Video: Russian compares Watch_Dogs Max Settings vs GTA IV Max Settings

If you watched the video, you'd notice that the pedestrian gets shot in the shoulder, which is not something that instantly kills people. He also reacts by covering up the side that just got shot instinctively. That's far more realistic to me.

I actually did watch the video and im referring to the watch dogs footage. The first guy gets shot towards the heart but his arm is in the way. The bullet (potentially could have gone through the arm towards the heart) hits and the npc grabs their shoulder which is weird.

The 2nd guy gets shot towards the heart, killing him instantly which the video points out as being not a good thing yet highlighting that gta gets more points for being realistic in other areas i.e. Car starting. I will agree that the animations of the gta guy being shot is def more realistic but the vid complaint was the one shot one kill which i have a problem with.

Even so, we are ignoring the most important thing! The water doesnt move when shot.
 
Yikes, but I think WD's lack of details in the small things is due to all attention going towards the hacking stuff thats present everywhere.

GTAIV has aged horribly though, damn it's ugly. Not even the enb mods I got can make it look good.
 
Rockstar had plenty of time to perfect their "realistic" open world craft. That isn't to take away from Rockstar's general insane attention to detail, though. Watch Dogs 2 will probably have the same level of realism now that they have built the base of their game.
 
The last one is hilarious.

No sure about the waves. There are some in WD, it's just more subtle and looks quite better actually. GTA's looks like jelly or something.

But otherwise yeah, for these kind of details WD is like 10 years lttp.
 
Wait, wait, this is important:

Is there anyone like "hello my cousin, let's go bowling" in Watch_Dogs?

Anyway the most important aspect of a game are controls and gameplay. I hope that Watch_Dogs won't have sluggish and inaccurate controls like GTA IV.
 
It's really weird to see how Rockstar knows better how to put detail on their games.

On the side note, GTAV is "worse" than GTAIV in certain aspects: Car deformation, indestructibles tires, less pronounced car explosion, inferior rain effects etc.

Don`t really know how this happens, but...

Anyhow, Ubisoft is still learning how to do a proper real-world simulation... Let's see in the next years.

GTA4 physics <3 ... I really hope they'll improve GTA5 in that regard for the next gen and PC releases... Or at least for the next GTA.

Besides this I am a bit sad that Ubisoft will get away with their corner cutting crap. They are not even in the same league as Rockstar.
 
It's really weird to see how Rockstar knows better how to put detail on their games.

On the side note, GTAV is "worse" than GTAIV in certain aspects: Car deformation, indestructibles tires, less pronounced car explosion, inferior rain effects etc.

Don`t really know how this happens, but...

Anyhow, Ubisoft is still learning how to do a proper real-world simulation... Let's see in the next years.

I definitely noticed the crappy car deformation in GTA V. Kinda jarring that you could ram into a wall going 120 mph and come out of it with a small dent...
 
I definitely noticed the crappy car deformation in GTA V. Kinda jarring that you could ram into a wall going 120 mph and come out of it with a small dent...
I hated how people attacked others who pointed out worse car deformation when GTA V released.

Oftopic, but that applies to almost every game that has big hype behind it.
 
I'm not Russian or anything. But did u hAve to put that on the thread title? I mean replace "Russian" with anything else and it still sound bad.

"Mexicans compares"
"Asian compares"
"African compares"
/rant

OT: till this day GTA IV is still a marvel. Cannot wait for gta V port
 
People always bitch about GTA4 system requirements but that game did so much many years ago. Also amazing draw distance and LOD.

Attention to detail is very important in open world games. But reviewers will surely notice that Watch Dogs is lacking in that department...
lol :(
 
I always knew that enb shots/clips were selective and they didn't look good in different situations (overbright/too much contrast) but in that video it seems there is some balance to it.... makes me want to replay this game actually, looks great.

I wish I could play GTA IV with ENB but AMD + GTA IV do not mix. I got an R290 and I can't get the game running well for the life of me.
 
GTA4 vanilla car models for reference (also better from what I've seen)

gta4a8s9m.png
 
Wow at GTA4. Esp. the car getting scratched by pointy objects and the reflections. I never knew that. The attention to detial is just out of this world. And lol at the water going through the car in Watch_Dogs.
 
