52:06

IGN Weekly Episode 9 is up and it features BIA Footage.

http://media.games.ign.com/articles/693/693580/vid...

---
"Use Humlilty to make them Haughty"-Sun Tzu

Jollipop
Jollipop
Since 1422 Days

2006-04-29 04:01:58 In reply to hasanahmad (2006-04-29 02:25:55)

Posted by hasanahmad
i mean even the ATI 9800 at 16xAF, developers should stop being lazy and apply AF to every texture!
It has been said that the xenos has poor texture badwidth, or that with everything else going on plus the fact the memory is shared with the CPU there is little in the way for texture look ups so dev's are prefering to leave it out. (how true this is i have no idea)

But i don't think its a huge deal, the game looks great..

Acert93
Mr. Bad Cop Since 1510 Days

2006-04-29 05:05:33 In reply to Jollipop (2006-04-29 04:01:58)

Posted by Jollipop
It has been said that the xenos has poor texture badwidth, or that with everything else going on plus the fact the memory is shared with the CPU there is little in the way for texture look ups so dev's are prefering to leave it out. (how true this is i have no idea).
Texture bandwidth was a theory ("championed" will you by a very strong PS fan) but Mintmaster and Dave seemed to put the kabosh on that ideas as IMO, especially in regards to AF bandwidth needs (which are nominal).

Further, lets compare this to a 7600GT, which also has 22.4GB/s of bandwidth. The 7600GT doesn't have significant problems running a game like Quake 4 at 1280x1024 with 4xAA and 8xAF -- nearly 70fps. The 360 is only rendering most games at 720p @ 30fps. While the 512MB is shared with the CPU, high end PCs have ~6.4GB/s of bandwidth and most games don't push that even. Anyhow, so while the 360 takes a hit (lets say 6.4GB/s) for the CPU, leaving 16GB/s of bandwidth for texturing, the 360's memory is not impacted by color, z, alpha, etc as these are ALL done on the eDRAM. So much of the bandwidth hit taken from CPU usage is easily reclaimed through all the backbuffer, the biggest bandwidth client, all being isolated on the eDRAM.

PC GPUs have been doing AF with very minor penalties for years. ATI has been doing this since the 9700 back in Fall 2002. So

* AF does not require signigicant system memory bandwidth
* The 7600GT has less effective bandwidth than Xenos, yet 8x AF is routinely used with marginal penalty
* AF in general has been a minor penalty for years

That leaves a number of other alternatives

* Xenos is broken. Unlikely for a number of reasons, one primary one is AF IS used at times
* XDK is not mature yet in this regards
* Developers are struggling with stable framerates (see how GRAW turns off Vsync at times) and every extra frame or two is worth it; combine the rushed deadlines...
* Dev time... last feature turned on, but cannot be done globally enabled since it needs to be turned on by surface
* PC devs are lazy and just used to throwing the switch

Who knows. It could be a number of reasons, but right now no one with inside info is talking, and a lot of the conjecture is pretty weak.

What seems to be pretty well established though is games are not using it universally, but it DOES appear to be used to a degree. It is annoying (I love AF) but jumping to the conclusions some do is hasty. Of course with E3 and the PS3 around the corner expect more and more of this.

---
I am too poor to own a 360... therefor I play with paper statistics. The results of my indepth scientific anaylisis determined the most important benchmark is Pi. As in The Ring of Light.

hasanahmad
hasanahmad
Since 1555 Days

2006-04-29 06:52:57 In reply to Acert93 (2006-04-29 05:05:33)

Posted by Acert93
Texture bandwidth was a theory ("championed" will you by a very strong PS fan) but Mintmaster and Dave seemed to put the kabosh on that ideas as IMO, especially in regards to AF bandwidth needs (which are nominal).

Further, lets compare this to a 7600GT, which also has 22.4GB/s of bandwidth. The 7600GT doesn't have significant problems running a game like Quake 4 at 1280x1024 with 4xAA and 8xAF -- nearly 70fps. The 360 is only rendering most games at 720p @ 30fps. While the 512MB is shared with the CPU, high end PCs have ~6.4GB/s of bandwidth and most games don't push that even. Anyhow, so while the 360 takes a hit (lets say 6.4GB/s) for the CPU, leaving 16GB/s of bandwidth for texturing, the 360's memory is not impacted by color, z, alpha, etc as these are ALL done on the eDRAM. So much of the bandwidth hit taken from CPU usage is easily reclaimed through all the backbuffer, the biggest bandwidth client, all being isolated on the eDRAM.

PC GPUs have been doing AF with very minor penalties for years. ATI has been doing this since the 9700 back in Fall 2002. So

* AF does not require signigicant system memory bandwidth
* The 7600GT has less effective bandwidth than Xenos, yet 8x AF is routinely used with marginal penalty
* AF in general has been a minor penalty for years

That leaves a number of other alternatives

* Xenos is broken. Unlikely for a number of reasons, one primary one is AF IS used at times
* XDK is not mature yet in this regards
* Developers are struggling with stable framerates (see how GRAW turns off Vsync at times) and every extra frame or two is worth it; combine the rushed deadlines...
* Dev time... last feature turned on, but cannot be done globally enabled since it needs to be turned on by surface
* PC devs are lazy and just used to throwing the switch

Who knows. It could be a number of reasons, but right now no one with inside info is talking, and a lot of the conjecture is pretty weak.

