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Next-Gen PS5 & XSX |OT| Console tEch threaD

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But it does state it’s in-engine. It’s the same thing at the end of the day no matter how it’s delivered right?

As long as it looks and plays great during gameplay I don't think anyone will care how the cinematics look in comparison.

a3axR0i.gif


IntentionalPun IntentionalPun does this look good to you?
 
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bitbydeath

Member
No it's not the same, at least usually it isnt. The entire point of it normally is to render something not feasible on the hardware you are playing it back on.

You either render it on more powerful hardware, or you can render unrealistic graphics at really low framerates, and then speed it up to 30FPS for playback.

It's why it's such a huge distinction.. why people have been arguing about whether Hellblade 2 was real time for instance.

True. I expect it was done this way as it’s somehow being ported to PS4.
 

IntentionalPun

Ask me about my wife's perfect butthole
As long as it looks and plays great during gameplay I don't think anyone will care how the cinematics look in comparison.

a3axR0i.gif


IntentionalPun IntentionalPun does this look good to you?
Like I said, the gameplay looks great.

(but people shouldn't be using the cinematic portions for graphics comparisons, and I've seen that done here)
 
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Like I said, the gameplay looks great.

(but people shouldn't be using the cinematic portions for graphics comparisons, and I've seen that done here)

I also believe that people shouldn't use footage if it's never been captured from the actual console. That's deceiving as well.

With Sonys PS5 event there's gameplay footage so it's feasible to have an idea of what the console is capable of.
 
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IntentionalPun

Ask me about my wife's perfect butthole
I also believe that people shouldn't use footage if it's never been captured from the actual console. That's deceiving as well.

With Sonys PS5 event there's gameplay footage so it's feasible to have an idea of what the console is capable of.
Yeah never seeing actual XSX footage is garbage. It really feels like something is wrong.

But I also want to see more PS5 gameplay; it’s far more relevant to me as I plan on spending a lot more time on PS5 than XSX.
 
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Yeah never seeing actual XSX footage is garbage. It really feels like something is wrong.

But I also want to see more PS5 gameplay; it’s far more relevant to me as I plan on spending a lot more time on PS5 than XSX.

Well at least we have gameplay straight from a PS5 do that's good to see. I like what I've seen so far and I'm pretty sure we will get more in the near future. Heck I know people say Godfall looks like trash but at least we saw gameplay of that.

Sony seems confident in showing games running on the system in my opinion.
 
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ToadMan

Member
I'm probably not going to get Godfall but I like that they are doing that.

Yeah the demo of Godfall today made me a bit more interested in it. Kind of Diablo meets GOW vibe.

I’m curious how the co op will play out and whether there’ll be monster hunter style coop take downs of bigger enemies.

But right now I’m interested to see more.

Interestingly I think there was more actual PS5 gameplay at this SOP than we’ve seen before - godfall and Pathless had quite long gamely showings with commentary.
 

VFXVeteran

Banned
You know that Pixar movies are done with render farms right?

I haven't seen anything on that level during Sonys conference.

It's also possible to use the engine and the console to create those cutscenes. While it isn't realtime it doesn't have to be done by a render farm or anything.

It's why you should be careful when you say Pixar movie because people will assume your talking about footage generated by a render farm.

I'm not understanding why some of you guys can't tell offline rendering from videogame cutscenes. It's so jarring it's so easy to tell. That video was mostly rendered with an offline render and the gameplay snippets are significantly "gamey" looking.

One good tell-tale sign is just by looking at hair rendering. There is no way that ANY GPU can render fur like this:

Rot_CU-1.jpg


There is self-shadowing everywhere. The grass looks completely accurate and self-shadowed to give thickness. The DOF is astounding both front and back. The eyes on the creatures are completely reflecting using ray-tracing. There are no aliasing artifacts anywhere.

yF6Bhuw.jpg


When have you ever seen FX emit lighting and shadowing in a videogame cutscene where every particle is a light source. And then see the subsurface scattering on the skin light up like that?


Gameplay:

vCDyxc4.jpg


All the shadowing is gone. The motion blur gives artifacts, the tree's leaves in the distance are shaded flat, the character lost her SSS. The little furry things have lost their hair, tree branches on the walls don't cast ambient occlusion, etc.. etc.. etc..

 
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I'm not understanding why some of you guys can't tell offline rendering from videogame cutscenes. It's so jarring it's so easy to tell. That video was mostly rendered with an offline render and the gameplay snippets are significantly "gamey" looking.

