digitalrelic
Banned
That second shot is seriously fucking incredible. Looks pre-rendered. I've never seen such impressive graphics in a game.
(wow that 1st one looks super bloomy when it's small)
Yikes. These look rough! Is this maxed out?!
EDIT: Oh it's just a beta. Stopped following this game.
http://i.picpar.com/7zGb.jpg[IMG]
[IMG]http://i.picpar.com/8zGb.jpg
Game looks great, and runs great too (my 780 can hold a steady 30+fps with everything maxed out on 1080p). The game itself is a bit too ubisoft for my tastes. But perhaps I haven't seen the real game yet, dunno (have been wandering alone through the streets). There are a ton of ini (.cfg files) tweaks too to mess with, not sure if these exceed the menu options though.Yikes. These look rough! Is this maxed out?!
EDIT: Oh it's just a beta. Stopped following this game.
Curious, what do you think looks rough about 'em?`I am seeing some pretty nice rendering in these images (asset quality, volumetric lighting, particle shading and such).
Maybe the building textures in the 2nd shot. They look kinda low-res\blurry.
The building textures are from the 360 era. The lighting (even though volumetric) looks severely pared back. The AO is either inaccurate or non existent on most objects. The cars seem to have the same poly count, but they all look plastic now (like GTA IV without ENB). Not a 1:1, but this is what the reveal looked like:
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Yes, game has a clean IQ, but is bland as fuck. Like nothing in the environment moves. Everything so static and bland.The building textures are from the 360 era. The lighting (even though volumetric) looks severely pared back. The AO is either inaccurate or non existent on most objects. The cars seem to have the same poly count, but they all look plastic now (like GTA IV without ENB). Not a 1:1, but this is what the reveal looked like:
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The picture you quote has filmgrain and DoF, both not in the game (the DoF doesn't make sense in this situation, unless you want to focus on the player character). Haven't tested if you can add it with reshade yet. I havent' spotted bad AO though, things look great overall. Indoors things are a bit simplistic at times, but outdoors there are certainly sections where it looks like this picture. You also have to catch the same light/ToD, as sometimes the light is very colored and thus colors the environment as well and it looks less realistic. Building textures are definitely not from the 360 era, they're detailed and have parallax mapping. Perhaps it could have been a tad better across the board, but as with all games there are compromises.The building textures are from the 360 era. The lighting (even though volumetric) looks severely pared back. The AO is either inaccurate or non existent on most objects. The cars seem to have the same poly count, but they all look plastic now (like GTA IV without ENB). Not a 1:1, but this is what the reveal looked like:
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Building textures are definitely not from the 360 era, they're detailed and have parallax mapping.
Yeah I think you're right. Up close things look great, from further away it's indeed pretty quickly flat.I think what's happening is an issue with texture LoD and not the texture itself or parallax mapping. See the previous shots that I was commenting on. Those walls look like the textures aren't even loaded. Kind of like what happens with buildings in The Witcher 3, unless you are really close, it just looks like a colored sheet of translucent plastic
. Hmm... Will test with AO off.And with regard to AO, I don't think there is any AO at all in the shot below. Everything seems afloat
Reflections in the Division leave something to be desired. Already found some Watch Dogs level reflections in a few buildings.
The building textures are from the 360 era. The lighting (even though volumetric) looks severely pared back. The AO is either inaccurate or non existent on most objects. The cars seem to have the same poly count, but they all look plastic now (like GTA IV without ENB). Not a 1:1, but this is what the reveal looked like:
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Welcome to real time rendering. Almost impossible to get rid of unless you raytrace in world space or something.
You guys that make your images links.... grrrrrr. I keep clicking to get the bigger size and I'm greeted with a new tab in my browser. Stahp.
And now to rewind to The Witcher 3. We've all seen this tree a million times, but I wanted a pretty minimalist version to use as a desktop wallpaper on my 3440x1440. So here's that:
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the vanilla one, pretty much- i think the only number i really tweaked was some lowering of the AO intensity and rangeWhich ENB are you using? That looks great!
I was using HBAO+ in that shot btw.
IMO, this picture is only a good comparison picture for third person character detail because everything else is too post-processed to see and judge its quality. The asset quality could be the same ad you would never know!
This is a better comparison shot:
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I agree that that AO is very lacking in the beta, but overall it's still a great looking game. Runs pretty good as well. Everything maxed out at 4K and I was still getting 15-20fps with my 970, won't take all that much more to get it to run at console framerates.
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