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.
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.
What I am getting at should be plain obvious at this point!
Yes, it certainly would be for a title (now known as) targeting 60fps.Also 4xMSAA is really an expensive solution.
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.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.
I haven't experienced much gamepad noises. That 3.5mm jack on the gamepad is used with 90% of my gaming so far.
edit-
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.
Mods, can we get a change of the thread title? :smile:
Be careful what you wish for.
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?
I wonder what did they mean by higher resolution models? Is it more polygons or just higer res textures?
I wonder what did they mean by higher resolution models?