Digital Foundry Article Technical Discussion [2022]

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the game has very impressive visuals, the first mission of the campaign in real time is jaw dropping on a well calibrated monitor or TV, it looked like real life to me. Only issue I've seen in the consoles version is some residual shimmering during the campaign, which I didn't notice when I played, but I guess that's because of XeSS.
 
the game has very impressive visuals, the first mission of the campaign in real time is jaw dropping on a well calibrated monitor or TV, it looked like real life to me. Only issue I've seen in the consoles version is some residual shimmering during the campaign, which I didn't notice when I played, but I guess that's because of XeSS.
The color grading is fantastic. Everything else is not so impressive IMO.

blörgg.png

Geometry is super low sometimes.

blöörg.png

The ground is very flat here, not even POM appears to be used.
 
The color grading is fantastic. Everything else is not so impressive IMO.

View attachment 7448

Geometry is super low sometimes.

View attachment 7449

The ground is very flat here, not even POM appears to be used.

Colour grading can be changed in any game via Freestyle (or re-shade). It's one of the first things I do if a game which is aiming for photorealism is too colourful. I'm playing Valhalla at the moment and absolutely love it in more cinematic, muted tones.
 
The color grading is fantastic. Everything else is not so impressive IMO.

View attachment 7448

Geometry is super low sometimes.

View attachment 7449

The ground is very flat here, not even POM appears to be used.
it could well be the lack on tessellation. 4K xess quality -image is tonemapped from hdr to sdr so colour is totally off but that's besides the point-

26RTeiX.jpg
 
it could well be the lack on tessellation. 4K xess quality -image is tonemapped from hdr to sdr so colour is totally off but that's besides the point-

26RTeiX.jpg
Huh, that looks much better. Was DF not showing max settings with tessellation in their video?
 
Not much effort in terms of optimization. Series S should be capable of handling 1440p without a hitch. The Steam Deck just shows poor utilization throughout and drops to the 40's for no reason. I've seen this issue happen on my 2080 Ti at 3440x1440 where the game remains locked to 120fps but in some areas, it drops to the 70's with a low GPU utilization.

Good thing this game is easy as hell to run but this is a PS3 title. We're 16 years removed from this hardware. Modern consoles should laugh at this and run it at 4K60 without any problem.
 
Huh, that looks much better. Was DF not showing max settings with tessellation in their video?
the DF video features the console version. The city of Amsterdam is not very demanding but the docks stage is one the most stressful parts of the campaign. At least on my pc judging by how it behaves. They wanted rock solid 60fps so tesselation might have gone.
 
I totally don't understand the hype with the amsterdam scene. Good, clean looking scene in a great looking game, but it's not in the top 10 most detailed or most realistic looking things this year (aside from maybe the color grading?)

I do think it looks the most like a super futuristic version of say, half life 2, so maybe gamers are just trained to appreciate flat straight lines that look super crisp and are very well textured?
 
I totally don't understand the hype with the amsterdam scene. Good, clean looking scene in a great looking game, but it's not in the top 10 most detailed or most realistic looking things this year (aside from maybe the color grading?)
Can you enter any coffee shops for some R&R?
 
I totally don't understand the hype with the amsterdam scene. Good, clean looking scene in a great looking game, but it's not in the top 10 most detailed or most realistic looking things this year (aside from maybe the color grading?)

I do think it looks the most like a super futuristic version of say, half life 2, so maybe gamers are just trained to appreciate flat straight lines that look super crisp and are very well textured?
Really? The attention to detail very much warrants praise, and the graphics themselves are sufficiently good to do the scene justice.

Honestly, especially in the past with their 60fps target when most other big games were doing 30fps, the Call of Duty games have consistently been some of the most technically proficient titles out there, looking great and performing extremely well considering. Very underappreciated work. I'm not surprised that in an age when all these cross-gen titles are aiming for 60fps, that Call of Duty now stands taller than it used to.

I'm curious what ten other games you think look clearly more realistic from this year.
 
I wanted to ask too which are the other 10 games :D A Plague Tale should be number one. I think the trees in that level are kinda fake looking to be honest. When i first saw the level the trees stood out to me as not really fitting in the scenes and the general look seems a bit washed out. But it's a good looking level nonetheless, as long as you dont aproach anything to look at the textures.
 
Can you enter any coffee shops for some R&R?
Is this the part of the conversation where we apply the Cyberpunk criticisms to this game and we all demand that you are able to sit in a chair and eat at a cafe and complain about the lack of new game plus?
 
Really? The attention to detail very much warrants praise, and the graphics themselves are sufficiently good to do the scene justice.

Honestly, especially in the past with their 60fps target when most other big games were doing 30fps, the Call of Duty games have consistently been some of the most technically proficient titles out there, looking great and performing extremely well considering. Very underappreciated work. I'm not surprised that in an age when all these cross-gen titles are aiming for 60fps, that Call of Duty now stands taller than it used to.

I'm curious what ten other games you think look clearly more realistic from this year.
he might have a point though. I am playing the campaign and the Amsterdam stage is good, but the quality level of the campaign is so amazing overall that maybe that's not the pinacle of it.

I can tell you that I am playing CoD MW2 on Balanced settings, with textures to the max, a few tweaks to improve the shadows over balanced default settings, and well.., with XeSS Quality on, not a single jaggie in sight, HDR on etc, it's a jaw drop after another jaw drop.

Great voice acting -specially Ghost, and also Price, sinnombre, etc. Soap is okay too. Too good
 
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it's no nanite, but it has to run at 60fps on last gen.
By the way is there a difference in LoD between gens ? it's rarely the case in cross gen games.
 
How? Developers increasingly focusing on console as the primary dev. platform. Thus new programmers entering the field have their primary experience being developing for consoles and then porting to PC while more experienced programmers who started development on PC (and thus have far more experience with having to program for a huge variation in hardware) are leaving the field (retirement or switching to more lucrative programming opportunities) over time.

Thus we increasingly have programmers who only know how to develop for one ... maybe two different sets of hardware at any given time with little to no knowledge how to optimize for a large number of hardware targets.

Combine that with increasing development costs making new programmers more attractive to have than experienced (and thus more expensive) programmers and we have the perfect storm for something that was solved over a decade ago on PC to reappear as a problem on PC.

Same goes for horrible game UI, bad control response, bad custom keybinds, lack of resolution options, etc. etc.

I shouldn't only mention console here as being a deleterious factor WRT game programmers not having a varied and flexible programming skillset, but mobile gaming platforms also atrophy game programmer skills.

If you take a look at markets where PC still dominates versus console, like S. Korea, it's relatively rare in my experience to run into issues WRT shader stutter. Granted, I haven't seriously gamed in recent S. Korean released games (games released in S. Korea and not games which have been localized to Western markets which tend to be years older) in the past couple of years so maybe it's changed there as well. Hope not. :p

Regards,
SB
which is unfair, and couldn't be that bad taking into account current consoles are PCs, but still unfair.

 
which is unfair, and couldn't be that bad taking into account current consoles are PCs, but still unfair.


It should be noted that Capcom was the one of the first if not the first console developer to truly embrace PC (back in the mid-2000s) as a very important platform and started work internally (versus hiring a 3rd party to port their games) to ensure that their engine and thus games would work well natively on PC at launch. They were way ahead of the rest of the console developers in doing this and thus have more experience than most console developers WRT making a scalable engine.

Compare to a company like Sega who has only really started to view PC as a key gaming cornerstone in the past few years for their internal non-western dev. teams. Prior to that it was just token ports to PC for their internal Japanese dev. teams in most cases.

Even Bandai-Namco is finally starting to take PC seriously (my god I love some of their franchises, but their PC ports were lazy, bad, half-assed and just absolutely terrible).

Regards,
SB
 
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