Ps3 Tech Support

  • Subscribe to our RSS feed.
  • Twitter
  • StumbleUpon
  • Reddit
  • Facebook
  • Digg

Tuesday, 16 March 2010

Tech Report: Anti-Aliasing In God Of War 3

Posted on 10:52 by Unknown
Looking at any of the full resolution screenshots from the final release code of God Or War 3, you could be forgiven for thinking that what you are seeing is nothing more than supersampled bullshots, shots created for the purpose of making the game look good when blown up several times its original size for magazine printing. However you’d be very wrong indeed, because although some have speculated that these latest direct-feed grabs of GoW3 are downsampled images like most of the screens released for the demo, we at IQGamer can confirm that they in fact showcase the game’s unique Anti-Aliasing method in action.

That method in question is MLAA, or Morphological Anti-Aliasing, another form of edge smoothing done using the SPUs on the PS3 rather than the RSX GPU. We only heard about the game’s somewhat exciting AA solution a couple of weeks ago, after it was revealed in an online interview with one of the developers working on the title. It seems that whilst the original plan was to use the usual 2xMSAA method of jaggies reduction – and that was present in the recent PSN demo – that all changed at some point this year, in which a programmer at Sony’s Santa Monica Studio found a way of performing a much better method of AA on the CELL, whilst in turn saving the use of precious GPU and memory cycles in the process.


Just take a look at the screenshot above. The AA is absolutely amazing, far better than anything the 4xMSAA 360’s GPU can manage, and in some places matching perhaps what you expect from a high end PC gaming rig performing 16xMSAA. Either way, it is the best example of Anti-Aliasing on any console game to date, bar none.

In addition, the developers themselves at Sony’s Santa Monica Studio stated that they managed to increase both performance and quality of the AA used, along with other effects in the game, by offloading tasks normally done on the GPU to the SPUs on CELL.

“AA on the cpu is MLAA Morphological Antialising. We saved 5-6 miliseconds by moving it off the cpu's. Many props to our coder Cedric for making this happen and it looks way better!”

Of course the benefits of having better AA isn’t just dealing with jaggies reduction, but also reducing aliasing caused by certain shaders, such as specular aliasing for reflections and transparencies, whilst also eliminating texture shimmering caused by a lack of AA, bringing a stability and smoothness to the image allowing the art design to really shine. Its importance is usually only ever compromised due to the lack of available memory and bandwidth available on both systems. On 360 it’s having to fit the final framebuffer into the 10MB EDRAM, while on PS3 it’s dealing with just a lack of available bandwidth altogether. The use of MLAA can alleviate some of these issues providing a more even split of resources, which can then be used to improve other graphical aspects of the game.


The above screenshot demonstrates how well this use of MLAA works on gameplay scenarios. Notice that every single pixel in the shot is covered by the AA, without any extensive blurring of the detailed textures, even smoothing off edges that are small and far off into the distance. Everything remains clean and sharp, minus the parts of the scene which feature the engine's depth-of-field effect, used only on specific areas of the scene. You can see this happening on the botton left of the image, in which the scene is slightly blurred, whilst on the right, just above Kratos, all details are sharp and clear as day, even in the distance.

Another recent release, Metro 2033, due out this Friday, also uses a custom form of AA done specifically on the CPU, but this time on Xbox 360. It’s called AAA, Analytical Anti-Aliasing, and works by finding all the pixel edges, rendering samples of them in a higher resolution, before then downsampling those samples for use in the final 720p framebuffer. Effectively the only performance hit you get, is a slight one caused by having to render a small amount of pixels in a higher resolution, and the end result is another AA solution which allows for the same effect as using 16xMSAA. However the developers still managed to save 11MB of memory by using this technique instead of regular MSAA, which was their original choice, memory used for other visual effects taking up precious space in the framebuffer.

So God Of War 3’s impressive use of AA is just one of an increasing amount of games looking for a more flexible AA solution than the out of the box MSAA fix found on both consoles GPUs. By exploring these other areas, and by doing things differently they can ultimately drive forward better image quality, whilst focusing more on things such as art design, which has always been more important that raw technical prowess.

Lighting is another area in which GoW3 proves this notion of thinking.

“We built our engine around being able to use up to 20 dynamic lights per game object. The light can be big or small, it doesn't matter. In the end, I believe we support up to 50 dynamic lights per game object. We are not using a differed lighting scheme. Our lead programmer Vassily came up with this amazing system during pre-production, us artists love it!!! We can place lights in Maya and have them update in realtime in the game on the PS3, its like being able to paint with lights.”


Again, this is Santa Monica Studio thinking up a solution that isn’t right out of the box, but is technically at the forefront whilst also being very much in consideration with just what their artists were looking for. It’s exactly this kind of attitude and understanding that is driving forward the use of alternative AA solutions, at the same time providing increased graphical fidelity, whilst saving on performance, and making development easier for future titles. This is especially important with regards to memory related issues, which generally keep coming up in every console generation, and in which working smarter, not harder is really the only way in pushing forward console performance years after launch.

