Digital Foundry Article Technical Discussion [2023]

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If you want a technical discussion and investigation, the leg-work needs to be done. Otherwise it's just ranting and, beyond saying one's piece, there's nothing more to be said. So either posters should seek a proper discussion on the perceived changing state of games, or they say their piece (which plenty have done numerous times) and move on to maintain technical debate on topics that can be discussed at a technical level. ;)
 
"FSR 2 here is a shimmery mess, you guys saw my video comparison of the space sport sequence it was shimmering everywhere. Dlss fixes all of that, it looks better than native with TAA and it's just so temporally stable and you get super clean edges that make the game look super sampled."

Still can’t believe that by default this tech is enabled on all presets. Casuals loading up the game on pc are in for a real treat.
 
I don't understand why some people just register here and start agressive and extremely vocal. This increased sharply in recent months.

FSR 2 honestly looks awful in every single game.

Not necessarily. Compared to DLSS, however, it always draws the short straw in the end. Therefore DLSS Quality should not be compared with FSR Quality in graphics card tests.

those are 2 different games from the same incompetent dev and years apart fallout 4 was one of the worst looking ps4 games even at the time so comparing it to starfield as some sort of reference is null and void.. show me how special is starfield compared to killzone shadow fall, cod on ps4, homefront, and such caliber of games not poor old fallout 4 that can pass as a ps3 game at times.. its a baseless comparison

The city areas I've seen in some videos often look better than in Killzone Shadowfall.
 
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Not necessarily. Compared to DLSS, however, it always draws the short straw in the end. Therefore DLSS Quality should not be compared with FSR Quality in graphics card tests.
It exhibits all the worst aspects of a bad TAA implementation and almost none of the positive aspects of a good TAA implementation.
 
The visual output is too different and therefore I think it makes more sense to compare FSR with a DLSS stage which is closer in terms of image quality.

It exhibits all the worst aspects of a bad TAA implementation and almost none of the positive aspects of a good TAA implementation.

FSR is also better than many a TAA at the same base resolution but I'll have to look at FSR more directly in games.

If I can choose between DLSS and FSR I always take DLSS and therefore I haven't tested FSR much compared to matching resolutions like 1440p (FSR Quality on UHD display).
 
The visual output is too different and therefore I think it makes more sense to compare FSR with a DLSS stage which is closer in terms of image quality.



FSR is also better than many a TAA at the same base resolution but I'll have to look at FSR more directly in games.

If I can choose between DLSS and FSR I always take DLSS and therefore I haven't tested FSR much compared to matching resolutions like 1440p (FSR Quality on UHD display).
FSR is a wash with the absolute worst TAA implementations. The old resolution scale sliders some games implemented in combination with their TAA are vastly better than FSR.
 
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It's becoming extremely clear your Playstation references are highly influencing your takes here, to put it lightly. Totally would have nothing to do with your rabid and completely unreasonable takes against Starfield, of course.
Why does every discussion around a polarising viewpoint always degenerate into dumb insults? This is the nerd equivalent of football hooliganism. It's embarrassing. Line of discussion closed. Purge protocols enacted.

We return you to your regular scheduled programming. On next, Digital Foundry.
 
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After the Starfield 'performance mode' talk, I enjoyed their PBR materials, object detail, interior talk. There's some really lovely stuff going in the game with those, which John pointed out in his review too.

From the 'could improve' comments, I can't help think how much better New Atlantis would look with good (any?) foliage shadows and subsurface scattering on characters. Guess there's not the headroom for either though.
 
After the Starfield 'performance mode' talk, I enjoyed their PBR materials, object detail, interior talk. There's some really lovely stuff going in the game with those, which John pointed out in his review too.

From the 'could improve' comments, I can't help think how much better New Atlantis would look with good (any?) foliage shadows and subsurface scattering on characters. Guess there's not the headroom for either though.
Wrt to Starfield the budget it appears was to place all of it on modelling objects in world, there’s very little detail on the “level” itself. Which is quite reverse of what most people are used to. The trash looks amazing but the environment is fairly degraded compared to what people is used to.

because of this, the game looks better IMO in fps mode over TPS mode. Being closer to the items you can appreciate the high quality textures on everything.
 
