TLOU Remastered: 30 fps option gives better shadow quality [Up: Comparison GIF in OP]

Almost no game that say that they are 60fps run at that frame rate unless explicitly told otherwise (remember Titanfall). ND themselves said that UC4 will be 60 fps but there will inevitably be dips. inF: SS's framerate varies between 30 and 60 and the same holds true for KZSF (especially in MP).

Its still a step up from last gen where most games ran at 20-30.
 
Yes, next gen consoles, Ladies and Gents…

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Jesus these look so good! This gen is going to be glorious!
 
I think it's the real deal, as this version on youtube has the same changes as in the video on gamersyde. It's definitely not the PS3 version.

But it looks still better than some of the shadows you'll find in KZ SF. (and this is a straight capture from my PS4 with USB drive)

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reminded me of the good ol' KZ2 days were people played the game by staring at walls and stuff lol

good times
 
Gotta say, this is one of the more depressing threads in recent memory. Smh.

The community as a whole has got to stop freaking out over every little thing. The hyperbole and complaining and diva attitude over every single thing is grating.
 
I think it's the real deal, as this version on youtube has the same changes as in the video on gamersyde. It's definitely not the PS3 version.

But it looks still better than some of the shadows you'll find in KZ SF. (and this is a straight capture from my PS4 with USB drive)

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We know Kz lacks consistency throughout.
 
The community as a whole has got to stop freaking out over every little thing. The hyperbole and complaining and diva attitude over every single thing is grating.

It's crossed some sort of line for me where it used to be interesting to see the technical achievements or faults to the point that it just feels that every high profile game coming out is nitpicked to death and it feels almost embarrassing to read as a whole. I honestly don't understand what people were or are expecting out of these machines.


8 - 5 = 3

I'm not sure about ratios, but it's not hard to find sixth-gen games with a delightful 60fps.

i r gud math
 
It's crossed some sort of line to for me where it used to be interesting to see the technical achievements or faults to the point that it just feels that every high profile game coming out is nitpicked to death and it feels almost embarrassing to read as a whole. I honestly don't understand what people were or are expecting out of these machines.
Another thing: The differences between the architectures of the two current direct competitors made Digital Foundry comparisons so much less interesting but the popularity of those threads has just increased drastically.
I used to read all the articles and threads of them for years, now I just read the ones where unexpected results are presented.
 
I think it's the real deal, as this version on youtube has the same changes as in the video on gamersyde. It's definitely not the PS3 version.

But it looks still better than some of the shadows you'll find in KZ SF. (and this is a straight capture from my PS4 with USB drive)

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I've never come across those kind of blocky shadows in KZ:SF, and the pic doesn't really represent the game's visuals truthfully. Here's a few pics with the HUD trick from the screenshot thread.

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It's crossed some sort of line for me where it used to be interesting to see the technical achievements or faults to the point that it just feels that every high profile game coming out is nitpicked to death and it feels almost embarrassing to read as a whole. I honestly don't understand what people were or are expecting out of these machines.




i r gud math

Just a guess but consoles used to be on the very highest end of hardware upon release, or close to it. Now, not so much. I think constant bull shots over the course of the past couple generations from literally like 95% of developers/publishers (including naughty dog) have skewed people into believing that's how games could/should look. When they pop them into their own console and play... Not so much.
 
Yes, next gen consoles, Ladies and Gents…

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And these are all launch window games/footage. As tools get even easier, and working with the hardware becomes more routine, we're going to see big jumps in quality.

It's like this is people's first generation transition, ugh.
 
What? I want to know why there are random low res shadows, when the game clearly demonstrates the ability to have much higher resolution shadows in almost every other scene.

It's just a matter of optimizing for the most probable scenario. Maybe an artist / programmer forgot to turn a few knobs up for that section during the remaster process, if it's a case by case process instead of a fully automated shadow quality solution they have there.
 