From a developers point of view, now has never been a more exicting time to be involved in console gaming, in which both tools and innovation are coming together setting the new standard of videogames production. Anti-Aliasing is of course just one part of the picture, but in GoW3's case, it could be its defining one.

IQGamer will be performing our in-depth technical analysis on God Of War 3 this weekend just after the game’s release. Be sure you check it out, as it will be filled with interesting technological reveals about some of the development process behind the game, and the ever more innovative steps that developers are taking to push the visual envelope forward.
Email ThisBlogThis!Share to XShare to FacebookShare to Pinterest
Posted in anti-aliasing, god of war 3, MLAA, morphological anti-aliasing, tech analysis, tech report | No comments
Newer Post Older Post Home

0 comments:

Post a Comment

Subscribe to: Post Comments (Atom)
Economy Hosting just Rs. 109/month for 12 months!

Popular Posts

  • Kinect Gets Hacked: More Hardware Info Surfaces
    Getting console peripherals fully up and running on the PC has been pretty much commonplace over the last few years. In that time we have se...
  • Kinect Components Cost Just $56
    Many people have indeed doubted Kinect’s initial launch price of £130, sighting that the core components – such as the cameras and depth sen...
  • BioWare Confident About PS3 Mass Effect 2 Port
    There seems to be a recent trend occurring with developers commenting on the state of less than stellar PS3 conversions. First we had Ubisof...
  • Editorial: Having Space To Kinect
    Given the nature of how Sony's Move operates in small, enclosed environments so admirably, I never had any large concerns about having e...
  • NVIDIA Shows Off New Tessellation Tech
    The underlying tech behind 3D graphics rendering is constantly evolving, moving forward, whilst also delivering a better environment in whic...
  • PSP Phone Specs Revealed
    The PSP Phone may have been a no-show at Sony’s CES press conference, but that didn’t prevent further details surrounding the machine being ...
  • Tech Analysis: RE: Revelations Gameplay Video
    Nintendo showcased a small variety of software at its recent World Event in Japan. However, it was the first time that Capcom demonstrated R...
  • Ninja Gaiden Sigma 2 - Tech Analysis
    The original Ninja Gaiden Sigma (NGS) represented one of the first wave of 1080p enabled games to hit the PS3, which showed that despite the...
  • Retro Tech Analysis: Virtua Racing (MD vs 32X)
    Well, here’s the final part of our Christmas/New Year holiday coverage. Having mostly been put together after hours outside of a busy period...
  • Uncharted 3 Tech Update
    We’ve already taken an in-depth technical look at Uncharted 3, analysing both the original teaser trailer and subsequent gameplay demo . Ho...

