PS4 Pro vs PS4 Graphical Comparison Thread

Discussion in 'Console Technology' started by DieH@rd, Nov 4, 2016.

  1. Clukos

    Clukos Bloodborne 2 when?
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    That's where temporal aa comes in, with TSSAA motion aliasing is almost non existent.

    By the way, R&C is looking mighty fine at 4k on the Pro with some fuzzy edges here and there but overall fantastic results

    https://abload.de/img/ratchet_clank_20161112qrvm.png
    https://abload.de/img/ratchet_clank_2016111nurbh.png

    This is the IQ we should expect out of the Pro.
     
  2. Karamazov

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    still no AF in ratchet ?
     
  3. Globalisateur

    Globalisateur Globby
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    #83 Globalisateur, Nov 11, 2016
    Last edited: Nov 11, 2016
  4. DavidGraham

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    TXAA is a powerful temporal AA, probably the first of it's kind on PC, it also combines FXAA with MSAA in addition to the temporal component, still not enough to remove motion aliasing even when combined with DownSampling and driver forced FXAA, aliasing is massively reduced of course, but not completely gone. Tested this with AC4, AC Unity, Crysis 3, COD Ghosts, GTA V among several others.
     
  5. Clukos

    Clukos Bloodborne 2 when?
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    TXAA can't hold a candle to TSSAA (temporal super sampling AA). Just give DOOM (the new one) a try and you'll understand. There's a free demo on steam. And if you are too bored to do that i also uploaded a video showing the difference between "regular" aa and tsaaa in Alien Isolation (watch it in fullscreen)


    That's from the new demo? Pretty substantial difference!
     
    #85 Clukos, Nov 11, 2016
    Last edited: Nov 11, 2016
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  6. DieH@rd

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    No. Those are two separate modes on Pro console. "Fast" rendering that aims to hit 60fps and "High" rendering that sticks with 30fps but with higher resolution.

    Paragon is a 1080p60 on a Pro. Epic elected not to increase resolution [well they did, but from 900p60 to 1080p60], but to put into game better assets from the PC version.
     
    #87 DieH@rd, Nov 11, 2016
    Last edited: Nov 11, 2016
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  7. DavidGraham

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    I have DOOM, with 8X TSSAA it shimmers with aliases even while standing still, especially when looking at the metallic striped floor, despite the game's dark colors and closed environments, which hide a lot of aliasing already. At open areas and far distances aliasing is more obvious. Using downsampling improves things tremendously, and gets rid of still aliasing and shimmering almost completely. Motion aliasing is still present but to a far less degree, of course. However it is definitely not completely gone, there is still some noticeable aliasing to be found.
     
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  8. mpg1

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    no details on BF1 yet?
     
  9. pjbliverpool

    pjbliverpool B3D Scallywag
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    Like David said, TXAA does have a temporal element and in my experience (as someone who completed the maxxed out Doom 3 days ago and uses TXAA at every available opportunity) it's at least as good as the method used in Doom. That is to say they are both awesome. Personally I can see pretty obvious aliasing in ROTTR at native 4K downscaled to 1080p with SMAA but I can't say I've noticed it in Doom even at 1440p with it's 8x TSSAA. I think it greatly varies game to game.
     
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  10. DavidGraham

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    Yeah, Doom's dark color palette and contrast hides a lot of the aliasing as compared to a bright sunny game like Tomb Raider, Horror games have always enjoyed this advantage, (The Evil Within, Dead Space ..etc).
     
  11. Jupiter

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    Normally the aliasing is more problematic in darker areas with a lot of specular objects. Therefore DOOM would be much more aliased without AA. Alien Ioslation also shows how important TAA really is. Even in UHD there was a lot shimmering without the TAA mod.
     
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  12. Clukos

    Clukos Bloodborne 2 when?
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    It's actually not anywhere close to DOOM (or any other recent title using tssaa). TXAA is actually reducing detail in far away geometry, textures all around and blurs the IQ significantly:

    AC Unity FXAA: http://international.download.nvidi...reed-unity-anti-aliasing-quality-001-fxaa.png
    AC Unity TXAA: http://international.download.nvidi...reed-unity-anti-aliasing-quality-001-txaa.png

    Not to mention that TXAA usually costs upwards to 10, or more, frames on top end hardware, while TSSAA has a very negligible hit to performance.
     
