View Full Version : Why PS3 games output in different video settings???


Gslide
06-24-09, 09:53 PM
Have you noticed this?, one game will be fine in terms of brightness and others would look too bright(MGS4), where then you need to go into in game brightness settings to get the right look for the game.

what is the situation that is causing devs to need to output in different video settings?, why their is never a universal solution for this, so we will never need to go into brightness settings in games and they will output perfectly fine as you put the game on(like I said I seen games that do this but others that don't).

PvtChurch
06-24-09, 10:14 PM
That's not just PS3 games and that's nothing new, the first game I remember playing that had a brightness slider was MGS2 on the PS2 and I'm sure there were many before that.

Game developers don't have a universal color temperature they calibrate their display's greyscales to like the film industry does using the 6500k standard. As such pretty much all games require different settings to look "right" as there's no uniformity from studio to studio. To further extrapolate this problem there isn't even a standard for displays used throughout the studios. In film all post work is done on an industry standard calibrated CRT. In game development you could have 50 different artists working on the game at the same time on some ****** TN panel LCD that you could pick up on Newegg for $200. To make that even worse there's isn't always uniformity among those display in office. You can imagine the problems created having multiple artists building out enviroments and characters on a variety of terrible LCDs that all produce a completely different image.

As for why there isn't a standard. Well I honestly doubt most people in the video game industry have the slightest clue about display technology or how it works so the simple answer would be ignorance.

Gslide
06-24-09, 10:56 PM
That's not just PS3 games and that's nothing new, the first game I remember playing that had a brightness slider was MGS2 on the PS2 and I'm sure there were many before that.

Game developers don't have a universal color temperature they calibrate their display's greyscales to like the film industry does using the 6500k standard. As such pretty much all games require different settings to look "right" as there's no uniformity from studio to studio. To further extrapolate this problem there isn't even a standard for displays used throughout the studios. In film all post work is done on an industry standard calibrated CRT.

In game development you could have 50 different artists working on the game at the same time on some ****** TN panel LCD that you could pick up on Newegg for $200. To make that even worse there's isn't always uniformity among those display in office. You can imagine the problems created having multiple artists building out enviroments and characters on a variety of terrible LCDs that all produce a completely different image.

As for why there isn't a standard. Well I honestly doubt most people in the video game industry have the slightest clue about display technology or how it works so the simple answer would be ignorance.

Wow I had no idea about that(bold), isn't it time for gaming to have a standard?, I mean it is kinda crazy they haven't worked on making a standard for gaming.

Thanks for breaking it all down, it all make sense now why some games or most these day have brightness settings and they give you specific instructions on what to do with them.

Burnout has a very simple one and works, others like RE5 make no sense or even the KZ2 one and I just end up leaving them in default since I see no difference at all in other then making them faded but the dark settings still looking the same.

like.no.other.
06-24-09, 11:50 PM
Yet another Gslide thread. :rolleyes:
http://lmgtfy.com/?q=Why+PS3+output+different+resolution%3F

PvtChurch
06-25-09, 01:39 AM
Yet another Gslide thread. :rolleyes:
http://lmgtfy.com/?q=Why+PS3+output+different+resolution%3F

Though some of his past threads have been rather ridiculous, this was a fairly legitimate inquiry. Also your LMGTFY neither answers, nor has anything to do with, what he asked.

like.no.other.
06-25-09, 02:14 AM
Yeah well one bad post is better than his best one.
Let's just say no one know why unless you are the developer.

gooki
06-25-09, 04:12 AM
Let's just say no one know why unless you are the developer.

PvtChurch is bang on. No display standard and developers developing on monitors with little testing with TVs, combined with uncalibrated end user displays equals way to many options and it's bound to get screwy rather often.

TyrantII
06-25-09, 08:48 AM
As for why there isn't a standard. Well I honestly doubt most people in the video game industry have the slightest clue about display technology or how it works so the simple answer would be ignorance.

simple answer, because it's cheaper.