What seems to be pretty well established though is games are not using it universally, but it DOES appear to be used to a degree. It is annoying (I love AF) but jumping to the conclusions some do is hasty. Of course with E3 and the PS3 around the corner expect more and more of this.
let me guess...championed by Titanio or Jawed :P

I dont think its a bandwidth issue. We know AF can be applied, its not as if AF is not applied. for example in oblivion the walls and trees and buildings infront have AF but the road does not. The grass has AF but the pavement does not. I think it has much to do with developers trying to get HDR and AA working properly, then getting the game optimized for 6 threads, then optimizing for the GPU. All the games except Quake IV and Ridge Racer use HDR and AA at the same time. I dont think the developers have started to use memexport function. If u notice in PC the Oblivion loads all the textures from the hard drive and memory while the 360 does it on the memory only and PC can only match 360 with a 7900 or X1900XTX, in GRAW, the PC version has much worse performance even though its being developed on a PC, which is currently more efficient in programming than 360 as no developer has optimised multithreading or multiparallelism.

modifiedbears
Since 1374 Days

2006-04-29 07:05:42

you guys gotta be kidding. oh no look at that grass! you know what actually bugs me? the fact that when he shoots that bazooka the window frame is gonna stay intact.

Acert93
Mr. Bad Cop Since 1510 Days

2006-04-29 16:37:25 In reply to modifiedbears (2006-04-29 07:05:42)

Posted by modifiedbears
you guys gotta be kidding. oh no look at that grass! you know what actually bugs me? the fact that when he shoots that bazooka the window frame is gonna stay intact.
Yeah, that is a problem devs are still cautiously working with. Destructable worlds mean some big problems

* Players can destroy key NPCs, assets, etc... and block/destroy objectives, thus destroying scripting and gameplay
* Accurate deformation takes a lot of horse power and geometry manipulation whereas it seems devs have gone more toward the pixel shader "fake it" route with a lot of faked geometry
* Physics is still in its infancy where they are mainly "physics effects" and few "physics gameplay"
* Lighting/Shadowing models need to be pretty much completely dynamic on all objects to look good and dynamically adjust to the destruction and havok the player creates... of course unexpected destruction could cause all kinds of glitches and bugs
* Play / Bug testing such games would be very, very difficult with a very questionable end product in terms of gameplay
* Totally free and dynamic deformity would not work for online games (too much information to pass over the internet), especially for physics-gameplay effects where objects that are destroyed remain as such. Ruble shape, position, weight, etc... x 10,000 objects would bring servers and broadband connections to their knees

At least those are the arguements I have heard. Personally I hope someone like the Red Faction devs give it a go anyhow. I want completely open ended gameplay!

---
I am too poor to own a 360... therefor I play with paper statistics. The results of my indepth scientific anaylisis determined the most important benchmark is Pi. As in The Ring of Light.

tomchoucrew
tomchoucrew
Since 1853 Days

2006-05-01 03:39:21

http://xboxygen.com/upload/Gallery/baker_shadows_w...

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http://www.xboxygen.com

Sgt1576
Sgt1576
Since 1314 Days

2006-05-01 04:08:55

That pic looks good

---
"Use Humlilty to make them Haughty"-Sun Tzu

hasanahmad
hasanahmad
Since 1555 Days

2006-05-01 05:10:49

2 more XBox 360 screens *notice, after the explosion, the bike standing besides the wall falls on the floor

http://ps3media.ign.com/ps3/image/article/703/7034...
http://ps3media.ign.com/ps3/image/article/703/7034...

GriftGFX
He can also
ban your ass!
GriftGFX - He can also<br>ban your ass!
Since 1539 Days

2006-05-01 05:32:55

So it made the building vibrate..but did not damage it :P

INDIGO
INDIGO
Since 2241 Days

2006-05-01 07:09:55

Hmm, where have I heard that before...

mojovonious
mojovonious
Since 1492 Days

2006-05-01 07:29:13

THe game looks great in the screens, but in the one with the one soldier crouched, the shadows look blocky. I thought UE3 softshadowing eliminated the blocky looking shadows.

Scarface
Scarface
Since 1526 Days

2006-05-01 12:16:12

It looks to me like the americans are firing at their own team... Where have I heard that before?

Jato
Jato
Since 1416 Days

2006-05-02 23:37:53

There is an extended version of the previous trailer of BIA3 and is nearly 2 mins long.
I can't find a fucking download link for this game anywhere, it's supposed to be on gametrailers.com but they seem to have it removed again.
Anyway here is an stream link, it begins the same as the old trailer but from about 1:20 there's some new footage.

http://www.insidegamer.nl/xbox360/brothersinarmshe...

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There is no next-gen!

Scarface
Scarface
Since 1526 Days

2006-05-03 00:06:01

Wow. Brilliant find jato. Still not actual gameplay, but the ingame graphics are amazing.

Jato
Jato
Since 1416 Days

2006-05-03 00:13:19

Well, it's not a brilliant find at all actually, it's all over the net!
but everywhere I go I get redirected to the same vid on Gametrailers and that is not the extended version (anymore).
It appears they have removed it again apparantly.

Edit:
Finally found a download! download it here(no HD however):
http://playerone.be/playerone/nl/list.php?lst=vide...

---
There is no next-gen!

Forums-> Main forum-> Update: Extended "HD" movie and Another BIA Xbox 360/PS3 gameplay screen: 1 2 >>

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