Also, you can get this to make it also look better than Watch_Dogs in every other aspect too:

https://www.youtube.com/watch?v=1o-ojTM6tCE
:bow modding community


Is it even worth it to play current generation open world games in the vein of GTA (i.e. not the ones with super powers) if the industry hasn't caught up with a modded 2008 game yet? After seeing GTAIV with EB/ICenhancer, I do get flashbacks of how I felt about many big-budget FPS games post-Crysis.

meh
 
I think what this highlights, and i'm not sure how to say it without it sounding corny, is a fundamental difference in approach, when designing game.

R*'s is one that is very peculiar and seems to follow the lead team's (Housers, Garbut, Benzies, etc) vision, no matter what.
They clearly have a very different idea when it comes to creating games than most other people, and they have the will and freedom to follow it, despite a lot of controversy.
They would sooner add physics to a dog's piss, dripping down the street into a sewer, than focus on responsiveness and other factors that (most) would consider a priority.

This leads to some of the most detailed and peculiar world building you can find, but also to some really weird game design decision and problems that were already solved in the industry, years ago.

You just have to look at GTAIV, which is probably the apex of this mentality, to see it:

You can deviate rockets with your bullets, all physics based (and so can the enemy):

DifficultPoisedEyra.gif


yet the game doesn't have a competent shooting mechanic which, even by that time, was pretty much a nailed down issue.

This however leads to often incredible details, like the accuracy of procedural animations, or the fact that if you shoot an enemy on his bulltproof vest, you won't do much damage, but still get him off his feet:

iUMRxsyxcwkFn.gif

---

This is visible in all their last gen projects, but i think it was one of the key factors even prior to then, something that made them come up with elements like the Radio Stations system in GTA 1.

Watch Dogs on the other hand feels like a much more traditionally designed game, for better or worse; doesn't help, of course, that it has those Ubisoft bucketlist priorities, but in general those kind of very weird details will be the first thing to get lost, exactly because they don't come from straight game design logic, but from a personal vision that drives R*, who can maintain their total independence and do whatever the fuck they want.

R*'s games, bottomline, will always have a more authorial feeling, which means if you don't like their quirks, makes it very hard to see improvements from one title to the other.
Much like, if you didn't like a Lynch movie, you probably won't like the next.
 
Much like, if you didn't like a Lynch movie, you probably won't like the next.

Well, you know... They're not quite in Lynch territory but yeah.

I've been thinking lately that GTAIV is a cult game at heart, but this was forever-masked by the gigantic mainstream exposure it had. The reasons I love it seem very particular to my tastes moreso than the GTA's that came before it. This is sort of reflected by the backlash a lot of fans give it. In part, a lot of the backlash came from the tone... it's not exactly what I'd call a mainstream type Hollywood tone. It's too grim and bored and just plain sad for most people to really get excited about it. No game makes me feel wordless despair quite like GTAIV. Niko is the most quietly depressing character in a game ever. Just walking around as him down a street feels kinda heavy in a repressed way. This is why I don't like taking Niko on RPG rampages, and instead think it suits him better being an alleyway knifer.
 
Sleeping Dogs did look really nice and the performance was pretty fantastic too. The AO was horrible though. And ground textures aren't as nice as WD.
From screenshots of Watch Dogs, I'd say it does look a bit better than Sleeping Dogs overall. But not by a huge amount.

Its incredibly disappointing considering the expectations and especially the insane hardware requirements. Many people are having to play this at 30fps, even with fairly powerful rigs and thats just sad. I refuse to play a game at 30fps on PC unless its truly special and I have no choice, or maybe if it was just so incredibly beautiful, which this game certainly isn't.
 
ENB is certainly a godsend for (DX9) games like GTA IV and Skyrim... But you can't make a comparison to Watch Dogs. Modded vs. unmodded is cheating.

GTA IV was another game which, upon initial release in 2008 needed a quad core CPU to run at a stable framerate. Then some patches came. It still ran a bit subpar, but the performance improvements were significant. And mother of god don't get me started on Rockstar Social Club or Games for Windows Live, two awful DRM systems included in the PC release, the former of which was eventually patched out.

Just trying to keep things in perspective here. There's some very selective memory going on here regarding GTA IV's PC release and the state it was in. It's one of the worst ports I've seen in a long time.
 
