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The Last of Us: Remastered |OT| Game of the Years

Gbraga

Member
Friend sent me an example over PSN, he got his hands on the copy early, but you can see the difference.

30 FPS

eGz0Lp7.jpg


60 FPS

OSdtbtT.jpg

This is a pretty huge difference.

But 30->60 is even bigger, so I'm sticking with that.
 
Considering it can be changed on the fly, I am going to say 60FPS for playing, 30FPS for photomode (assuming photomode doesn't use a higher LOD anyway)
 

leng jai

Member
It seems kind of disappointing they couldn't achieve those shadows in 60fps for a last gen game, especially when you consider it's from a developer with the pedigree of Naughty Dog.
 

hohoXD123

Member
Wow, very significant difference indeed. Probably going to be noticing it much more now than I would have had I not seen the comparisons.
 

reKon

Banned
"Yeah, I was getting my ass handed to me on The Last of Us story on hard mode because I kept getting distracted by though awful looking shadows"
 

OK, I have had a couple beers so this may sound ridiculous but the 30 fps shadows are almost too crisp to the point they aren't realistic. The 60 fps shadows have a bit of a more natural look because of the fuzzy look. The baggies kind of suck but they aren't that bad.
 

KorrZ

Member
Damn that's a pretty big difference on the shadow quality...I might run this in 30 FPS. It'll still feel like a nice improvement over the 25ish of the PS3 version!
 
OK, I have had a couple beers so this may sound ridiculous but the 30 fps shadows are almost too crisp to the point they aren't realistic. The 60 fps shadows have a bit of a more natural look because of the fuzzy look. The baggies kind of suck but they aren't that bad.

You're drunk. Go home and be a family man etc etc
 

SexyFish

Banned
OK, I have had a couple beers so this may sound ridiculous but the 30 fps shadows are almost too crisp to the point they aren't realistic. The 60 fps shadows have a bit of a more natural look because of the fuzzy look. The baggies kind of suck but they aren't that bad.

pMh0OuD.jpg
 

Slowdive

Banned
OK, I have had a couple beers so this may sound ridiculous but the 30 fps shadows are almost too crisp to the point they aren't realistic. The 60 fps shadows have a bit of a more natural look because of the fuzzy look. The baggies kind of suck but they aren't that bad.

8773_7468.jpeg


:p

Edit: Beaten haha.
 

Shin-Ra

Junior Member
In that particular PS3-PS4 comparison the shadows are actually better on PS3, they may be half the res but they're filtered much better. The ivy in the background isn't casting a shadow on PS4 too.

It's as if manual filtering adjustments were made for certain scenes on PS3 and somehow they haven't brought them across.
 
In that particular PS3-PS4 comparison the shadows are actually better on PS3, they may be half the res but they're filtered much better. The ivy in the background isn't casting a shadow on PS4 too.

It's as if manual filtering adjustments were made for certain scenes on PS3 and somehow they haven't brought them across.

Actually a few things aren't casting shadows in that scene.
 
Honestly, the differences in the character models are really small. It just goes to show what a looker the game was on the PS3, and that it was really the higher quality lighting that made the difference in cut-scenes.

And that's the thing, it's probably using the cut-scene models but even they are very close to the ps3 realtime ones. The big difference comes from the lighting and the SSS.

i7B4lOvnYw9nJ.jpg

B3D was talking about it:
Biggest defference in cutscenes, is the use of incredibly hand-tweaked lighting, made possible by a completely known and predictable coreography and camera angles. You can't have that on interactive segmentes, hence lighting is more physically correct, which usually also means, less dramatic and interesting looking. Someday someone might create a dynamic system that authors "cinematic" like -fake- lighting procedurally around important characters and other elements of the scene during gameplay, but that's not a trivial problem.
What I wonder is when we will have high precision lighting effects, shadows and enough light sources so that the models maintain quality consistency with the cut scene. The lighting is the biggest culprit.
On a cut scene there are multiple, softer light sources and shadows that blend together. On a typical gameplay model sometimes the light sources are two few.

Another problem is how light and shadows affect very tiny surfaces. The lighting and shadows dont appear correct on such surfaces. Such areas are usually wrinkles, nostrils, the little surface on the eyelids, and lips. So instead of showing dark depth they are highlighted. A nostril is highlighted for example instead of being darker due to blocked light.
The lighting and shadows ignore the fact that there is another surface above/below/around those tiny surfaces that should not let light highlight them. Surfaces on a model are "unaware" of each other's existence. Model surfaces react only to the direction of the light coming from the environment but do not react to the actual model geometry that may block light or enable lighting on itself.
http://beyond3d.com/showthread.php?t=61285&page=77
 

Mr Moose

Member
Actually a few things aren't casting shadows in that scene.

The first time I noticed no shadows on PS4 was the car scene at the start of the game (the furniture doesn't cast any). Not sure if they've fixed it, will have to find out on the 1st :(

Doesn't bother me, though :p
 

jett

D-Member
In that particular PS3-PS4 comparison the shadows are actually better on PS3, they may be half the res but they're filtered much better. The ivy in the background isn't casting a shadow on PS4 too.

It's as if manual filtering adjustments were made for certain scenes on PS3 and somehow they haven't brought them across.

You're right, that's really weird.

Maybe Uncharted 4 should just be 30fps. :p
 
The first time I noticed no shadows on PS4 was the car scene at the start of the game (the furniture doesn't cast any). Not sure if they've fixed it, will have to find out on the 1st :(

Doesn't bother me, though :p

Well yeah, but the PS3 version didn't have shadows there either from what I recall. The pic we're talking about currently has an actual downgrade in that it does not have shadows that the PS3 version does.
 

-griffy-

Banned
And that's the thing, it's probably using the cut-scene models but even they are very close to the ps3 realtime ones. The big difference comes from the lighting and the SSS.
That's exactly it. You can tell they are using the cutscene models by looking at the hair on Ellie's forehead. On PS3 it's noticeably pixelated and on PS4 it looks perfectly fine, as in the cutscenes. The overall texture quality on the characters is better as well.
 
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