TruthBToldShow's forum posts

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#1 Posted by TruthBToldShow (352 posts) -

How long will it take lems to realize that if Sony has the resources to stream full PS3 titles, it can stream physics as well. Anything Xbone can stream the PS4 can stream too.

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#2 Posted by TruthBToldShow (352 posts) -

@FoxbatAlpha said:

Here is some ownage for your ownage.

http://ps4daily.com/2013/06/sony-changed-playstation-4-drm-policy-after-xbox-one-outrage/

Please stop. This is the go-to xbot link for sidestepping MS' horrible DRM policy.

1. The link you provide does not link its source. I understand they are referring to a Japanese publication that is printed in Japanese but youd think just ONE of you lems would have a link to it and/or a translation of it.

2. The link you provide is from June 29th, 2013. E3 took place in June of that year as well. Yoshida said there would NOT be a used game DRM back in FEBRUARY of that year.

February is before June, therefore your little link and all the lems crying foul are wrong and misleading many.

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#3 Posted by TruthBToldShow (352 posts) -

@XaosII said:

@TruthBToldShow said:

@Rage010101 said:

@TruthBToldShow said:

I cant speak to the amount of turds on steam..... or is it steam on turds...... anyway, I can, though, agree with the lack of returns. Its a digital problem.

Digital is the future, indeed. Who doesnt love the ease of use? Who doesnt love the ability to delete and redownload? But the lack of ownership, when compared to physical, is awful.

"Bu, bu, bu you dont really own a physical...." SHUT UP!

Please stop posting, you speak utter nonsense.

Awe, do i have a hater here?

I dont think lack of ownership is nonsense. Your response was, though.

Your argument is nonsense.

Steam isnt DRM. Steam authentication is DRM. The vast majority of Steam games do not use Steam as a form of DRM, and only as a means of distribution.

You are perfectly fine having a physical disk or personal backup of most Steam titles.

Can you return the games? Can you sell to someone else?

Follow along, son

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#4 Posted by TruthBToldShow (352 posts) -

@Rage010101 said:

@TruthBToldShow said:

I cant speak to the amount of turds on steam..... or is it steam on turds...... anyway, I can, though, agree with the lack of returns. Its a digital problem.

Digital is the future, indeed. Who doesnt love the ease of use? Who doesnt love the ability to delete and redownload? But the lack of ownership, when compared to physical, is awful.

"Bu, bu, bu you dont really own a physical...." SHUT UP!

Please stop posting, you speak utter nonsense.

Awe, do i have a hater here?

I dont think lack of ownership is nonsense. Your response was, though.

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#5 Posted by TruthBToldShow (352 posts) -

I cant speak to the amount of turds on steam..... or is it steam on turds...... anyway, I can, though, agree with the lack of returns. Its a digital problem.

Digital is the future, indeed. Who doesnt love the ease of use? Who doesnt love the ability to delete and redownload? But the lack of ownership, when compared to physical, is awful.

"Bu, bu, bu you dont really own a physical...." SHUT UP!

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#6 Posted by TruthBToldShow (352 posts) -

@sts106mat said:

Lol turdBtold thread

Oh snap! You took my username and swapped words out! Awesome! I have never, ever, ever seen that before.

With your genius already on display, maybe you could lend some of that genius to the discussion?

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#7 Posted by TruthBToldShow (352 posts) -

Guerrilla Sauce

So, for some time now, games have used low-res assets within rendering a game to ease the workload on the system. Once all of this process completes, frames are sent via video signal to our displays.

"Games often employ different resolutions in different parts of their rendering pipeline. Most games render particles and ambient occlusion at a lower resolution, while some games even do all lighting at a lower resolution. This is generally still called native 1080p"

This means that ALL OF US have pointed to a "native" resolution of a game, not knowing/seeing that in the process of rendering that game, low-res assets are incorporated. Yet, we still call it native, we still call it 720p, 1080p, etc.

Now to Killzone Shadowfall MP........ We first must understand that over the course of these 3-4 months since the game's launch, no one, not a single pixel-counter came out saying Killzone MP was running at 960x1080. Why is that? Why did it take Eurogamer mentioning GG's temporal reprojection technique for people to even know this?

Answer: Because all of that is done internally, as part of the rendering process, just like games that "do all lighting at a lower resolution". Because when counting the pixels, you would see a "native" 1080p resolution of 1920x1080. And if the game was rendered at 960x1080 and upscaled in the conventional sense, pixel-counters would have seen it....... just like sub-HD games last gen or 900p games this gen.

I am no game development guru, would never claim anything close to that. I know there are some very knowledgeable people here in SW....... some. I can GUARANTEE you that some of best Xbox 360 and Xbox One games use similar techniques with similar assets. And this will be proven over the next few weeks as people look into how Xbone games are rendered, or how last-gen games were rendered on PS3/360.

PA-LEASE, dont come in with "bu, bu, but its rendering at 960x1080" or "its 1080i"

this isnt a video, its a game. And the complexity of what its doing is beyond most of you, for example:

  • We keep track of three images of “history pixels” sized 960x1080
    • The current frame
    • The past frame
    • And the past-past frame
  • For each pixel we store its color and its motion vector – i.e. the direction of the pixel on-screen
  • We also store a full 1080p, “previous frame” which we use to improve anti-aliasing

Then we have to reconstruct every odd pixel in the frame:

  • We track every pixel back to the previous frame and two frames ago, by using its motion vectors
  • By looking at how this pixel moved in the past, we determine its “predictability”
  • Most pixels are very predictable, so we use reconstruction from a past frame to serve as the odd pixel
  • If the pixel is not very predictable, we pick the best value from neighbors in the current frame

If using low-res assets at any point in the "pipeline" means the resolution isn't native........ lems are prepping for some self-ownage.

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#8 Posted by TruthBToldShow (352 posts) -

@MonsieurX said:

Considering Knack is forced to be bought with all PS4,nothing to cheer about

Let's see if that stance changes with titanfall sales....

Besides, Knack wasnt bundled with all PS4's. In fact, my PS4 didnt come with any game, bought knack for my son on top of PS4 purchase.

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#9 Posted by TruthBToldShow (352 posts) -

@CrownKingArthur:

@CrownKingArthur said:
@xboxiphoneps3 said:

@CrownKingArthur:

the order 1866 in that article does state it runs at actual 1080p resolution, but the game will fill up 1920x800 pixels of the screen with the black bars, so it does still run in 1080p although the 2 black bars theres no rendering

yeah. i suspect we're in agreement here.

the game's native render is 1920x800, which is below 1080P.

yeah, on a 1080P tv you get two areas of the screen 1920x140 which the machine populates with 'free black'.

You're both right.

Where people go wrong is when they say its 800p or worse off than 900p.

800p would mean the 1920x800 image is being stretched to fill 1920x1080, like 1600x900 (900p) does to fill 1920x1080.

1920x800 (The Order) is less than 1920x1080 (1080p) but more than 1600x900 (900p)

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#10 Posted by TruthBToldShow (352 posts) -

@CrownKingArthur: I wasnt saying it was stretched. I am saying that people who compare 960x1080 to 900p are saying its being stretched. they have to be to even make that lame, ignorant comparison.