While some of these things are disappointing to see, no doubt, is it really fair to compare any other developer to Rockstar. They've proven that they are not to be f**ked with it comes to open world games and their attention to detail. To this date are there any other games for that matter beside Watch Dogs to make this kind of comparison to. I still think Watch Dogs looks fine, not as amazing as it first suggested when shown a couple years ago though. Fun comparison to watch though just to see what developers 'CAN' achieve in games if they had the time and money!
 
Even as someone who didn't like GTA4 single player, so many detail in the game were incredible ( and made the multiplayer really fun IMHO ), vehicule destruction and how it impacted driving among other things ( ragdol ) still impress me today.
 
Wow... These are basic things (for the best part), simple world interactivity - which given the delay, & how much they've pushed the interactivity angle through hacking, I'd have thought they'd have down to at least close to the best of last gen. It's immersion-breaking, & what has been seen cannot be unseen. They're really pinning everything on the hacking gameplay gimmick, as they also seem to have made the same misstep R* did with GTA IV's story by taking it too seriously (caught the first hour on YT last night - also, that car handling...).

It's being delivered tomorrow but I suddenly find that all interest I had in it has evaporated into the aether, which - worryingly - is a growing trend for me this generation. I hope the MP has legs.
 
I'm always amazed to see how devs consistently manage to forget modelling any sort of interaction between the bullets and the water in so many games, even when the games are technically excellent. Battlefield 3 was one example, which was weird coming from BFBC2 which had decent water and bullet interaction.
 
Rockstar's attention to detail really is something else and sets their open worlds far apart from any others. The fire hydrant at the end is a great example. Crazy how much GTAIV did at the time, some of that stuff didn't even make it into GTAV.

This, the detail in GTA always amazes me.
 
I think what this highlights, and i'm not sure how to say it without it sounding corny, is a fundamental difference in approach, when designing game.

R*'s is one that is very peculiar and seems to follow the lead team's (Housers, Garbut, Benzies, etc) vision, no matter what.
They clearly have a very different idea when it comes to creating games than most other people, and they have the will and freedom to follow it, despite a lot of controversy.
They would sooner add physics to a dog's piss, dripping down the street into a sewer, than focus on responsiveness and other factors that (most) would consider a priority.

This leads to some of the most detailed and peculiar world building you can find, but also to some really weird game design decision and problems that were already solved in the industry, years ago.

[...]This is visible in all their last gen projects, but i think it was one of the key factors even prior to then, something that made them come up with elements like the Radio Stations system in GTA 1.

Watch Dogs on the other hand feels like a much more traditionally designed game, for better or worse; doesn't help, of course, that it has those Ubisoft bucketlist priorities, but in general those kind of very weird details will be the first thing to get lost, exactly because they don't come from straight game design logic, but from a personal vision that drives R*, who can maintain their total independence and do whatever the fuck they want.

R*'s games, bottomline, will always have a more authorial feeling, which means if you don't like their quirks, makes it very hard to see improvements from one title to the other.
Much like, if you didn't like a Lynch movie, you probably won't like the next.
Definitely agree.

I would also say they had success which could only be reproduced by a small number of companies and titles. Their games sold 10, 15, 20+ million copies a piece once GTA really got rolling. That puts them in the stratosphere with The Sims, Mario, and above Call of Duty amazingly enough. With that kind of success also comes freedom... And larger budgets. GTA V is $265M all in, GTA IV was $100M for the development alone. Despite Ubisoft's best efforts (and franchise whoring), that kind of budget is hard to get away with for any game doing anything, set anywhere. To some extent, Rockstar does outspend the competition and they have been key factors in rising game budgets.

Watch Dogs development has taken on the task of developing for six platforms. What of the GTA games? Only three, one of them a long delayed PC port which was in development probably from the beginning. To be fair, Ubisoft had the smart idea of artificially delaying PC releases starting with Assassin's Creed 2. I guess they've finally come to their senses.

There is of course the inevitable comparisons to GTA no matter the real design stance on Watch Dogs. I'm reminded of Mafia 2 a bit, though WD is not nearly so story dependent. It's the name of the game whether the comparisons are really apt.
 
I think what this highlights, and i'm not sure how to say it without it sounding corny, is a fundamental difference in approach, when designing game.

R*'s is one that is very peculiar and seems to follow the lead team's (Housers, Garbut, Benzies, etc) vision, no matter what.
They clearly have a very different idea when it comes to creating games than most other people, and they have the will and freedom to follow it, despite a lot of controversy.
They would sooner add physics to a dog's piss, dripping down the street into a sewer, than focus on responsiveness and other factors that (most) would consider a priority.

