Digital Foundry Article Technical Discussion Archive [2016 - 2017]

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Exact same problem in that scene (and others i guess):
rottr2016-01-2820-20-5ioqy.jpg


As in X1: http://giant.gfycat.com/AmazingAnguishedGermanspitz.gif

So there's something wrong with the game.
Can you get a shot @ 900p? Keep the settings maxed out otherwise.

Why does she have a dimple/scar on her forehead on console? :p

Past that point, i'll try to finish the game first and then go back for comparisons.
 
Exact same problem in that scene (and others i guess):
https://abload.de/img/rottr2016-01-2820-20-5ioqy.jpg

As in X1: http://giant.gfycat.com/AmazingAnguishedGermanspitz.gif

So there's something wrong with the game.

I think dark10x mentioned it happened even on lowest settings, so it's rather curious still. Thought maybe the common occurrence was in dark parts of the scene, but that's not always the case.

At most we can say there's a depth discontinuity of sorts, but from what... Even in the super sampled image of the building in the article, part of the wooden roof suffers.

Shading frequency issue?
 
Moved past that point and oh god the shimmering
1397187804611.png


Not even running the game at 4k with 4xSSAA (so 16k res i guess?) is fixing that. TAA where are you?
 
Moved past that point and oh god the shimmering
1397187804611.png


Not even running the game at 4k with 4xSSAA (so 16k res i guess?) is fixing that. TAA where are you?
But at 4K do you get the same apparent low res on some geometry or you get 4x (well 2x horiz. and 2x vert) less shimmering than at 1080p? Is the shimmering reducing linearly when you up the resolution?
 
It seems like it is, it is still there even at 4k and 4xSSAA applied but it's less (in a uniform way). After I'm finished with the game i'll go back and check in the areas that have the most shimmering.
 
This is the worst area yet
rottr2016-01-2823-31-5tbcb.jpg


This area it's like they are purposely trying to make the game look bad, i can't even explain the thinking behind this...
 
The Division has graphics settings we're not used to seeing on console​

Chromatic aberration! Image sharpness! Distance units! More!
The Division beta on Xbox One is a gorgeous beast - bringing some of the most striking volumetric fog effects we've seen on any platform to date. But before you get started, you might want to check some of the options Ubisoft includes in its "Visuals" menu. Image quality can be improved quite visibly by tweaking two settings in particular: chromatic aberration and image sharpen.
http://www.eurogamer.net/articles/2016-01-28-improve-xbox-one-image-quality-in-the-division-beta
 
I would love to say something like, great to see developers listening. Except I'm sure they listen a lot whether they choose to act on it is a different story entirely and for many reasons beyond our understanding they make the decisions that they do.
 
A CA toggle is a start, but it's not enough and it's only one game. Now the last Far Cry (Primal) has a film grain filter enabled too. Not sure if we could turn it off on consoles. That would be a shame because FC4 is so sharp and crisp on consoles!

Film grain, motion blur, CA... It's like the more VR is getting closer, the more we get artifacts of very old cameras (contemporary only to octogenarians really or a few geeks). It's like a violent psychological rejection of Virtual Reality by some in the industry. Do games featuring those effects sell more? Absolutely not.

It's similar to the rejection of progress by some group of people, IMO. They only get more vociferous against modernity and want to impose the others their archaic customs and ways of life.

It's going to be hard for some to adapt to VR. Are they going to put those nostalgic post effects on 120hz games?
 
A CA toggle is a start, but it's not enough and it's only one game. Now the last Far Cry (Primal) has a film grain filter enabled too. Not sure if we could turn it off on consoles. That would be a shame because FC4 is so sharp and crisp on consoles!

Film grain, motion blur, CA... It's like the more VR is getting closer, the more we get artifacts of very old cameras (contemporary only to octogenarians really or a few geeks). It's like a violent psychological rejection of Virtual Reality by some in the industry. Do games featuring those effects sell more? Absolutely not.

It's similar to the rejection of progress by some group of people, IMO. They only get more vociferous against modernity and want to impose the others their archaic customs and ways of life.

It's going to be hard for some to adapt to VR. Are they going to put those nostalgic post effects on 120hz games?

Or maybe they just like how the post effects combat the digital fakeness inherent to video game visuals. At least that's my opinion on the matter. I like it personally. Sure, there can always be too much of a good thing, but when applied in moderation, I do think post effects can improve an image greatly.
 
I think settings that result in cosmetic changes without performance changes should be embraced by console devs. But I don't want to set the LOD, anti-alias method, texture quality or what have you as a console player, I don't want to strike the performance / visuals balance like I used to on the PC (which had become a meta-game of its own)
 
Early The Division frame rate analysis.

Seems solid on both in their early testing with a slight edge to the PS4 version in terms of performance.
 
Btw does time of day change in the game? The lighting is different between two versions
 
Btw does time of day change in the game? The lighting is different between two versions

Yes, dynamic time of day. And WOW at the perf + visuals TD is pushing, played on PC and it is a beautiful thing to look at. Plus, the game is really fun to play :smile:

Oh, and something has to be said about the hud + UI in general, it is amazing. Lot of thought went into that.
 
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