Image Quality and Framebuffer Analysis for Available/release build Games *Read the first post*

It doesnt look as good as Advanced Warfare overall in SP but there is a lot more going on in BO3 levels in terms of visual complexity, everything feels a lot busier with more particles, larger areas, more enemies, more environment based effects etc. The lighting and shadowing overall looks to be a notch below AW to me however.

Edit: Pretty sure the game is using some sort of volumetric lighting similar to the ones seen in Uncharted 3.
 
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MGS4 at any given time would be either 60fps, 30fps, 20fps, or 15fps depending on the performance of that particular scene, and yes the transitions were jarring.
 
That's different though.
MGS4 rarely every hit 60, only when you looked at a wall or the sky etc, it ran at 30 and the double buffered caused dips to 20s often.

But that was in no way as jarring as what you see in Black Ops 3, where all your non combat player animations are 30FPS. It's funny when you are playing co op because you can open a door, sit on a chair where the animation would play out at 30FPS but on your partner's screen it will happen at 60FPS (or whatever FPS the game is running at that time).
 
I feel that MGS V got some downgrade during the gameplay sections. I have the impression that the initial gameplay videos had consistent LOD of models including lighting effects with the cut scenes.
Sub Surface Scattering exists only during cut scenes and when Venom is in the helicopter awaiting to pick up a mission. Nobody seems to have mentioned that.
I am not sure if Ground Zeros was more consistent too. But the character LOD difference often sticks like a sore thumb
 
Just Cause 3 direct feed Ps4 ver
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I feel that MGS V got some downgrade during the gameplay sections. I have the impression that the initial gameplay videos had consistent LOD of models including lighting effects with the cut scenes.
Sub Surface Scattering exists only during cut scenes and when Venom is in the helicopter awaiting to pick up a mission. Nobody seems to have mentioned that.
I am not sure if Ground Zeros was more consistent too. But the character LOD difference often sticks like a sore thumb

Which platform?
 
It looks stunning but shadows look like they're completely missing at any distance except on the character?
 
Well, SE focused on other things, and so far have a game an order of magnitude more impressive looking to my eyes as a result. There's just zero sense of depth to any of those screens.
 
Very light (and quite effective) implementation of FXAA used in Just Cause 3. It's both sharp and only the contrasted edges are taken care of. The guy in charge of post AA really knows what he is doing. It's almost surgical post AA.

But alas kind of flat lighting and low texture filtering. Because after Battlefront almost everything seems flat...
 
Could be one of their custom edge filters - I'm not sure if Humus is still at Avalanche, but he did have a thing for it.
 
No PBR in JC3? Lighting engine is kinda weak.

What I am really wondering about is why the PS4 version of Just Cause 3 does not have global illumination, whereas the Xbox One and PC version does.

And I really do not understand why the heat haze effect is missing from both console versions.

On Digital Foundry they are saying:
http://www.eurogamer.net/articles/digitalfoundry-2015-just-cause-3-face-off said:
[...] the use of global illumination are identical across all three formats - though the latter feature is bugged on PC, and can produce an off-putting strobe effect. [...]

But when you look at their screenshots, you can clearly see, that this does not seem to be the case, see:

PC:
http://images.eurogamer.net/2013/articles//a/1/7/9/8/5/3/4/PC_013.bmp.jpg
Xbox One:
http://images.eurogamer.net/2013/articles//a/1/7/9/8/5/3/4/XO_013.bmp.jpg
PS4:
http://images.eurogamer.net/2013/articles//a/1/7/9/8/5/3/4/PS4_013.bmp.jpg

As you can clearly see, the PC and Xbox One version do seem to have global illumination, whereas the PS4 version does not (note the lighting on the trousers for example).

Also, why would they remove the heat haze from the console versions?

Would the heat haze effect be that taxing?
 
What I am really wondering about is why the PS4 version of Just Cause 3 does not have global illumination, whereas the Xbox One and PC version does.

And I really do not understand why the heat haze effect is missing from both console versions.

On Digital Foundry they are saying:


But when you look at their screenshots, you can clearly see, that this does not seem to be the case, see:

PC:
http://images.eurogamer.net/2013/articles//a/1/7/9/8/5/3/4/PC_013.bmp.jpg
Xbox One:
http://images.eurogamer.net/2013/articles//a/1/7/9/8/5/3/4/XO_013.bmp.jpg
PS4:
http://images.eurogamer.net/2013/articles//a/1/7/9/8/5/3/4/PS4_013.bmp.jpg

As you can clearly see, the PC and Xbox One version do seem to have global illumination, whereas the PS4 version does not (note the lighting on the trousers for example).
Also, why would they remove the heat haze from the console versions?

Would the heat haze effect be that taxing?
That is the only image that shows lack of GI on PS4. Probably its just that scene
 
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