One good tell-tale sign is just by looking at hair rendering. There is no way that ANY GPU can render fur like this:

Rot_CU-1.jpg


There is self-shadowing everywhere. The grass looks completely accurate and self-shadowed to give thickness. The DOF is astounding both front and back. The eyes on the creatures are completely reflecting using ray-tracing. There are no aliasing artifacts anywhere.

yF6Bhuw.jpg


When have you ever seen FX emit lighting and shadowing in a videogame cutscene where every particle is a light source. And then see the subsurface scattering on the skin light up like that?


Gameplay:

vCDyxc4.jpg


All the shadowing is gone. The motion blur gives artifacts, the tree's leaves in the distance are shaded flat, the character lost her SSS. The little furry things have lost their hair, tree branches on the walls don't cast ambient occlusion, etc.. etc.. etc..

No matter How close the gameplay is to cutscenes, the gameplay footage Will always look more "gamey" compared to cutscnes, pre rendered or not, simply because of câmera perspective and other stuff like cutscenes having a more cinamatic angle by Nature, simple camera effects like dof, perfect lighting Control of a fixed scene etc.

Its quite possible that ratchet and Clank has realtime cutscenes, not rendering cutscenes, and they are actually more complex than the ones seen on kena.
 
I'm not understanding why some of you guys can't tell offline rendering from videogame cutscenes. It's so jarring it's so easy to tell. That video was mostly rendered with an offline render and the gameplay snippets are significantly "gamey" looking.

One good tell-tale sign is just by looking at hair rendering. There is no way that ANY GPU can render fur like this:

Rot_CU-1.jpg


There is self-shadowing everywhere. The grass looks completely accurate and self-shadowed to give thickness. The DOF is astounding both front and back. The eyes on the creatures are completely reflecting using ray-tracing. There are no aliasing artifacts anywhere.

yF6Bhuw.jpg


When have you ever seen FX emit lighting and shadowing in a videogame cutscene where every particle is a light source. And then see the subsurface scattering on the skin light up like that?


Gameplay:

vCDyxc4.jpg


All the shadowing is gone. The motion blur gives artifacts, the tree's leaves in the distance are shaded flat, the character lost her SSS. The little furry things have lost their hair, tree branches on the walls don't cast ambient occlusion, etc.. etc.. etc..

No matter How close the gameplay is to cutscenes, the gameplay footage Will always look more "gamey" compared to cutscnes, pre rendered or not, simply because of câmera perspective and other stuff like cutscenes having a more cinamatic angle by Nature, simple camera effects like dof, perfect lighting Control of a fixed scene etc.

Its quite possible that ratchet and Clank has realtime cutscenes, not rendering cutscenes, and they are actually more complex than the ones seen on kena.
 
I'm not understanding why some of you guys can't tell offline rendering from videogame cutscenes. It's so jarring it's so easy to tell. That video was mostly rendered with an offline render and the gameplay snippets are significantly "gamey" looking.

One good tell-tale sign is just by looking at hair rendering. There is no way that ANY GPU can render fur like this:

Rot_CU-1.jpg


There is self-shadowing everywhere. The grass looks completely accurate and self-shadowed to give thickness. The DOF is astounding both front and back. The eyes on the creatures are completely reflecting using ray-tracing. There are no aliasing artifacts anywhere.

yF6Bhuw.jpg


When have you ever seen FX emit lighting and shadowing in a videogame cutscene where every particle is a light source. And then see the subsurface scattering on the skin light up like that?


Gameplay:

vCDyxc4.jpg


All the shadowing is gone. The motion blur gives artifacts, the tree's leaves in the distance are shaded flat, the character lost her SSS. The little furry things have lost their hair, tree branches on the walls don't cast ambient occlusion, etc.. etc.. etc..


Yikes at least there was gameplay in that trailer. So we can be certain that some of it was realtime and it didn't look bad at all.
 

VFXVeteran

Banned
No matter How close the gameplay is to cutscenes, the gameplay footage Will always look more "gamey" compared to cutscnes, pre rendered or not, simply because of câmera perspective and other stuff like cutscenes having a more cinamatic angle by Nature, simple camera effects like dof, perfect lighting Control of a fixed scene etc.

These aren't realtime cutscenes. These are offline rendered frames which will destroy videogame cutscenes in appearance.

Its quite possible that ratchet and Clank has realtime cutscenes, not rendering cutscenes, and they are actually more complex than the ones seen on kena.

