I'm stayin' 60, but that's quite a difference.
How is this not a name for an abs-exercising device yet.
30 or 60? Looks really good!
Only if you stand still and take a good look.
Running around you're probably not going to notice it very much.
Regardless, it isn't worth 30 fps.
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It would make more sense to say that about a gamer who sacrifices playability for a little bump in shadow resolution, also.
Really strange. If that is the case, then the older shots do seem like one off bugs. I don't know what to think at this point. In either case, I'm playing the 60 fps version
EDIT: Kept staring at it and finally found areas where the lower resolution shows. Man, this stuff is going to be incredibly rare to notice unless you are looking for it. lol
ron bato your pics look so good making the wait even harder.
"Its easy to talk about, its easy to sum it up when you just talk about shadows. We sittin' in here, I'm supposed to be the franchise player, and we in here talkin' about shadows. I mean listen, we talkin bout shadows. Not a game, not a game, not a game. We talkin bout shadows. Not a game, not a, not a, not the game that I go out there and die for, and play every game like its my last. Not the game. We talkin' bout shadows, man. I mean how silly is that? We talkin' bout shadows. I know I'm supposed to be there, I know I'm supposed to lead by example. I know that, and I'm not shovin' it aside, you know, like it don't mean anything. I know its important, I do. I honestly do. But we talkin' bout shadows, man. What are we talkin' bout? Shadows? We talkin' bout shadows man. We talk... We talkin' bout shadows. We talkin' bout shadows. We ain't talkin' bout the game, we talkin' bout shadows, man. When you come into the arena, and you see me play, you see me play, don't you? You see me give everything I got, right? But we talkin' bout shadows right now. We talkin' bout shadows. (crowd laughs) Man look, I hear you, its funny to me too. I mean, its strange, its strange to me too. But we talkin' bout shadows man. We not even talkin' bout the game, the actual game, when it matters. We talkin' bout shadows!"
Sorry, I forgot I had these, but I took these ones for shadowGAF specifically. I can also take some pictures of the blocky shadows using different light sources, but there's a lot already that shows good examples of what you can expect. I can post them nonetheless just to make sure that I give examples for both sides. Just wanted to show again, that it's not always as bad as the examples given.
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How much AO was in the original?Is there literally no AO at all in this? The hand-on-couch looks really bad without the contact shadow.
is this the ps3 version ?
No, not really. Those "shine over substance" people are what made consoles pretty much unplayable to me. It's a shame that ND decided to include a 30FPS mode in the first place. It's a thing of the past (actually, not really, because in the past games were 60FPS) and it needs to go NOW. It's an abdomination of console generations which were underpowered for the expectations people had for the graphics.
Yes, yes that is the PS3 version. /sighis this the ps3 version ?
60 FPS is an even bigger difference. And one which also has a direct positive impact on the feel of the game too. You're making the right decision going 60, only a fool would opt for half the framerate in this case, or someone with a shitty LCD TV with motion blur.I'm stayin' 60, but that's quite a difference.
This thread is a little embarrassing, so many pages on something so insignificant. I think the shadow resolution is not worth the framerate drop, really, but this is not a game where 60FPS is mandatory either way.
Everyone wins?
The screens do look quite flat.Is there literally no AO at all in this? The hand-on-couch looks really bad without the contact shadow.
JPEG compression is playing a role here.is this the ps3 version ?
TLOU used precomputed AO for static stuff - there'd be no reason for that to be absent. And the thing that "IS" obviously different - like the circled parts in the GIF are artifacts of different shadow-bias (both versions render the same-amount of shadow detail, but it's offset in PS4 version - in a way that creates artifacts in that particular screenshot).
What stands out to me more is the very-sharp shadows on PS4 - original version went with a heavily filtered/soft shadow look, blending with their approach to indirect shadows/AO from dynamic objects.
I've yet to see any footage of PS4 version demonstrating what indirect shadows look like (assuming they're still there) and that was one of the defining areas of what made TLOU stand out IMO.
See my post above - it's not cutbacks, it's basically a single value that has been tweaked differently on PS4.
How much AO was in the original?
It's rather funny since meant it the other way but since some of us know Thrakier we knew what he was trying to say .
A port of a game from a different system on a old engine does not tell us anything about the new system really .
That is like saying the GOW HD collection is going tell us how GOW 3 going to look on PS3 .
Is there literally no AO at all in this? The hand-on-couch looks really bad without the contact shadow.
No, becauseA port of a game from a different system on a old engine does not tell us anything about the new system really .
That is like saying the GOW HD collection is going tell us how GOW 3 going to look on PS3 .
A dev came on here and straight up said that 30fps was included because it was easy to add the option. It isn't meant to be a trade-off situation. They just included better shadows because it was also apparently something pretty simple to do real quick. But they say the definitive way to play is 60fps, and they're dead on about that. 30fps is for people who have been brainwashed into thinking that 30fps is more 'cinematic' than 60fps and Naughty Dog figured its just easier to placate these people rather than hear them whine, I'm guessing. Not for those who prefer IQ over performance.To each their own, but I'm finding completely mindboggling that some people are willing to half the framerate just to get better shadows. Of all the games I play, 95% of them I play them on PC... and I still wouldn't sacrifice so much performance for eye candy.
But, hey. To each their own.
To each their own, but I'm finding completely mindboggling that some people are willing to half the framerate just to get better shadows. Of all the games I play, 95% of them I play them on PC... and I still wouldn't sacrifice so much performance for eye candy.
But, hey. To each their own.
Why is this thread over 30 pages long?
Seriously guys?
Why is this thread over 30 pages long?
Seriously guys?
Yes, the commentaries hAve subtitles.Hey guys so I was directed here by someone in the TLOU: OT and I have a question:
Can anyone with review copies confirm that the cutscene commentary has subtitles please? I am deaf and like commentaries on Blu-Rays when they have subs. Valve is a good example too
Thanks.
TLOU characters cast indirect shadows instead having screen space AO implementation (which are always just approximations). Also the contact shadow should be minimal/not visible in cases like that picture where there's a lot of light, most AO implementations ignore this and will give you thick contact shadows even when there's bright light.
I think it was sarcasm.
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Circled or not, there are obvious cutbacks being made in this version. Lighting improvements have been touted again and again by this company. Now we're seeing many lighting effects from the last gen version are completely missing (such as wrinkles on clothing when moving and many shadows in the environment). Yes, we're pissed about this rush job and don't want to support this half done port. I wonder what else they left out.
Original has the best indirect-shadows of any game in last generation by far. That said - there was still overdarkening like in pretty much any game that uses any sort of dynamic AO in last 8 years, but that's a separate topic.CyberPunked said:How much AO was in the original?
There were areas in TLOU on PS3 where it looked like they were doing something like that (mostly because I saw what looked like camera dependant artifacts). Most importantly - like that GIF showcases the scenes didn't look like it ever missed contact-shadows, so this could be a case of isolated screenshot showing things in a bad light - or even PS4 version actually doing something different than original(there's already evidence of shadowmap bias being different, leading people to complain about missing shadows, as well as different filtering on shadows themselves). Anyone capture actual PS4 gameplay in motion that would showcase the shadowing?Jhn said:Well, that does look like a very nice GI solution, but I'd still prefer a subtle, very short range ssao implementation in place for complementing their indirect shadows with contact shadows.
Yes, the commentaries hAve subtitles.
No, because
1) GOW HD was not done by Santa Monica
2) The engine ND will use this gen is the same engine that was used in TLOU/Uncharted 1,2,3. Unlike GOW3's engine which was largely rewritten considering the massive changes in rendering techniques that came about with the 7th gen.