The Last of Us, Part 1 Remaster Remaster [PS5, PC]

So its basically the same game as the PS4 remastered, but with higher resolution and a few modern (yet minor) graphical upgrade. No way is the $70 price tag justified. Should've just given us a $10-15 PS5 upgrade from the PS4 remastered which IMHO sounds more reasonable. This is only necessary for people who had never experienced the series before. So disappointing in Sony/ND for milking the series this way.
 
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So its basically the same game as the PS4 remastered, but with higher resolution and a few modern (yet minor) graphical upgrade. No way is the $70 price tag justified. Should've just given us a $10-15 PS5 upgrade from the PS4 remastered which IMHO sounds more reasonable. This is only necessary for people who had never experienced the series before. So disappointing in Sony/ND for milking the series this way.
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Minor graphical update.
 
So its basically the same game as the PS4 remastered, but with higher resolution and a few modern (yet minor) graphical upgrade. No way is the $70 price tag justified. Should've just given us a $10-15 PS5 upgrade from the PS4 remastered which IMHO sounds more reasonable. This is only necessary for people who had never experienced the series before. So disappointing in Sony/ND for milking the series this way.
This is more TLOU2 than TLOU remastered, the graphical upgrade is in no way minor, it's a complete remake and it shows. Core gameplay is improved but they made the decision to not change the design to more closely resemble TLOU2 and that's its major drawback.
 
Of course the original is outdated now. But so are the first Uncharted games, or even the PS4 uncharted to some extent, or the Jak games, or GOW, or Killzone. We cant keep remaking every game that every 10 years.
I agree with this. But I don't have a problem with what Sony has done specifically with The Last of Us. The first game was fantastic, evidenced by it grabbing most gaming awards that year for whichPlayStation games were eligible for nomination, but - as DF's analysis shows - PS3 really couldn't do it justice. The 'Remaster' was a fairly low key affair with higher resolution textures, some better effects, but mostly it was the same game. Almost identical geometry running at a higher resolution at a higher framerate. It wasn't even near to the effort put in with the PS4 Uncharted Remaster by Bluepoint, where they did go back and revisit art assets and update gameplay mechanics.

Part I was the opportunity to remake the original game what they wanted it to be - that the quick 'n' dirty PS4 remaster didn't allow for. Applying the better tech developed for Uncharted 4 and Part II and making what technology previously couldn't fully realise.

I do think we may see a few more PS5 remasters simply as a consequence of the work required to bring some games to PC. If you're doing all that work for one platform, it's kind of a no brainer to consider a PS5 version as well. Flipping that, if Sony make great PC remasters, people will be peeved they're not released on modern PlayStations. Sony can't win.
 
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No. native 1440p + TAA (or whatever the AA solution). Demon's souls at least uses hardware RT for the lighting, even if sparingly. Lighting / shadows are a generation ahead in Demon's souls anyway.

Ok, so then that makes your comparison to Demon Souls as a 'true' next gen game even more confusing. Both same res, but I'd say TLOU1:RM is certainly more than comparable visually.

Because my complaint is not only about I/O. It's about their technological choices for their first PS5 game. Spider-man runs at usually 45fps at near native 4K in an open world game (so heavy I/O jobs)

The resolution matters little to I/O load for one. As Alex showed in his DF video regardless, streaming tops out at 500MB/sec, usually around 100. It's just not that heavy.

while having long distance RT reflections. Here the game runs at 4K ~40fps in a liner world, without any RT improvements.

And massively, massively more detail in that 'linear' world though! This is like me taking a screenshot of a fight with Spiderman beating the stuffing out of the Demon gang and then comparing it to a battle with 5 clickers in TLOU. The latter has an order of magnitude more complexity in polygon counts + lighting.

Of course it would be silly if I then concluded that SM wasn't 'fully taking advantage of the PS5' due to the flat lighting and low poly characters in that scene, as I would be ignoring the scope of SM's open world - but it's equally silly just to compare 'open' vs 'linear' and think that is anything meaningful wrt to system load without taking into account the difference in environment and character complexity.

I mean there's a reason Spiderman on PC having a single character model on-screen in a cutscene with hair quality at high is a far bigger GPU load vs swinging through a vast city. As well, what I've noticed is the second most demanding area in the game? Central Park - the place with a bunch of (relatively low-quality) trees and no buildings. What this says to me is that Insomniac's engine is a perfectly tuned beast to represent the environment you'll be in the majority of the time, which is swinging through a city that can be efficiently culled.

