About the game
- Gran Turismo HD
- PS3
- Published by Sony Computer En...
- Developed by Polyphony Digital
- French release: 2007
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Page 1 2 >>cream: AA isn't in screenshots taken from the frame buffer, so don't bother moaning
Also there is plenty of FSAA in the F1 images so I don't understand how it can only be a buffer issue?
(Lotus running hd)
in the video it doesn't look that bad.
So if they implemented HDR they had to resign frome some things.
Beside 1080p and AA will be rarelly seen on PS3 - to much bandwitch requied - RSX has bandwith of low-middle PC card 7600GT [128-bit 700 or 650 Mhz if RSX recent downgrade is true].
The car models look fantastic, shame about the rest of it.
those are the best car models ever made in any game
Car models look great indeed, and I can see here what PGR and Forza are missing:
Good/realistic colour palettes and there's something else but I just can't put my thinger on it...
Damn, if only the game would look like the thumbnails above, now that would be insane..!
Cell is calculating only [as any processor since 3dfx] wireframe,etc. at the begining
It doesnt DO any postprocessing later!
Especially as it have no data to calculate where edges are.
And problems with framebuffer is X360 problem [with it dedicated to AA 10MB DRAM] not classic RSX [PC 7600-7800] Nvidia chip.
You certainly have NO IDEA how graphics is rendered...
Cell is calculating only [as any processor since 3dfx] wireframe,etc. at the begining
It doesnt DO any postprocessing later!
Especially as it have no data to calculate where edges are.
And problems with framebuffer is X360 problem [with it dedicated to AA 10MB DRAM] not classic RSX [PC 7600-7800] Nvidia chip.
i dont understand
Cell is calculating only [as any processor since 3dfx] wireframe,etc. at the begining
It doesnt DO any postprocessing later!"
Thanks for showing that you have no idea about PS3 architecture. They used FlexI/O for a reason, you probably have no idea what FlexI/O is anyway, so why do I bother...
Everyone - go and watch GT: HD trailer at gametrailers, it kicks serious butt, it's photoreal.
what's happend to the FSAA? It's one thing that did my head in on PGR3 spidery lines all over the place.
That game is in 1080p - it will have NO JAGGIES. These are framebuffer grabs, and as some of you guys should know PS3 can apply AA through Cell, meaning that it doesn't show up on screenshots.
The Cell cannot apply AA to an image. AA is generated by creating a multisampled (over-rendered) frame. The frame rendering on the PS3 (and almost all modern graphics systems) is handled exclusively by the GPU, so it can be sent to the frame buffer as quickly as possible.
For god's sake. The Cell is not some magical piece of hardware that renders all hardware before it obsolete! It can do some really cool things with floating point operations (vertex calculations, like particles and mesh deformation).
(Besides id Cell can do the AA why would it not show up in screenshots? Screenshots are data dumps of the frame buffer. The frame buffer is what is sent to the analogue converter or through the DVI connection. It's the final product.)
//Had to register, cuz, like munkieNS, I'm sick of seeing all this BS from people with no clue how a frame is rendered in a real-time application.
--Edit: Back to topic. The cars look great, but the backgrounds for the most part are simply BAD. I personally think the the GT team has nailed lighting and reflections on the cars since GT 1 and no other company out there has matched the level of realism they have ont he car's surfaces.