Horizon: Zero Dawn - Graphics de-Gushing

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

  1. iroboto

    iroboto Daft Funk
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    Which console were these taken from? I'm assuming PS4 Pro. Can someone replicate this with PS4? I'm looking at it, and I'm wondering if what we're seeing here is conservative rasterization hardware.

    edit: hmm, just looked at DF compare. It would appear to be the same? I'll wait for a confirm.

    edit 2: oh wait, you're using photo mode right?
     
    #281 iroboto, Mar 20, 2017
    Last edited: Mar 20, 2017
  2. ProspectorPete

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    You guys should look up Days Gone, it looks similar in a way.
     
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  3. Clukos

    Clukos Bloodborne 2 when?
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    No, these are from gameplay but I'll be testing the game on OG Ps4 and see if there are any differences. That was my first reaction as well, I thought these shadows look similar to the HTFS used in the PC version of Watch Dogs 2.
     
  4. London-boy

    London-boy Shifty's daddy
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    No answer on my little question? Do I see displacement maps here and there especially on rusty old structures, or are those just very high poly meshes - needlessly so, if that's the case?
     
  5. Clukos

    Clukos Bloodborne 2 when?
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    I'll check that out as well, might be. This game is doing so many things it's hard to list them all at once.
     
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  6. iroboto

    iroboto Daft Funk
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    This looked similar to the HTFS shadows used in The Division for Maxwell 2+ cards, which I guess we were thinking along the same lines.

    Yup, please post some results!
    thanks
     
  7. Silencerx98

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    Woah, woah, back up for a minute. Horizon using a method similar to HFTS on PS4? That's crazy if true. It's very demanding even on the most powerful PC's. 0_0

    Well, a telltale sign of HFTS would be shadows increasingly softening the further the object casting it is from the surface. Inversely, the shadows would be sharp and well defined when the object is in close proximity to the surface. So far, I've only seen Aloy's shadow being sharp and high res. The shadows around the world are all soft and diffused regardless of proximity to the surface on which the shadows are cast onto.

    Would love to see the results, Clukos!
     
  8. jlippo

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    Pretty sure it's just normal cascaded shadows.

    Haven't noticed proper umbra/peumbra. ( No PCSS)
    Nor pixel perfect near hit area which would indicate some form of raytracing. (Polygons or screenspace.)

    Will have to check when I have time.

    They do have quite large jump in resolution between the cascades, which helps to reach large distances.
     
    #289 jlippo, Mar 23, 2017
    Last edited: Mar 23, 2017
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  9. Clukos

    Clukos Bloodborne 2 when?
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    Shadows seem the same on Ps4, will be posting some screens later on. As for the geometry deformation, I don't think that's tessellation, maybe it's just high poly geometry

    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
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  10. Clukos

    Clukos Bloodborne 2 when?
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  11. iroboto

    iroboto Daft Funk
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    Not wicked sick hardware then. Just a wicked sick engine.
     
  12. Jawed

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  13. Laa-Yosh

    Laa-Yosh I can has custom title?
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    Funny to see a real life photograph altered to look more like an ingame screenshot...
     
  14. Shifty Geezer

    Shifty Geezer uber-Troll!
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    It's clearly a photo still which shows how far we have to go!
     
  15. London-boy

    London-boy Shifty's daddy
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    Bit blurry. The AA is way too aggressive and doesn't retain fine details.
     
  16. ultragpu

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    Cutscene has better graphics than this especially the self shadow and lighting..
     
  17. chris1515

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    [​IMG]
    [​IMG]

    Great looking NPC
     
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  18. chris1515

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  19. ProspectorPete

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    lol, initially I thought: great cosplay :p
     
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