Showing posts with label ps3. Show all posts
Showing posts with label ps3. Show all posts

Thursday, 24 June 2010

BBC iPlayer 3 On The Way To PS3?

The PS3 may already have a version of the BBC iPlayer, but according to site Tech Radar, and the BBC’s web developer Simon Cross, a new version of the popular video streaming service may be making an appearance on Sony’s system sometime later this year.


BBC’s iPlayer 3 is currently doing the rounds as a beta test on PCs for various web browsers and is set to include social networking features, and possible Facebook support further on down the line. Other upgrades include a new ‘For You’ section that essentially recommends you new programmes based on what you’ve been watching.

Cross also told the site that they were in the process of working out how to allow access to the iPlayer for users without them having to sign in before be able to view content, making the new experience as user friendly as possible.

"We don't know whether to integrate it with the PSN signing in process or do something new," he said.

With regards to 360 owners however, nothing was really said about a version of the application for Microsoft's console. And seeing as there are still issues with the company wanting to make the service only available to Gold Xbox Live subscribers - which is against the BBC’s policy as everyone already pays for the service via the TV licence - it could take a while for the matter to be resolved.

"It's great what has been done with Facebook on Xbox Live, so I hope something similar can be done with the iPlayer."

At the moment there’s no date set for the PS3 version of the iPlayer 3, although it will definitely arrive at some point later in the year. While 360 owners on the other hand are obviously left completely in the dark until things are sorted out between Microsoft and the BBC.

Sunday, 13 June 2010

3D Stardust Sees 2D Performance Increase

Earlier this week Sony released a patch for Super Stardust HD finally enabling 3D support to coincide with the launch of their flagship 46” Bravia 3D LCD HDTV. Not long after the patch was released came reports that the update not only allowed the game to be played in 3D, but that it also added some graphical enhancements to the title as well.

Users reported a smoother image and cleaner look to the game when running the game in 1080p mode, and some have also stated what looks like additional anti-aliasing in when running in 720p. Yesterday on Sony’s official UK blog at PlayStation.co.uk this was indeed confirmed to be the case.


Super Stardust HD originally ran in 1280x720 with 2xMSAA and at 60 fames per-second for 720p, and in 1280x1080 with no AA for 1080p, also I might add at the prerequisite 60fps. That in itself is pretty impressive given the amount of particle effects and transparencies on screen at any given time, especially when you consider the game managed to maintain a smooth 60fps update throughout.

For 3D developers essentially have to render each frame twice, one for each eye, meaning that you’d either have to be doing 720p at 120fps to maintain the same resolution in 3D at 60fps, or halve the rendering resolution to keep up the framerate if this isn’t possible. With the upgrade Stardust manages to not only keep up performance in 3D, but the developers have furthermore optimised the title to enhance image quality overall for the game running in 2D.

Housemarque CEO and co-founder Ilari Kuittinen confirmed via the official blog that Stardust did indeed receive a noticeable performance boost in 2D owing to the resulting work carried out in order to get the title running suitable in 3D. Surprisingly most of the work done in getting the game running in 3D was done without an actual 3D HDTV.

“We had the first 3D version of SSHD running in autumn 2009. We didn’t have a proper 3D television at that time and we had to use paper anaglyph red-and-green (or cyan to be exact) glasses to see the 3D image on our monitors. The images we could produce didn’t even have proper color in them, but it was still really impressive.”

For 2D the developers have upper the level of anti-aliasing from 2x to 4xMSAA in 720p, and for 1080p now have the game rendering in full 1920x1080 and at 60fps with no AA. Previously the game rendered at 1280x1080 for 1080p mode, with the PS3 then performing a horizontal upscale to 1920 resulting in some loss of sharpness and some minor upscalng atifacts.

The difference is easily noticeable with 720p looking cleaner and more jaggie free than before, and 1080p now looks mind-blowingly sharp. Both at 60fps too, which makes this upgrade all the more impressive.

Similar improvements can be found in the game’s split-screen mode as well. Before Stardust would only run at 30fps in this mode, but after the upgrade it is running in 60fps matching the single player game.

Both Housemarque Ilari Kuittinen certainly seemed impressed with what they have achieved, and so they should be as nobody really expected full resolution 720p and 60fps for the game running in 3D.

“3D certainly has a bright future ahead and we are happy that we had a chance to develop the first 3D PS3 game that runs 720p resolution in 60fps for both eyes, meaning that we are actually having 3D SSHD running in 120fps!”

A recap of the updates listed below as on the official PlayStation blog:

- 3D mode of the game running 720p at 120fps (60fps per eye)
- 2D mode of split screen co-op mode updated from 30fps to 60fps
- 4x antialiasing support in 720p and native 1920×1080p support in 2D mode

You should also check out the blog entry too, as it has a few insightful details on how the upgrade was achieved.

Thursday, 10 June 2010

New Mortal Kombat Game Announced!

Following up on yesterday’s news that a potentially brand new Mortal Kombat movie could well be in the works, comes an official announcement of a completely new game in the franchise. Coming to both PlayStation 3 and Xbox 360 sometime next year is the currently self-titled ‘Mortal Kombat’, a game that delves deep within the series roots hoping to deliver the MK experience that fans have been waiting for since Midway threw out the rulebook with ‘Deadly Alliance’.


‘Mortal Kombat’ will feature a brand new graphics engine, an art style looking to continue right after MK4 left off - with some elements of later games, gruesome fatalities, and a complete overhaul of the classic 2D gameplay the series is known for. A deep and comprehensive story is promised, along with a cool 2 vs 2, 4-player tag team mode in which players battle it out in teams much like Marvel Vs Capcom.

Series co-creator Ed Boon excitedly stated: "We can't wait for players to get their hands on Mortal Kombat," and added "This game really is a response to what players have been demanding: mature presentation, reinvented 2D fighting mechanic and the best, most gruesome fatalities ever!"


Despite the IP being purchased by Warner Bros last year, ED Boon and the rest of the series flagship development team remain at the helm with the newly re-named NetherRealm studios.