And these are all launch window games/footage. As tools get even easier, and working with the hardware becomes more routine, we're going to see big jumps in quality.

It's like this is people's first generation transition, ugh.

The tools don't really get any easier than they are now - they're industry standard tools that everyone except maybe some old school Japanese pubs have already been making games on.
 
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Why is this like this? Genuinely curious.

In most games there are two main types of lighting. Baked and Dynamic. Bake lighting is prerendered, while dynamic lights are real time.

While baked lighting can produce a near film like result(albeit a static result), it's stored and loaded in to memory like texture data(which can add up given that it's applied to the whole level). It is likely that this particular shadow was considered unimportant, so they decreased the resolution of its prerendered light map.

This is partly why dynamic global illumination is considered a holy grail in real time graphics. Currently the most feasible option is Light Propagation Volumes(LPVs) which was pioneered by CryTech and is being used in Fable Legends.

http://youtu.be/0OPOyiRapsQ
 
And these are all launch window games/footage. As tools get even easier, and working with the hardware becomes more routine, we're going to see big jumps in quality.

It's like this is people's first generation transition, ugh.

The difference won't be as big this time as it was with the PS3 and 360. When they were released they were relativity powerful for their time, and also had very complex architecture meaning it took time for devs to learn how to develop for them. Neither of which you can say for the new consoles, which are basically AMD PCs.
This is good and bad. Good in the sense that developing for them is easier from the start, and porting between PC and consoles is easier. Bad because we won't see as much of a improvement in visual fidelity in a few years time compared to what we have now. They will still improve visually, but by not as much.

That being said if most devs manage to achieve what ND have with U4, then I'm happy.
 
which are basically AMD PCs.
Stop saying that. There are so many differences between for example a PS4 and my AMD PC. List the differences and similarities and how they pertain to games in detail in your head and it should be very obvious.

You can't deny that they are much more similar to PCs hardware wise compared to last-gen.
I can however deny the part that I objected to. If you change what you say then it has to be evaluated again.
 
I've never come across those kind of blocky shadows in KZ:SF, and the pic doesn't really represent the game's visuals truthfully. Here's a few pics with the HUD trick from the screenshot thread.]


he's just pointing out that every game even the super pretty ones will have weak spots if you look for them.. that stuff is in KZSF but that doesn't mean the game doesn't look great or that the PS4 is weak. You can post 500 gorgeous looking screens but the moment someone points out a weakness the thread blows up into this nitpicking bullshit. If the shadows in TLOUR at 60FPS (which are better that the PS3 version already) bother you, then maybe go for the 30fps.
 
Stop saying that. There are so many differences between for example a PS4 and my AMD PC. List the differences and similarities and how they pertain to games in detail in your head and it should be very obvious.

Calm down. You can't deny that they are much more similar to PCs hardware wise compared to last-gen.
 
Just a guess but consoles used to be on the very highest end of hardware upon release, or close to it. Now, not so much. I think constant bull shots over the course of the past couple generations from literally like 95% of developers/publishers (including naughty dog) have skewed people into believing that's how games could/should look. When they pop them into their own console and play... Not so much.

Take a walk in the console screenshots thread, where users put up their own pics. Shit looks fucking great. The Infamous shots alone can be insane and impress me more than anything I've seen on the PC screenshot thread.
 
Some people just want to see the world burn.

I don't get the big deal here. What does everyone think ND should have done instead?

obviously they should have copied the Uncharted 4 computer codes onto TLOU computer codes and then clicked the 60FPS + better shadows checkbox
 
The difference won't be as big this time as it was with the PS3 and 360. When they were released they were relativity powerful for their time, and also had very complex architecture meaning it took time for devs to learn how to develop for them. Neither of which you can say for the new consoles, which are basically AMD PCs.
This is good and bad. Good in the sense that developing for them is easier from the start, and porting between PC and consoles is easier. Bad because we won't see as much of a improvement in visual fidelity in a few years time compared to what we have now. They will still improve visually, but by not as much.

