Looking forward to some extended footage to see if I can spot when the resolution drops.
On youtube? Highly unlikely
Looking forward to some extended footage to see if I can spot when the resolution drops.
Lighting and materials are a bit of a mixed bag. We're not certain how the game's assets were authored, but it does not appear as if a physically-based approach to materials is in place. While specular effects help to produce some attractive surfaces in sunlight, shadowy regions appear flat by comparison. Physically-based rendering can transform the simplest of objects, adding a great deal of realism in how light plays across their surfaces - but Rise of the Tomb Raider falls more into line with the Definitive Edition here.
Not only is the game using PBR but Horton explained that they are actually using a souped up version of the tech. “We are using PBR with a new image based probe system for indirect lighting and reflections.” He said in response to the question.
That thumb has been places.
Chief's hands look really bizarre in the opening bits. Can't tell if the shadowmap underneath is part of the problem (it's flickering a lot too), but the actual geometry of the hands are weird if you go frame-by-frame (I'd use the xbox press site version of the intro for max quality). #polycountingI don't get it.
Guess you could argue it could be standard for all games, regardless of platform. Constant frame rate is a lovely thing. Being a layman, I have no idea how hard it is to implement or what the trade offs aside from res are?
I assume that reduction in resolution is not momentary. And it goes lower than 720p.I agree with that. Personally I'm a lot more sensible to unstable framerate than a momentary reduction in resolution.
I assume that reduction in resolution is not momentary. And it goes lower than 720p.
1152x810 is a 1.25% increase in resolution from 720p.If it's anything like Rage, the resolution will go up or down dynamically as needed. According to DF on the Road to E3 video the lowest seen resolution was 832x810, but on the b-roll distributed during E3, the minimum resolution was 1152x810.
Image quality is also well taken care of. All three titles operate at full 1080p with excellent anti-aliasing coverage and what looks like at least 8x anisotropic filtering. Aliasing is kept to a minimum and surface textures remain sharp even at oblique angles. Along with increased resolution, we also see LODs pushed out further along with higher resolution shadowmaps. So we're not just looking at more detailed art here - but more objects visible further into the scene, producing a richer presentation.
the problem is that the reduction applies for the nect frame, once the current frame is over budget. hence it's not smoothing out all possible issues, although its better than not having it.I agree with that. Personally I'm a lot more sensible to unstable framerate than a momentary reduction in resolution.
Digital Foundry: Hands-on with Uncharted: the Nathan Drake Collection
Great expectations.
In fact, the quality threshold here is quite extraordinary. In a world where many remasters simply bump up resolution and frame-rate and leave it at that, Bluepoint has pushed further, almost blurring the line between remaster and remake. At a basic level, performance and image quality are absolutely on point, but the developer's enhancements go way beyond just that.
It's clear that this project was a labour of love for those involved, and it's equally evident that Sony spared no expense in bringing this remarkable collection to life. We have so much more to share, but in the here and now, the initial takeaway is this: our expectations for this release were sky-high (perhaps unfeasibly so) but everything we've played to date suggests that Bluepoint has delivered - in spades.