Someone sure went on a tree cutting spree.
Except IGN showed what settings they were running on and they had HBAO toggled off.
http://au.ign.com/videos/2015/05/13/...ign-plays-live
Same with Hairworks and Lightshafts.
I wonder if light shafts means boring old (and super cheap) crepuscular rays... or actually volumetric lighting.
Witcher 2 had volumetric light shafts, so this almost certainly will do too.
Do you know how videogame development works? There's no way there was a playable version of this game from 2 years ago that looked better than what we have today. They likely used renders and what they had to make it look as approximate as they could to a final version. It's a shame that in order to build hype you have to show off a game before its finalized, but that's the AAA industry in videogames. This is hardly as egregious as, say, Ubisoft's bullshots of yore, or Dark Soul's II removal of lighting systems.
Is this what it currently looks like? Nothing that can't be fixed with mods.
Yeah I just meant it's AMD's own AO solution, not a version of HBAO. So it was AMD after all? Lol. Can both of you post a source so we can settle this?![]()
Witcher 2 had volumetric light shafts, so this almost certainly will do too.
I wonder if light shafts means boring old (and super cheap) crepuscular rays... or actually volumetric lighting.
Wait is that from the retail version?
It looks great. Despite lack of trees. PS4/PC?
No that's from 2013.
How's that for a source? Or this (look on the lower right, where it says "Direct3D 10.1 Samples").
Wasen't the the one that had more tree's from the 2013? or am i mistaken? Or were both of them (more and lesser tree version shown within the same year?). I only really remember the more density one from 2013.
"Optimization" is the new PR word for downgrade.
Holy shit that's a massive difference.
Wow.
I'll definitely try to run Wild Hunt with HBAO now, even if I have to make some sacrifices.
Optimization has always been 90% about downgrades.
Only console gamers think it's 100% about improving algorithmic efficiency.
No that's from 2013.
You don't really like console gamers that much huh? lol
Optimization has always been 90% about downgrades.
Only console gamers think it's 100% about improving algorithmic efficiency.
I think the SSAO version looks better? The shadows in the HBAO+ one looks kinda strange to me.
Confession: I'm not a big graphics tech guy and don't know what I'm talking about
It's pretty Obvious to me that the 2013 footage was built on a linear content creation tool, such as cinebox. Such exaggerated cinematic footage was built for marketing propose. Just like 80% other games' depute trailers these days, nothing special.
Many rendering technology from cinema creation software aren't built for real time, and seems like CDPR devs decided to go for the shortcut when they didn't have time to finish most of their in game assets by their 2013 E3 depute deadline. And they believed or at least will try their best to build some alpha assets to match what their showcased in original trailers. but they can not. . So "downgraded" isn't the correct word to address it, since devs never cut down anything they built, and many alpha assets from the original trailers were indeed imported in game assets from what they had at time it's just they are unable to build the technology to reach their initial goals in the end.
Even a " in game footage" with UI can be done in playback format. My advise, no matter how impressive a trailer looked, if you don't see a person behind the controller/keyboard handling the action.... then adjust your expectation on graphic accordingly.
Also, that "downgrade PC for console" conspiracy theory sounds pretty laughable.
Well those are clearly two different builds of the game. Which is the one from 2013? I was guessing the one with more foliage.
Source for the pic I posted:
http://www.gamersyde.com/news_the_witcher_3_new_screenshots-14276_en.html
June 2013
Well, personally I thought it was a massive improvement in this game, but I've used lesser forms of AO in other games just because I preferred them as well, so I definitely see what you mean, just go with whatever you prefer.
Source for the pic I posted:
http://www.gamersyde.com/news_the_w...[/QUOTE] Interesting, thanks for the link.
Do you know how videogame development works? There's no way there was a playable version of this game from 2 years ago that looked better than what we have today. They likely used renders and what they had to make it look as approximate as they could to a final version. It's a shame that in order to build hype you have to show off a game before its finalized, but that's the AAA industry in videogames. This is hardly as egregious as, say, Ubisoft's bullshots of yore, or Dark Soul's II removal of lighting systems.
It is just to build up hype. This is what I mean by people not actually knowing what they want. Even if "we" were to ask for super duper early footage - which "we" didn't - it's always the wrong choice. There's hardly anything of relevance in early media beyond the fact that the game exists at the time the footage was compiled. Those sneak peeks will become obsolete.That is not ture, your spinning this around to make the game indstry look bad and the gamers good. Just look at EA and Battelfront and how outraged people are that they did not show any gameplay footage. They are not forceing this upon us, we are forceing it upon them.
