Weird. So the shadow offset problem is only in 60 fps mode.
Whoever implemented the higher quality shadows probably applied them correctly and didn't notice or wasn't aware of the issue at 60fps.
Weird. So the shadow offset problem is only in 60 fps mode.
Here are the comparisons thanks to JLeack. Imo i would not trade 60fps which is what the game will be running 99% of the time, for 30fps mode with better shadows. I'll need to test the differences myself but since the game has motion blur on top of 60fps (that's what gives it the cg feel) that's probably the one I'm going to use. But 30fps mode is perfect for photomode.
These are the first pics I have seen where you could even tell a difference, and even then it's so unbelievably small it blows my mind someone would still choose that option over 60 FPS.
Wishmaster can you forward me the originals?
Also what is that weird effect on buildings like that. Shadows look too dark and sharp or something IMO.
Thanks. I have deduced that neither mode has the same 'missing' shadows. Infact, there are cases where 60FPS actually has more/different shadows than the 30FPS version. Really odd.
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Either way, still looking forward to playing this at 60.
In regards to this,
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I obviously can't know for sure, but it's much more likely that this is a bug, not working as intended. I'd expect it to get fixed on launch, if not soon after.
I'm not happy seeing that. This was an active distraction in the PS3 version originally. I can't comprehend why that wasn't caught/addressed in the remastering.
Just the offset, check this area on the animated gif.Yeah, i noticed that too. Must be a bug then.
Lots of the things in this game are a straight port of an effect from PS3, so that it would look as close to the original as possible, it seems. Someone described earlier that the reason this is low res is because they calculate GI bounce for the flashlight and then use dozens of point lights to create realtime GI to the rest of the scene, which is the only way it could have been done on PS3.I'm not happy seeing that. This was an active distraction in the PS3 version originally. I can't comprehend why that wasn't caught/addressed in the remastering.
Lots of the things in this game are a straight port of an effect from PS3, so that it would look as close to the original as possible, it seems. Someone described earlier that the reason this is low res is because they calculate GI bounce for the flashlight and then use dozens of point lights to create realtime GI to the rest of the scene, which is the only way it could have been done on PS3.
I've just came from watching Gsmersydes videos and I'd say the whole game is a straight port, I'm barely seeing the benefits of 1080p either and same low res textures that stood out a mile in the PS3 version are still present, what happen to 4x the texture detail?Lots of the things in this game are a straight port of an effect from PS3, so that it would look as close to the original as possible, it seems. Someone described earlier that the reason this is low res is because they calculate GI bounce for the flashlight and then use dozens of point lights to create realtime GI to the rest of the scene, which is the only way it could have been done on PS3.
I've just came from watching Gsmersydes videos and I'd say the whole game is a straight port, I'm barely seeing the benefits of 1080p either and same low res textures that stood out a mile in the PS3 version are still present, what happen to 4x the texture detail?
I've just came from watching Gsmersydes videos and I'd say the whole game is a straight port, I'm barely seeing the benefits of 1080p either and same low res textures that stood out a mile in the PS3 version are still present, what happen to 4x the texture detail?
I wish they implemented it so it was consistent. There were whole areas or types of effects that had what looked like 1/4 resolution or lower implementations. Addressing those seem like they would have been higher on the priority list, and it's not like they were subtle, even before the resolution bump.
I've just came from watching Gsmersydes videos and I'd say the whole game is a straight port, I'm barely seeing the benefits of 1080p either and same low res textures that stood out a mile in the PS3 version are still present, what happen to 4x the texture detail?
Play the PS3 version again, then watch that vid. Difference is pretty big.I've just came from watching Gsmersydes videos and I'd say the whole game is a straight port, I'm barely seeing the benefits of 1080p either and same low res textures that stood out a mile in the PS3 version are still present, what happen to 4x the texture detail?
Are you serious?
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If you can't see the improvement in texture detail, resolution/AA, and anisotropic filtering in those shots....then I don't know what to say.
4x detail means jump from 256x256 texture to 512x512.I've just came from watching Gsmersydes videos and I'd say the whole game is a straight port, I'm barely seeing the benefits of 1080p either and same low res textures that stood out a mile in the PS3 version are still present, what happen to 4x the texture detail?
Disappointing isn't it? ND seemingly blew most of the development time of this port on the 60fps coding.
Disappointing isn't it? ND seemingly blew most of the development time of this port on the 60fps coding.
I know!
''You need glasses.'' Sounds appropriate.
EDIT: Or maybe ''Put down these googles.'' because they're not good for this context.
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This is one of those ports that looks like how people remember the game. When I booted it up about a month ago I was shocked at how dated it already looked. Remastered is a big jump.I think some people just need to replay the PS3 version to remind themselves of how "bad" it looks in comparison to the PS4 version. Character models, framerate, AF, AA, resolution, shadows (yes, even the worst of the 60fps shadows), LOD, draw distance is all better than the PS3 version.
I dunno...maybe nostalgia is causing people to remember the PS3 version looking better than what it actually does?
True4x detail means jump from 256x256 texture to 512x512.
It's not enough to fix cases where the resolution was too low.
I'm pretty sure that they did textures already in higher resolution for ps3 and now that ps4 had more memory they used the originals.
I always get avatar quoted for same reason lolI know!
''You need glasses.'' Sounds appropriate.
EDIT: Or maybe ''Put down these googles.'' because they're not good for this context.
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I think I do, rose tinted glasses maybe to be blamed as it looks the same to mePlay the PS3 version again, then watch that vid. Difference is pretty big.
