Console games with amazing image quality.

I've been really happy with IQ achieved in 99% of PS4 games so far. Even games that use plain FXAA like TR:DF or Trine 2 use the highest quality variant of it which looks quite good on a TV that you don't stare at from a foot distance.

I'm not sure what TLOU:R is using but it's really impressive too. Infamous is still the king of console IQ though. Looks razor sharp with minimal, easily ignorable aliasing. The temporal supersample aspect of their AA removes jaggies even from a lot of sub pixel edges, and most importantly, eliminates shimmering when in motion. Overall image in SS looks far better than any 2xMSAA 1080p game I've seen.
 
No, I'm not getting confused. I had the name of the AA method wrong but DOF looks absolutely nothing like AA. I'm talking about gameplay screenshots where the image looks like it was up scaled from 720p, photomode DOF has absolutely nothing to do with that.
I'm guessing the screens you're seeing are compressed shots uploaded through Facebook/Twitter. This can definitely ruin the image quality of a screenshot and make it look blurrier/artifacty/lower res.

Infamous does have very good IQ for a console game. Direct shots, non-photomode show this off quite well. Its not perfect IQ by any means, though.
 
Infamous does have very good IQ for a console game. Direct shots, non-photomode show this off quite well. Its not perfect IQ by any means, though.
Infamous photo mode looks absolutely identical to gameplay. Photo mode literally lets you manipulate the camera around in real time with no slowdown or additional frame drops whatsoever, and no AA or anything else is added when you take a screenshot. In fact, as you said, most screens posted look worse than what you see on the screen due to JPEG compression.

I wonder why. I mean, it's just native res with SMAA1x.
No, it's modified SMAA T2x. Temporal supersample component adds *hugely* to the quality of overall AA solution, this can't be understated. However, to add temporal component of it to a game, requires lots of work on a case-to-case basis, and can't just be code dropped in verbatim like you can with FXAA. Which is probably why FXAA still remains more popular for now. There was an article from someone at UBI who was working on their own implementation of it to AC4, and I was surprised just how much work and ingenuity they had to put in to make the temporal aspect of SMAA work as well as it did.
 
I like how clean Bioshock Infinite looks with no extra tweaking.

Crappy compressed .jpg from Steam, but even things like hair come off very clean in the game.

http://a.pomf.se/yhkagi.jpg

http://a.pomf.se/dixjay.jpg

That is at 60fps+ on my system, and actually cleaner. Wish I had some FRAPS grabs.
Or you could just enable .png screenshots for Steam to put into a seperate folder. Steam -> Settings -> In-game -> Save an uncompressed copy. Uploads to Steam Community are still the compressed .jpg versions, but no need for FRAPS.
 
I wonder why. I mean, it's just native res with SMAA1x.

SMAA T2x
Ori and the Blind Forest.

j0jmon5.jpg

Every 2d game is going to have great image quality.
 
That's surprising considering the obvious sub-pixel aliasing I've seen in some shots. Must be bad angles.
Some sub pixel aliasing remains, but it's removed in like 95% cases, plus it's especially hardly visible while in motion, which matters the most anyway. The only reason SMAAT2x is not a magic bullet for AA is that it requires a lot of work hooking it up to a game engine, because it needs being fed motion vectors and stuff like that to calculate temporal offsets.

Here's a really good article from AC4 developer: http://bartwronski.com/2014/03/15/temporal-supersampling-and-antialiasing/
Just look at the difference between plain SMAA and the with added temporal component, but then also just what they had to do to make it all work.
 
A lot of PS4 games have great image quality. I'm really happy with the console on that front.

Skylander's Swap Force has practically perfect IQ. You can't perfectly tell here with the compressed shot, but there's not a jaggy in sight and it's obviously running at 1080p with some great object-based motion blur.

10498602_10154309025475626_7562314260690025595_o.jpg


And Infamous Second Son has the best image quality for a big console game so far.

10257953_10154116399535626_7680119034311253623_o.jpg
 
No, I'm not getting confused. I had the name of the AA method wrong but DOF looks absolutely nothing like AA. I'm talking about gameplay screenshots where the image looks like it was up scaled from 720p, photomode DOF has absolutely nothing to do with that.

Joke post?

Must be a joke post.

As Infamous is easily the best looking next-gen out there with the cleanest IQ with the best AA solution used yet ... surely a joke post.
 
PS2: God of war 2
PS3: God of War 3
360: Forza games
Wii: SMG 1 and 2
Xbone: Don't know
PS4: Second Son (best console IQ I've ever seen)
PC: Every game, native monitor resolution, AA and 60FPS makes everything look incredibly smooth
 
Are you trying to be funny?

whats your problem? the game's IQ Is very good. great texture filtering, nothing is muddy, not much aliasing, everything is sharp and well defined. They didn't cut corners when it came to the overall image construction.
 
whats your problem? the game's IQ Is very good. great texture filtering, nothing is muddy, not much aliasing, everything is sharp and well defined. They didn't cut corners when it came to the overall image construction.

