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Jarrod Mawson
09 Jun, 2011

E3 2011: The Witcher 2: Assassins of Kings Xbox 360 screens

360 Media | Not too shabby!

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34 Comments
2 years ago
Pagan's Mind wrote
Denny wrote
Enhanced Quality Anti Aliasing. It's a feature in the 6xxx series of cards that is basically exactly the same as NVIDIAs CSAA technique.]
Is that feature automatically utilized? I can't find anything like that in CCC except for morphological filtering which completely destroys the text in most games.
Under Anti Aliasing Mode drop down, select 'enhance application settings'. This will apply EQ to the AA of any game.

mrcool37 wrote
What about SSAO? Or is that just CDProjects way of coining SSAA?
This is a different technology, also known as Screen Surface Ambient Occlusion. It's a lighting based effect that enhances the image by applying more depth to the overall scene through deeper shadows in tighter corners. This is also called Ambient Occlusion in general lighting and colour theory. It was pioneered by Crytek in 2007 with Crysis, as it was the first time it was actually used and to playable effect in a video game. PC games render this in real time as the GPUs are more than capable, while consoles 'bake' the AO in, which basically means it's painted onto a texture.

An example of SSAO at work is right here, you'll instantly notice the difference and recognise the effect. A fair amount of games utilise it now, while others opt for different forms of AO, such as Bad Company 2 with its HBAO (Horizon-Based Ambient Occlusion)
2 years ago
Denny wrote
Under Anti Aliasing Mode drop down, select 'enhance application settings'. This will apply EQ to the AA of any game.
Trust me to always miss the obvious. I'll try it out.
2 years ago
What a cool thread, thanks for explaining that stuff in terms that make sense guys icon_smile.gif
2 years ago
SSAO adds a tremendous amount of depth to the image. That plus global illumination = visual orgasm.
2 years ago
Jarrod wrote
Here's my attempt at explaining it.
I should have jumped in to this thread earlier, as your attempt to explain ubersampling has in fact described supersampled antialiasing instead. And also I'd like to point out that the X360's hardware actually supports supersampled antialiasing out of the box. The only problem is that it only works properly in a forward rendering pipeline, and since pretty much everyone went to a deferred pipeline just after the 360's release it doesn't get used all that much.

Assuming I'm reading the right techniques, I will now explain ubersampling.

Alright, so start with what we know about supersampled AA. It is the technique most commonly employed in the industry. You render more pixels than your output target has (2xSSAA renders twice as many pixels, 4xSSAA renders 4 times as many pixels, etc). This is then averaged out uniformly to the output target, usually by rendering a full screen quad with the SSAA target as the texture (thus letting hardware bilinear sampling do its job). The scene is rendered a total of once. The X360 games I worked on used this technique.

Ubersampling is a different beast. The trick to differentiating it is to not take the usual translation of the word uber - super - but to take another valid translation - over. Instead of sampling at a higher resolution, it samples at the target resolution multiple times. This is where it gets tricky, and why performance takes a hit. Rather than rendering from the same viewpoint each time, it very slightly alters the viewpoint. Rather than rendering, say, a 4x4 grid of pixels from one viewpoint, it renders that 4x4 grid from multiple viewpoints. It'll look similar, but because the viewpoint is slightly different it won't be the same. (Side note: this multiple viewpoint thing is how we used to take high res "screenshots" with the Wii.)

From there, it's a matter of rendering to the final target. You can't cheat and let the hardware do the work here. But cheating would defeat the point. Downsampling a normal SSAA target is basically a brute force average with no bias towards one pixel or the other. With ubersampling, it's entirely up to the shader writer as to how pixels get blended together. It could be as simple as a weighted average of all viewpoints, or you could even sample the texels around the current pixel and let that factor in to the equation. Or, more likely, signal processing is involved.

tl;dr - What pixel shaders did for rendering pixels, ubersampling does for antialiasing.
2 years ago
Words words words.
2 years ago
i wonder if they went with stills over a video because of the 360's typically lower frame rate. Played the duke nukem demo on a friends 360, was utter rubbish compared to the ps3 which was terrible in itself but at least it didnt get choppy :/
2 years ago
Duke is better on the PS3 than the 360? That's weird. UE3 games almost always benefit from the 360's architecture over the PS3.
2 years ago
looks like fable
2 years ago
I'm a bit worried about the framerate as well. It's most likely going to be 30 with occasional drops when there is massive draw distance like cliffs and shit.
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| More
  Pre-order or buy:
    PALGN recommends: www.Play-Asia.com

Australian Release Date:
  5/5/2011 (PreLoaded)
Publisher:
  Namco Bandai Partners (Atari)
Genre:
  Action RPG
Year Made:
  2009
Players:
  1

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