Actually more complex? How can a videogame cutscene render more complex algorithms than a CPU rendered offline path-tracer?

Here is a screenshot from the cutscene. It has nowhere near the rendering quality of offline rendered footage in Kena.

fNAbwms.jpg


1. Flat shading under the right arm with GI light probe. It shouldn't be that lit.
2. Hair artifacts all over the place showing that they still use transparent planes for fur instead of actual geometric curves.
3. The metal backpack looks like something out of DOOM game. Not a very good shiny metal material at all.
4. None of the green particles are light sources that cast shadows
5. His helmet doesn't cast proper shadow onto the fur strips. Ray-tracing could fix this.
6. DOF up close shows triangulation on the rock and the material is just blurred out along with it's texture aliasing.
7. The normal maps on the creature Ratchet is lying on are too smooth and not detailed enough.
8. The hair and the metal Clank that's behind his ear aren't lit properly showing a multiple pass back to front polygon sorting for the transparent hair. That's why they aren't lit the same. The metal is shiny, so should the hair.
 
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GreyHand23

Member
I'm not understanding why some of you guys can't tell offline rendering from videogame cutscenes. It's so jarring it's so easy to tell. That video was mostly rendered with an offline render and the gameplay snippets are significantly "gamey" looking.

One good tell-tale sign is just by looking at hair rendering. There is no way that ANY GPU can render fur like this:

Rot_CU-1.jpg


There is self-shadowing everywhere. The grass looks completely accurate and self-shadowed to give thickness. The DOF is astounding both front and back. The eyes on the creatures are completely reflecting using ray-tracing. There are no aliasing artifacts anywhere.

yF6Bhuw.jpg


When have you ever seen FX emit lighting and shadowing in a videogame cutscene where every particle is a light source. And then see the subsurface scattering on the skin light up like that?


Gameplay:

vCDyxc4.jpg


All the shadowing is gone. The motion blur gives artifacts, the tree's leaves in the distance are shaded flat, the character lost her SSS. The little furry things have lost their hair, tree branches on the walls don't cast ambient occlusion, etc.. etc.. etc..


I actually watched a youtube video of a film animator breaking down this trailer and he was highly impressed with their work. It's obvious in both the CGI and the gameplay that this studio has film roots. I agree with you though that it should have been obvious to most that those weren't gameplay.
 

GreyHand23

Member
No matter How close the gameplay is to cutscenes, the gameplay footage Will always look more "gamey" compared to cutscnes, pre rendered or not, simply because of câmera perspective and other stuff like cutscenes having a more cinamatic angle by Nature, simple camera effects like dof, perfect lighting Control of a fixed scene etc.

Its quite possible that ratchet and Clank has realtime cutscenes, not rendering cutscenes, and they are actually more complex than the ones seen on kena.

Ratchet and Clank probably does have realtime cutscenes, but don't be fooled by art direction. Kena's cutscenes are in another realm compared to Ratchet.
 

GreyHand23

Member
These aren't realtime cutscenes. These are offline rendered frames which will destroy videogame cutscenes in appearance.



Actually more complex? How can a videogame cutscene render more complex algorithms than a CPU rendered offline path-tracer?

I do think that we will eventually get to a point where realtime cutscenes are indistinguishable to offline renders by the average person.
 
These aren't realtime cutscenes. These are offline rendered frames which will destroy videogame cutscenes in appearance.



Actually more complex? How can a videogame cutscene render more complex algorithms than a CPU rendered offline path-tracer?

It looks more complex to me. It looks beautiful no doubt, but It doesnt "destroy" anything because thats a hyperbole word and the level of details in ratchet is Just as good.

Epic have Said that the Ps5 can render "movie" graphics. Not that I AM putting my hands on It because Hollywood is obviously always 50 years ahead, but their demo is indeed insane for a videogame so theres some merit on his statement, and cartooney CGIs are way more doable in a realtime cutscenes. Ratchet cutscenes look more complex to me and Very CGI like.
 
It looks more complex to me. It looks beautiful no doubt, but It doesnt "destroy" anything because thats a hyperbole word and the level of details in ratchet is Just as good.

Epic have Said that the Ps5 can render "movie" graphics. Not that I AM putting my hands on It because Hollywood is obviously always 50 years ahead, but their demo is indeed insane for a videogame so theres some merit on his statement, and cartooney CGIs are way more doable in a realtime cutscenes. Ratchet cutscenes look more complex to me and Very CGI like.

I think what we have to take from all this is that the gameplay on both Ratchet and Kena look very impressive despite their cut scenes.

