SenjutsuSage
Newcomer
And then in gif form, the game looks like this.
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If you upscale a completely antialiased image, it'll be the rough equivalent of applying a certain amount of blur to a higher res version of the same image. I'm sure there's some math to calculate the exact amount of blur, but let's just say that upscaling from native 900p to 1080p is pretty similar to applying a 0.x pixel gaussian blur to a native 1080p image.
So the people that feel a certain amount of blur are probably correct to some level. But it's very hard to compare the visual information in a Ryse image to a native 1080p image with lower quality antialiasing (or no AA at all). It's also hard to decide if it's better to have a lower res native image with less aliasing or a higher less native image with more aliasing. Especially as it also depends on viewing distance: people sitting further from the screen would find it harder to see the difference in resolution, but higher levels of aliasing are quite visible even from a great distance.
Then there's the pixel quality issue, is it better to have less pixels with more complex shading and AA, or more pixels with more aliasing and lower levels of lighting and shading? Another question that just can't be settled IMHO.
All in all the new consoles will offer more choices for developers in terms of more resolution vs. better quality, and we should all be happy to see this. Even though the obvious answer is, of course, to have both - but that's just not possible with limited resources...
What a surprise! PS4 owners coming into the Ryse thread to debunk it's visual brilliance.
The only thing I said was that the game has a constant blur which would be awesome if it went away in Crytek's next game. The game looks great is a foregone conclusion which happened plenty of pages before. Why are people trying to prove that the game doesn't have that blur is beyond me.
And I am one of those millions who spent every penny of theirs to get a PC to run Crysis 1/2 on highest possible settings. So, don't please don't put me in the fanboy pit. My PC was assembled just for Cryengine and then next upgrade will be for Crysis 4!
If you upscale a completely antialiased image, it'll be the rough equivalent of applying a certain amount of blur to a higher res version of the same image. I'm sure there's some math to calculate the exact amount of blur, but let's just say that upscaling from native 900p to 1080p is pretty similar to applying a 0.x pixel gaussian blur to a native 1080p image.
So the people that feel a certain amount of blur are probably correct to some level. But it's very hard to compare the visual information in a Ryse image to a native 1080p image with lower quality antialiasing (or no AA at all). It's also hard to decide if it's better to have a lower res native image with less aliasing or a higher less native image with more aliasing. Especially as it also depends on viewing distance: people sitting further from the screen would find it harder to see the difference in resolution, but higher levels of aliasing are quite visible even from a great distance.
Then there's the pixel quality issue, is it better to have less pixels with more complex shading and AA, or more pixels with more aliasing and lower levels of lighting and shading? Another question that just can't be settled IMHO.
All in all the new consoles will offer more choices for developers in terms of more resolution vs. better quality, and we should all be happy to see this. Even though the obvious answer is, of course, to have both - but that's just not possible with limited resources...
So no-one has read my post?
understood. But I think much of the blur criticism is psychologically based on the knowledge that the game is 900p versus 1080. Many screen caps are in motion scenes where blur occurs primarily on distant objects but absolutely not on foreground objects where the user is primarily focused. the same thing happens in real life sitting in a car. looking at the passenger they are in full focus, yet the objects outside the car have a certain amount of blur because they are, background, relatively distant and in motion relative to the passenger.
Even while the character is in motion in the game details within the field of view tend to be pristine and rendered at a high resolution to the point where you cannot identify blur to the naked eye easily.
AINets has ended he discussion here, but my judgement isn't psychological but based on every direct feed screens and the ultra high bit rate videos provided by MS. Amusingly, I mentioned the blur at that time too, but no one minded as the footage was fresh and there for everyone to see. I guess.
and yes sir, I can see the difference between motion blur, DOF and a constant blur all over the image. After all, I work with these all day. Of couyrse, the image you are seeing on ur TV isnot reproduceable unless someone provides an absolutely uncompressed image captured from the game. But, do remember, compression artifacts are not the same as a guassian blur all over. The closest we can get are the high bit rate videos by MS and they too have that blur. and it is technically correct to be there, as Laa Yosh pointed out.
Please blakjedi and SenjutsuSage, I am no anti Ryse crusader. I am a crytek bred graphics-whore, for the lack of a better term. I pointed out a blemish that bothers me when I see all the screens in the neogaf thread. The skin, the characters: I always see the blur and wish to see the graphics without it. After all, it is the first CG-like game out there ! I can't check it out on my TV till end 2014 or 2015 as MS has announced no plans to send over XBOnes here yet. The Order will be my first CG-like experience. But my heart still waits for Crysis 4.
@blakjedi: off topic, but my friend request is pending on ur PS4 menu for quite sometime. I thikn you missed it. Please accept it , my ps4 arrives soon.
This game was on sale at Best Buy. I almost bought it. Almost.
This explains it very well. Let it be clearly understood that I don't notice blur in any way when playing Ryse, I mean the typical blur that makes the games look muddy. Say Killzone 2 or NFS Hot Pursuit -console version-, Skyrim on the PS3, and some others.If you upscale a completely antialiased image, it'll be the rough equivalent of applying a certain amount of blur to a higher res version of the same image. I'm sure there's some math to calculate the exact amount of blur, but let's just say that upscaling from native 900p to 1080p is pretty similar to applying a 0.x pixel gaussian blur to a native 1080p image.
So the people that feel a certain amount of blur are probably correct to some level. But it's very hard to compare the visual information in a Ryse image to a native 1080p image with lower quality antialiasing (or no AA at all). It's also hard to decide if it's better to have a lower res native image with less aliasing or a higher less native image with more aliasing. Especially as it also depends on viewing distance: people sitting further from the screen would find it harder to see the difference in resolution, but higher levels of aliasing are quite visible even from a great distance.
Then there's the pixel quality issue, is it better to have less pixels with more complex shading and AA, or more pixels with more aliasing and lower levels of lighting and shading? Another question that just can't be settled IMHO.
All in all the new consoles will offer more choices for developers in terms of more resolution vs. better quality, and we should all be happy to see this. Even though the obvious answer is, of course, to have both - but that's just not possible with limited resources...