Martin Tremblay, President, Warner Bros. Interactive Entertainment commented: "We are bringing the Mortal Kombat franchise back to gamers with the talented NetherRealm Studios team creating the game fans long to play," also adding "Re-establishing the brand with Warner Bros. Interactive Entertainment, Mortal Kombat innovates on past games while staying true to the brand's legendary characters and fighting style."


A trailer for the game was released to go along with today’s announcement, and by all accounts the game is looking pretty damn good. Faithful, authentic, these aren’t the words associated with ‘Mortal’ and ‘Kombat’ in recent years, but all this looks to change.

We’ll be sure to follow this one closely.

Tuesday, 1 June 2010

Tech Analysis: Split Second (360 vs PS3)

Earlier on today we posted up our technical analysis of BlackRock Studio’s Split Second. However it was brought to our attention that there was a mistake in our original article, which stated that the PS3 version of the game didn’t have any kind of anti-aliasing, when it did in fact have 2xMSAA just like the 360 version. Our reasoning behind this was the PS3 version's constant jagged lines made it look awfully like there was no AA. Although in hindsight the high contrast nature the game is actually the cause of the issue, creating problems for the MSAA in generating good enough samples for the anti-aliasing to work.

We did pick up on this in our original article (highlighted in bold)with regards to the 360 game, and it is still featured below in our updated version, but failed to spot this as the cause in the PS3 version. Despite this, in light of the above information, it doesn't change our initial feeling towards either version in any way.

We appologise for any mistakes and do try our best to maintain absolute accuracy in all the content we provide. However we are only human, and even the best of us can at times make the occasional error. What follows below is our updated and re-published article.


When BlackRock Studios first unleashed the critically praised pure onto consoles last year, it was a shining example of just how to approach multi-platform development. Highly optimised for both platforms strengths and weaknesses, it was largely identical, with only subtle differences between them, barely noticeable unless both versions were running side by side.

For Split Second the fine team at BlackRock seem to have done an almost equally stellar job, with the concessions made for each platform being remarkably low, and the differences again being hardly visible in motion, apart from perhaps the PS3 version's seemingly less successful use of AA and the 360's slightly blurred image.

Surprisingly, it is the PS3 that appears initially to get the arguably superior version this time around, on paper at least. Further inspection shows however, that things might not be so clear-cut. Whilst the PS3 build is in fact the sharpest, it also has some dialled back post processing effects and what appears to be only very little in the way of jaggies reduction through the use of MSAA.

In a game like Split Second - where high contrasting edges are everywhere - the 360’s use of AA isn’t as perfect as we’d like it to be either, with jaggies regularly appearing at certain points, although not to the extent of the PS3 version. But it’s eradication of more jagged lines does make a difference during gameplay, though not enough to make any version an initially clear winner.

So that’s the gist of it. Now, lets delve into those all-important details as we take a closer look at both versions of the game.


In terms of rendering resolution it’s the PS3 build that takes the lead with its crisp and clear 720p display. It’s a full 1280x720 on the Sony platform, and 1280x672 for the 360 game. Both seem to use the standard issue 2xMSAA (multi-sampling anti-aliasing) that is commonplace in most titles on MS’s machine, although its inclusion in the PS3 build doesn’t do much to reduce aliasing.

From the screenshots on this page it’s pretty clear that the PS3 build is shaper overall than the 360 one. However the reason behind this isn’t quite so straightforward as you might think. Obviously the 360 build’s lower 672 resolution does have an impact on how sharp the final image will be, although as we’ve seen before with Splinter Cell and to a much lesser extent with Alan Wake, that an upscaled image can still look rather clean and artifact free. And with BlackRock’s latest that certainly seems to be the case, being pretty sharp in motion.

The upscaling appears to be rather good, and only a small amount of softness seems to come from this process. It can be pretty hard to tell though, as the game features heavy usage of a screen blurring post process effect which distorts the entire image. Thankfully we can still see that regardless of post processing, that the overall composition of the image is still superior in terms of raw sharpness in the PS3 build.

Unfortunately this raw sharpness coupled with what looks like no anti-aliasing in motion - due to the lack of good samples being available to the MSAA, largely because of the game featuring constantly high contrasting edges throughout - simply heightens the game’s already visible jagged lines, with the PS3 version crawling in shimmering edges. The 360 on the other hand, handles this a little better with it’s combined use of MSAA, greater amount of post processing, and from the extra blur added by the upscaling process, in which the overall result is a smoother final image despite the small vertical upscale taking place.

This is particularly noticeable during gameplay as the PS3 build’s constant edge shimmering make it just a little bit harder to read the road up ahead when things get chaotic. By contrast, the cleaner 360 game allows you to see small details coming up ahead without the screen crawling in as many aliasing atifacts, though they are a little blurrier than on the PS3.

Despite this issue both versions are equally playable, and at times the 360 version is no stranger to these effects, though they manifest themselves less frequently which is definitely a plus.


What about the game in motion then? Well, both versions run at thirty frames per-second (30fps) for the most part, with both slowing down on occasion in certain situations – usually when powersliding around a corner whilst all hell is breaking loose. Like with Pure both versions are remarkably similar and very solid at maintaining their framerates. Both seem to be v-synced, and suffer from only minor frame drops.

The 360 build seems keep up with the demands of the action slightly better than the PS3 one, although the difference is tiny with it rarely dipping below the intended 30fps target, and only occasionally loosing the odd frame to screen tearing. PS3 owners get a version that is mostly identical with very few drops in framerate - just a little more than the 360 - but this barely impacts in any meaningful way during gameplay, still providing a solidly smooth experience for the vast majority of the time.

Whilst both versions seem to be v-synced, I did notice that the PS3 game would tear the occasional frame more often in stressful situations compared to the 360 one, although this difference is very hard to detect by eye, requiring you to be looking out for it. The small amount of screen tear on ether version is only visible for a fraction of a second, and only appears right at the top of the screen, so it isn’t particularly noticeable at all.

