VFX_Veteran
Regular
In what sense?
If you're simply describing what is or isn't being done, sure, you can speak objectively (aside from solipsistic objections, anyway).
Yes, basically.
In what sense?
If you're simply describing what is or isn't being done, sure, you can speak objectively (aside from solipsistic objections, anyway).
If we constantly come around to the fact that it's subjective.. then yea, useless arguing.
OK so if we're talking objectively, then which game are you directly comparing it to that would show superiority over UC4 visually? You seem to hold high esteem with ACU and Batman, well they aren't entirely comparable for the amount of resources they dedicate to different part of the engine. But character wise, Drake definitely looks above Arno and Batman, with the former uses SSS, SSS on hair, deformable muscle sim and possibly silhouette tessellation or just really high polys. Effects wise UC4 definitely takes this, better looking explosions, fire, mud, smoke and possibly snow. Physics goes to UC4 too since I've yet to see any game does so many breakable and moving objects affected by physics, Batman comes close tho. And yes physics and animation add to the visual presentation drastically, screenshot war is one thing, but in motion is another ballpark. The world of UC4 just feels more alive than The Order for example. And environment wise, UC4 has some of the best foliage in the business, that PSX demo showed a level of foliage density, texture res, foliage collision detection not seen in any open world game. I played TW3 on PS4 and watched the demo right afterwards, it made me appreciate how good UC4's foliage are. But yeah other games certainly do other things better but the amount of awe presented to me is not nearly at the same level.I would not consider myself downplaying UC4. I've stated many times that I was impressed with the physics detail and the incredible animation. It's more of questioning the hyperbolic comments about the game's visuals. If we constantly come around to the fact that it's subjective.. then yea, useless arguing.
Very good point!The hardest thing about exclusives in general is that the game is designed intentionally for the hardware. It's more than just optimizing for 1 hardware platform, and investing all your effort to a single release. If put on your game designer hat you will probably see that combat sequences and camera angles are all designed specifically to get around any bottlenecks the scene could be experiencing. The level of customization of an exclusive goes deeper than render technology, it very much is a marriage in design, gameplay and technology, something that is afforded only by exclusive games.
So to answer the OP, not only do exclusive developers have the opportunity to maximize a single platform, but they can design around/redesign any areas where optimization still isn't enough to get to the performance standards that they want.
So basically exclusive devs can utilize the hardware closer to the ideal utilization vs multiplatform devs. It doesn't necessarily make exclusive devs produce games with better visuals, but at least it gave exclusive devs more chance to push the hardware more than multiplatform dev.
Anyway, this isn't about the devs skill at all, but more about the opportunity to optimize for a single platform vs make it work for multiple platforms (which usually came with compromises).
To answer the question, I don't know if exclusive devs do push visuals more (because even the OP argument is subjective, thus making the argument going nowhere), but exclusive devs definitely got more opportunity to push the visual more against multiplatform devs. From what I see, exclusive devs do produce nicer visual (based from what I see not only in this gen, but previous gens), but that is just my subjective opinion.
But it is, isn't it? You yourself said in this thread that you value correct use of AO, i for example value animation more than AO, therefore impressive animation may look more pleasing to me than nice use of AO, although i can still appreciate good use of the latter. Most of it is subjective, you might not like the art direction and art style of a specific game, to give an example, Uncharted (clean, not too many PP effects going on) vs the Order (heavy use of PP effects). And on the subject of AO, i believe AC:Unity on PC had some of the most impressive AO I've seen in a long time (horizon based if i recall correctly).
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But then it all comes down to the size of your budget/development team.
The hardware (however low you want to go without writing your own graphics driver) is still going to be the limiting factor when trying to make a game approach photorealism.
OK so if we're talking objectively, then which game are you directly comparing it to that would show superiority over UC4 visually? You seem to hold high esteem with ACU and Batman, well they aren't entirely comparable for the amount of resources they dedicate to different part of the engine. But character wise, Drake definitely looks above Arno and Batman, with the former uses SSS, SSS on hair, deformable muscle sim and possibly silhouette tessellation or just really high polys. Effects wise UC4 definitely takes this, better looking explosions, fire, mud, smoke and possibly snow. Physics goes to UC4 too since I've yet to see any game does so many breakable and moving objects affected by physics, Batman comes close tho. And yes physics and animation add to the visual presentation drastically, screenshot war is one thing, but in motion is another ballpark. The world of UC4 just feels more alive than The Order for example. And environment wise, UC4 has some of the best foliage in the business, that PSX demo showed a level of foliage density, texture res, foliage collision detection not seen in any open world game. I played TW3 on PS4 and watched the demo right afterwards, it made me appreciate how good UC4's foliage are. But yeah other games certainly do other things better but the amount of awe presented to me is not nearly at the same level.
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The main problem with PC-centric people, that they are so into the "arms-race" that they always blame hardware for everything. Chill out, arms-race is stopping, CPUs have almost flattened out in the last 5 years, GPUs also have problems (fortunately most of them come from CPUs that are used in various places of the pipeline).
Hardware is not something you should ever blame, hardware is a given, a platform for everything. If used wisely it can create something that will be very hard, if possible, to replicate on any other hardware. And that's the main problem of multiplatform games: they do not have that luxury, the multiplatform developers must always think of more than one platform, or abstract both platforms into some set of features and target that.
Which is where people measure the whole package, typically without a detailed analysis and only a visceral response. If you want to take your breakdown as an example, award a score out of ten for each feature of UC4. Then try the same with some other games. See how the scores compare, and factor in personal weightings, and you may get an explanation that works for you (although the root issue here is human behaviour, not technical accomplishment of game developers!).There is no one game that does all. That's my point.
I'm not sure that's a good example for architecture-specific optimization. It's essentially just demonstrating pipelining to improve utilization (which usually comes at the cost of memory utilization and latency). The concept has been around forever and gets done to varying degrees on all manner of platforms. It's a big part of why a bunch of games running at identical framerates can experience differing input lag, for instance.Most third party publishers would call it a day and ship it like that (this is 3 months away from release)
Instead of optimizing specifically for the hardware and shipping it like this