Looks nice, but so did the PS3 version.Are you serious?
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If you can't see the improvement in texture detail, resolution/AA, and anisotropic filtering in those shots....then I don't know what to say.
I can see a slight improvement in quality but I think they should have replaced certain textures.It was 4X texture size, not detail. Meaning less compressed than they were on PS3.
This is one of those ports that looks like how people remember the game. When I booted it up about a month ago I was shocked at how dated it already looked. Remastered is a big jump.
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Looks nice, but so did the PS3 version.
It sure did, but not this good, I assure you.
I can see a slight improvement in quality but I think they should have replaced certain textures.
True
I always get avatar quoted for same reason lol
I think I do, rose tinted glasses maybe to be blamed as it looks the same to me
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Looks nice, but so did the PS3 version.
I can see a slight improvement in quality but I think they should have replaced certain textures.
Some of them do go above and beyond though. Final Fantasy X had new character models and new textures.That's more along the lines of a remake. A remaster isn't really supposed to change assets completely, just update, or remaster, them.
Oh FFS, double post again. My bad.
It is what it is. This remaster isn't as definitive as was assumed.
Pray ND patch this oversight (among others). It's pretty glaring.
A remake is like REmake or Oddworld: N&TThat's more along the lines of a remake. A remaster isn't really supposed to change assets completely, just update, or remaster, them.
Oh FFS, double post again. My bad.
Yes this, TLOU doesn't need anything to this extreme, but you would have thought the team would see that some textures needed replacing and done it.I think there are a few new textures here and there, but overall they're indeed using the source assets of the PS3 game, at a higher quality.
Some of them do go above and beyond though. Final Fantasy X had new character models and new textures.
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But this isn't necessary for TLOU obviously since it still looks pretty good.
A remake is like REmake or Oddworld: N&T
Oddworld: SW HD wasn't a remake and look what they didt, they could have done some texture replacements.
Yes this, TLOU doesn't need anything to this extreme, but you would have thought the team would see that some textures needed replacing and done it.
What annoys me more is TRDE cost me £34 which people bitched about being too expensive for just a port when it was a lot more then just a port.
Metro Redux is £29 for 2 games, this is £39.99 for just a port and it is just a port there is no denying it.
I mean it looks like bluepoint has done it which isn't a bad thing but on Nextgen consoles a 1080p 60fps port isn't gonna cut it.
TLOU looks great for a PS3 game and I'd say gets away with it, But everyone saying 1080p 60fps is a big improvement will be singing a different tune when they start porting games that don't look good with just a 1080p 60fps upgrade.
And they'll do it because you've given them the ok to do so
Those gifs confirm that 60FPS mode has messed up shadows. There are outright missing ones in certain areas.
EDIT: Actually 30FPS is missing some in one of them also.
Those people that are buying this game are just terrible people. Imagine if another publisher decides they should re-release their game and then sell it to people that are interested in that game.And they'll do it because you've given them the ok to do so
Those people that are buying this game are just terrible people. Imagine if another publisher decides they should re-release their game and then sell it to people that are interested in that game.
It would be hell on earth.
Yes this, TLOU doesn't need anything to this extreme, but you would have thought the team would see that some textures needed replacing and done it.
What annoys me more is TRDE cost me £34 which people bitched about being too expensive for just a port when it was a lot more then just a port.
Metro Redux is £29 for 2 games, this is £39.99 for just a port and it is just a port there is no denying it.
I'm pretty sure that by size they mean, if the texture was 512x512px it is now 2048x2048, so you do get a lot more detail. I don't think they meant texture file size (like 50Kb vs 200Kb). There's no way PS3 version of the game had textures this detailed, they were really quite low res in a lot of more open areas, and I just don't see that here at all. Texture artists must have drawn all the texture in a much higher resolution than what the PS3 game ended up using, so they could now just use to larger size files that they had all along.It was 4X texture size, not detail. Meaning less compressed than they were on PS3.
I'm pretty sure they were 256x256 and are now 512x512. When you double both parts, total quadruples.I'm pretty sure that by size they mean, if the texture was 512x512px it is now 2048x2048, so you do get a lot more detail. I don't think they meant texture file size (like 50Kb vs 200Kb). There's no way PS3 version of the game had textures this detailed, they were really quite low res in a lot of more open areas, and I just don't see that here at all. Texture artists must have drawn all the texture in a much higher resolution than what the PS3 game ended up using, so they could now just use to larger size files that they had all along.
I can't believe some of you would trade 60fps for better shadows. It goes beyond my understanding.
That's usually not how people who work with graphics refer to image size. Everyone I know would call 256x256 -> 512x512 increase a "2x image size increase".I'm pretty sure they were 256x256 and are now 512x512. When you double both parts, total quadruples.
In regards to this,
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I obviously can't know for sure, but it's much more likely that this is a bug, not working as intended. I'd expect it to get fixed on launch, if not soon after.
You should check out the 42 page thread of people vehemently arguing about Dark Souls not having a pause button.
I'm pretty sure that by size they mean, if the texture was 512x512px it is now 2048x2048, so you do get a lot more detail. I don't think they meant texture file size (like 50Kb vs 200Kb). There's no way PS3 version of the game had textures this detailed, they were really quite low res in a lot of more open areas, and I just don't see that here at all. Texture artists must have drawn all the texture in a much higher resolution than what the PS3 game ended up using, so they could now just use to larger size files that they had all along.