Last of Us [PS4]

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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 :LOL: ].

I wouldn't be surprised if ND is using supersampling... someone over at ND mentioned that they were able to achieve a higher framerate than 60fps. It would make some sense on using that extra performance on higher samples, as long as it didn't effect the overall goal of 60fps. Plus, ND and SSMS are just gaming Gods... :p
 
I sold the game a few weeks ago for 25 euro. Looks like I can get the PS4 remaster at 37 euro, effectively meaning in the end I get all the DLC, not to mention the PS4 version for only 12 euro, seems like a good deal :D

But anyway, I think this is certainly among the greatest games of all time, but my main problem with the game is the clickers: they shouldn't really exist if you think about it:
many years have passed so they should all been "spore-d" right??
The only clickers you see should be relatively fresh as they should only be able to survive for a few days.

But aside from that: yes, easily the best game on PS3, and soon PS4
 
flashlight from all other NPC other than the player DON"T have GI IRC. You can tell right away when you stand right next to the npc both with flash light on. NPC is just a simple lightmap.
 
I am very looking forward to the performance analysis video that will contain only of the most demanding scenes carefully selected by Digital Foundry.
 
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.
 
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.

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.

Also this sharpen effect is far from being strong...compared to the one seen in the first XB1 games.

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".
 
We already know that ND has developed a really HQ post AA solution for UC4. So I think it's perfectly reasonable to assume that they've ported the code to the PS4 TLOU engine as well.
It's also quite exciting because it means DF can start to analyze it well before the release of UC4.

PS: PCMCIA
people can't memorize computer industry acronyms
 
UC4 uses an upgraded version of their PS3 engine, so if anything LOU Remaster is probably running on the PS4 version of the engine already with the new postAA.
 
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.
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.

Also this sharpen effect is far from being strong...compared to the one seen in the first XB1 games.
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.

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".
Let's call them in-engine renders.
 
U4 has phenomenal AA solution, and by their own admission, they are using what they made with PS3 TLOU to make their nextgen engine. Hopefully things were made to be compatible.

Someone needs to poke ND on twitter about this TLOU Remaster AA.
 
Not that I’m a 100% sure, but I think they’re supersampling at 1920x1200. The aliasing that’s visible in the pictures, are similar (gaps/steps) to those presented in the Lego’s Movie PS4 game. I’m guessing a mixture of FXAA and SSAA are at play.
 
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