That being said if most devs manage to achieve what ND have with U4, then I'm happy.

Is this still a valid argument? Am I wrong to think that familiar architecture will yield better results because devs will have more time to come up with better techniques than spending time figuring out how to code best?
 
I think it's the real deal, as this version on youtube has the same changes as in the video on gamersyde. It's definitely not the PS3 version.

But it looks still better than some of the shadows you'll find in KZ SF. (and this is a straight capture from my PS4 with USB drive)

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I've never come across shadows like that in the game. And I have hundreds of secreenshots from it too. Guessing it was a glitch or something, or an unfinished segment.
 
he's just pointing out that every game even the super pretty ones will have weak spots if you look for them.. that stuff is in KZSF but that doesn't mean the game doesn't look great or that the PS4 is weak. You can post 500 gorgeous looking screens but the moment someone points out a weakness the thread blows up into this nitpicking bullshit. If the shadows in TLOUR at 60FPS (which are better that the PS3 version already) bother you, then maybe go for the 30fps.

There are visual flaws in every game. The point of the pics I posted was that that's what the game looks like in the most cases, unless you're looking for the places where the seams crack.
 
People will always get better at using the hardware's eccentricities. They'll get better at doing more within the memory and performance budgets. They'll find alternative AA solutions, etc.

So far Resogun's really the only hint of GPGPU we've seen, it's basically completely untapped as of yet.

The Xbox and 360 were both meant to be very simple, and they both saw much better software at the end of their generations.
 
Reading the last few pages of this thread has been cringeworthy.

Edit: Not all of it, just a couple of posters. Ugh. Its like all TLOUR threads have a big sign on them that says "Please, come in and concern troll all manner of things!"
 
The community as a whole has got to stop freaking out over every little thing. The hyperbole and complaining and diva attitude over every single thing is grating.

I was month banned for "thread shitting" and called a shill for saying this :(

I really don't see how people can be offended by this option. More choice is always nice. My dad isn't hugely into computer games as they make him feel sick. The 30fps lock would help this to an extent.
I thought an option like this would be what a lot of people would be pleased with.
 
Reading the last few pages of this thread has been cringeworthy.

Edit: Not all of it, just a couple of posters. Ugh. Its like all TLOUR threads have a big sign on them that says "Please, come in and concern troll all manner of things!"



You will notice about a week's gap in my post history due to this. It's been... Interesting lately.

I guess it's somewhat to be expected, given the profile of the game being re-released. But it's disappointing nonetheless.

At the same time -- Happy to see The Last Of Us is just as relevant and causing even more concern than it did a year ago, though. Everyone wants a shot at the king! :p
 
People will always get better at using the hardware's eccentricities. They'll get better at doing more within the memory and performance budgets. They'll find alternative AA solutions, etc.

So far Resogun's really the only hint of GPGPU we've seen, it's basically completely untapped as of yet.

The Xbox and 360 were both meant to be very simple, and they both saw much better software at the end of their generations.
That's because it has relatively narrow applications. GPUs are really crappy at running branching code.
 
Is this still a valid argument? Am I wrong to think that familiar architecture will yield better results because devs will have more time to come up with better techniques than spending time figuring out how to code best?

I think we'll see much larger improvements over this generation than we did the last. GPGPU and meaningful use of all that memory (on things other than textures) are still unexplored territories. It's the first time that the systems themselves are relatively unrestricted by memory size and increased complexity in a system means you need increased R&D to properly exploit it.

People spend too much focus on the CPU architecture being the same as on PC. It doesn't make the systems 'tapped out'.
 
That's because it has relatively narrow applications. GPUs are really crappy at running branching code.
They're exceptional at generalized tasks though, obviously drawing because it's very easily broken up, but physics simulation too. Cerny certainly seems to believe it'll be a long term game changer, I guess we'll see.
 
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