#52921 - zubiac - Sun Sep 04, 2005 6:06 pm
There's a new "Metroid Hunters" movie out which shows some gameplay footage(in low quality though).
While watching it I realized that the textures(and the whole game) look much better than in the demo.Then I paused the video at 03:03 where you can see that the texture has some sort of pixel-filtering(anti aliasing?).So there are no huge pixels visible(like you see in the demo or Goldeneye).
But it hasn't the "blurry" look of some N64 games either.
So,could it be that the DS has some "sleeping" graphic abilities which get unlocked somehow via software?
check the video out and pause at 03:03 and tell me what you think.
Video is located HERE
slightly off topic: Oh man,it looks like Metroid Hunters will play exactly like Metroid Prime1+2....I'm happy now.
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#52922 - juhees - Sun Sep 04, 2005 6:41 pm
Hmm, I would say, the Video is too small and has a too low quality to say much about the graphics. But if someone gets the game and is willing to make a few "screenshots" with his digital camera, we could have a closer look at it.
I don't think, you can tell the difference between a good texture and texturefiltering in a video with that quality.
greetings
Juhees
#52933 - cybereality - Sun Sep 04, 2005 8:14 pm
I doubt that the video you linked really can prove anything. The footage was taken from an output monitor with a cam and then compressed. Within that transfer a lot can happen to the quality. If you notice the LCD display monitors are not at the DS resolution/aspect ratio so some pixel doubling or linear filter maybe be in effect. Also, I dont really see how that looks any better then say, Mario64 DS.
OT: When Metroid Hunters comes out I challenge you to a WiFi duel. ;)
// cybereality
#52956 - LunarCrisis - Mon Sep 05, 2005 12:41 am
Pause at 1:43-1:44 (where the door pauses when opening for a sec), you can clearly see aliasing there on the door, the slight blur is probably due to the transfer of it to the TV screen.
Otherwise that vid is really impressive =P
EDIT: It's even more obviously aliased at 1:04 for the moment a peice of the ceiling comes into view.
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#52961 - kerrle - Mon Sep 05, 2005 1:25 am
It's been known for some time that the DS has the capacity to do some antialiasing. What it can't do out of the box is texture filtering.
Tepples has some interesting ideas on possible ways to acheive a type of texture filtering, but I'm not aware of anyone actually implementing anything.
#52962 - LunarCrisis - Mon Sep 05, 2005 1:32 am
You could probably set up the texture matrix up once a frame to jitter the textures by a little bit randomly, and that would give you some measure of filtering, but someone would have to try it to see if the jitter would be annoying.
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#52964 - kerrle - Mon Sep 05, 2005 1:38 am
That's very similar to what Tepples suggested.
#52965 - spencer723 - Mon Sep 05, 2005 1:43 am
Wow! That game looks so amazing! Way better than the demo, I can't wait for this.
#52966 - kerrle - Mon Sep 05, 2005 1:59 am
Also, zubiac, where did you get that video?
I'm assuming it's from PAX, but I haven't seen any online...got a link?
#52974 - Duodreamer - Mon Sep 05, 2005 6:37 am
The DS can do some simple kind of AA on lines, but it can't do any texture filtering. If you watch the video, around the 1:04 mark, where the player jumps up on a box... the ceiling comes into view at the top of the screen and shows the texture pixels briefly.
Metroid Hunters does not have texture filtering. It might have simple AA though.
#52975 - DiscoStew - Mon Sep 05, 2005 6:51 am
Just like Duodreamer said, it does support a type of AA, but not texture filtering. With Nintendogs, the dogs and a few other things clearly show AA along the edges, but others don't, so I guess it is selective by the programmer.
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#52990 - El Hobito - Mon Sep 05, 2005 10:33 am
the more i hear about this game the more i want it. It does indeed look more like a metroid game now which makes me very happy. Now if we could get some online coop that would be awesome, something i would expect for a sequel.
#53157 - M3d10n - Tue Sep 06, 2005 1:23 pm
The anti-aliasing is limited to polygon edges only. It seems to work based on the polygons' ID, like the cartoon outlining, so it doesn't affect every polygon edges, and doesn't antialias z-buffer intersections.
#53159 - M3d10n - Tue Sep 06, 2005 1:53 pm
Alriiiight... I watched the video and... holy cow, the game is looking *far* better than the demo! It can be mistaken by the Gamecube version at a quick glance! They seriously improved Samus' model (it's both more detailed and much better lit, with good light/shadow contrast this time). The morph ball just looks like the Gamecube version's this time, it's all shiny.
#59837 - zubiac - Fri Nov 04, 2005 1:36 pm
There is a new video out and it looks unbelievable......absolutly shocking what the DS is able to do.No anti-aliasing though.
Keep in mind that the video is scaled up in screensize so it will look even better on DS screen.
without any joking(Yeah I have played it): This looks even better than the only FPS avaiable for PSP: Coded Arms.
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#59847 - lambi1982 - Fri Nov 04, 2005 3:57 pm
First hunt looks better than coded arms, and that was just a demo.... played better too
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#59849 - Darkflame - Fri Nov 04, 2005 4:38 pm
Mario64 very clearly does lots of AA.
Marios would look very jaggy around his edges if it didnt.
Also plenty of edges are. (with the noteable exception being the staircase in the castle...the lack of AA there shows up how the rest of the game would look if it had none elsewhere)
Texture filtering has yet to be done, or proved practical, but I am sure its possible. (but nothing in that video shows that it exists in that game, imo).
Remember:
Some of that video is FMV ;)
#59853 - mike260 - Fri Nov 04, 2005 5:21 pm
LunarCrisis wrote: |
You could probably set up the texture matrix up once a frame to jitter the textures by a little bit randomly, and that would give you some measure of filtering, but someone would have to try it to see if the jitter would be annoying. |
Tepples suggested this a while ago, and I tried it, but it looked a bit weird - even at 60fps, the LCD isn't slow enough to blur frames together.
Of course, if you have serious blockiness issues with a particular texture, you could just use a higher-res texture. Likewise, you can reduce sparkliness by doing per-object mipmapping, switching to smaller prefiltered textures when an object gets beyond a certain distance and putting a scale in the texture-matrix to adjust the texcoords.
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#59865 - zubiac - Fri Nov 04, 2005 8:15 pm
Darkflame wrote: |
Remember:
Some of that video is FMV ;) |
uhm....thanx,I already knew that.
I watched it at least ten times now and it looks fantastic.
Add lightning,pixel-filter and some more polygons and it comes close to Prime.
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#59905 - Darkwind_776 - Sat Nov 05, 2005 8:00 am
Yeah I saw the video earlier today as well. Looks fantastic. Can't wait for it