Sa mga katulad ko na naiirita sa lack of anti aliasing or visible jagged edges sa games - paki-taas ang kamay.
Sa main screen ng vita, ultimo yung mga circle icon apps ay hindi smooth ang edges. Hindi ba quad core na ang Vita? Bakit ayaw nilang i-utilize ang anti-aliasing kahit man lang sa main screen. PSP nga smooth ang edges ng XMB menu and items.
Sa launch VITA game tulad ng uncharted at iba pang games, very visible yung aliasing ni Drake, yung surroundings, etc. Di ba kaya ng VITA na maglagay ng anti-aliasing kahit 4x man lang para maging smooth ang edges?
Hehe, sabi nga ng iba, e di mag PC gaming ka para ma-set mo anti aliasing ang games mo up to 16 or 24x. Haha. Baka kulang ako sa pang-unawa tungkol dito. Pa-reply na lang mga vita users at mga techie dyan. Nakakainis kasi, lalo na sa Unit 13. Nalaro nyo ba yung demo? Ay grabe, yung character at mga surface texture puro stair case ang edges. Hindi maganda tignan.
Worried ba ang mga developers na baka hilahin pababa ang frame rate dahil sa anti aliasing? Yung Virtual Tennis 4 parang ginamitan ng anti aliasing pero hindi na smooth ang framerate lalo na sa cinematics ng mga replay. Let me know what you think guys. Salamat. Sorry sa mahabang post.
PS Vita Anti Aliasing
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- Rapid Reload
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medyo lacking nga ang AA.. some games even suffer low framerates / dropped framerates on intense scenes.. pero nung umpisa pa lang expected and accepted ko na ganyan kasi nga handheld game
on the bright side, pag balik mo sa pc biglang talon yung ganda ng graphics
on the bright side, pag balik mo sa pc biglang talon yung ganda ng graphics
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- PlayStation
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So mukhang talagang wala nang pag-asa gamitan ng Smooth Edge Anti Aliasing ang mga games. May nabasa ako, ang sabi its how developers create a code to detect the edges and how they apply blurring or smoothing. Mukhang mahirap nga and kumakain ng resources. Oh well, baka sa PS4 e sana naman di ba gamitan na nila ng AA lahat ng games.
- tarbis
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naguumpisa pa lang ang mga developers sa ps vita. Hayaan mo sila pagaralan muna un hardware. D yan nakukuha sa isang iglap lang. Maayos den mga yan.
PSN ID: myerslink
PUNYETANG TEXT SPEAK VIOLATION YAN! ISTORBO!
PUNYETANG TEXT SPEAK VIOLATION YAN! ISTORBO!
- Khrysler Jerikho
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- Lirgota
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Well meron hardware chip na base, pero meron din software engine na ginagamit nila per developer. Kaya dependent din sa kanila, isipin mo din budget constraints nila sa hardware side. I would be ok with a bit jaggies than slow framerate. Same din sa pc, meron set Directx api meron, pero syempre dependent din sa developer anong gagamitin nila, and based sa engine na ginagamit nila.
- Seraph011
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yup, but right now i agree its too ealry to whine about it kasi ngayon pa lang din nag aadapt yung mga devs sa hardware. Maski naman sa PS3 dati hindi kasing ganda ng Uncharted 3 yung Uncharted 1 di ba.
Seraph M.D.
An1mo
An1mo
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Yep, takes time to get to know the limits of the hardware, mahirap din compare console to pc gaming, kasi if you want the best you spend mucho peso. Best silky smooth frame rate and mucho aliasing, prepare to spend 30k on graphics card alone. Well if multiple cards para uber nice, aruy spend more than that every year to get the best performance.
- grayfox17
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napansin ko din to sa ninja gaiden, na-disappoint ko kasi parang toned down ang graphical details tapos ginawa lang HD para magmukhang "sharp".... totoo pala sabi ng iba, naging 30fps ang dapat sana 60fps na game, siguro nga pinapakiramdaman muna ng mga devs ang limitations at flexibility ng hardware ng vita. Pero pag animation ang colorful sa screen ng vita.
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- Press2Play
- Philosoma
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hayaan mo sa psvita slim baka sakali marecognize nila yan example ng uber pixel game eh dungeon hunter alliance parang naglalaro lang ako ng Dungeon Hunter 2 sa ipod.
PSN: PerSoNaga_kanji
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- PlayStation
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Salamat sa mga nag-reply. Naliwanagan ako. Siguro nga it is too early to whine about it. Tignan natin 2 years from now kung kaya na nilang gumawa ng games na walang jagged edges. Sana pag dumating na yung NBA and Fight Night sa vita e smooth na ang edges ng characters at object during gameplay.
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- PlayStation
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Pinalampas ko ng mga 4 months bago ako mag-post ulit dito sa thread. May balita ba tungkol sa Anti-aliasing or anu bang mga games na bago na merong anti aliasing kahit 2x man lang. Nakaka-amaze kasi yung mga screenshots ng mga PS VITA games, pero pag actual gameplay e hindi naman ganun ang hitsura. Mas ok siguro kung honest sila sa screenshots and sabihin nila na (graphics may differ in actual gameplay) hehe. Or mas ok kung ang i-post nila e screenshot ng actual look sa VITA.
- TurnBased
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It took the PS2 a year before devs were able to get anti-aliasing properly so give it time.
Also, I played the demos of Uncharted and Resistance and the graphics didn't bother me.
Also, I played the demos of Uncharted and Resistance and the graphics didn't bother me.
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- Soclose
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I haven't done enough research to give a clear answer to this issue, but I'll try to add 1 + 1 together and come up with something plausible.
After a quick search on google, I found some information on that the PS Vita is using a deferred rendering GPU.
Which makes me assume that it is exclusively using deferred rendering in order to display graphics.
In deferred rendering we take snapshots of the geometry, lighting, shadows, etc. render them to separate images and blend them on top of each other. Some of these images, like light information are being grabbed at a lower resolution and then upscaled in order to improve performance and memory usage.
On the PC, the lack of AA is a limitation of deferred rendering on DirectX9.
Even though the Vita is not making use of DirectX, I could imagine that a similar limitation exists.
I explained deferred rendering in a simplistic matter, you can search for deferred shading if you want know how exactly it works and what its advantages/disadvantages are.
After a quick search on google, I found some information on that the PS Vita is using a deferred rendering GPU.
Which makes me assume that it is exclusively using deferred rendering in order to display graphics.
In deferred rendering we take snapshots of the geometry, lighting, shadows, etc. render them to separate images and blend them on top of each other. Some of these images, like light information are being grabbed at a lower resolution and then upscaled in order to improve performance and memory usage.
On the PC, the lack of AA is a limitation of deferred rendering on DirectX9.
Even though the Vita is not making use of DirectX, I could imagine that a similar limitation exists.
I explained deferred rendering in a simplistic matter, you can search for deferred shading if you want know how exactly it works and what its advantages/disadvantages are.
- KanakanaKo
- PlayStation
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I think they turned it off on the main menu to save battery life, since a lot of us most likey jsut put the Vita on sleep mode or something. The one thing that is not acceptable is the low resolution wallpapers. So much for an HD handheld....
- parokyano
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