In the end both versions perform excellently, with each one rarely dropping framerate for more than a second or so, and the tearing that arises in either build is barely worth mentioning. BlackRock have basically achieved parity across both platforms with any differences being purely un-intrusive and not detrimental to the game in any way.


Texture filtering and detail is like for like across both platforms, as is the modelling and general shader effects. Most alpha effects and particles seem to be rendered in the same resolution on both platforms, with the PS3 getting an equally high-end experience with regards to the games often impressive visuals – especially the lighting which looks incredible when in full bloom. Some smoke and flame effects look slightly lower on PS3, but it's hard to notice when playing the game.

Post processing is another matter, in which it is clear that the effect has been dialled back slightly on the PS3 game. You can see this in the shot below where the 360 game features what looks like a slightly stronger blur-styled effect over the PS3 one.

It’s this effect in tandem with the lower 672 resolution, that gives the 360 build a clear loss in sharpness, but also a greater reduction in jaggies than what 2xMSAA would usually provide. However, there is also a strong case for the PS3 build and the sharper overall display it provides, although the differences are less apparent in motion than they are in still screens.


Overall, BlackRock have done a mostly excellent job in maintaining platform parity to the point where there really isn’t all that much in it.

The PS3 definitely benefits from having a slightly higher vertical resolution and the shaper display it provides. From a raw technical perspective is arguably superior, but then again, the 360 version features less jagged lines due to both the use of anti-aliasing combined with the slightly greater post processing effects over the PS3. The upscaled nature of the game may also help in this regard, with the slight blur adding more AA in areas in which the MSAA would usually fail.

Either way both versions perform smoothly with very little in the way of framerate drops or troublesome screen tear, and the differences in screen composition when the game is in motion are not as apparent as they are in still screens. Certainly, I'd say that most people will be satisfied whichever version they decide to go for.

It’s tit for tat, and given the choice I would probably take the 360 game with its reduced amount of jagged edges, along with a controller that is more suited to racing games if I absolutely had to pick - although I do prefer the sharpness of the PS3 version, and the higher resolution overall.

So in conclusion, Split Second is solid on both systems with your choice most likely coming down to which controller you prefer using, or which online network all your friends will be playing on. BlackRock’s latest is a good example of balanced multi-platform development, and where the differences between each version isn’t at all detrimental to the experience.

Sunday, 30 May 2010

Tech Analysis: Red Dead Redemption (360 vs PS3)

There’s no doubt that Rockstar are onto another success story with Red Dead Redemption. Piece together the same kind of open worldliness as in Grand Theft Auto IV, along with some traditionally styled old west action, and you have another finely crafted and life-consuming experience. If there were ever a game to make your Clint Eastwood fantasies come true, then RDR would be it.

The underlying engine behind the game is based on the same impressive tech that powered 2008’s GTA IV, expanded upon, tweaked and refined, perhaps pushing the most it can get out of the current consoles. Well, without a complete rewrite that is. And like with the GTA IV conversion, there are many similarities between the two games. Everything from the rendering resolution and the use of anti-aliasing can be plucked right out of Rockstar’s last multiplatform title, so it’s no surprise that some of what you’ll be hearing today is at least vaguely familiar.

Starting off, as always with the rendering resolution. RDR is presented in 720p (1280x720) on the Xbox 360 using 2xMSAA (multi-sampling anti-aliasing), whilst on PS3 is rendered in a slightly lesser 1152x640 and using the alternative QAA (quincunx anti-aliasing).

Straight away you can see that Red Dead is exactly the same as GTAIV in this regard, with the 360 benefiting from decent edge smoothing, and the PS3 having to make do with the blurrier quincunx solution. This choice appears a little odd, as both 2xMSAA and the standard QAA take up roughly the same amount of memory and processing requirements. So why use the poorer QAA option in the first place?



Well, the most obvious explanation is that the QAA in theory delivers more edge smoothing for the same memory cost as the conventional MSAA, so thus there should be less in the way of jagged edges. However the consequence is that QAA not only smoothens polygon edges, but also blurs general pixel details in the entire scene. So textures along with geometry become blurred, creating a softer overall image. Bizarrely the use of this QAA seems to be selective, with some edges getting clear levels of jaggies reduction, and others without.

Unlike in GTAIV, in which the blur effect actually added an ambience and a layer of atmosphere to the proceedings, in Red Dead it does nothing of the sort. The gritty environments of GTA made the QAA look fit in well with the game world, and the 360’s dithered textures made the loss of sharpness a worthy compromise on PS3. However RDR on 360 doesn’t really suffer from any dithering textures. Or rather, that the effect has been greatly reduced, and the bright and dusty open world nature of the game benefits from a sharper image, meaning that the blur effect simply heightens the differences between the two versions.

The 360 build however, isn’t free from criticism either. The high contrasting edges between the buildings with the bright blue sky often leads to noticeable shimmering, sometimes as bad as seen in the PS3 build. Most of the time these jaggies are in fact smoother than the ones seen on its PS3 counterpart but shimmer in the same way.

Essentially MSAA works by taking samples from two adjacent pixels, and then combines those samples with the final image to form an anti-aliased one. With edges in high contrast areas, there isn’t enough information to create decent samples to act as in betweens where the two pixels meet, thus the image receives either no AA altogether, or a significantly reduced amount.



In terms of texture detail and filtering, both versions are identical. Texture resolution seems to be the same on either platform with the lower 640p resolution of the PS3 game resulting in some additional blurring of the visible detail. This is caused by both the upscaled nature of the framebuffer, and the use of QAA, in which we’ve already discussed the technique’s unwanted side effects.

Anisotropic filtering is evident in the screenshots below, as is the blurred nature of the PS3 version’s textures, and general screen composition. The levels of AF don’t appear to be much higher than what is usually available with the older trilinear method of filtering. So we are looking at perhaps 4x AF for Red Read on both platforms.



