@tormentos said:
@delta3074 said:
how am i in denial? the fact is that DF gave the xbone the win due to the fact that the Ps4 version has more pop-in, worse texture filtering and blurrier textures over distance.
Texture filtering, pop-in and blurry are quite a big deal you know but you keep acting as if Resolution is the only important thing when it comes to graphics.
Resolution and parallax mapping mean nothing if your texture filtering isn't up to scratch.
DF on purpose downplayed the PS4 advantage which are more than 1 i may add,but not only that if didn't talk about all the xbox one disadvantages either like Parallax mapping how the fu** can they do that.? They were catch trying to favor the xbox one version on purpose.
The xbox one version dropping to 20 FPS,while also been 900p,no parallax mapping and very notable screen tearing,it really look like they wanted the xbox one to win one,this game doesn't even look better than Tomb Raider than can't even run at 1080p on xbox one and still drop more frames.
The video show a texture streaming problem and it has been noted on neogaf,in fact in that screen you just quoted it show the textures are better on the PS4 side,also dropping into unplayable is a BIG deal,so is not having parallax mapping which is very easy to spot,look at the textures on the floor how they look lifted yet on the xbox one they look flat.
'In computer graphics, texture filtering or texture smoothing is the method used to determine the texture color for a texture mappedpixel, using the colors of nearby texels (pixels of the texture). Mathematically, texture filtering is a type of anti-aliasing (AA), but it filters out high frequencies from the texture fill whereas other AA techniques generally focus on visual edges. Put simply, it allows a texture to be applied at many different shapes, sizes and angles while minimizing blurriness, shimmering and blocking.'
'Parallax mapping (also called offset mapping or virtual displacement mapping) is an enhancement of the bump mapping or normal mapping techniques applied to textures in 3D rendering applications such as video games. To the end user, this means that textures such as stone walls will have more apparent depth and thus greater realism with less of an influence on the performance of the simulation.'
parallax mapping isn't any sort of advantage if you have blurry textures lack of AA or shimmering, in other words, poor texture filtering kind of negates any advantage that parallax mapping would give in the first place, if you can't actually see the greater depth or realism because of blurry textures then whats the point?
so basically you have more realistic blurry textures, well done.
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