dragonzdogma
Member
Day and night no?
You cant really compare those 2 shots, unless they have the same lightning.
The whole downgrade stuff is still rather loose until we have actually seen the same cutscene again. Comparing scenes that have different lightning etc. is usually not all that valuable. Though the hair definitely looks worse to me in that newer picture.Wait this isn't true right? Lol
Night and day....durr
The whole downgrade stuff is still rather loose until we have actually seen the same cutscene again. Comparing scenes that have different lightning etc. is usually not all that valuable. Though the hair definitely looks worse to me in that newer picture.
Last time I had that feeling was when the plane crashed at the start of BioShock 1
Why? Why would you do this?
Haha no it's a joke image but people are falling for it
The whole downgrade stuff is still rather loose until we have actually seen the same cutscene again. Comparing scenes that have different lightning etc. is usually not all that valuable. Though the hair definitely looks worse to me in that newer picture.
The whole downgrade stuff is still rather loose until we have actually seen the same cutscene again. Comparing scenes that have different lightning etc. is usually not all that valuable. Though the hair definitely looks worse to me in that newer picture.
It's not really a joke image though.
The images on the right (the only ones I'm concerned with) are definitely real images. The bottom right looks significantly worse (shading, lighting) than the top right (E3) irregardless if it's night or day.
It's not really a joke image though.
The images on the right (the only ones I'm concerned with) are definitely real images. The bottom right looks significantly worse (shading, lighting) than the top right (E3) irregardless if it's night or day.
Joke post?
First one is pre-render fix cam trailer.
Second one is technical showcase of some aspect of an unfinished game.
Joke post?
First one is pre-render fix cam trailer.
Second one is technical showcase of some aspects of an unfinished game.
This is also from the PSX gameplay footage:
http://a.pomf.se/wiwwkz.gif
But yeah, let's just pick the pictures we want to make a point.
Christ, that dumb image is about to become the new uncharted 3 "downgrade" image isn't it?
But it's also showing entirely different areas.
You know it.
Who made that image? -_-
That doesn't matter. If you are showing the same shaders/FX, the game will look consistent irregardless of area.
If I put a shader on our character, I can place him in any lighting scene and any layout set, and it will still hold up.
It was actually implied to be running in real time on the PS4. I guess "captured directly from a PS4" could mean "video file running on PS4," but I doubt they'd be that disingenuous.
While that looks really, really good, it's still of a much lower quality than the E3 cutscene reveal.
Some guy on Reddit maybe? It was on the front page yesterday.
Because it is not a cutscene. And still, wet surface, different lightning...
Compare the driveclub gameplay videos in the rain with a sunny gameplay video. If they would've showed the rainy gameplay from driveclub first and the dry ones after, people would also claim that there had been a downgrade. Furthermore,
Corinne Yu said it's realtime, not prerendered. If the gameplay would be 60fps and the cutscenes 30fps, it would be definitely doable.
I mean, look at the cutscene models shown in the PSX video.
http://i.imgur.com/SRjMZCO.jpg
I still don't believe there will be much of a downgrade. It's still pre-alpha.
It still is, and the comments are even more embarrassing than the picture itself.
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Yeah, and there's no way to know if the shaders are actually lower quality.
It's no different than in film, really. One controlled scene shot mostly in closeup on a single camera can have perfect lighting because it can be placed and positioned for each individual shot. But a larger action scene with a complicated special effect/stunt with extras all over and thereby shot with 10 different cameras for adequate coverage will not have as precise of lighting.
You can't just eyeball two completely different scenarios based on compressed footage in different contexts and truthfully say "The shaders/lighting are obviously lower quality."
Yeah, I know. I think I was trying to make a different point. It's pointless to compare cutscene footage to gameplay footage in a game that "pretties up" its cutscenes. The image only illustrates that point, even if it was created for a different purpose. That's why it's pretty pointless to say the same model is being used when so much of the image is decided by shaders and post processing effects, etc.
You are right. I dont' know. But my eyes can certainly make a distinction in color and texture. And they aren't even close to the same. I've watched that gameplay trailer more than I should and it's nowhere near the quality of that E3 demo.
