L. Scofield
Veteran
I don't understand. How can it be 1080p/60 ad then have an option to lock at 30fps?
Some people prefer 30fps for games with photorealistic rendering.
I don't understand. How can it be 1080p/60 ad then have an option to lock at 30fps?
I know that PS4 is capable for greatness, but I would be happier with at least little aliasing in those shots [to make them look more real ].
We will get great geometry in U4.
edit - TLOU's Global Illumination technique will be present EVERYWHERE in Remaster [PS3 had it in selected less intensive spots].
more @ http://www.gamespot.com/articles/the-last-of-us-remastered-devs-discuss-making-60fp/1100-6421147/
every flashlight or just the player? :smile:
Nope. I make that call with high confidence where normally I don't.New TLOU Remaster screenshots. They look very sharp, possibly from bullshoting:
Nope. I make that call with high confidence where normally I don't.
http://image.noelshack.com/fichiers/2014/29/1405516728-1.jpg
Zoom in bottom right of centre. There's a raised root with a 45 degree next to an orange highlight. It's very raw.
http://image.noelshack.com/fichiers/2014/29/1405516730-3.jpg
Trailer in front of Ellie, vertical strut on left nearest camera. An edge with a cleat step. There's also a sharpen filter in effect. Looked like it in the first pic around the flowers, but it's smack-you-in-the-face obvious in the second pic around the telephone poles and cables.
Maybe a post effect AA with pretty aggressive sharpen filter to counteract texture softening, although a clear four bands on steps is suggestive of 4xMSAA. One of the true pixel counters will weigh in on that.
I very much doubt it. Have you zoomed in on the telegraph lines? Very clear one pixel highlight border outside and one pixel darkening border inside the geometry.Could those slights artefacts around the sharp edges come from some modified morphological post AA? Because those are really subtle and really enhances the supersampling effect on the geometry IMO.
Relative measures. It's far from subtle (on close inspection) as far as sharpen filters go. It's equivalent to a fairly high sharpen value on most TVs I'd say. But I think that's a fairly important point of note. You could achieve the same on TV with an unsharpened source and cranking the sharpness up on the set, so I'm not sure the point in applying it to the game source. I suppose that does yield 'pop' and clarity for internet viewers.Also this sharpen effect is far from being strong...compared to the one seen in the first XB1 games.
Let's call them in-engine renders.Anyway those are maybe real-time but still not real gameplay, more like real-time pre-gameplay. I think it's best to be careful with those real-time "bullshot".