Look at every Witcher 3 interview and what is allways the first or last question? "Is there anything new about Cyberpunk." Then they show us stuff about Cyberpunk because we keep bugging them, but of course what they show us is "Work in progresse" because they have no fucking time time travel device to show us the finished game that does not exist yet. And then 2 yeas later when the game comes out and it does not look exactly the same, and certainly it will change, we turn around and blame them. "How dare they, why..." Why? Because we asked them to. It is not just to build up hype.
We are part of the problem too, if you even see it as a problem because i certainly don't. You might need a disclaimer that coffee is hot, you might get burned. But i and many other people won't. I know that coffe is hot, i know that an E3 trailer is not a binding contract, that stuff might change, nevertheless i want it. I want the information and i want to know wtf is going on with Cyberpunk. If you can not grasp the concept of trailers than stop watching E3 but don't ruin it for me.
For one thing, it helps when you're both the creator of every piece of tech in your engine (no middleware) AND you're the developer of the console and know exactly the power it's going to have.
Quantic Dream is not the developer of the Playstation but their results mirrors the Zelda example. It's just incompetence on 3rd party's part plain and simple. They could've just gone the indie route and finish up the PC version before down-porting to consoles.
The issue with the 2013 footage is that it seems to be a combination of the old renderer (which was more like The Witcher 2) and footage of what they were doing with the new renderer. The old renderer and screenshots, as far as I'm aware, lack stuff like PBR among other things, hence why the texture surfaces frankly look pretty poor compared to how it looks now. Lighting is uniform, flat, and all materials and surfaces look exactly the same.
What likely happened is that, due to being still very early in development, their prototype scenes used in trailers were more or less churning out a vision of asset density they thought looked good and maybe wanted to achieve. Like that big vista; no way that was filled out and fully designed that early. They probably wanted a wide shot to show the world, had the area in development, and filled it full of foliage so it'd look good. As the game continued development they either culled foliage for performance reasons, or it was too dense and didn't play as well as CDPR wanted, culling trees to give more play space.
The issue with the 2013 footage is that it seems to be a combination of the old renderer (which was more like The Witcher 2) and footage of what they were doing with the new renderer. The old renderer and screenshots, as far as I'm aware, lack stuff like PBR among other things, hence why the texture surfaces frankly look pretty poor compared to how it looks now. Lighting is uniform, flat, and all materials and surfaces look exactly the same.
What likely happened is that, due to being still very early in development, their prototype scenes used in trailers were more or less churning out a vision of asset density they thought looked good and maybe wanted to achieve. Like that big vista; no way that was filled out and fully designed that early. They probably wanted a wide shot to show the world, had the area in development, and filled it full of foliage so it'd look good. As the game continued development they either culled foliage for performance reasons, or it was too dense and didn't play as well as CDPR wanted, culling trees to give more play space.
i disagree with your opening assertion. lighting/shading/materials/textures all looked better to me in the old media on average
If you play on PC, at least there are ways to make the color palette closer to what was shown in those original trailers:
i disagree with your opening assertion. lighting/shading/materials/textures all looked better to me in the old media on average
Optimization has always been 90% about downgrades.
Only console gamers think it's 100% about improving algorithmic efficiency.
Aesthetically you might prefer the old look, which is a lot more desaturated and grimier. But I feel that the lighting/material technology is definitely outdated, more or less using the same rendering as The Witcher 2. CDPR hadn't implemented their new rendered at that point. The Sword of Destiny trailer first showcased the improved renderer.
ENB doesn't work with DX11 renderers.
their renderer was heavily degraded, not improved IMO. the only aspects that seem to show any effective PBR are certain character materials. the environment materials look quite poor, lighting is flat, ao is abysmal, water is ancient
Aw come on, programmers can always improve the codebase.Optimization has always been 90% about downgrades.
Only console gamers think it's 100% about improving algorithmic efficiency.
Cut the PC Master Race bullshit. There is an intelligent way to talk about what developers mean by "optimization" and then this childish garbage. Please think before you post such hyperbolic and toxic comments.Optimization has always been 90% about downgrades.
Only console gamers think it's 100% about improving algorithmic efficiency.