One area of the game that has been noticeably paired back on the PS3, is the heavy use of alpha-based foliage. This seems to be the main reason for the lower resolution of the PS3 version and it’s use of a more aggressive LOD (level of detail) system in certain scenarios.

As we’ve discussed before at IQGamer, the use of alpha heavy transparency effects for objects like hair and foliage use up a huge amount of bandwidth, a commodity which is particularly limited in home consoles, but especially on the PS3 with its lack of high speed EDRAM. It’s this bandwidth advantage which allows the 360 to not only render more foliage on screen, but also render it at a higher resolution as well.

These two shots show exactly how much of the foliage has been cut back on the PS3 game. Notice how it is mostly only the smaller plants and grasses that have been culled, which actually has less of an impact during play than you might expect. However it’s also pretty clear that the environments in the 360 version look visibly more dense as a result of having loads more minor pieces of foliage.

Some major parts of the foliage have also been cut on PS3 too. When this happens, the Sony version of RDR looks much blander as a result, taking away some of that ‘living world’ look that the game at times possesses.



Whilst both versions use A2C (alpha-to-coverage) for the surrounding foliage - a memory saving technique for rendering half resolution transparencies in an interlaced type manner - the 360 version clearly benefits from better alpha blending through the use of A2C in conjunction with 2xMSAA.

On the other hand, the PS3’s use of QAA and low-resolution foliage makes for a poorer blend overall, and some unsightly shimmering artifacts which don’t look too great with the blurred nature of the framebuffer.

As regular readers of this blog might know, A2C also creates a screen door effect on all transparencies and textures that use it. MSAA is used to blend away this unwanted effect, and the more AA used, and the higher the resolution of the A2C textures, the better the overall result will be. For RDR the PS3 game and its use of low-res foliage and QAA simply makes the screen door effect stand out far more than it does on the 360. By contrast, it’s barely noticeable in motion in the 360 build.



Along with a reduced foliage count, the PS3 game appears to feature a more aggressive LOD system as well. It’s not so much the issue of objects being cut back on the PS3 build, but also of objects popping into view later than in the 360 one. Geometry changes, shadow pop, and object pop in are all more noticeable on the PS3. Although these do occur on 360, but to a far lesser extent.

Below you can see the differences between the two versions. Notice how the water effects and shadowing have been cut back on the PS3, with entire shadows missing altogether. Detail in the distance has been deduced, with buildings featuring simpler levels of geometry, and with some objects being completely omitted from the scene.

The PS3 version also suffers from some other LOD issues as well. In towns and small outposts, as you approach the buildings the shadows pop in a lot later in the PS3 build compared to the 360. They appear more erratically on the PS3, whereas on 360 they appear smoothly on screen from further into the distance, and in a far more succinct manner.

The reason why, on occasion, that so much detail has been reduced in the PS3 build, is due partially to the game’s lower resolution in combination with the blur inducing QAA, and what appears to be a more forceful LOD system.

Either way, the Sony game suffers far more from LOD issues and the overall more aggressive LOD system in place for RDR. Unlike in GTAIV, the whole game has been designed around sprawling vistas, and wondrous views into the far distance. So its no surprise that some large compromises had to be made for the PS3 build, especially where trying to keep a more consistant frame rate is concerned.



Red Dead Redemption aims to keep a steady 30 frames per-second framerate at all times, but both versions deal with doing this a little differently. Like with many multi-platform titles, the PS3 build is focused on eliminating screen tear at the expense of maximum smoothness, being v-synced that is, and the framerate also capped at 30fps maximum to ensure it never goes above this level.

The 360 build on the other hand is more concerned with maintaining as smoothest framerate as possible. And to that end the framerate hasn’t been capped at all, with the game running between 40 to 50fps in certain scenarios. This mainly happens when on foot, and in enclosed locations without much in the way of foliage and environment detail.

Most noticeably is the fact that the 360 game isn’t v-synced, or v-locked at all, meaning that it is prone to screen tearing in stressful situations or fast camera pans. The tearing only ever appears at the top of the screen, and stops halfway across the screen, almost like the game has caught up with the problem.

By contrast the PS3 game never tears any frames at all, remaining completely free of the problem regardless of what is happening on screen. However, it does drop framerate badly in heavy load situations, far more than the 360 game. When this happens, the screen can crawl with jagged edges and shimmering foliage in areas in which the QAA isn’t applied, and where the A2C blend fails to work successfully.

Both versions do massively drop their framerate in heavy load situations, but it’s the PS3 one that seems to be more greatly affected by such dips in performance.

So it is safe to say that performance wise the 360 version has the edge, and that the screen tearing present on that version of the game isn’t much of an issue, being barely noticeable for much of the time. By contrast, the PS3 build features a small drop in IQ over the already worse 640p resolution and use of QAA whenever the framerate drops. That said, neither version maintains the target 30fps for long, with constant dips below all throughout the game.



Moving on, we can see that in terms of lighting and shading there are differences in both versions of the game. For the most part they are both largely identical, but in certain circumstances the PS3 build actually features more light reflections and extra shadows cast in indoor areas, and the 360 build gets self-shadowing on all characters, which are absent for some on PS3.

The lighting differences don’t always seem to be technical achievements, but rather technical anomalies, in which it seems more likely that there is a rendering error on the 360 build compared to the PS3 one. Although we cannot be sure as to why this is happening without knowing the ins and outs of how Rockstar’s engine renders its shadows and lighting in detail.

In the screenshots below you can see how the PS3 version is casting a light source from outside and through the window, into the scene indoors. Whereas on 360 it is clear that the only light source affecting the characters is the one coming from the wall-mounted lamp.

The light source that is cast through the doors and windows on the PS3 game also casts shadows from the characters and onto the grown. Something that is also absent from the 360 build, which again only gets shadows from indoor lighting.

Thankfully these scenes are few and far in between as most of the game is set outside, in which there are only a few minor cloud shadow oddities in the 360 build. However it does mean that in indoor scenes the PS3 clearly demonstrates better use of lighting, whether that be due to an error or otherwise.