Never underestimate the ability of the free market to forgo quality in the name of cost.

PvtChurch
06-25-09, 10:03 AM
Yeah well one bad post is better than his best one.


So legitimate inquiries should be ignored based on posting histories? Yikes, I'm glad you're not a mod.


Let's just say no one know why unless you are the developer.

No, I actually think me and Tyrant have summed it up quite nicely. I've always figured cheapness had a lot to do with it but I've preferred to stay blindly optimistic that if developers had any clue the effect on quality their frugality had they'd rectify that.

number1laing
06-25-09, 10:05 AM
Good post PvtChurch. It's kind of amazing (no, it IS amazing) that this industry does not have a calibration standard.

MaxDam77
06-25-09, 10:20 AM
Have you noticed this?, one game will be fine in terms of brightness and others would look too bright(MGS4), where then you need to go into in game brightness settings to get the right look for the game.

what is the situation that is causing devs to need to output in different video settings?, why their is never a universal solution for this, so we will never need to go into brightness settings in games and they will output perfectly fine as you put the game on(like I said I seen games that do this but others that don't).

If your set is properly calibrated, you will never (or almost) have to touch the brightness.
The only game I had to do it was Riddick's Demo.

Gslide
06-26-09, 05:43 PM
^That's what I am saying with this thread...


How come I can play Infamous and looks fine and yet I play RE5 or Burnout and need to use their in game display settings and follow their directions to make it look like they see fit as Optimal?. When will all games come out of their development with proper display settings?, now we know that will happen when gaming has a standard.

coneyparleg
06-26-09, 06:03 PM
http://img253.imageshack.us/i/tvandps3xi6.jpg/
http://img253.imageshack.us/i/tvandps3xi6.jpg/

I think this is your problem

Gslide
06-26-09, 06:48 PM
FAIL....

I am not one of those peasants, I got my 42 inch Sony Bravia and pro(pay) calibrated.

This has nothing to do with TVs or what you use to play games, but thanks for reading

the official info posted by the first reply.

Martez
06-26-09, 06:52 PM
FAIL....

I am not one of those peasants, I got my 42 inch Sony Bravia and pro(pay) calibrated.

This has nothing to do with TVs or what you use to play games, but thanks for reading

I think you may have missed the point of that image.

confidenceman
06-26-09, 07:34 PM
That's not just PS3 games and that's nothing new, the first game I remember playing that had a brightness slider was MGS2 on the PS2 and I'm sure there were many before that.

Game developers don't have a universal color temperature they calibrate their display's greyscales to like the film industry does using the 6500k standard. As such pretty much all games require different settings to look "right" as there's no uniformity from studio to studio. To further extrapolate this problem there isn't even a standard for displays used throughout the studios. In film all post work is done on an industry standard calibrated CRT. In game development you could have 50 different artists working on the game at the same time on some ****** TN panel LCD that you could pick up on Newegg for $200. To make that even worse there's isn't always uniformity among those display in office. You can imagine the problems created having multiple artists building out enviroments and characters on a variety of terrible LCDs that all produce a completely different image.

As for why there isn't a standard. Well I honestly doubt most people in the video game industry have the slightest clue about display technology or how it works so the simple answer would be ignorance.I think you answered your own question, and it's not out of ignorance.

In the film industry, there's a lot greater impetus towards standardizing technology/media. Everyone in the industry (distribution companies, production companies, player manufacturers, theater exhibitors) seems to recognize the mutual benefit of having some key standards (with the notable exception of aspect ratio).

The gaming industry in contrast doesn't feel that same impulse. Console tech changes rapidly (~5 years). Each console (handheld and large) comes with its own non-standard peculiarities. And so on. It's not developers' fault. They're quite familiar with display technology. But they know it's a hopeless cause to try to meet a display standard when no other part of the gaming industry bothers.

The ESA takes care of lobbying. The ESRB handles ratings. But there's no central and powerful organization for negotiating industry-specific technology standards like there is in the film industry.

coneyparleg
06-26-09, 07:34 PM
FAIL....