With that said we should he thankful that they were running on actual PS5 hardware instead of a high end PC.

As future PS5 owners we have a pretty good idea on what games will look like in the platform.

I don't think anyone should be mad at this.

What's your opinion on this VFXVeteran VFXVeteran ?
 
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Shmunter

Member
Yeah but you can get a pretty good idea from them what gameplay will look like if you can see what the real-time cutscenes are capable of.

Pre-rendered cutscenes are about as useful as watching a Pixar movie on your PS5 lol
I’m going to take our Xbox brothers side on this one. While gameplay is all that matters, real-time cutscenes are a stamp of technical prowess that scratch the nerdy part of my cranium. Knowing things are pre-rendered leave me feeling indifferent.

Recognising it’s only a fraction of a game as a sum of its parts.
 

IntentionalPun

Ask me about my wife's perfect butthole
New angle: There was cut scenes at the PS5 show there for we don't know what was gameplay & what was rendered at Pixar studios so it's ok that MS isn't showing any games running on Xbox Series X because Sony Too!
New angle: you are 12 years old.
 

Games Dean

Member
It’s gotta be Silent Hill/Metal Gear/Final Fantasy.

Anything from Bethesda/Rockstar/EA/Ubisoft would be extremely expensive.

Simply put, the industry has grown really small lately. There’s not a whole lot to choose from.
Silent Hill will be a PlayStation Studios game. So it's not in the running for one of the moneyhatted games.

I think FF16 is definitely one of them. Imran has said before that one of the games is something that has typically been associated with Xbox in the past. Elder Scrolls?
 

Nickolaidas

Member
Silent Hill will be a PlayStation Studios game. So it's not in the running for one of the moneyhatted games.

I think FF16 is definitely one of them. Imran has said before that one of the games is something that has typically been associated with Xbox in the past. Elder Scrolls?
MS going with Avowed and Sony going with Elder Scrolls? Would be funny to see, considering PlayStation is the LAST place you want to play Skyrim on ...
 

kyliethicc

Member
Silent Hill will be a PlayStation Studios game. So it's not in the running for one of the moneyhatted games.

I think FF16 is definitely one of them. Imran has said before that one of the games is something that has typically been associated with Xbox in the past. Elder Scrolls?
Imran said it was a game Microsoft has had at their shows, and that Sony cut a check to regain the mindshare around it.. so I think that game he’s talking about is Elden Ring. He also seemed confident Elden Ring would not be at Xbox’s recent shows. And we know Elden Ring should be out within a year or so.

Sekiro and Elden Ring were shown at Xbox E3. I’m sure that pissed off Sony. They’re Japanese, they have Bloodborne, they’re remaking Demon’s Souls. They even passed on publishing and owning the entire Souls franchise early on before it got big so I bet they regret that. Sony should want that franchise to be associated with PlayStation, not Xbox.

I could see Sony paying Bandai Namco to make Elden Ring exclusive to PS4 or PS5 for 1 year to gain the mindshare and early sales, like they did with Final Fantasy 7 remake.

It’s a Japanese game, highly anticipated, from the studio who just won GOTYs, and has GRRM name attached to it. It’s the spiritual successor to Dark Souls, while Sony are remaking Demon’s Souls, the first game in this larger franchise of SoulsBorne. (And of course, half that name is for the exclusive game they own.)
 
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FeiRR

Banned
I just noticed something, EA and Activision are denouncing MTX and Gaas. They decided to face thier enemies and fight with honor like a true samurai. 🤣
It's because MTX bit them in their fat asses, especially EA. I don't believe a single word those bastards say, they murdered my boy Battlefield.
And think big!!
Call of Duty used to have a deal with Microsoft, it was demoed at Xbox One E3 as the game of the show and had exclusive content. Then Sony got a deal for it, various CODs are given in PS+ now and then. I hate COD wholeheartedly (Blackout was the only one I played a bit longer) but I can't wait to see the heaven fall down on GAF. COD exactly hits the Xbox demographics. Spiderman in Avengers is like a fart compared to a millennial storm. Meltdowns will reach the core of Earth.

I don't think Guerrilla sat on a tight budget for this project as Hulst is the head of WWS himself... Let that sink in. But, again, this is a PS4 game that was meant to run only on PS4 and PS4 Pro. I seriously doubt that back in development in 2014~2016 they were thinking "Hm, yeah, we are definitely porting this Sony 1st party game to PC because we want to please Alex from DF", and this has NOTHING to do with them having Decima running on PC. They develop games on PC, but again, their target is the devkit and not a fucking workstation.