The 360 build however, does have the benefit of having both sharper and higher quality shadows for character and environmental objects. All characters on 360 have the benefits of using self-shadowing – shadows that are cast upon characters by themselves - which gives them an extra depth and three-dimensional look.

On PS3 characters generally look flatter than their 360 counterparts, with some lacking self-shadowing altogether, and others simply having the effect paired back over the 360 build.

It’s pretty obvious in the screenshots below how superior the shadowing can be in the 360 game. Notice how much extra in the way of depth the self-shadows can add over environment shadowing and lighting.



In the end, despite the differences we can still see that what Rockstar’s engine has achieved on both platforms is pretty impressive, with it’s ability to render miles of detailed scenery and still keep up a decent framerate outside of strenuous encounters. Red Dead Redemption may not be artistically pleasing to everyone, but is still a mean technical achievement. It is however, one which favours the strengths of Microsoft’s console, with the 360’s superior vertex processing capabilities and greater memory bandwidth.

From what we’ve uncovered today, it’s pretty clear that the 360 demonstrates superior technical prowess when it comes to handling the wide and open-world nature of Red Dead Redemption. Unlike in GTAIV, a far-reaching field of view is absolutely required in order for a game like RDR to accurately represent the time and period in which it’s set. And it’s also exactly the type of engine that is ill suited to PS3’s lack of bandwidth and vertex shader power.

It comes as no surprise then, to see that without large buildings and natural structures hiding far off areas, that Rockstar had little option but to noticeably cut back on the sheer amount of geometry present in the PS3 game. After all, you can’t start culling much in the way of unseen polygons when the game requires most of this detail to visible from far into the distance. Instead the only thing left to do is cut away at the foliage, sap away some of the resolution and try to make the best of what you’ve got left.

However most of these differences aren’t all that visible unless you’ve seen one version, and then moved on to playing the other. Someone whose only ever seen the PS3 game is more than likely not to notice most of the issues we’ve highlighted in our tech analysis, and will still enjoy the many superb experiences Red Dead has to offer. Perhaps the only thing that IS noticeable is the blurred nature of the game owning to the use of QAA. In that respect it is the game’s largest issue, and the one which takes away the most from the experience.

In conclusion, our recommendation rests with the 360 version. There’s simply no doubt that it’s use of a higher resolution, proper MSAA, better LOD detail, better shadowing system, plus more stable overall performance makes it the better of the two. This isn’t a case of GTAIV, in which the slightly blurred look adds to the visual style of the game world, but rather that every part of RDR benefits from having a generally cleaner and clearer look about it, with more detail and a smoother framerate all gelling it together.

However, that said there’s no reason for people with access to only a PS3 not to pick up Rockstar’s latest. As we’ve stated above, that unless you’ve seen the two versions running you’ll unlikely to notice most of the differences, and the game itself is the same on both platforms, being an utterly absorbing experience at times, and one of the best open world games to date.

Thanks to MazingerDUDE for the majority of our comparison screenshots, and as always, to Quaz51 for his exemplary pixel counting skills.

Thursday, 27 May 2010

Review: Split Second (PS3)

Have you ever wanted to be speeding down a central city block as other cars are being flipped over? As explosions erupt from the sides of buildings, with the spray of glass blasted all over the street? As superstructures collapse, and dust and debris are flung everywhere in a sea of carnage? All the while, your hearty determination and exemplary grip of the road sends you careering into first place. Rivals burned, fame guaranteed, and all in a days work in the name of late night entertainment.

That right there is Split Second in a nutshell. BlackRock’s latest racing endeavour is more of a battleground of high-powered and fast-moving machinery, all dolled up in the form of a brutally entertaining TV show. Contestants aren’t just expected to race – is this actually possible? – But to use every single method available to them in order to take down their opponents and secure victory. The more chaos, the more points and popularity that ensues, and with that, the game expects you to go all out to secure that coveted No.1 spot.

This mixture of arcade racing and carefully orchestrated destruction perfectly embodies just what Split Second is about; having as much crazy fun in a car a possible, whilst still trying to retain some grounding in reality. The road becomes a blast-filled battleground, in which getting to first place is only half the challenge. Keeping it on the other hand, is altogether different matter. It’s in these heated contests of power drifting around corners and detonating explosives that BlackRock’s latest really comes alive, delivering a solidly fun, but frequently flawed experience.


The game is basically presented like a fictional TV show. Each of the courses are elaborate sets filled with destructible scenery such as buildings planes, industrial equipment etc. Set across 12 episodes, which act almost like the cups in Mario Kart or the events in Burnout, there are four races initially available, with one being the end of show ‘elite race’. Your goal is to drive and battle your way through various challenges earning a number of points per race – depending on position – in a bid to get faster cars, and thus to complete more challenges and finally unlock the finishing ‘elite race’. This special race acts as the game’s episode finally, and victory here decides on whether you move on to the next show of the season.

A number of different challenges are available to you before you reach the final race. These give you a choice as to what types of events you want to do, and its possible to earn the required number of points to unlock the final race without placing first in all of the events. Effectively, if you get stuck trying to complete for example the ‘eliminator’ event, then you can simply skip over it and move onto one in which you might be more comfortable with. This can be done throughout Split Second’s career mode, although later on in the game the number of points required to progress rapidly increases, and so to does your need to actually be competitive in all the types of event.


Unlike other driving games, racing in its purest form, won’t get you anywhere in Split Second. Instead your aim is to build up the games ‘powerplay meter’ by either drifting around corners, slipstreaming behind other cars, or grabbing some air, before triggering destructive events at certain points around the track. These ‘powerplays’ are designed to takedown your opponents, and can be activated when each section of your meter is full, and when a small icon appears over the other racers.

Some of theses are incredible to watch. At one point I was jostling for 3rd place right after drifting around a corner, only then to see the road collapse before my very eyes in an explosion of smoke particles and debris. The car in front flipped over and burst into flames as it hit the deck, while I went flying off the end of the track and into the battle for first place. At other times, you’ll be confronted with airplanes taking off right in the centre of the course, buildings falling down, random explosions, and a constant barrage of chaos - both a curse and a blessing.

