hesido
Regular
Maybe you just git gud.It is really true in my experience away: do to the constant 60 fps update, the gane got easier.
I even managed to beat the guitar Hero part on my second try (compared to one mill tries on PS3).
Nice.
Maybe you just git gud.It is really true in my experience away: do to the constant 60 fps update, the gane got easier.
I even managed to beat the guitar Hero part on my second try (compared to one mill tries on PS3).
Nice.
Maybe there was more input lag (720p vs 1080p)?
Much to our surprise, certain visual effects have been removed or diminished in this new version of Journey, sapping away just a touch of the visual perfection that came to define the original game. Motion blur, which is beautifully utilised on PS3, has been completely eliminated, which has a small impact on the presentation: speeding along the sun-drenched slopes feels a tad less dramatic without this effect in place. It's likely that Trick Pixels felt that at 60fps, motion blur was no longer a necessity. We disagree and feel that even at higher frame-rates, motion blur can add greatly to the presentation.
@Globalisateur will probably be the only one pleased with that! In a dreamy game like Journey, moblur makes a lot of sense. Though as I mention in my comment there, you could think of it as changing the camera perspective from a person there watching to a camera. That's why it'd be nice as an option.Face-Off: Journey on PS4
Motion blur removed?
speeding along the sun-drenched slopes feels a tad less dramatic without this effect in place
TrickyPixels said:Just to mention a few things here:
- The removal of the motion blur was intentional and carefully considered. The post process motion blur of the original gave a very different feel at 60FPS. It's difficult to describe but it really detracted from the cinematic style - it just really stuck out as an obvious post process effect at 60. The best way I can describe it is being akin to switching on some of the frame processing on an old movie with a modern LED display - the effect started to make Journey feel like a modern racing title and really compromised the original artist vision. Additionally with the increase to 1080p, a global increase in anisotropic filtering and a reduction in texture compression the game gained a new solidity and clarity - a lot of this got lost when re-enabling motion blur, so we stuck with the much more natural blur from POV at 60.
- One of the compromises made in the original PS3 version was the resolution of the sand texturing, which is procedurally generated. For surfaces near or low to the camera the illusion of sand was often broken by texture magnification - so we opted to use some of the extra power available on PS4 to double the resolution of this system. The result is a finer grained surface (like sand!) at the loss of some of the coarseness you sometimes see in the original. You can see see this improvement most clearly in the open sections of the dune surfing section after 'landing' (level 4).
- Early on in the development process we received a bunch of fan emails asking us to keep various glitches and exploits that people use in the game - nearly all of these have been intentionally kept/replicated to make the game as true to the original as possible.
- This was a non-trival re-master - the original PS3 version of Journey is a master-piece in PS3 Cell/SPU programming and utilized all of the power of the original system. Translating all of this to a new CPU (and GPU) was an immense technical challenge. We'd recommend people read around some of the Naughty Dog articles/posts about their experiences in bringing a late generation PS3 title to PS4 - it really is/was a tough job. There were many thousands of hours of time spent making the re-master as faithful as possible.
It's not just grain fineness:And the rest (higher resolution so finer grained surface) was already understood by many, well except by DF apparently.
I have been saying this for a long time. You can make 60 fps look as "dream like / blurred" as 24 fps. You just need to keep the frame exposure time (= blur length) the same (= 1/48th second for most movies). Ir you do it like this, the 60 fps removes the judder of fast sideways movement (a significant improvement for 3d movies)."a lot of this got lost when re-enabling motion blur" So the motion blur in a 60fps game makes the game as if it's running at 30fps instead of 60fps. Reminds me the first time I saw Project Cars, I first thought the game was running at 30fps because of the heavy blur...
I have been saying this for a long time. You can make 60 fps look as "dream like / blurred" as 24 fps. You just need to keep the frame exposure time (= blur length) the same (= 1/48th second for most movies). Ir you do it like this, the 60 fps removes the judder of fast sideways movement (a significant improvement for 3d movies).
In general the frame exposure time (blur length) should be half of the frame time. In 60 fps game this is 1/120th second. Some developers use full frame time, and this makes things too blurry. I wonder whether Project Cars and Journey developers used 1/60th second exposure for their motion blur. 1/120th blur exposure doesn't make the image look too blurred at all (assuming a good per pixel blurring algorithm). 1/120th second blur is actually quite hard to see, meaning that most developers just skip that because it costs performance.
Given the stated changes you'd expect to see a fixed multiple more sparkles but at proportionally reduced power. This isn't really what's happening, as there are spots where the PS3 version has a wide distribution of very bright sparkles outside of the central specular lobe, but you can barely see anything in the PS4 version, it looks extremely flat. It's very obvious in places like the famous sand surfing spots that the effect expresses differently beyond just how fine-grained it is.You can see the sparkles. They are present, just not as significant as the low-res PS3 version, because the sampling is so much better.
Same screenshot, different location, more glittering on the PS4 version :It's not just grain fineness: