Marvel's Spider-Man: Miles Morales [PS4, PS5]

Discussion in 'Console Gaming' started by Deleted member 7537, Jun 11, 2020.

  1. Shortbread

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  2. milk

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    It is weird that the reflection looks BRIGHTER than the actual real objects though. Perhaps they've boosted reflection brighness a bit so they show more on bright surfaces (outdoors daylight) but that essentially broke light conservation of energy and it's obvious in scenes such as this...
     
  3. Sagii86

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    Excellent job by the team. The attention to detail is on par with the expansion and the results are quite impressive.
     
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  4. cheapchips

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    I initially thought that it was where reflected windows didn't have the shaded pseudo 3d interior, but seems to be more than just that.
     
  5. London Geezer

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    Yeah it doesn't happen every time, but it is also something that I noticed on other games with RT reflections, like DMC5 for example - most evident in the area with the red double decker bus, whose reflection is a much brighter red than the actual bus. Weird, it has to be related to a difference between the lighting conditions in the game vs the BVH structure, and sometimes they don't match?
     
  6. milk

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    Yeah, for reflections, they do have to run the material's shader and lighting for every pixel with a RT hit all over again. It seems sensible to use a simplified material/lighting model there, but that can cause larger discrepancies in the look of the reflected material vs the real one.

    Another curious exemple of that are the shadows in SM PS5. While the world uses cascaded shadowmaps with soft edges, the reflections seem to be using hard-edged RT shadows. This means they are shooting a secondary sun-shadow ray for every single reflection ray... Probably due to them using lower LOD models for the reflections (specially buildings, where the LODing seems very agressive) reusing the high-res world's shadows would cause severe shadow acne and other artifacts, so they had to recalculate shadows all over again for the reflection world, and thus decided to leverage RT for that too.

    For the same reason, they can't leverage reflection world for doing shadows on high-res world, since the simplified GEO on the reflection world would cast incorrect shadows on the high-res models: false positives/negatives everywhere, and a lot of lacking details.

    There is a whole lot of experimentation and learning ahead of devs now...
     
  7. JPT

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    Which makes for a lot of nice stuff to read/learn, looking forward to it.
     
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  8. DieH@rd

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    Finished Miles, great fun. I will leave cleaning the city for PS5 when it arrives, hopefully before end of the month.
     
  9. chris1515

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  10. chris1515

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  11. chris1515

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  12. Unknown Soldier

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  13. TEEDA

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  14. TEEDA

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    That engine is something....It doesn't even crash the game or something.
    Funny bug though lol.
     
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  15. Arwin

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    Remember how every 3D object could be grabbed from the SSD by an identifier? As part of a completely new OS optimized for low latency and speed. Did I remember that correctly? It seems as here through some bug wrong object Ids get loaded for the player character, maybe a corruption in a lookup table or a wrong pointer overwriting or modifying the id on memory?
     
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  16. PSman1700

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    You dont even need modding :p
     
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  17. Shortbread

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    :lol:
     
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  18. Unknown Soldier

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    Another.

     
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