Using the ‘powerplays’ actually requires great skill to be used as consistently effective takedowns, whilst also staying out of harms way. Seeing as your opponents also trigger these very same events, you can often be on the receiving end of one if you’re not careful. And this can happen at any time during the race. In essence the game becomes less about fighting for position, and more about learning the tracks and planning that next ‘powerplay’ strike. The only need for racing it seems, is purely for the purposes of building up ‘that’ meter and staying within reach of the opposition.


At times the overly excessive use of the destructive scenery, and constant bombardment of vehicular carnage feels a little bit too much. Not quite a one trick pony, but it does start to feel really drawn out, and in the end proving maybe too intrusive for its own good. Racing can become overshadowed, with its inclusion merely servicing the overseeing powerplay mechanics.

That said, the scenes of chaos and the edge of your seat action is hard to put down, with that ‘one more go’ feeling constantly tugging at your exhaust pipe. This is especially true in heated races in which you’ve only narrowly missed out on first place, and are boiling up for a spot of revenge.

The racing itself, during points in which it’s possible, is pretty good for the most part. Although the handling is quite loose and floaty, constantly veering between having too much over steer, and being overly slidey. It’s a strange driving mechanic, I’ll give you that. And the game’s arcade sensibilities come out through and through, feeling almost like a combination of say PGR and Burnout, and maybe just little OutRun.


Unfortunately, like with most arcade racers, a fluid sixty frames per-second is really required for such a handling model to shine, and in Split Second the game fails to do so, being serviceably fun, albeit flawed. Of course when the screen is being filled with large clouds of smoke, collapsing buildings, large explosive scenery, bleached out and intensely bright HDR lighting, it’s no surprise that the magical 60fps isn’t obtainable.

At times Split Second looks awesome, and with so much going on it never misses a beat, maintaining a solid 30fps throughout with only the occasional screen tear for company. However, when the game’s two distinct elements come together perfectly, the framerate and handling seem inconsequential, and the real fun aspect begins to shine through. Sadly moments like these are ether rare, or rather, broken up by the split racing and ‘powerplay’ aspects of the package.


That said Split Second is pretty fun and rewarding to play at times, although perhaps missing some of the succinct polish that made Pure so great. Evidence of BlackRock’s unique style and personality are plastered all over the game, with everything from the presentation and bleached coloured lighting following on from the art choices made in their last title. The radical ‘powerplay’ mechanic is an entertaining sight to behold and puts a new spin on arcade racers like Burnout Revenge, or action driving titles like Stuntman, favouring combat over sheer driving ability.

In the end Split Second succeeds in entertaining, if only for a while. Scratch the surface and you’ll find a highly playable racing game, simply let down by a little too much emphasis on the explosions and action, and not enough on the driving. What we have here, is a game in which the main mechanic sits somewhere between a bombastic spectacular and unusual curiosity, providing solidly differently take on the traditional arcade racer, but which lacks the true greatness compared to the genre’s most defining titles.

VERDICT: 7/10

Tuesday, 25 May 2010

Gran Turismo 5 To Feature 3D, Move Support?

This week more rumours have surfaced as to the increasing delays surrounding Polyphony Digital’s flagship driving game. According to the trade publication MCV, sources close to Sony are saying that the latest instalment in the GT franchise, due for release sometime this fall in the US and in Europe, will support both 3D visuals and inclusion of PlayStation Move control options.

The source goes on to state that the numerous delays that have been constantly pushing back the game, is due to the developers needing extra time in order to properly include these two new features.


Previously, Sony, when displaying the PS3’s upcoming 3D enabled capabilities, have nearly always showcased Gran Turismo 5 to demonstrate the depth effect 3D provides in more realistic circumstances. It is a known issue that rendering games in 3D takes considerably more processing power than to render the same scene in 2D, as most objects essentially need to be rendered twice before the two are combined to form a final 3D image. Usually, the resolution or framerate takes a cut as a result of this.

In GT5’s case, the game was displayed at 720p and running at 60 frames per-second, something that would require a great degree of optimisation. So it is perfectly believable that a lot of extra work and optimisations would need to be done.

So far Sony have failed to comment, although with previous demos shown off to the press, the 3D part of the rumour is at least likely to be true.

Gran Turismo 5 has been in development since late 2004, and has cost an estimated 65 million dollars to make so far. According to director Kazunori Yamauchi, the game is around 90% complete, and is due for a late summer release in Japan, with the US and Europe hopefully getting the game by the end of the year.

With E3 2010 just around the corner, it is likely more information about the game will be forthcoming from the event.

Saturday, 22 May 2010

Tech Analysis: Lost Planet 2 (PS3 vs 360)

The original Lost Planet represented exactly how not to not to do a PS3 conversion. Sticking to the basic approach of trying to port the overall engine in a like for like manner, despite clear architectural differences, resulted in one of the worst multi-platform PS3 conversions to come out of any studio at the time.

Missing a large amount of geometry and texture detail from its 360 counterpart, in addition to featuring low resolution effects, and only temporal 2xMSAA, the port suffered greatly losing a large chunk of image quality in the process. It also struggled to maintain a smooth framerate, thus accentuating the game’s poor use of anti-aliasing and lack of fine detail.

Lost Planet 2 on the other hand is nothing like that dreadful port of the first game. Instead Capcom have built upon the finely tuned refinements they made with the first MT Framework engine on Resident Evil 5, carrying over the optimisations to the new 2.0 version used here in Lost Planet 2. Many of the improvements that were to found in the PS3 version of that game are also found here too. However whereas Resi 5 demonstrated some significant differences in anti-aliasing, texture filtering and framerate, LP2 is a far closer affair, for the most part achieving platform parity throughout the game, minus a few issues here and there.

