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Tekken 6 Games4/28/2021
In Saturdays Digital Foundry not so high definition feature, we talked about the technical reasons why some console games dont actually appear to be running at the lowest HD standard: 720p.We revealed that Namco-Bandais forthcoming Tekken 6 is one of those games, but also stated that the additional graphics processing introduced at the lower resolution, surprisingly, produced a higher overall image quality than the games in-built HD mode which actually runs in excess of 720p.
Tekken 6 Games Update On TheOur analysis was exclusive to the Xbox 360 version of the game, and we promised an update on the PS3 rendition, so lets get going.Lets get the bad tidings out of the way first: while there is the option to switch between 1024x576 and 1365x768 modes on Xbox 360 (via tweaking the motion blur setting between on and off), the PS3 version is locked exclusively to the lower resolution.![]() The good news is that even so, the PS3 version still manages to command a slightly higher image quality overall if you can do without the motion blur. Lets get the pixel measurements out of the way first, courtesy of DF contributor and image quality specialist, MazingerDUDE. Xbox 360s answer to AA is to supersample 1365x768 down to 720p and lower texture filtering. Removing the motion blur filter frees up a lot of resources, and Namco has chosen to deploy these in two different ways on each console. ![]() In terms of overall image quality across the two modes and two consoles, the PS3 gets the nod in blur off mode thanks to decent enough upscaling based on an anti-aliased image, while in default mode with the motion blur active, the 360s enhanced texture filtering gives clear image quality advantages. So why did Namco choose 1365x768 on 360 If the dash is set to 1360x768, you dont get close-to-native resolution as you might expect. ![]() Namcos methodology here is to smooth off edges by rendering at a higher resolution then scaling down the developers have done it before, not just in Soul Calibur IV, but also in Ridge Racer 6. Its an attempt at some form anti-aliasing without needing to tile video data out into main RAM. At 1365x768 with no AA, everything remains inside the 360s 10MB eDRAM, ensuring maximum performance. Despite that, we can conclude that Tekken 6 at sub-HD resolutions gives a better-looking display at 576p. So, whats going on, particularly in the Xbox 360 game How can the sub-HD mode give clearer, sharper detail when its running at nearly half the resolution of the motion blur off mode Time to call in an Xbox 360 development expert, someone used to pushing the hardware in obscure directions: Trials HD lead coder Sebastian Aaltonen. If you want something else than camera motion based blur, you have to save the motion vectors for each pixel, so the render target memory requirement rises as well. The 1024x576 is kind of a strange choice, as its only around half the pixels of the 1365x768 and the cost of the blur filter comes nowhere close to the performance gained from the resolution decrease, and they are not eDRAM limited either. The resolution reduction itself is not something I consider strange, but a reduction this large means they have something else going on than just the motion blur. The better texture detail you are seeing could mean they have enabled anisotropic filtering for the lower resolution. So, as we previously discussed, sub-HD is most often used to make up for performance deficits, but with Tekken 6, Namco-Bandai has opted to effectively include two different performance profiles. In terms of how this works out during gameplay, the motion blur itself is quite a subtle effect, but pleasing nonetheless. Blur works best as a means of making motion look smoother than the frame rate suggests, but Tekken 6 is effectively locked at 60FPS any way, so the overall impression is not as impactful as the similar systems employed in Killzone 2 and Uncharted 2.
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