Accurate human rendering in game [2014-2016]

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The 1080 claim or news was Microsoft

https://mobile.twitter.com/aarongreenberg/status/379799077816254464

Given it was a launch title and everything is in flux perhaps the rest is also honest mistakes and bad pr jumped on by gaming sites, eager to score points with anti Ryse stories

but still what a launch title knowing what we do about the sdk and tools at the time.
Nah Cevat Yerli said it. PPl just defending the behavior now that he made an xbox exclusive. And I'm not Xbox bashing. Killzone was even worse in terms of the the downgrades it got compared to preview footage.
 
Plus a Microsoft executive claimed that 1080p that TV reports is all that matters [he ignored the fact that majority of Xbone games are upscaled directly on the console hardware].
 
Nah Cevat Yerli said it. PPl just defending the behavior now that he made an xbox exclusive. And I'm not Xbox bashing. Killzone was even worse in terms of the the downgrades it got compared to preview footage.
Which killzone are you referring to?
 
Sorry but KZ SF look like that when I played it.
Just in the cityscape flyby there are fewer screenspace reflections. The distant trees are sprites instead of polygons. The shoreline and the buildings and structures along the shoreline are more detailed. Higher resolution textures on many buildings in the preview. Ships flying by have higher resolution textures (poly count is the same though). Waterfall textures and effects more detailed in preview. On release VTOL taking off from roof has simpler smoke/exhaust effect. LOD and mipmaps on tree's on Headquarter roof drastically reduced in quality as you approach for a landing. All objects on roof have lower quality mipmaps. Very stark popping transition from low to high quality tarp seen in retail version, but absent from preview version. More stark transition from low quality to high qualty textures especially on tarp to the right side of the roof landing area. LOD & textures on the grate on landing area is blurry and less detailed at a distance. Significantly less exhaust coming from vents around the roof. Once on the roof fewer floating vertical tall buildings/ships when player glances in the air in the final retail version. Fewer reflective water puddles as you approach the line up of people at the security checkpoint on the roof. Fewer people on the roof. Lower texture quality on everyone including all the Vekta guards and civilians. Fewer drones flying around when on the roof, need I go on?
Preview

On release

Now for most of these things its unlikely this was intentional on the developers part, but likely mostly a result of an uncertainty at how much memory bandwidth would be lost due to going with a unified memory solution.
 
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Just in the cityscape flyby there are fewer screenspace reflections. The distant trees are sprites instead of polygons. The shoreline and the buildings and structures along the shoreline are more detailed. Higher resolution textures on many buildings in the preview. Ships flying by have higher resolution textures (poly count is the same though). Waterfall textures and effects more detailed in preview. On release VTOL taking off from roof has simpler smoke/exhaust effect. LOD and mipmaps on tree's on Headquarter roof drastically reduced in quality as you approach for a landing. All objects on roof have lower quality mipmaps. Very stark popping transition from low to high quality tarp seen in retail version, but absent from preview version. More stark transition from low quality to high qualty textures especially on tarp to the right side of the roof landing area. LOD & textures on the grate on landing area is blurry and less detailed at a distance. Significantly less exhaust coming from vents around the roof. Once on the roof fewer floating vertical tall buildings/ships when player glances in the air in the final retail version. Fewer reflective water puddles as you approach the line up of people at the security checkpoint on the roof. Fewer people on the roof. Lower texture quality on everyone including all the Vekta guards and civilians. Fewer drones flying around when on the roof, need I go on?
Preview

On release

Now for most of these things its unlikely this was intentional on the developers part, but likely mostly a result of an uncertainty at how much memory bandwidth would be lost due to going with a unified memory solution.

Or maybe working with debug unit with 192 gb/s of bandwith.
 
It's using the engine Guerilla are using, right?

Some images
Until-Dawn8.jpg

Until-Dawn7.jpg

Until-Dawn1.jpg

Until-Dawn4.jpg

Until-Dawn5.jpg

Until-Dawn6.jpg
 
Hm...I am not impressed to be honest?!? What is impressive about those chatacters?
Anatomically speaking those models are very good, very accurate. Their expressions are also extremely realistic. I would say that the only thing that is not allowing them to look like real people is the lighting and shaders
 
Anatomically speaking those models are very good, very accurate. Their expressions are also extremely realistic. I would say that the only thing that is not allowing them to look like real people is the lighting and shaders
mm... The skin and hair look a bit odd.

Elsa's pigtails.
 
Speculars are not broken up enough, makes the skin look unnaturally smooth - like some Photoshop hack did a bad airbrush job on top of photographs...
 
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What about the cinematic model of Marius from Ryse? Although this is prerendered, Crytek claims that the Xbox One could if they desired run them in realtime [...]

1382103313-ryse-marius.jpg

This cinematic sequence was rendered in realtime. At least in the PC version. Therefore I also think that this applies to the Xbox One. Many other cinematics were not in realtime. But those pre rendered sequences looked worse (PC) than the real-time ones.
 
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