They already talked about the animations being locked at 30fps, etc. This is the kind of things you can do when you have a fixed hardware, you are allowed to have things fixed and even make use of some custom hardware inside the console. FFS. It's a PS4 game that was never supposed to run on PC, give them a break. They won't rebuild an entire game for PCMR, they are a Sony studio.
No, it has everything to do with budget. PCMR spend thousands on hardware but wait for games to reach $20 before they buy. It's a vicious circle and a reason why there are almost no AAA games made especially for PC. They could rewrite the engine with the same assets and gameplay but it'd cost more than ROI. Sony know their business and that's as much as PCMR will get from them.

No it's not the same, at least usually it isnt. The entire point of it normally is to render something not feasible on the hardware you are playing it back on.

You either render it on more powerful hardware, or you can render unrealistic graphics at really low framerates, and then speed it up to 30FPS for playback.

It's why it's such a huge distinction.. why people have been arguing about whether Hellblade 2 was real time for instance.
Another thing about in-engine: you can't put it in the game. You can put offline renders as animation files but they're quite easy to notice due to compression. In-engine parts are useful for trailers while the game is in production, for example if it still has framerate problems but devs hope to iron those out before release. If they can't, they usually downgrade graphics in some way.

The most important thing is, Sony informs us what we see. If it's realtime from a devkit or PS5, we have it written on screen. If it's in-engine, we know that they're working on it. If I see something like Microsoft puts in their trailers "representative of blah blah", I know something wrong's with their platform. 3 months from launch you should have your game running on a devkit.
 

AeneaGames

Member
UB5uVMF.jpg


Dictator meltdown



If only they weren't busy working their ass off on another small project on PS5 named FW....

Well if there are things in menu's that are not working then that is a problem, but he ends his rant that the Decima engine needed more time, that they might not be familiar with pc APIs, etc. all the while forgetting that Death Stranding uses Decima too!

I always assumed that they didn't really have a good pc version of their engine but since Kojima wanted to use it for Death Stranding they worked on it extensively which then made this HZD port possible with Sony thinking that most of the work was already done anyway and that they could attract pc gamers to the series hoping they would buy the PS5 for it...

Also, don't normally pcmr people tout stuff like "it's developed on pc anyway" with every exclusive?
 

HAL-01

Member
I'm not understanding why some of you guys can't tell offline rendering from videogame cutscenes. It's so jarring it's so easy to tell. That video was mostly rendered with an offline render and the gameplay snippets are significantly "gamey" looking.

One good tell-tale sign is just by looking at hair rendering. There is no way that ANY GPU can render fur like this:

Rot_CU-1.jpg


There is self-shadowing everywhere. The grass looks completely accurate and self-shadowed to give thickness. The DOF is astounding both front and back. The eyes on the creatures are completely reflecting using ray-tracing. There are no aliasing artifacts anywhere.

yF6Bhuw.jpg


When have you ever seen FX emit lighting and shadowing in a videogame cutscene where every particle is a light source. And then see the subsurface scattering on the skin light up like that?


Gameplay:

vCDyxc4.jpg


All the shadowing is gone. The motion blur gives artifacts, the tree's leaves in the distance are shaded flat, the character lost her SSS. The little furry things have lost their hair, tree branches on the walls don't cast ambient occlusion, etc.. etc.. etc..

That close up of the black creatures was the most impressive bit of the trailer just because of how CG-passing it looked, sad to hear it was offline. I do believe something like it could be possible as a real time cutscene if they tried, even if only as a tech demo type of deal
 

Vae_Victis

Banned
I wasn't being super serious. But if someone went insane with it, basically bought everything of note, I think it would get noticed.
Anything short of Microsoft buying Playstation or Sony buying Xbox, and US antitrust won't move a finger. In practice they are not there to guarantee a fair playfield for everyone, only to avoid the birth of absolute monopolies.
 

SaucyJack

Member
Unless of course a Microsoft does the same thing and then they won't dare to engage in lawsuits with each other.

I would find it very weird for Sony to do this and for a Microsoft to not do anything in response. Unless they really don't see Sony as a competitor of course.

Bear in mind that as the platform with the bulk of the sales that exclusivity deals are much cheaper for playstation than xbox. The power of 112 million vs 40-something. Even GTA V has sold 2.5 times XBO on PS4.
 

