Can't wait for the DF review...
the cut-scene models are not in the real tme gameplay. ND has always said "higher resolution character models" meaning probably higher than PS3 LOD models, but not cutscene, which i'm guessing would take a rejiggering of the game engine to get good performance. Something probably not worth it with a remaster worked on by just under 30 people in just about 12 months.
...
We brought in all the hi-res models, and then it’s on par with what you saw in the cutscenes. "
http://www.edge-online.com/features/the-last-of-it-naughty-dog-on-bringing-the-last-of-us-to-ps4/
Very interesting, thanks. I also have great news, it seems that the 30fps mode enables higher quality shadows.Game engines are all using shadow buffers and that method is highly inaccurate for small details on self-shadowing characters. Combined with the various tricks to do skin translucency in real time, it can lead to light leaking and the SSS effect applied where it shouldn't be. Fixing this takes some extra instructions that might only be used in cutscenes because of the extra GPU cost.
The new consoles should be better at this because they can afford the extra instructions and they have enough memory to use higher res shadow buffers. There was also a GDC presentation that I think was referenced to in one of these threads earlier where you can see some of this stuff illustrated as well. I have to go so I don't have time to look for links now
Improvement in shadows are easy to spot so hopefully other things got improved too.
Improvement in shadows are easy to spot so hopefully other things got improved too.
The real difference isn't the model itself but the totally different lighting models between gameplay and cutscenes. Pretty jarring.
...Druckmann and his team at Naughty Dog agreed to work with Screem Gems because the studio says Druckmann and Naughty Dog can write the screenplay and have final say on the cut, director, and casting.