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faizan_faizan

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#1 faizan_faizan
Member since 2009 • 7869 Posts

@seanmcloughlin said:

Yes they did actually. They changed the lighting a lot and instead of having light sources they seem to have implemented global illumination which washes out everything. Some parts look decent but overall I think they harmed the original "gritty" look to the game

This also proves how silly the comparison in the OP is too because even the PC version of Redux looks kind of shitty. It's not just cos it's on PS4

Original PC version:

Redux PC version:

Most of the stuff looks too bright because of the bloom and the excessive HDR. GI doesn't "wash out everything", although their implementation does cause some of the normal maps to lose their detail. Also, they could not have possibly removed light sources or otherwise the game would look all dark.

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#2  Edited By faizan_faizan
Member since 2009 • 7869 Posts

@zeeshanhaider said:

One thing for certain. The Witcher 3 will at least have shadows.

LOL. Infamous is still very console-y in the graphics department. But the IQ is fucking amazing, I don't think anyone can deny that. It is Crytek's own shot at temporally stable anti-aliasing solution.

That reminds me, Ubisoft is also implementing some kind of hybrid temporal AA in Far Cry 4. They're naming it "Hybrid Reconstruction AA", I still haven't completely understood how it works, but I know that it has some supersampling elements, and in spite of this, the performance is great.

http://michaldrobot.com/2014/08/13/hraa-siggraph-2014-slides-available/

EPIC's Timothy Lottes (the guy who made FXAA) also presented his own temporal AA at this year's SIGGRAPH. More here: http://www.dsogaming.com/news/epic-games-shows-incredible-new-anti-aliasing-technique-screenshots-video-comparison/

Some great ideas for AA this gen. I can't wait to see what UC4 was using.

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#3  Edited By faizan_faizan
Member since 2009 • 7869 Posts

@OhSnapitz said:

Good luck with that.. lol

I don't make consoles.

On-topic:

Really interested in seeing how the PS4 version of The Witcher 3 stacks up against Infamous: Second Son. Obviously, the PC version will pulverize both.

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#4 faizan_faizan
Member since 2009 • 7869 Posts

Interesting.

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#5 faizan_faizan
Member since 2009 • 7869 Posts

I think all of them deserved their positions (except for the ludicrously overrated trash that is Dark Souls), but I would have put GTA at 1.

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#6  Edited By faizan_faizan
Member since 2009 • 7869 Posts

@m3dude1 said:

thx for proving my crysis 3 point correct with that comparison. i didnt change any goal posts.

doing some graphics work thru direct compute is pretty trivial. latency makes any nontrivial use of gpgpu on pcs dead in the water. do you disagree with this?

So, you're implying that you didn't bother to open the images in a new tab? Do you play games at 480p (or whatever the thumbnail size is)?

OK, so I guess you're a programmer. How did you get the compute shader (in DirectX 11) to work with ambient occlusion? What were you trying to do? How did you get around the overhead that you speak of?

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#7 faizan_faizan
Member since 2009 • 7869 Posts

@m3dude1 said:

so you think the bf4 images look better? and bf4 uses the same prebaked lighting as bf3.

Yes. Do you actually think otherwise? LOL.

That's not what I meant, I intended to convey that there are less dynamic light sources in BF3.

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#8 faizan_faizan
Member since 2009 • 7869 Posts

@m3dude1 said:

bf3 is first in each pair of images

There are polygonal edges everywhere in BF3. Its mostly pre-baked lighting might look good in screenshots, but its awfully simple geometry and low resolution textures are no where near BF4's. I'm not sure why you even posted that.

@Wasdie said:

@m3dude1 said:

bf3 is first in each pair of images

BF3 can look good, but BF4 looks better. The end.

No, there is no subjective opinions here. There is fact. BF4 is everything the BF3 renderer was + additional features and MUCH higher resolution assets. It's not even a competition. This is not debatable. Ignoring this is being as ignorant as you can be and at this point is just blatant trolling.

Also what's with the FoV in those BF4 pictures? It looks like it's around 55-60. The game also looks like it's not even running the full settings. Hell it looks like it's actually upresing because the internal renderer is set to less than 100%.

This, too.

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#9  Edited By faizan_faizan
Member since 2009 • 7869 Posts

@m3dude1 said:

im referring to non graphics work done on the gpu. and what i said wrt crysis 3 tessellation is that it adds basically nothing to the actual end visual result.

LOL. It's amazing how you thought you could just change the goal posts and no one would notice it.

Also:

You are a horrible, horrible troll.

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#10  Edited By faizan_faizan
Member since 2009 • 7869 Posts

@m3dude1 said:

@faizan_faizan said:

@m3dude1 said:

herm dismisses a fact, standard. absolutely the dumbest group of gamers who happen to think they know the most. theres a reason gpgpu has gone almost completely unused all these years on pc, and its because of latency wrt gpu <---> cpu communication.

When we say "compute" tasks, we don't just refer to physics, but all compute tasks in general. That includes lighting (dynamic lighting, ambient occlusion, GI etc), post-processing (DOF and the like)and physics.

@m3dude1 said:

theres no way to brute force this one. theres a reason why hardware phyx has been the same lame shit in every game since nvidia bought the tech. how many years has it been with literally no progress in actual games?

Similarly, we have seen real-time path-tracing using OpenCL on PC: http://www.youtube.com/watch?v=BpT6MkCeP7Y

What have consoles brought to the table? In real-time rendering, PC games have always been more innovative.

thats all typical graphics work, do you know what gpgpu is?

Do you know what you're talking about?

http://www.tomshardware.com/reviews/directcompute-opencl-gpu-acceleration,3146-2.html

Also, aren't you the same person who said Crysis 3 doesn't have tessellation? Yeah. Goes to show much you DO know.