Sinthor

Gold Member
I also have to say, I think Bugsnax is getting a little more hate than it deserves. It looks like a stylish, different type of game. I feel kind of bad for the developers with all the ripping it's getting. I think it's just mostly because it IS a bit bizarre but more because it isn't the flashy God of War or Call of Duty type of game. I bet it will be charming though. Definitely can see an audience for it, even if that audience isn't likely to be me.
 

Redlight

Member
when you talk about the best place to play these games are you meaning services + performance and play on a variety of devices.

I mean Sony is offering so much these days.

I don't like vr but it is a thing, it has a large following, xbox does not have that.
Exclusives, Sony's are by all metrics just better,
Even the controller is giving you more options this time compared to Microsoft's one.
You have the new sound engine which allows users to get the best audio effects with just your bog-standard setup, no special gear required.
the best ssd that can't be matched in performance will make a big difference in how games are played 6 seconds vs instant, going by the Microsoft quick feature resume and spiderman open world one.
The ssd will fundamentally change how games are designed.

i am just trying to think what Microsoft is actually bringing to the table as in games or personal experiences when you play said games.

the hardware performance gap is even smaller this generation, regular people won't notice the difference at 800% zoomed-in but they will recognize and appreciate seeing god of war 2 load in less than a second.
That's a very heartfelt list-war Sony defence, well done.

Was it necessary though? I don't think so, especially as it doesn't really address my point. I won't bother addressing the things you've mentioned here that are either untrue, misleading, exaggerated or claimed as fact when completely unknown (which is virtually everything you've written).

All I said was that if the Series X is the better for third-party games, then Xbox is far from surrendering the AAA experience to Sony.

When comparisons of the same game running on both are available we'll know the truth. People will decide for themselves if the difference is worth considering.
 

Shmunter

Member
I also have to say, I think Bugsnax is getting a little more hate than it deserves. It looks like a stylish, different type of game. I feel kind of bad for the developers with all the ripping it's getting. I think it's just mostly because it IS a bit bizarre but more because it isn't the flashy God of War or Call of Duty type of game. I bet it will be charming though. Definitely can see an audience for it, even if that audience isn't likely to be me.
You're making me feel guilty fast forwarding through that part.

All in all, the whole presentation was weak. Was expecting higher fidelity even from indies. Next gen expectations hitting hard.
 
Nothing showcased running on Series X is suspect as hell, me thinks real world performance wise Sony have architected the superior machine. 36 boxes filled and saturated with juice sent at blistering speed with no annoying API human resources smarmy office clerk rubbing off the Cheetos from his muffin top.
 

Redlight

Member
I'm not understanding why some of you guys can't tell offline rendering from videogame cutscenes. It's so jarring it's so easy to tell. That video was mostly rendered with an offline render and the gameplay snippets are significantly "gamey" looking.

One good tell-tale sign is just by looking at hair rendering. There is no way that ANY GPU can render fur like this:

Rot_CU-1.jpg


There is self-shadowing everywhere. The grass looks completely accurate and self-shadowed to give thickness. The DOF is astounding both front and back. The eyes on the creatures are completely reflecting using ray-tracing. There are no aliasing artifacts anywhere.

yF6Bhuw.jpg


When have you ever seen FX emit lighting and shadowing in a videogame cutscene where every particle is a light source. And then see the subsurface scattering on the skin light up like that?


Gameplay:

vCDyxc4.jpg


All the shadowing is gone. The motion blur gives artifacts, the tree's leaves in the distance are shaded flat, the character lost her SSS. The little furry things have lost their hair, tree branches on the walls don't cast ambient occlusion, etc.. etc.. etc..

Thanks for going into detail, it's amazing how willing people are to buy this stuff as representative of gameplay.
 

FeiRR

Banned
Anything short of Microsoft buying Playstation or Sony buying Xbox, and US antitrust won't move a finger. In practice they are not there to guarantee a fair playfield for everyone, only to avoid the birth of absolute monopolies.
They did nothing when Microsoft dominated the OS and office market. The only entity giving them pain was the European Commission (IE browser domination overruled, also huge penalties to Apple). American authorities will support American companies, politics as usual.
 

zaitsu

Banned
Thanks for going into detail, it's amazing how willing people are to buy this stuff as representative of gameplay.
I don't know. It was quite obvious for me which part Is some sort of cinematic and what was gameplay. I was hyped for kena gameplay and artstyle, not quality of prerendered cinematic. I've seen some xbox fans hyping State of Decay 3 graphic, these are the people you should speak with 🙃
 
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