Quote:
Darknight: I can confirm that it is definitely a hardware scaler, it is always referred to as a hardware scaler, and that you could access it before in the SDK simply by setting it up the code right. What has changed now is how developers interact with that scaler, and that they can now use the scaler with some restrictions.
Dralt: They say 960x1080 scaled to 1920x1080 will look better than 1280x720 scaled to 1920x1080, while not costing more.
PridgNYC: It may look better, but it will be a significant effort for the developers. Not to mention that you will now need two different copies of models and textures and prerendered cutscenes. One set that is designed to be stretched horizontally and one for native 720p aspect ratios.
tgable: This is hogwash.I can output any variety of resolutions on my PC, do the devs need to remake all the art, movies, etc? Of course not, we are talking about the output resolutuon and every console supports more than just one, just like a computer.
Clearly this is not a transparent scaler to developers. I think Xbox360 is a fully transparent(?) to all previous and future games. They make 1280x780 optimized gfx, screen layout and positioning. Then user simply activates upscaler to 1080i/p. Both use the same
aspect ratio so relative layout positionings are not a problem.
From 960x1080 vs. 1280x720 both upscaled to 1920x1080 resolution is a major challenge to develop. It simply cost more money and time. You cannot take X0 720p game and do "simple" port to PS3. Future may not be like it was before, first made PS2 and then did Xbox release. Now it might go other way around for nextgen games and PS3 requires so much more work.
I wait for existing Resistance:FoM game to see scaler enabled. But we don't see it until devs make a major update. Time will tell if they go through all the troubles. Should it be free or purchased upgrade for 1080i-only tv owners?
Why not just enable 1280x720 upscaling and please developers. PS3 scaler is unable to do realtime scaling from 720p buffer without a major performance hit? Hardly a sophisticated scaler.
I don't care if X0 scaler is a fully transparent or developers must call few sdk functions to enable it. It does the job more transparently than PS3 counterpart anyway and its always good to help devs during these 50M budgeted game projects.
edit1:
One explanation to provide horz-only "half scaler" in SDK is they give two-pass scaler rendering.
* pass 1: game renders background and scenegraph graphics, without overlay HUDs and texts. 960x1080 -> 1920x1080
* pass 2: game renders overlay HUDs and texts with pixel-perfect results to 1920x1080 buffer
-> buffer is drawn on screen
I don't know if this a valid idea at all. But one could run Photoshopped test and see how some image looked.
* 1280x720 with HUDs and texts scaled to 1920x1080 in one go
* 960x1080 image upscaled, then HUDs and texts plotted
edit2:
vdo from
www.ps3forums.com quote:
"the choices of resolutions that a developer can use have been increased to be 960x1080, 1280x1080, 1440x1080 and 1600x1080......So this means that at the very least Sony could begin requiring that all 1280x720 games also support somethingX1080.
But the main point is that by forcing the dev to not just develop for 1280x720, but to also force them to develop for somethingX1080 resolution, that will produce games that look great on 720p TVs and also look better on 1080p TVs than if devs only developed for 1280x720p and had PS3 scale that (both horizontally and vertically) to 1080p."
I think it sounds more rationale now.