Horizon: Zero Dawn - Graphics de-Gushing

Discussion in 'Console Industry' started by Clukos, Feb 19, 2017.

  1. Silencerx98

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    Yep, the shadow quality in Horizon is pretty impressive overall, especially for an open world game. The only drawback is the relatively low shadow range. In the village of Meridian, this can be especially noticeable, but generally a non issue. Shadows are drawn much further than FFXV, at least. As for ND, the improvement I want to see in TLOU2 over UC4 is definitely shadow quality, which was a low point for the latter.
     
  2. Clukos

    Clukos Bloodborne 2 when?
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    I think the lod is fine, it's in the hundreds of meters. It's just that the shadow quality drops after a short distance. The key thing is that they are nicely filtered so even if low res they don't flicker, Guerrilla probably did the best they could given the h/w limitation

    [​IMG]
     
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  3. Silencerx98

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    It's generally good in the open world. It's just in the Meridian village that shadow pop in was quite noticeable for me. Then again, I'm on base PS4 and the Pro version supposedly has greater draw distances, so that could explain it.
     
  4. Warchild

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    Does Horizon have Global Illumination? I think Uncharted 4 had it with the flashlight.
     
  5. chris1515

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    No localised GI.
     
  6. Silencerx98

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    Probably not, there aren't the light bounces and color bleeding typically associated with global illumination. Most indoors also lack any sort of GI, it seems, the lighting can look flat at times. Not sure about Cauldrons and ruins, though. The indirect lighting looks much better in these places.
     
  7. goonergaz

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  8. goonergaz

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  9. goonergaz

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    The hard bit is picking the one to enter for the GAF competition!
     
  10. chris1515

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  11. chris1515

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    [​IMG]

    Rain affect water

    [​IMG]
     
  12. Shifty Geezer

    Shifty Geezer uber-Troll!
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    UC4 didn't have GI. It had a number of situations that implemented localised fakes (underwater flashlight scene) but it wasn't a universal lighting solution. It had baked lighting and occlusion drawing (shadows) that wasn't implemented in some places.
     
  13. jlippo

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    While it didn't have global solution, it did have a light bounce for flaslight using reflection shadowmap and 64k virtual pointlights.

    Sadly flaslight had really limited range and they most likely used clipped light radius for vpl. (Thus not as visible than it could have been othervise.)
    http://advances.realtimerendering.com/s2016/s16_Ke.pptx
     
    #253 jlippo, Mar 11, 2017
    Last edited: Mar 11, 2017
  14. Shifty Geezer

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    That's what I meant by 'localised fakes'. ;)
     
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  15. Clukos

    Clukos Bloodborne 2 when?
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    Shadowmap lod is much better than what I gave Guerrilla credit for, it extends for miles. It is low res for sure, but because they use a great filter it's never really a problem. This is much better than having no shadows at all. In terms of draw distance this is much improved over what was originally shown back at the reveal.

    [​IMG]
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    Also, I don't even know what this is:

    [​IMG]
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    Checkerboard artifacting on steroids? (i got stuck with the camera in photomode inside the terrain :)) And I also forgot the letterbox :lol:
     
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  16. ProspectorPete

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    I really hope your PS4 breaks down Clukos!!!, I keep clicking this thread but I just started playing Shadow of Mordor, and all your (beautiful) screenshots make my PS4 pro patched version or Mordor look like a 2004 Xbox one game :-(
     
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  17. Clukos

    Clukos Bloodborne 2 when?
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    Seems like moblur is applied to particles as well, nice detail

    [​IMG]
     
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  18. ultragpu

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    GG has always been good at particles ever since killzone 2 and it's no surprise to see them looking great here:).
     
  19. ultragpu

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    NPC's model quality keeps astounding me, I think they're pretty much Until Dawn level which is pure sorcery.
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    This is in game:shock:
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
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