Categories

  • 1152x640
  • 1280x1080
  • 2D displacement
  • 32X
  • 360
  • 360 slim
  • 360 vs ps3
  • 3d
  • 3D conversion
  • 3d gaming
  • 3DS
  • 3DS ssfiv
  • 45nm
  • 4gb
  • 60fps
  • a2c
  • after burner climax
  • alan wake
  • alpha coverage
  • alpha to coverage
  • ambient occlusion
  • anisotropic
  • anti-aliasing
  • aou 2010
  • apple
  • arc system works
  • Arcade Hits Pack
  • assassin's creed brotherhood
  • BBC iPlayer
  • blazblue
  • bungie
  • calamity trigger
  • call of duty black ops
  • capcom
  • castlevania rondo of blood
  • cell
  • cod black ops
  • comparison
  • crackdown 2
  • crazy taxi
  • criterion
  • cryengine 3
  • crysis 2
  • dante's inferno
  • david cage
  • david coombes playstation 3
  • dead or alive dimensions
  • dead rising 2
  • demo impresions
  • demo impressions
  • digital distribution
  • digital instructions
  • Directionally Localized Anti-Aliasing
  • dkcr
  • dlaa
  • dlc
  • dmp
  • doa
  • donkey kong country returns
  • DQIX
  • dragon age 2
  • Dragon Quest IX
  • DS
  • DSi LL
  • DSi XL
  • ea
  • ea sports
  • earthworm jim hd
  • editorial
  • enslaved
  • epic citadel
  • epic citadel demo
  • epic games
  • Feature
  • fight night champion
  • final fantasy xiii
  • final fight double impact
  • framebuffer
  • GDC10
  • gears of war 3
  • gmg
  • god of war 3
  • gow3
  • gran turismo 5
  • green man gaming
  • greenmangaming.com
  • gt5
  • Guerrilla Games
  • Gunblade NY
  • halo reach
  • halo reach beta
  • handheld
  • Hands-On
  • HDMI 1.4
  • hdr
  • head to head
  • heavy rain
  • ico
  • image based lighting
  • imagination technologies
  • infamous 2
  • instruction booklet
  • ios4
  • ipad
  • iphone
  • iphone 4
  • iphone os4
  • iPlayer 3
  • kane and lynch 2
  • killzone 3
  • Kinect
  • King Of Fighters XIII
  • Kirby's Epic Yarn
  • KOFXIII
  • L.A Machineguns
  • la noire
  • lag
  • Lair of the Shadow Broker
  • latency
  • LBP2
  • little big planet 2
  • lost planet 2
  • madden
  • mafia 2
  • mafia ii
  • marvel
  • marvel vs capcom 3
  • mass effect 2
  • md
  • mega man
  • mega man 10
  • megadrive
  • microconsole
  • Microsoft
  • MLAA
  • morphological anti-aliasing
  • mortal kombat
  • movie
  • msaa
  • mt framework lite
  • mt framework mobile
  • namco
  • naughty dog
  • NDS
  • need for speed hot pursuit
  • Neo Geo
  • nes
  • netherrealm studios
  • nfs hot pursuit
  • ninja theory
  • Nintendo
  • nintendo entertainment system
  • online pass
  • onlive
  • PC
  • pc engine
  • pce
  • perfect dark
  • peter moore
  • PICA200
  • platinum games
  • play tv
  • PlayStation Eye
  • PlayStation Move
  • polyphony digital
  • power vr
  • preowned
  • prince of persia
  • Project Natal
  • project ten dollar
  • PS Eye
  • PS Move
  • ps3
  • ps3 slim
  • ps3 vs 360
  • psn
  • psp
  • publishers
  • QAA
  • quantic dream
  • quincunx
  • quincunx anti-aliasing
  • rage hd
  • rdr
  • re5
  • red dead redemption
  • remedy
  • resident evil 5 gold edition
  • resident evil revelations
  • retail
  • review
  • rockstar
  • rsx
  • samurai shodown sen
  • santa monica studio
  • second hand
  • sega
  • SGX535
  • shadow of the colossus
  • shinkiro
  • sin and punishment
  • sin and punishment successor of the skies
  • singularity
  • smartphone
  • smg2
  • SNK Playmore
  • SNKP
  • sonic
  • sonic 4
  • sonic adventure
  • sonic and knuckles
  • sonic and knuckles 3d video
  • sonic and sega all-stars racing
  • Sonic Classic Collection
  • sonic team
  • sonic the hedgehog 4
  • sony
  • Sony Ericsson
  • splinter cell conviction
  • split second
  • ssao
  • SSFIV
  • star wars the force unleashed II
  • Subcontroller
  • sucker punch
  • sumo digital
  • super mario all stars
  • super mario bros
  • super mario galaxy 2
  • super stardust hd
  • Super Street Fighter IV
  • swfu2
  • TAA
  • Taito Type X2
  • team bondi
  • team ico
  • team ico collection
  • tech analysis
  • tech report
  • tecmo
  • the last guardian
  • the sands of time
  • time crisis razing storm
  • tom clancy
  • treasure
  • treyarch
  • turbografx
  • ubisoft
  • ubisoft montreal
  • uncharted 3
  • unreal engine 3
  • Valhalla
  • vanquish
  • vc
  • vf5fs
  • virtua fighter 5 final showdown
  • virtua racing
  • virtual console
  • visceral games
  • wii
  • wiiware
  • xbla
  • Xbox 360
  • Xbox 360 s
  • xdr
  • Xperia
  • yakuza 3

Blog Archive

  • ►  2012 (5)
    • ►  April (2)
    • ►  March (2)
    • ►  February (1)
  • ►  2011 (48)
    • ►  December (1)
    • ►  November (3)
    • ►  October (2)
    • ►  September (2)
    • ►  July (2)
    • ►  May (2)
    • ►  April (2)
    • ►  March (8)
    • ►  February (9)
    • ►  January (17)
  • ▼  2010 (191)
    • ►  December (15)
    • ►  November (15)
    • ►  October (16)
    • ►  September (17)
    • ►  August (19)
    • ►  July (16)
    • ►  June (21)
    • ►  May (16)
    • ►  April (15)
    • ▼  March (17)
      • Review: God Of War 3 (PS3)
      • Review: Final Fantasy XIII (PS3)
      • King Of Fighters XIII Finally Unveiled!
      • Nintendo 3DS Announced
      • God of War Collection and Trilogy Announced for Eu...
      • Review: Sonic Classic Collection (DS)
      • Could This Be 360 Slim?
      • PS3 3D Support Confirmed For This Summer
      • Tech Report: Anti-Aliasing In God Of War 3
      • Tech Analysis: Final Fantasy XIII (PS3 vs 360)
      • PlayStation Move: The Complete Report
      • Capcom Shows Off Super Street Fighter IV At GDC
      • Review: Mega Man 10 (Wii)
      • Feature: Hands-On Nintendo DSi XL
      • Review: Heavy Rain (PS3)
      • EA Sports Digitises Modern Consumer
      • God Of War 3: Demo Impressions
    • ►  February (17)
    • ►  January (7)
Powered by Blogger.

About Me

Unknown
View my complete profile