Dictator93
Member
Every console game ever gets supersampled screenshots for magazines and the like. Beyond had them as well. It obviously won't be rendered at this resolution, but the rest should be accurate (aka the trailer should give a good indication of final quality). Besides supersampling screenshots they never did anything else to their released material (no difference in DoF quality etc.)
That is the part where I think there is some funny business going on. In the beyond screenshot posted by our fellow gafer you can obviously see artifacting, shadow resolution problems, dof sample problems, model texture resolution problems, model polygon limits, etc.
...
But in those 8 K screenshots of detroit they released there is not even a hint of sub-resolution bokeh sampling problems, or shadow resolution problems, or really any thing like that. All the post processing and shadows seemed to be rendered out at sampling level and resolution level similar to that of the 8k screenshot.
I mean look at this bokeh quality:
Macro

Micro

Look at the shadow resolution and anamorphic bokeh stretching on the eye here:

Then compare that to that resolution of the skin texture (which is rather low in comparison):

It seems like the asset quality will be the same in the real game, but all the post precssing and image quality could not possibly be like those high res images.