    #93 Clukos, Nov 11, 2016
    Last edited: Nov 11, 2016
  13. loekf

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    For me it was close to 900 GB in little more than 3 hours.

    Oh btw, you can select which apps/games you want to copy over. The process is almost flawless ... only:

    - Don't forget to sync your trophy's on the old PS4 first. Not sure why they couldn't do that automatically.
    - Don't start the PS4 by ejecting a disc. PS4 will shut down after some time (10 mins ?) interrupting the copy process.
    - Don't go back in the copy process during the setup steps. It might get stuck or the PS4 "server" can not be found. Just keep hitting ok until it starts.

    PS4 Pro has one design flaw, the cover for the HDD is flimsy and it's a pain to put it back. Also the screw locking the disk tray into position is not very robust.
     
  14. DSoup

    DSoup meh
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    It's completely rubbish. I put mine back in the box having tried for a couple of minutes to get it to stay on.

    Maybe that explains why there was a piece of tape holding it on when I took it out of the cushioning pouch. Even Sony couldn't get the fucking thing to stay on without taping it! :nope:
     
    #95 DSoup, Nov 11, 2016
    Last edited: Nov 11, 2016
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  15. novcze

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    correction, it was approx. 850GB, those 500GB were only application data ...


    Haha, same as me. I wanted to sell old PS4 with original HDD I had in the PC, imagine all those GB copied over LAN and SATA that day.:runaway:
    Old PS4 is now sold which made Pro upgrade even more cheaper and of course new controller is always good to have (battery life in the old one was already crap). One thing I dislike on the Pro is fan pitch when going at higher speeds, original PS4 was better in this aspect.


    ... but to keep it on the topic there are few 1920x1080 shots from PS4 Pro, they are not manually downscaled, only PS4 Pro is set to make screenshots in this resolution.
    I can get used to supersampled image, that's great improvement (infamous shots are with "better framerate setting")

    http://u.cubeupload.com/novcze/2fcUncharted4AThiefsEnd.png
    http://u.cubeupload.com/novcze/9bbUncharted4AThiefsEnd.png
    http://u.cubeupload.com/novcze/Uncharted4AThiefsEnd.png
    http://u.cubeupload.com/novcze/7d1Uncharted4AThiefsEnd.png
    http://u.cubeupload.com/novcze/632inFAMOUSFirstLight20.png
    http://u.cubeupload.com/novcze/inFAMOUSFirstLight20.png
     
    #96 novcze, Nov 11, 2016
    Last edited: Nov 11, 2016
  16. novcze

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    Do we have more on the PS4Pro enhancements in FF15, really looking forward to it.
     
  17. DSoup

    DSoup meh
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    Pro makes quite a different to a number of PSVR titles in terms of how sharp the visuals are. In particular VR Wolrds, Wayward Sky and the Playroom VR have all been given quite a boost! :yes:
     
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  18. pjbliverpool

    pjbliverpool B3D Scallywag
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    I don't understand where you're getting the idea from that distant geometry detail is reduced. It's not reduced, it's rendered how it's supposed to look. Yes, that may mean that some thin objects are now less visible, but that's because they are supposed to be less visible - because they're thin. Distant objects being more visible because they're covered in jaggies and shimmer all over the place (as is absolutely the case in Unity using only FXAA) is not a good thing.

    Also, while image quality is softened, I think it's rather over dramatic to talk about IQ being "significantly blurred". Your own screenshot shows basically no difference in sharpness between FXAA and TXAA and it's well known that all post processing methods of AA introduce some softening of the image. Personally I like the slight softening that TXAA introduces, it gives the image a more CGI look - not dissimilar to the AA used in Doom.
     
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  19. DavidGraham

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    It would, but horror games and the games like Doom usually feature a lot of dark areas and places that have few light sources, that helps mask aliasing problems in large sections of the map, though areas that are lit have their aliasing pronounced due to the specular element indeed. Still comparing Doom (no AA) to a game like Dying Light or AC4 (no AA also) usually reveals way more jaggies in the case of those sunny and properly lit scenes, especially where a lot of geometries (buildings, poles, wires, fences) are rendered over near and far distances.
     
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