Last of Us [PS4]

Again, they painted those textures for the highres source assets, probably at a really high resolution, and then baked them to the lowres ingame assets. Doing a new bake for a higher res ingame model should produce better results without any extra work - although it sort of looks like they did some extra polish on the highres...
 
I prefer the clarity of the top version with less polygons than the additionnal completely blurred polygons & higher textures of the down version.

The rock texture on PS3 seems at a slightly higher resolution than the rock texture on the PS4. Also all the geometry details (like grass) are worse on the PS4 version.

In perceived resolution: 720p with non-blurring AA > heavily blurred/washed out 1080p image.

But I assume the final version won't look like that. That's certainly not a direct capture nor a final version.

the top version definitely looks better, it's more accurate and sharper than the bottom version. I know it's only a screenshot taken on YouTube video, but we can have some preview here about which one will look superior. The bottom version of this game looks washed out.

But i think some game developers are using this blurred effect on the next-gen games (probably) because it makes them look more realistic than without that effect.

I can compare this game with some mobile/tablet game called Asphalt 8: Airborne. If you know this game, then you'll also know that the full graphics version of this game uses that blurred effects, compared to the lower graphics version. And yeah, that looks better and sophisticated than the one without blurred effect.
 
They have two teams. One for Uncharted, one that did TLOU which is now finished. Surely they haven't been sunbathing since the release and certainly not been working on this remaster.
Evan Wells said in this interview (from two days ago) that Naughty Dog has been working on the PS4 Remaster since shipping the PS3 game. Since there the other team was working on Uncharted that leaves only the TLoU team. Probably not the whole team, though, I doubt Neil Druckmann and the writers needed to be involved, their input is already a wrap.

I can already see the nagging and whinging from people expecting TLOU receiving the same treatment as Tomb Raider on PS4 - amplified by the divinity status of ND as tech gods.

I think it's going to look great but, as I said above, I think the scene they picked to show was poorly chosen. Or perhaps deliberately chosen because it was a great moment in the game and because they know close-ups will look so much better. Damn you, Naughty Dog!!!
 
...although it sort of looks like they did some extra polish on the highres...
I wonder if they're just applying already drawn extra detail textures that they cut from the PS3 version due to performance? Adding more art detail seems an unnecessary waste of effort when the game's going to look so similar to the original, unless maybe they're breaking in some new talent?
 
We really need to see proper direct feed screenshots IMHO, any other discussion is premature until that.
 
I see better lighitng on Joel's hand resting on the slab. And doesn't his face seem like the cutscene quality? Saw it on my ipad, so can't be sure. Better wait for a gfx breakdown video from ND. They said its coming.
 
An interview with the audio team behind The Last of Us. Appears to be a combination of Naughty Dog employees along with SCEA PD resources that are loaned out on a per project basis. Some interesting info. A few tidbits:

Jonathan: Phil, James and myself are employed 100% by Naughty Dog, whilst Erick and Derrick are employees of SCEA. Naughty Dog is a wholly owned subsidiary of SCEA, so we have a direct relationship with them in a corporate sense. Sony has an internal Product Development (PD) staff, who are loaned out to different projects as the need arises. So when Naughty Dog is in-between projects, people like Derrick and Erick move on to work on other Sony projects, and then when we need them they come back here.

We did a lot of things in The Last Of Us that we’d never done before. For example, we updated the Environmental Audio to support Reverb Portals, so now you can hear sounds that are being reflected down the hallway from an adjoining room. So if you’re playing the game with a Surround Sound setup, and a Clicker is in an adjacent room, you hear it before you get there. It’s seriously creepy, but cool.

Phil: Bruce and Neil did a great job of directing this game, but at the same time, there was a lot of trial and error involved in making it. For example, we went through a lot of iterations with the Clickers. During the viral campaign for the game, we uploaded a video to Youtube which had Clicker sounds that me and Neil had made in my office, recorded into an iPhone. It was a silly clicking sound that I had made with my voice. But we evolved the sounds from that and it became much more. We also worked collaboratively with other departments, and it’s exciting when we see someone from the art department draw a Clicker for the first time, and it has no eyes. So we figured out that they use echo-location. So everything we do informs itself down the line, and we thrive on that challenge.

ADR (Automated Dialogue Replacement) Video

Voice Over Video

This has nothing to do with the PS4 release, by the way (EDIT: But they do briefly touch on it).
 
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Looks like a slight DOF in effect with the camera panning out.

The ground textures could use some AF (and/or higher res asset). Fix it!
 
that was the whole idea of tha scene ;-)))
:)

you didn't play the game ?

No, didn't think it'd be my type of game for some reason, plus I was fighting the controls in UC1-3 all the way. Twas more a graphical curiosity than anything, but the cut-scenes I did see here and there told an interesting story.
 
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