It's clearly using their PS4 engine with improvements that simply needed more GPU grunt (improved res, better shadows, better models / textures etc).

I just don't know what you're expecting here. So you want RT? Well then say goodbye to 1440p in performance mode then. Just because Spiderman can do it with low-res reflections in far less geometrically complex scenes (and even then it basically converts even the sparse geometry of building features into flat textures for the reflections) does not imply the massively more detailed environments and characters of TLOU1:RM should be doable without a greater performance hit. If anything including an RT mode would be a nod to a future PC port!

You also have to bear in mind that this is a remake, but one that was never intended to deviate significantly from the design of the last release. I wish that wasn't necessarily the case and I think Sony was deceptive in how it marketed it wrt gameplay changes, but it's obvious they didn't want to risk (or bother) with any large architectural swings from an overall aesthetic and gameplay perspective. Sure, maybe if they took an extra year and really overhauled the engine they could have that 2 second loading, but I see no reason to conclude that just because there's a 15 second initial load they're holding back a massive graphical showcase - especially for a version of the game where last-gen isn't even an option. This is a PS5 native game, full stop.

(Also there's no reason why fast loading wouldn't benefit the PC version either. Spiderman and Miles were held as showcases for the PS5's IO system due to its instantaneous loading and no fast travel delay. The 'downgrade' that happened when it was moved to the PC without that specialized decompression hardware? 3 seconds load vs 1.5.)

Like with Horizon I think it's a mistake. I see those games as improved PS4 games up-resed and set for an easy PC port and clearly not "built for PS5".

These games sell a fraction on the PC years later vs what they sell on the PS5 now, the notion that the PC is involved in any purported planning for this supposed 'downgrade' is bizarre. The reason for Forbidden West being cross-gen was 99% due to the fact there were 100+ million PS4/Pro's out there and Sony would be idiotic to cut them out of one of the most eagerly anticipated sequels in recent memory, that's it.

And again - we're talking about TLOU:RM and Forbidden West here as your examples of games that have been 'neutered' in some fashion for a future PC release. Two games that are almost universally lauded for their graphical prowess.

(Forbidden West btw also has extremely fast loading on PS5...but you're using it as an example of a game that's held back, but then using the slower loading of the TLOU as proof that it was not designed to fully take advantage of the PS5 by comparison.)
 
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Trying to put myself in ND's place, though, I think they did this because they hope they can make the TLoU P1 GAME have a better look and acting than the TV Series. Because we know the comparisons will come, and if they manage for that to be the case, it will be a huge propaganda Win for ND, and indirectly for the gaming industry as a hole. And I think it is within reach. Carefully crafted animation can be polished and repolished until it hits all the right notes in ways that may surpass the performance of a mid-tier actor. Same thing for lighting/set design/props, etc... Lets wait and see.

First off, lol at calling Pedro Pascal/Nick Offerman "mid-tier" actors, wtf?

It was made as a complement to the HBO series, it's an obvious marketing tie-in win if they have a new $70 game designed specifically for their new console ready for purchase if the series is a hit and drags in potentially new players from the show. The idea that this was designed from the outset for some kind of 'propaganda' win for ND and the 'gaming industry' as a whole is ridiculous. Like, what do you think the outcome would be here? Film editors will move to console projects if the series bombs?

Damn I hope TLOU:RM really puts the TV series in its place, maybe that Troy Baker fella can find some work!
 
So its basically the same game as the PS4 remastered, but with higher resolution and a few modern (yet minor) graphical upgrade. No way is the $70 price tag justified. Should've just given us a $10-15 PS5 upgrade from the PS4 remastered which IMHO sounds more reasonable. This is only necessary for people who had never experienced the series before. So disappointing in Sony/ND for milking the series this way.
Doesnt look minor to me
 
BTW in regards to the complaint that TLOU:TM wasn't 'more native' for the PS5 and in general the critique that there are 'too many cross gen' games still being released, I think you have to consider that game development timelines of AAA titles these days is ridiculously long. Third-party materials libraries and off-the-shelf engines (which can be a poor choice for some titles) can only help so much. More memory, more power ultimately just means a massively increased art and animation budget to actually show it.