Like with Resi 5, Lost Planet 2 is rendered in 720p (1280x720) on both formats, with the 360 getting the standard application of 2xMSAA and the PS3 game getting no AA of any kind. The result is that both versions appear clean and very sharp, with jagged edges surprisingly manifesting themselves in almost equal amounts in certain scenes.

The differences are easily spotted in the shots below, where we can see that both versions look almost like for like, with only very subtle differences that are mainly caused be the two machines internally different gamma levels, and the PS3 version missing a few effects in places.

With regards to the 360 version displaying almost equal amounts of aliasing to the PS3 one, this can be explained away by how the game is rendering its lighting. LP2’s use of heavy HDR and high levels of strongly defined light sources all create high contrast edges, so when edge samples are taken by the MSAA they are so similar to the un-anti-aliased edges, that in the end some parts of the scene just don’t get any AA at all. This means that the screen can crawl with jaggies on both versions, though it is more apparent on the PS3 version as it has no AA to help control the problem.



In terms of texture detail and filtering both versions seem to be pretty much equal in most scenarios, which is particularly impressive given the scale of the environments and the amount of bandwidth stealing particle effects on screen at any given time.

Some subtle differences in texture quality are apparent between both platforms, but they aren’t really all that visible during actual gameplay. In some scenes textures appear more detailed on the 360 than on the PS3. You can also just about see that the 360 version edges it ever so slightly when it comes to fine detail, though you can only see this when scrutinising still screens, and not when the game is in action.


At some points however, there are noticeable cut backs in overall texture quality on PS3. Although this isn't apparent in all areas of the game, when it does happen it definitely takes away from the experience.

Some stages seem to be more affected than others, and below is a clear example.


What is surprising is that both PS3 and 360 versions of the game feature the use of anisotropic filtering (AF). Previously it was pretty much a given that games on the PS3 would benefit from the use of AF when the on 360 the same game would be using only a trilinear or bilinear solution.

Because the PS3 has more texture units in its RSX GPU than 360’s Xenos, AF basically comes for free on Sony’s machine. Whereas on Microsoft’s system there is normally some sort of memory or performance hit for using it, much like in the way that 2xMSAA is usually commonplace for the 360 but not for PS3.

Either way, both versions benefit from having clean and clear texturing that is visible for several feet into the distance. This was also apparent in Super Street Fighter IV, which first showed Capcom’s improved multiplatform use of AF.



Shadowing looks to be identical between both versions, with any differences being down to the gamma levels of each system. What is noticeable is that in really dark areas of the screen some shadow detail is mildly crushed in the 360 game, with the darkest parts appearing almost completely black instead of clearly showing the faintest of details. The PS3 game with the console’s higher gamma manages to achieve greater amounts of shadow detail, which show up a lot more clearly in dark sections and in character and object shadows.

There are of course downsides caused by the lighter shadows on the PS3 version despite the welcomed increase in noticeable detail. The sense of depth is slightly lessened leaving an overall image with less three-dimensionality compared to the 360 game, although the like for like quality of the actual shadows means this is more of an observation than a complaint.



Visual effects in general have also seen major improvements in Lost Planet 2, with the vast majority of effects looking the same on both platforms. Again, like with the texturing, certain scenes do take a noticeable hit, while others are practically identical. Smoke and particles are once again slightly lower res on the PS3 game - although not the extent of the first Lost Planet - and are less noticeable here than they were in Resi 5, particulary with the larger effects which I believe are the same in both versions.

This shot below shows off the worse case scenario of the PS3 game missing various effects found in the 360 build. Water and some shiny surfaces seem to be the main area in which certain effects have been cut back on.


Despite these differences in some scenes, it’s pretty impressive seeing how close Capcom have managed to create near-identical copies of the game visually on both systems, for the most part at least. In motion it’s only the PS3’s lack of AA which consistently shows up crawling jagged edges and a very slight drop in IQ in these areas.

Sadly, there are times when the game looks noticeably worse, though thankfully this doesn't happen all that often, especially nowhere near to the level of the first game on PS3. When it does happen however, it manages to undermine some of the hard work Capcom have done on the conversion. Which is a shame, because at times the two versions really do look identical.



So, you could say that it’s mostly par the course for parity then? Well, not quite, as whilst both versions maintain similar levels of graphical fidelity, with some exceptions in certain areas, the same cannot be said when in motion.

Like with Resident Evil 5, both PS3 and 360 versions of LP2 deal with framerate and screen tear differently. The PS3 game tends to hold v-sync in order to prevent any untoward screen tearing, along with what looks like the return of double-buffering – a process of generating a spare frame just in case the one about to be used gets torn – but in the process at the expense of obtaining a stable framerate.

This means that screen tear is pretty much non-existant in the Sony game, but the framerate instead constantly takes a dive from the targeted 30fps update in busy scenes. In large boss battle and parts of the game filled with large enemies the framerate hits between 10 to 20fps, creating what can only be described as a brief slideshow of movement.

I also noticed that the controls seemed to be a little more laggy on the PS3, which aroused my suspicions to the inclusion of the double-buffering. Although this isn’t a 100% conformation, but a solid assumption based on both this controller lag and Capcom’s previous use of the technique.

The 360 game on the other hand, instead allows the screen to tear more frequently but consequently maintains that 30fps update far more often. Interestingly, LP2 actually seems to be v-synced on 360, at least partially – something that was absent completely from Resi 5, and this on occasion can lead to terrible drops in fluidity which are pretty unsightly to say the least.

However, this only really happens during certain boss battles, and usually manifests itself in the cut-scenes rather than in actual gameplay, so although it isn’t too impacting, you can’t help but notice it.

Perhaps this is the most substantial issue between either version of the game, which is a shame as Capcom have really excelled at making Lost Planet 2 at times, a near identical experience regardless of which version you own. Everything but the use of AA, and the lower-res, paired down effects are basically the same between both versions - occasional texture issues aside - and it’s only the frequent drops in framerate that really set them apart the majority of the time.


