Corrinne Yu: Our trailer doesn't look good enough to be prerender CGI
I happily disagree with you Corrinne...
Corrinne Yu: Our trailer doesn't look good enough to be prerender CGI
There's gotta be some new tech and trickeries going on under the hood to make it look this crazy. I'm most interested in what parts of the graphics does the gpu computing process in the pipeline and how * SPOILER *Elena and Chloe look in their new gen form.
Quick somebody start up a blog and start posting tech articles derived from questionably linked jumps in logic, block posters who politely but thoroughly breakdown the flaws in that logic, and become a beacon for a world record breaking armada of insiders who tell us PS4 just unleashed its hidden graphics processing hardware.
Quick somebody start up a blog and start posting tech articles derived from questionably linked jumps in logic, block posters who politely but thoroughly breakdown the flaws in that logic, and become a beacon for a world record breaking armada of insiders who tell us PS4 just unleashed its hidden graphics processing hardware.
I suspect there's some degree of extra sampling or another, yeah. Raw 1-sample-per-pixel with spatial analytical cleanup simply doesn't give clean results on thin details; you usually at least need to resolve things into recognizable stairsteps before the post can do its job correctly.
Just a question guys, can shader complexity substitute for pure polygon count to get these kinds of results? I know that they said that Nate's new model is twice as much as Joel, but that's still not much for last gen in game joel model compared to other next gen models.
Its just insane to think about. Ryse's models looked amazing for launch and obviously even right now. That's crytek with an 80,000 polygon budget for major NPC's and advanced shaders. Have naughty REALLY managed to get so far beyond that level in such an early stage of the console's life AND at twice the framerate and significantly higher resolution?
Naughty are wizards..but even i am feeling anxious to see if they can live up to the hype come crunch time.
Given the ubiquity of blur in U4, I question that. Scale the U4 down to 900p and then upscale it to 1080p, and the deviation even of a crappy trilinear upscale is miniscule. For some stuff like some of the letters it makes a difference, but I'd hardly call it a big step up. Not even a step up. A marginal improvement. Framerate's obviously a big step up (and in motion that mitigates the resolution advantage even moreso).the scene shown may not be vastly more complex than Ryse's maybe, but the resolution and framerate are a big step up.
we may have amazing games in the first two years oh these consoles'life and not much room for improvement in the future since they are way easier to develop for.
the scene shown may not be vastly more complex than Ryse's maybe, but the resolution and framerate are a big step up.
A lot is the vaseline effect. There's uniform blur over everything. AA very liikely involves post AA with or without MSAA, but given latent amount of blur, MSAA would probably be a waste. I haven't frame-advanced through the vid myself to investigate if the geometry edges step or not, but I presume from DF's analysis that it's so non-obvious as to make any call unreliable.That AA is amazing. Can someone tell if it's post processing or not?