This leads to some of the most detailed and peculiar world building you can find, but also to some really weird game design decision and problems that were already solved in the industry, years ago.

You just have to look at GTAIV, which is probably the apex of this mentality, to see it:

You can deviate rockets with your bullets, all physics based (and so can the enemy):

DifficultPoisedEyra.gif


yet the game doesn't have a competent shooting mechanic which, even by that time, was pretty much a nailed down issue.

This however leads to often incredible details, like the accuracy of procedural animations, or the fact that if you shoot an enemy on his bulltproof vest, you won't do much damage, but still get him off his feet:

iUMRxsyxcwkFn.gif

---

This is visible in all their last gen projects, but i think it was one of the key factors even prior to then, something that made them come up with elements like the Radio Stations system in GTA 1.

Watch Dogs on the other hand feels like a much more traditionally designed game, for better or worse; doesn't help, of course, that it has those Ubisoft bucketlist priorities, but in general those kind of very weird details will be the first thing to get lost, exactly because they don't come from straight game design logic, but from a personal vision that drives R*, who can maintain their total independence and do whatever the fuck they want.

R*'s games, bottomline, will always have a more authorial feeling, which means if you don't like their quirks, makes it very hard to see improvements from one title to the other.
Much like, if you didn't like a Lynch movie, you probably won't like the next.

Excellent post because it was very informative for me. My respect for Rockstar has skyrocketed. And thanks for the gif; one of the most amazing gifs I have ever seen. Did you do it your self?
 
Funny part about this. THIS dude still not stoping me from getting this Hawt ass game. I was sold when I saw gorgeous Chicago running on PS4 twitch.
 
Definitely agree.

I would also say they had success which could only be reproduced by a small number of companies and titles.
Definitely.
And i think in a way this plays in their "strategy" (or philosophy, if you will).

They seem to value the "RockStar Games" brand above anything else, which is also why they put it upfront, as opposed to any individual name (Dan and Sam Houser aren't really that famous, despite being some of the most successful people in the industry).
I want to say i read this in an interview, but i can't remember where it was, anyhow they intentionally tried to value the R* brand above their own names, which i think was a good move, as it gives them more flexibility in branding.
And having fewer, bigger games come out is definitely playing into increasing that brand prestige.

I don't think Ubi is as concerned with it, though they are a much bigger and different company, they aren't as afraid of putting out a so-so game.
But it's a weird comparison though, since Ubi is a publisher, and R* is a developer.

However, R*'s independence from TakeTwo absolutely does play into the final product we get, as opposed to the Watch_Dogs team, which was probably pushed to hit some game design checkboxes, to uniform to Ubi's lineup.

All this being merely my guess, of course.

Excellent post because it was very informative for me. My respect for Rockstar has skyrocketed. And thanks for the gif; one of the most amazing gifs I have ever seen. Did you do it your self?
The Max Payne 3 one i think was made by a gaffer, but i don't remember who.
The GTAIV one, is a pretty old one, i have no idea where it originated, there are many similar gifs about that game, unfortunately many i had are broken links since minus has decided to fuck me over today. :\
 
Very interesting video. The baked in reflections in the windows which didn't match up to the buildings across the street were cool
 
Also, you can get this to make it also look better than Watch_Dogs in every other aspect too:

https://www.youtube.com/watch?v=1o-ojTM6tCE

And those textures don't require 3GB of vram at 1080p either

Everything about watchdogs just looks C tier
the physics, the art style, the lighting,the awful LOD (pseudo hidden by the awful dof)
Shows you can't just factory produce something good by throwing a thousand people at it, you need talent to make something good.

I don't even like gta4 but at least it doesn't look like some B team made it (it plays like it though:p)
 
This, the detail in GTA always amazes me.

You could destroy a bench piece by piece with a gun...

BUT the BEST thing in GTA was when I hit a person who walked by and he hit me back and a Police officer saw that he hit me (but he didn't saw me beating the other guy). Funny thing is the officer wanted to arrest the guy but he ran away and the officer went afterwards BUT he gave up cause the officer was fat. Tried the same situation but with a thin officer. He got the guy...
Such detail is unmatched.
Rockstar are GODS.
 
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