In the end Capcom have pulled off a pretty successful multiplatform title in Lost Planet 2. It may be too much to expect a complete identikit release graphically, but most of the glaring flaws and visual differences have been addressed to some degree. Sadly the same cannot be said for the game itself, in which we awarded a rather disappointing 6/10 in our review.

For all the technical achievements the developers have managed to weave together, the underlying gameplay issues and fundamentals almost break the game at times. So much so, that for the most part Lost Planet 2 is a partially polished but unsatisfactory experience.

Tech analysis updated: extra screens and further details representing the more severe differences.

Thursday, 6 May 2010

Tech Analysis: Super Street Fighter IV (PS3 vs 360)

With nearly every big release here at IQGamer, it is almost a given for us to have our trademark technical analysis to go along with our in-depth review. But with Super SFIV we were considering skipping over the whole tech thing seeing as the differences are so small between the two versions, that whilst the game is running (at the preferred 60 frames per-second) it is almost impossible to tell the differences apart.

That would however, in our humble opinion, be doing our loyal readers a disservice. So instead of simply glazing over the technical aspect with our enthusiastic review, we are going to put Super SFIV through its paces as per usual for the full tech treatment.

Okay, I’ll start be saying that the same things which applied to last years Street Fighter IV, on both PS3 and 360, applies to this Super edition too. Everything from texture work right down to how the shader effects work, are handled in exactly the same way, although rendering resolution is the same on both platforms this time. This means that if you know about how the last game performed on both systems, then you know for the most part how Super SFIV performs as well.


Super Street Fighter IV is rendered in 720p (1280x720) on both PS3 and 360, with the 360 getting the usual 2xMSAA (multisampling anti-aliasing), whilst the PS3 version once again features no AA solution of any kind. This lack of AA only really manifests itself in scenes with high levels of brightness, in which such high contrasting areas create a slightly jagged look to the edges of polygons in the game, along with a small amount of edge shimmering too. Most of the time it is barely noticeable at all, and the only benefit is that the 360 game looks slightly cleaner at all times.

During performance of any Super and Ultra moves, along with the real-time pre and post fight intro and ending sequences, the PS3 game no longer drops resolution down from 720p to 1120x630 unlike in SFIV. It seems that through optimisation, that Capcom have managed to solve some of the bandwidth issues that may arise from the fact that PS3’s RSX GPU has access to less overall bandwidth than either the 360, or the Taito Type X-2 board the original SFIV runs upon. Essentially, all the transparency effects that are displayed onscreen during a Super or Ultra move vastly eat into each system’s bandwidth. However, it just so happens that this time around, that capcom have found a way of maintaning full 720p resolution on both platforms at all times.


In addition none of the normal transparencies or special effects have been rendered at lower resolution either, instead solidly maintaining 720p throughout. Quite clearly this increase in resolution isn’t the most noticeable change when comparing the two versions side by side, and especially whilst in motion at a constamt 60fps, in which they both look identical.

Perhaps the most noticeable difference comes in the form of texture detail, or more specifically, from the observation that the 360 version has slightly more detailed textures, which are used in some of the background scenery found in the game. These, along with some of the background objects are indeed rendered in 1120x630 instead of 720p on the PS3 build. You can see this happening clearly in the screenshot below, just look at the trees in the top right hand corner.


At worst, these lower resolution textures and objects make some of the background details appear a little fuzzy when comparing the two in real-time 60fps, though nothing particularly intrusive. Whilst at best, it is barely even noticeable at all, unless of course you switch between seeing the two versions on the fly. But this isn’t something that people usually do when playing games, so it really isn’t an issue, just another observation.

Texture filtering on the other hand looks to be identical on both versions of the game, which is somewhat surprising, considering the PS3 usually gets the exclusive advantage of having almost free use anisotropic filtering. This time around, both PS3 and 360 versions feature equal amounts of AF, with detail being visible far off into the distance. Yet another sign that the game isn’t perhaps pushing the 360 as much as it is the PS3, with all its use of alpha transparency effects sucking away potential performance.


Last time with Street Fighter IV, we noticed that in terms of shadowing on both systems, it was the 360 game that had the obvious advantage. Microsoft’s version featured not only softer shadows than the PS3 game, but also had exclusive use of self-shadowing not found in the Sony build at all.

For Super SFIV this has changed. Now both version feature self-shadowing – where a character casts their own shadow over themselves - as so evident in the screenshot below, while the 360 version also features the use of more natural soft shadows. The PS3 game on the other hand, uses a sharper more conventional shadowing method, although this isn’t visible during fast 60fps gameplay, and is barely visible when the characters are in their ‘standing’ positions.


When it comes down to it, Super SFIV is pretty much equal on both platforms, with the PS3 game becoming even closer to the 360 one compared to last year’s SFIV. Some differences remain, like the lack of any anti-aliasing on the PS3 game, along with one or two missing effects and the occasional lower resolution texture. The use of self-shadowing on the PS3, and equal amounts of texture filtering balance out any differences to the point that when seeing the game in motion it doesn’t really matter at all.

You have to remember as well, that in screenshots the differences are more pronounced, as they also are when you pause both games and view them one after another on the same telly. Of course there is still a small image quality advantage given to the 360 game, but really, this is only visible at certain points throughout the game and not all the time, making it a factual, but somewhat moot point.

In terms of recommendations, both come equally recommended, with your choice most likely to be dictated by what controller options you have available, and not by the very minor graphical differences on offer here. People without a separate arcade stick or specific fighting game control pad would be better suited with the PS3 game, as the Dual Shock or Sixaxis controllers both perform better than the 360 one. On the other hand, 360 owners can still get the same polished experience with the aid of a separate pad or stick.

Either way, both versions are visually superb, and the overall game itself is perhaps the best beat’em up available on current-gen systems. Whichever console you happen to own, Super SFIV is well worth the asking price, especially for fans of the series and people who missed out on the original game. All I’d say is that to get the most out of the experience, then you really need either an arcade stick or USB Sega Saturn pad, and that goes for anyone regardless of the version you happen to end up buying.