Quantum Break [XO] (by Remedy) *large images*

This video is great if you want to see the current build (more stable = less tearing)


They explain how the game works and talk a bit about the development process at Remedy, which is quite nice :smile:
Oh, the Shadows, especially in the closeups, are horrendous! They flicker like hell. Also in a later part reflections in puddles flickered badly and then disappeared. Also the missing volumetric shadows IMHO show.

So sad as I was so looking forward to this (and these artifacts really distract me from the actual game) :/
 
What if you play the game but imagine because of the "f*cking time egg", shadows are missing and/or flickering because the world is coming to an end. Like in assassins creed: if I play that I imagine all the bugs being because of the DNA simulation or some shit acting up. And thus: I enjoy the game more :)
 
What if you play the game but imagine because of the "f*cking time egg", shadows are missing and/or flickering because the world is coming to an end. Like in assassins creed: if I play that I imagine all the bugs being because of the DNA simulation or some shit acting up. And thus: I enjoy the game more :)
Than you notice that visual glitches exist also outside the Animus and you are fucking mindblowned!
 
New footage looked really great, love the lighting in this game. I think MS is showing a bit too much of it tho, have they mentioned about the length yet?
 
New footage looked really great, love the lighting in this game. I think MS is showing a bit too much of it tho, have they mentioned about the length yet?

It's only the first 2 chapters, it ain't something too spoilery. Plus, they haven't even showcased the intro, which apparently is amazing, I don't think they've spoiled anything major.

In the new footage you can see their TAA at work, i'll just guess that it's using 3-4 frames, you can see ghosting/smearing in this example:

taaqbr1sw7.gif


Another example

Notice how it's freaking out in high frequency/high movement areas:
taaqbcmspk.jpg


Same scene in motion: http://gfycat.com/SeveralFlusteredJanenschia

Can definitely use some improvement (although i don't think there's much of a chance now that's gold) but i'd say the overall look isn't affected by this 99% of the time and TAA was a wise choice for the game.
 
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This game probably has the worst image quality in recent history D-:
Are you sure it's TAA and not their 'inverse SS GI extraction' at work? TAA would have the whole character blurring and ghosting the f- out of the background, not partially as is displayed in your .gif?
 
I wonder what's causing the game to look blurry than usual tho, if it's a 1080p game then it sure looks less than native and not sure if TAA has anything to do with it.
 
This game probably has the worst image quality in recent history D-:
Are you sure it's TAA and not their 'inverse SS GI extraction' at work? TAA would have the whole character blurring and ghosting the f- out of the background, not partially as is displayed in your .gif?

Hmm, maybe? It looks like ghosting to me but could be something else. It seems to affect only high contrast surfaces (white skin against dark background, lit jacket against dark background etc.). As for worst image quality nothing beats Rise of the Tomb Raider in the Soviet installation area, when i played it on PC the shimmering was so bad i was considering dropping the game then and there: http://giant.gfycat.com/UnripeMemorableDairycow.gif

Thankfully later parts of the game fare much better.
I wonder what's causing the game to look blurry than usual tho, if it's a 1080p game then it sure looks less than native and not sure if TAA has anything to do with it.

Maybe using some sort of dynamic res for gameplay sections? Although TAA typically blurs the image a bit.

Edit: The effect in a still
qb1sxudd.jpg
 
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Wait what? People are trying to judge image quality...off a Twitch stream? A Twitch stream??? Really? :D

Regards,
SB

Yeah that's usually a bad idea (although their compression algorithms are better than youtube when set to "source"), but here the artifacts produced by the AA or possibly something else are clear to see. These are most definitely related to image quality imo.
 
I believe that is the effect which L. Scofield (and others) constantly mistakes for GI;
QnW6gpN.jpg


"Look at the excellent GI; the light is bouncing from the railing onto the wall.. this is the most next-gen advanced lighting right here"

It seems really messy this engine. It's better if they start at 720P, but have a good, stable lighting solution, good, solid motion blur and better image quality. I'd rather look at a stable, great 720P image, then this. Maybe they can use the KZ:SF reprojection upscale?
 
^ That's definitely not it, this seems like smearing, while the effect seen in the door handle is stable throughout the scene and is most definitely intentionally there, unlike that. Maybe the ghosting is similar to this: http://abload.de/img/222sbv.jpg as seen in the Unreal Engine 4 tech demo last year. In any case, the game is like 3 weeks away! We'll know soon enough :yep2:
 
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Thanks to that stream we can put the question about the handle GI to rest, it is definitely a product of the screen space gi at use here

ssgid7sc3.gif


When the handle is occluded GI dissapears:

Full GI
1yosdi.jpg


Partial
2vcsk3.jpg


No GI
3yps8t.jpg
 
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It's like a bug flipped the SSR by accident and a Remedy employee joked: "looks like we have realtime GI now", and they went from that. I played around in the MGSV where you meet a certain someone, with the SSR enabled on consoles, and the 'halo removing the SSR'-effect is exactly the same as basically all QB footage.. I cannot open the presentation on my mac, will try on my Win10 tablet later, but I am guessing that's how they accomplish it; some flipped SSR buffer method
 
Sadly, it's more about Dx12 (on PC mostly) and less about the engine itself, although the presentation is very interesting :yep2:
 
I guess we should applaud Remedy for at least trying. When it's not breaking up, it shows extremely interesting visuals. The character models also received a lot of love. If the PC version has a stable, clean image then their methods are redeemed IMO!
 
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