There's literally the possibility of an AAA game being started now that could not be released until the PS6. Sure that would be on the outlier side, but even the 'average' of ~4 years is nuts imo.

You can certainly argue that shouldn't be the case and the length of these games is entirety the fault of decisions from the studios/publishers, but we are arguing in this thread how some of these games don't look nex-gen 'enough'.
 
BTW in regards to the complaint that TLOU:TM wasn't 'more native' for the PS5 and in general the critique that there are 'too many cross gen' games still being released, I think you have to consider that game development timelines of AAA titles these days is ridiculously long. Third-party materials libraries and off-the-shelf engines (which can be a poor choice for some titles) can only help so much. More memory, more power ultimately just means a massively increased art and animation budget to actually show it.

There's literally the possibility of an AAA game being started now that could not be released until the PS6.

You can certainly argue that shouldn't be the case and the length of these games is entirety the fault of decisions from the studios/publishers, but we are arguing in this thread how some of these games don't look nex-gen 'enough'.

Precisely this. Its not the PS2 days anymore where we had 2/3 God of wars and gran turismos..... multiple ratched and clanks, all pusing the system fully etc etc all during the same console generation.
 

Notes as everyone else that dynamic isn't working. Oddly he really likes the 40fps mode even despite the dips, reason being partly due to using VRR, but also "My main goal here is to show you long runs, not quick 2 second edits of frame rate at its worst points". Who knows if that's a dig at DF's style but they show pretty lengthy sections of the 40fps mode where it's routinely in the 30's, and as DF mentions many TV's can disable features in VRR like local dimming that can significantly impact image quality, so not having a true 40fps lock option is an issue even with a 120hz VRR display.

Also any contention on the price is by 'stupid people'. Reason being is that 'you don't have to buy it'. 🙄 I mean it's a product my man, people have debates about perceived 'value' all the time, it's a part of the purchasing decision.

(Also good lord can NX Gamer take a breath between sentences? He's always had this tendency to race through his pieces with a mouth full of marbles, it's extremely grating to listen to.)
 
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Notes as everyone else that dynamic isn't working. Oddly he really likes the 40fps mode even despite the dips, reason being partly due to using VRR, but also "My main goal here is to show you long runs, not quick 2 second edits of frame rate at its worst points". Who knows if that's a dig at DF's style but they show pretty lengthy sections of the 40fps mode where it's routinely in the 30's, and as DF mentions many TV's can disable features in VRR like local dimming that can significantly impact image quality, so not having a true 40fps lock option is an issue even with a 120hz VRR display.

Also any contention on the price is by 'stupid people'. Reason being is that 'you don't have to buy it'. 🙄 I mean it's a product my man, people have debates about perceived 'value' all the time, it's a part of the purchasing decision.

(Also good lord can NX Gamer take a breath between sentences? He's always had this tendency to race through his pieces with a mouth full of marbles, it's extremely grating to listen to.)

NXG at it again.
 
(Also good lord can NX Gamer take a breath between sentences? He's always had this tendency to race through his pieces with a mouth full of marbles, it's extremely grating to listen to.)
As a not native english speaker I also struggle sometimes with understanding
 
I think in terms of game asset creation, the artists are hitting pretty much their saturation point. Its just harder to push the visuals further even though it is possible. But we are talking about the extreme attention to detail and then trying to figure out how to optimise that to play out in real time visuals in a way that they are meaningfully visible in a very complex interactive medium. The manpower, skill and time required is just huge for games.

This isnt like movies where you can hire any amount of artists you want, who can spend huge amounts of time concurrently for a 3 hour non interactive showing with practically zero rendering limitations.

Games are becoming extremely complex to make and require a lot more technical skillset to make everything work

Although its in similar levels to the TLOU2 it is still a notable achievement and upgrade by the artists.
 
I don't remember if they did this in the original, but they use the flashlight GI hack on more light sources now in some select areas, looks really cool

thelastofusparti_2022xpdgb.jpg
 
I m looking at the character models and I m like, how can they get that to look even better? They are realistic characters with a bit of stylization.

I thought much the same with TLOU2 - but now TLOU1:RM has upped the ante again, especially with Ellie and the subsurface scattering (?) on her skin giving it a far more realistic reaction to light whereas with TLOU2 looks 'flat' now by comparison.

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The Unity Enemies demo shows though there's still room to improve.
 
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