Small update on the AA, it seems like Doom is using something very similar to U4. And i did a comparison between several AA types offered and TSSAA is the most optimized perf wise, offering better perf than even the rather simple SMAA/FXAA options, only beaten by no AA at all:
SMAA: https://abload.de/img/379720_20160625112557pbu3a.png
SMAA1Tx: https://abload.de/img/379720_20160625112624d2u6e.png
TSSAA: https://abload.de/img/379720_20160625112611vxusa.png
No AA: https://abload.de/img/379720_201606251126546oue1.png
I'd expect similar results in Uncharted 4 given how similar their AA looks to be. Hoping more games jump in on the TSSAA hype train (we know GoW did and potentially Horizon: ZD as well).
Those SMAA settings are a joke. Pretty much no difference with no AA. Should be much stronger. Not a valid comparison with TSSAA here.Small update on the AA, it seems like Doom is using something very similar to U4. And i did a comparison between several AA types offered and TSSAA is the most optimized perf wise, offering better perf than even the rather simple SMAA/FXAA options, only beaten by no AA at all:
SMAA: https://abload.de/img/379720_20160625112557pbu3a.png
SMAA1Tx: https://abload.de/img/379720_20160625112624d2u6e.png
TSSAA: https://abload.de/img/379720_20160625112611vxusa.png
No AA: https://abload.de/img/379720_201606251126546oue1.png
I'd expect similar results in Uncharted 4 given how similar their AA looks to be. Hoping more games jump in on the TSSAA hype train (we know GoW did and potentially Horizon: ZD as well).
Interiors are amazing, also found an area with heavy ssr usage
SSR is usually assumed to mean dynamic reflections computed in screen-space. Not cube map environment mapping (reflections of static objects) -- which is very old tech.
You also use terms like "light transport in the hair and skin" when the game isn't actually calculating true light transport but using a hack (that is often inaccurate and fails under different conditions).
These are not cubemap reflections. You have the game, go try it.
Welcome to video games.
These are not cubemap reflections. You have the game, go try it.
Does ND even modern tech ? /s
I just realized Neo is gonna bring even more doubts isn't it?
The game is a beautfiul piece of artistic mastery coupled with very knowledge devs that know the limits of the console hardware and can hand-pick when/where to use the current features that are out in most games today. This makes UC4 a artistic masterpiece IMO -- not the tech masterpiece you are trying to place importance on.
You are the one that is trying to place anything on what I'm saying. Or anybody else, I've always been saying that it's art + tech used wisely from the beginning. But of course, you have to put your spin on it and try to degrade either the comments, the images or the game itself. If this thread bothers you so much, you are free to leave you know.
Wish I could live in your reality where every game looks like this
https://c2.staticflickr.com/8/7431/27936289811_f927508512_o.png
https://c2.staticflickr.com/8/7660/27734070070_c65ea4f16d_o.png
https://c2.staticflickr.com/8/7300/27936329901_b5a560055b_o.png
I tried to leave. But every other day, I'm seeing a new comment on this thread and go there only to see you guys still marveling over the game over a month later (as if there aren't any other games to play).
Yea, we'll see comments like Sony games rivaling/beating modern
What I'm saying is how do you know they are dynamic SSR and not a pre-bake SSR pass with a texture blended with the spec texture based on angle of the camera? IIRC, there is nothing dynamically reflecting in that scene to tell whether they are computed in realtime or not. I believe static SSR would be just as cheap to compute as environment mapped reflections IMO in this regard. Why would you ever want to re-render the entire scene every frame if the geometry never moves and the lighting is static?
I, personally, would consider the term SSR to be defined as dynamically computed reflections in screen-space every frame (or even every few frames) since that's when most game devs talk about implementing them.
In short, you speak as if it's just as costly as some games' dynamic SSR implementation of moving objects (i.e. DOOM or QB for example). All I see are screenshots with sections pointed out by you and graphics "speak" that the game isn't really doing (i.e. light transport for SSS as an example). I see nothing in this game that is technical wizardry that only ND devs can do outside of other games that have been released. Yet, you, Chris1515 and ultragpu continue to bump this thread with this stuff.
The game is a beautfiul piece of artistic mastery coupled with very knowledge devs that know the limits of the console hardware and can hand-pick when/where to use the current features that are out in most games today. This makes UC4 a artistic masterpiece IMO -- not the tech masterpiece you are trying to place importance on.
animated movies for sure this time.
Or Scorpio games for that matter. Not modern CGI movies but some older ones for sure in certain areas, especially in real time cutscenes.Yea, we'll see comments like Sony games rivaling/beating modern animated movies for sure this time.