What about GoT is superior to Infamous? Don't say it has multiple leaves. Again, the environments are completely different but they are from the same company so let's discuss that.
Tell me a graphics feature that's been enhanced throughout the generation? I can start with one that hasn't changed: anisotropic filtering of textures. It was 4x and continued to be 4x throughout the entire generation. There is no technique that was used to give a better filtering technique for texture filtering. Can you point to any paper where IG discussed any milestones they made from Infamous to GoT that they couldn't do before? Their particle lighting looks the same. I simply don't see a giant leap in graphics tech in GoT.
I already did. It looks better overall and what they were able to do with load times isn’t exactly nothing. You really think prelaunch they could have made GoT the same game it was without having worked on infamous first?
And as far as this being a precedent going forward, isn’t this the first gen where both consoles are being built with SSD being built into the systems to supplement some of the demands on other components? If this is the first time this has ever been done, is it that hard to imagine developers being able to implement a technique tofurther graphics if they can use the SSD for more power. Someone like polyphony if they were ever able to squeeze in 2 games in gen or SSM?
got this from a EuG article and the trees you poo pooed were an accomplishment for them...but what do they know?:
You started this generation launching a game, and now you're closing it out by launching a game. Have they been quite different experiences?
Jason Connell: They're definitely very different experiences. And to piggyback off what Brian was saying earlier, the beginning is a little bit different because you have this new tech in front of you, you're trying to figure out how to utilise it as well as how to make a unique flavour for your game - inFamous: Second Son being that game. As we've progressed forward to this game, we did spend a bunch of time figuring out how to utilise tech to make this game, because it's a completely different game - you know, large scale terrain, procedurally generated and created forestry. We didn't have a lot of trees - our lead environment artists was talking about how they could probably count the amount of trees in our last game. And in this one there's just absolutely no way there's millions I don't know there's tonnes.
Brian Fleming: There's a number! It's three million trees.
Jason Connell: Three million trees! That's just insane you know, so you can't hand-place those, you have to develop tech in order to make that artfully and technologically work out. I feel like being towards the end is certainly super exciting. Obviously as creators you put a lot of pressure on yourself whenever you make a new IP.