Last of Us [PS4]

Dark room, faint flickering of torch light from the controller. And the clicks start... The speaker in the DS4 is going to be quite disturbing if they use it for aural ambience!
 
I haven't experienced much gamepad noises. That 3.5mm jack on the gamepad is used with 90% of my gaming so far.

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I haven't experienced much gamepad noises. That 3.5mm jack on the gamepad is used with 90% of my gaming so far.

I just got a pair of the Headset 2.0 from Sony. They are very pleasant to use and really give you the depth of sound to locate things in the environment.

I hope the move to 1080@60 isn't at the expense of visual fidelity. But if there is any dev's that are going to bring the best out of the PS4 hardware then ND are amongst the top ones.

I fully expect SS levels of fidelity and LoU cut scene quality images.
 
Ideally they would handle that in the material shading / specular BRDF calcs. Additionally, they may be using higher precision buffer formats for their normals and specular to help with banding issues/artefacts (edit: assuming they've kept deferred lighting).

How else would you handle temporal aliasing than sub-sampling :?: If you're really concerned about it with even 4xMSAA, you're probably not going to be satisfied until at least 16x SSAA or you're talking about motion blur.

All screen space AA's do not handle it. Temporal SSAA is ideally off during movement. I'm not sure what you're getting at.

Ignoring the shader aliasing which can be dealt differently like you said, my point is that 4xMSAA alone is not enough, you can still see "regular" aliased edges with it, in motion or not.

Also 4xMSAA is really an expensive solution.

What I am getting at should be plain obvious at this point! ;)
 
What I am getting at should be plain obvious at this point! ;)

At best, it's a mixed message. For instance, I'm not sure why you'd add FXAA given how much worse it is.

Furthermore, you should already be well aware SMAA also has combined MSAA modes because clearly single sample per pixel does not handle temporal aliasing. Given how impressed you are with SMAA T2X, it seems unlikely temporal aliasing is a significant issue to you, and yet you were putting forth the argument.

Also 4xMSAA is really an expensive solution.
Yes, it certainly would be for a title (now known as) targeting 60fps.
 
Given how impressed you are with SMAA T2X, it seems unlikely temporal aliasing is a significant issue to you, and yet you were putting forth the argument.
Is temporal reprojection really that bad with undersampled geometry? I suppose the motion tracking could get a bit quirky with the motion buffer itself being geometrically aliased. Probably depends on implementation; you *ought* to be able to use motion buffers across several frames to help deal with it.
 
I haven't experienced much gamepad noises. That 3.5mm jack on the gamepad is used with 90% of my gaming so far.

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:runaway: :runaway:

Nice! I was hoping that it would be 1080p/60fps and remastered by ND themselves. It seems holding off on buying it on ps3 has paid off.
 
Is temporal reprojection really that bad with undersampled geometry? I suppose the motion tracking could get a bit quirky with the motion buffer itself being geometrically aliased. Probably depends on implementation; you *ought* to be able to use motion buffers across several frames to help deal with it.

Well, I'll just say it's not something I generally complain about or bring up due to the nature of console trade-offs. ;) In this case, we now know they're targeting 60fps, so it's a moot point for me to carry on any further because a more solid 60fps would certainly be nice too. :)

Nothing's perfect of course. :p

Mods, can we get a change of the thread title? :smile:

Be careful what you wish for. :devilish:
 
Didn't ND develop a PC version of their LoU\UC engine at the same time they started? Or am I confusing them with Guerilla and the KZ engine?
 
Your confusing it with the KZ engine. That was necessary because PS4 dev kits weren't available at the time they started the game, so they needed an approximate set up. On PS3 this obviously isn't possible due to how much more complex the PS3 HW is compared to standard PC's. Although i did hear that they created the LoU engine with PS4 in mind....maybe we'll get the cutscene models in real time after all?
 
Hmmm....now this is getting interesting ! Being made by ND itself ! I hope they add to the visuals, not just higher screen res and texture res. add reflections, realtime GI from flashlight in ALL levels, add shadows from all light sources, add SSS, POM, more particles, smoke, make raindrops react to light, add better specular maps in wet areas.

Make it look' next gen, as gameplay can't be tinkered with. Make it feel worthy of a re purchase and make sure Survival mode is unlocked from the start, so that older players don't have to grind through hard again.

Damn it, this and the rumoured GTAV in June are two games that can really look next gen even if they are last gen , thanx to brilliant art and already pushed visuals on the ps360. And damn both are fun ! Where's the money for buying new next-gen games if all gets spent on re-buying old ones :cry: !!
 
Your confusing it with the KZ engine. That was necessary because PS4 dev kits weren't available at the time they started the game, so they needed an approximate set up. On PS3 this obviously isn't possible due to how much more complex the PS3 HW is compared to standard PC's. Although i did hear that they created the LoU engine with PS4 in mind....maybe we'll get the cutscene models in real time after all?


Hum, I think ND will/is porting the PS3 LoU/UC engine (framework, anyhow) over to the PS4 for the remastered edition. No doubt the material assets will be of higher quality, and the meshes more refined/detailed. However, I just don't see ND scrapping the previous engine quite yet, IMHO.
 
I wonder what did they mean by higher resolution models? Is it more polygons or just higer res textures? I mean when you render at 1080p over 720p, isn't the model higher res by default? But man would love to see if the gameplay model reaches cutscene quality:).
 
I wonder what did they mean by higher resolution models? Is it more polygons or just higer res textures?

Models that are more refined, with greater detail. So yes, a mixture of cleaner meshes and higher quality textures. My guess anyhow...
 
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