I am not one of those peasants, I got my 42 inch Sony Bravia and pro(pay) calibrated.

This has nothing to do with TVs or what you use to play games, but thanks for reading

the official info posted by the first reply.

money not well spent, if it was calibrated correctly there would be no need to adjust for each game,

btw I also have a bravia, if you have rgb full on, turn it off, only use the super white function, re calibrate with rgb off and enjoy

and get you money back from that "pro" who ripped you off


ps I'm not saying its a waste to use a pro, just make sure they are more pro than the geek squad at best buy

coneyparleg
06-26-09, 07:41 PM
http://www.avsforum.com/avs-vb/showthread.php?p=16485118#post16485118

What are the diffrences between HDMi/COMPONENT???

Like what exactly are the differences to look for, specially if you are calibrating on both.

I guess this would be an example of a post full of WIN then?

PvtChurch
06-27-09, 12:40 AM
FAIL....

I am not one of those peasants, I got my 42 inch Sony Bravia and pro(pay) calibrated.

This has nothing to do with TVs or what you use to play games, but thanks for reading

the official info posted by the first reply.

Ya know what? Can we pretend I never tried to defend him? I'd like to take it back and keep my dignity intact.

I think you answered your own question, and it's not out of ignorance.

In the film industry, there's a lot greater impetus towards standardizing technology/media. Everyone in the industry (distribution companies, production companies, player manufacturers, theater exhibitors) seems to recognize the mutual benefit of having some key standards (with the notable exception of aspect ratio).

The gaming industry in contrast doesn't feel that same impulse. Console tech changes rapidly (~5 years). Each console (handheld and large) comes with its own non-standard peculiarities. And so on. It's not developers' fault. They're quite familiar with display technology. But they know it's a hopeless cause to try to meet a display standard when no other part of the gaming industry bothers.

The ESA takes care of lobbying. The ESRB handles ratings. But there's no central and powerful organization for negotiating industry-specific technology standards like there is in the film industry.

True I never really thought of that. Still you can't argue frugality doesn't play a role. Ever watched a developer diary? I've never seen a studio that uses high quality CRTs like a GDM-FW900. They're all using trashy LCDs. It's one thing to not have a standard to adhere to but when you're developing a game using displays that can't even display colors accurately and have issues with black levels and shadow detail then you're just asking to complicate things further.

like.no.other.
06-27-09, 01:46 AM
So legitimate inquiries should be ignored based on posting histories? Yikes, I'm glad you're not a mod.
Ya know what? Can we pretend I never tried to defend him? I'd like to take it back and keep my dignity intact.

I was waiting for a reply like that. So that's answers your question right?

confidenceman
06-27-09, 03:46 AM
True I never really thought of that. Still you can't argue frugality doesn't play a role. Ever watched a developer diary? I've never seen a studio that uses high quality CRTs like a GDM-FW900. They're all using trashy LCDs. It's one thing to not have a standard to adhere to but when you're developing a game using displays that can't even display colors accurately and have issues with black levels and shadow detail then you're just asking to complicate things further.It's only partly out of frugality.

Think of it this way, when a film is being shot, edited, and later being encoded to digital, it's being done on probably one or two reference displays at a time. You can bet those are quality displays. In game development, there are dozens of people who need constant visual references. You can bet that their displays are all over the place in terms of quality and visual standard.

Sure, part of that is a financial issue. But it has much more to do with the number of people whose eyes have to look at this stuff along the way at the same time (all on different displays and tech). Combine that with what I was saying above about a lack of industry standards, and you can see why it's such a cluster**** compared to the film industry.

And, of course, overriding all of this is code efficiency. It's a hell of a lot easier (and cheaper) to just drop the output resolution to stabilize the framerate than it is to spend the time, money, and effort it would take to increase code efficiency in order to maintain a stable framerate at 720p (let alone 1080p). Is it any wonder we're still waiting on GT5? ;)