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Wrt to Starfield the budget it appears was to place all of it on modelling objects in world, there’s very little detail on the “level” itself. Which is quite reverse of what most people are used to. The trash looks amazing but the environment is fairly degraded compared to what people is used to.
Thats my overall concern the model details inside the ship are high level and its not some technical feat its simply that artist where allowed to put high polycount models in inside environments, but outside the ship the details dont hold up and all that after loading screens, and for 200+ million budget it just doesnt hold any water, all they did was retopologize less polygons from zbrush models if anything... ill get criticised for saying this but ratchet had fully modeld bullet casings and environmentt details all at 60 fps raytraced in outside environments not in a confined space ship same can be said for forbidden west even when u pause and zoom 400x
 
Thats my overall concern the model details inside the ship are high level and its not some technical feat its simply that artist where allowed to put high polycount models in inside environments, but outside the ship the details dont hold up and all that after loading screens, and for 200+ million budget it just doesnt hold any water, all they did was retopologize less polygons from zbrush models if anything... ill get criticised for saying this but ratchet had fully modeld bullet casings and environmentt details all at 60 fps raytraced in outside environments not in a confined space ship same can be said for forbidden west even when u pause and zoom 400x
There are hundreds of useless objects and items all modelled and interactable with the world of Starfield each one receiving light from GI and casting their own shadows and reflecting as well. All of this with a properly applied physics model to them and with permanence in the world. Each item is an actual object in the world, and it’s very different than ejecting some bullet casings that stick around for 30 seconds and the disappear.

If you’re only looking at what materials people are posting about Starfield you sort of only see what’s bad and not what’s good. That’s sort of the difference between playing the game and seeing what pictures people are posting online.

Starfield is one of those games you gotta play otherwise you rely on players with a good eye to know when they are looking at something great to take a photo of it and that’s an artistic skill of the player.

This thread pretty much sums up the different things you can see:

As per what Starfield does correctly:
I think this scene actually captures its lighting solution as a whole.

Look at the shadows all resulting from different light sources. look at the mixture of lighting. Look at the reflections in the glass. All of this is done dynamically and none of it baked. That’s just not something last gen games could do.
 
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There are hundreds of useless objects and items all modelled and interactable with the world of Starfield each one receiving light from GI and casting their own shadows and reflecting as well. All of this with a properly applied physics model to them and with permanence in the world. Each item is an actual object in the world, and it’s very different than ejecting some bullet casings that stick around for 30 seconds and the disappear.

If you’re only looking at what materials people are posting about Starfield you sort of only see what’s bad and not what’s good. That’s sort of the difference between playing the game and seeing what pictures people are posting online.

Starfield is one of those games you gotta play otherwise you rely on players with a good eye to know when they are looking at something great to take a photo of it and that’s an artistic skill of the player.

This thread pretty much sums up the different things you can see:

As per what Starfield does correctly:
I think this scene actually captures its lighting solution as a whole.

Look at the shadows all resulting from different light sources. look at the mixture of lighting. Look at the reflections in the glass. All of this is done dynamically and none of it baked. That’s just not something last gen games could do.
ive played the game on my pc, im not talking out of thin air, modeling high detailed objects on a confined environment is easy seemingly to a tech demo, now having high detailed models when outside a confined space with action everywhere at 60 fps is the wow factor here the fact that ratcher accomplished it with gi and raytraced reflections at 60 is what i call a technical feat, i simply cant see the wow factor here in starfield models thats hard to do with loading screens and confined spaces, their artists had freedom to play around with high polys, and pbr inside a ship thasts all i see.

isnt what makes ue5 special having high poly meshes and gi in big environments all without loading screens or am i missing something? cause any loading screen beats the purpose you could run ue5 detailed games without nanite but have loading screens every 2 or 5 minutes so big deal?
 
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It's very important to consider videos as opposed to stills also. Here's a PS4 game:

1694264258437.jpeg

Looks fabulous, but it's all static and baked. The moment objects are movable, you have a huge increase in complexity. The moment lights are dynamic, that multiplies complexity. function's trash-heap shot doesn't illustrate what Starfield is doing or not doing - is that a static collection of objects in baked lighting, or physical, realtime-movable objects with realitime lighting?
 
It's very important to consider videos as opposed to stills also. Here's a PS4 game:

View attachment 9554

Looks fabulous, but it's all static and baked. The moment objects are movable, you have a huge increase in complexity. The moment lights are dynamic, that multiplies complexity. function's trash-heap shot doesn't illustrate what Starfield is doing or not doing - is that a static collection of objects in baked lighting, or physical, realtime-movable objects with realitime lighting?
true but in a confined space like this a ps4 can also have dynamic lights and plenty of objects to play around with just not in outside environments, with loading screens and confined spaces its not a technical feat. realltime global illumination was demoed as far back as x360 and ps3, 512mb consoles.
 
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