Lighting is an important part of rendering.. but it doesn't dictate the look of the film. The Shaders and Textures do.
Our texture artists will make a texture that's 4k or more and create 1 shader for the skin.. it will stay that way whether the camera is close up or far away. We dont' make special cases for the set because we don't know at what context the character will be placed. If we have instances of characters and they are all far away.. yes, we will modify the shader for that particular shot and turn off the SSS to save rendering time.
This isn't the case for this demo. The hero character is always in view and controlled by the gamer. He should absolutely have his best shaders and max presentation on.
Well, you can based on your perception. You may be wrong.. but if that's the case, then ND isn't doing their job right. Their presentation should be consistent and repeatable under any lighting situation.
I don't recall any game (besides cutscenes) I've played where a character or prop looks worse on one level than another level.
And finally, by your own argument, you can't say that looking at the different contexts and saying they are of the same quality is truthful either.
I've seen you in some of the other uncharted threads. Here you make it seem as if you work in the film industry, is that so? Just curious, not trying to bash you. In fact, I support your healthy dose of skepticism.
I understand and agree. But the image has really been made for a different purpose. See the comments on reddit etc.. It is ridiculous to post it on "PC Masterrace" while PC gamers face downgrades in nearly every fucking game. I know it because I'm mainly a pc gamer.. And it is nothing console exclusive.
I kind of don't understand your argument here. You're saying that a character using the same shader can't look better or worse based on different lighting conditions? Because if that's what you're saying than I don't believe it to be true. Of course something under flatter lighting will just look more ugly. A character who is wet, and thereby has the reflectivity increased and more specular getting picked up on minute details, and is edge light by direct, harder moonlight would tend to look more pleasing than a character who is dry and lit by softer lighting at a more flat angle.You are right. I dont' know. But my eyes can certainly make a distinction in color and texture. And they aren't even close to the same. I've watched that gameplay trailer more than I should and it's nowhere near the quality of that E3 demo.
Lighting is an important part of rendering.. but it doesn't dictate the look of the film. The Shaders and Textures do.
Our texture artists will make a texture that's 4k or more and create 1 shader for the skin.. it will stay that way whether the camera is close up or far away. We dont' make special cases for the set because we don't know at what context the character will be placed. If we have instances of characters and they are all far away.. yes, we will modify the shader for that particular shot and turn off the SSS to save rendering time.
This isn't the case for this demo. The hero character is always in view and controlled by the gamer. He should absolutely have his best shaders and max presentation on.
Well, you can based on your perception. You may be wrong.. but if that's the case, then ND isn't doing their job right. Their presentation should be consistent and repeatable under any lighting situation.
I don't recall any game (besides cutscenes) I've played where a character or prop looks worse on one level than another level.
And finally, by your own argument, you can't say that looking at the different contexts and saying they are of the same quality is truthful either.
Judging from the threads about this footage, there will be a grand crow feast when the game finally releases. As usual making judgements by looking at pre-alpha footage. This is not UBI or other 3rd party devs where downgrades are usual. This is ND folks!
Enjoy the crow when this is released.
I could care less about the graphics.
Mostly everything on PS4/X1 looks great to me. I was more impressed with the animations.
Look at my profile home page for your answer.![]()
Judging from the threads about this footage, there will be a grand crow feast when the game finally releases. As usual making judgements by looking at pre-alpha footage. This is not UBI or other 3rd party devs where downgrades are usual. This is ND folks!
Enjoy the crow when this is released.
Because it is not a cutscene. And still, wet surface, different lightning...
Compare the driveclub gameplay videos in the rain with a sunny gameplay video. If they would've showed the rainy gameplay from driveclub first and the dry ones after, people would also claim that there had been a downgrade. Furthermore,
Corrinne Yu said it's realtime, not prerendered. If the gameplay would be 60fps and the cutscenes 30fps, it would be definitely doable.
I mean, look at the cutscene models shown in the PSX video.
http://i.imgur.com/SRjMZCO.jpg
I still don't believe there will be much of a downgrade. It's still pre-alpha.
Oh my, very impressive stuff. Obviously your are not infallible but now I find it kind of odd that many are so dismissive of your opinions.