If that's the definition of "not much aliasing" then sure, I have a problem.
 
I've been really happy with IQ achieved in 99% of PS4 games so far. Even games that use plain FXAA like TR:DF or Trine 2 use the highest quality variant of it which looks quite good on a TV that you don't stare at from a foot distance.

I'm not sure what TLOU:R is using but it's really impressive too. Infamous is still the king of console IQ though. Looks razor sharp with minimal, easily ignorable aliasing. The temporal supersample aspect of their AA removes jaggies even from a lot of sub pixel edges, and most importantly, eliminates shimmering when in motion. Overall image in SS looks far better than any 2xMSAA 1080p game I've seen.
I have to disagree. Shimmering it's quite evident in SS but the most annoying thing it's the ghost effect in the subpixels samples. I start to notice coming to another game with different AA. When I replay Infamous after, ghosting it's really noticeable.
 
inFamous SS and Driveclub make every other game look last gen this year.

God of War 3 and Killzone 2 also looked great.

god_of_war_3_2010_1.jpg


10524-god-of-war-3-wallpaper-17-0759.jpg


killzone-2-20071203082034172.jpg


killzone-2_27-06-08_10.jpg


killzone2_619nes7.jpg


Next gen started 4 years ago.
 
I don't get how SM3DW and MK8 can look so clean on my TV when every other 720p game looks like blurry dog shit.
 
Distinct lack of screenshots in this thread.

Obvious games are Infamous SS (Essentially the undisputed IQ king right now), Killzone Shadow Fall, Ryse and SM3DW.

Captain Toad's IQ is pretty good as well.

 
Some sub pixel aliasing remains, but it's removed in like 95% cases, plus it's especially hardly visible while in motion, which matters the most anyway. The only reason SMAAT2x is not a magic bullet for AA is that it requires a lot of work hooking it up to a game engine, because it needs being fed motion vectors and stuff like that to calculate temporal offsets.

Here's a really good article from AC4 developer: http://bartwronski.com/2014/03/15/temporal-supersampling-and-antialiasing/
Just look at the difference between plain SMAA and the with added temporal component, but then also just what they had to do to make it all work.
I know exactly how SMAA works, I read the original paper years ago :P

Still, SMAA T2x only has 2 samples (at best, when the re-projection applies) to work with. That's better than the 1 sample of all pure post-processing methods (FXAA, SMAA 1x, MLAA etc.), but simply not enough to effectively combat all types of aliasing.
 
Distinct lack of screenshots in this thread.

Obvious games are Infamous SS (Essentially the undisputed IQ king right now), Killzone Shadow Fall, Ryse and SM3DW.

Captain Toad's IQ is pretty good as well.

These are all downsampled screenshots.
 
Not at 2560 x 1440.

It looks better without AA once the resolution gets high enough, imo. AA makes it look a lot softer.
2560x1440 without AA looks terrible.

3840x2160 is a bit better, but still not good enough.

Now this is OK without additional AA:
downsamplingqukp9.png
 
It's extremely misleading IMO to regard temporal supersampling in the same pool as spatial techniques like FXAA and the SMAA post filter. Not that it's perfect; temporal supersampling usually breaks down in motion at some point, and depending on how good a game's motion tracking and reprojection is, there'll be some tradeoff of antialiasing coverage and ghosting.

InFAMOUS Second Son does a pretty good job, though I've definitely seen the impacts of ghosting, and the temporal supersampling shuts off when an area of the screen gets up to a medium amount of motion.

I don't think any racing game from that generation surpassed the astounding clarity and smoothness of Horizon. I can't even imagine how the second game will look in motion in person.
In terms of raw clarity, I think I'd give the edge to the games running at substantially higher resolutions and framerates, like Ridge Racer 7.

But FH's geometric sampling is tremendous for the scenes being rendered, and it doesn't give a whole lot of opportunity for significant shader aliasing, so it does look extremely stable.

Final Fantasy XIII had damn great IQ for last gen console game (well at least on PS3 lol).
FFXIII is a funny one. Great example of how games can be perceived as having excellent IQ even if there's substantial aliasing. 2xMSAA on geometry and some negative LOD bias on textures is an interesting combo.

maxresdefault.jpg


so crisp, so clean
Heh. I suppose with H2V, especially these days you can just crank sampling through the roof.

The original Xbox game is fairly muddy. Same 640x480, trilinear texture filtering, etc used by the first Halo, but Halo 2's scene composition thirsts for more power. Especially in places like the Delta Halo Stonerunner structures.
 
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