Infamous has 1080p, 35 FPS avg for second son, 40 FPS for First Light, modified SMAA resulting in one of the more impressive AA methods used in next-gen games today,
good AF,
physically-based rendered lighting system
resulting in more natural/realistic lighting,
mix of realtime screen-space reflections and cube maps,
advanced particle system - engine capable of breaking down and throwing around tens of thousands of particles at any time,
alpha effects rendered at full resolution and in large volume with complete shadowing which is typically very demanding,
Based on resolution and FPS alone, you can see why maybe Unity may have more AI effects in-game but visually, Infamous SS and First Light are top notch.
Good. I'm glad you mentioned tech.
SMAA gets rid of aliasing.. ok. And? That shouldn't be a graphical feature that makes it better than other games. Some games boast good graphics and don't have good AA methods - i.e. DriveClub.
Actually it doesn't. The textures blur rather rapidly (see shots below).
They boast it, but in practice, it is very lackluster.
Those bricks hardly look physically based at all. Moreover, look at the detail. Where is the good AF in that shot? There are no multiple texture layers to make the bricks look worn or used. The windows look non-detailed and just outright flat looking. Overall, the material look very simplistic.
The wood, pipe, and bricks all look the same material (i.e. phong or blinn).
Look at Unity's buildings and how they do have multilayered textures, and materials exhibit physically correct reponse.
This interior shot shows the diversity in materials. Everything looks like it's from a different material and responds differently to lighting.
Actually the lighting looks very bland compared to Unity. There is no indirect light bounce in areas where there should be. Look at this image.
There is no way it should be that dark underneath the overhang structure to the right. You should at least see light from the environment sky. Here is a Unity shot:
Notice how the light bounces inside the overhang and still lights up the ceiling even though it's completely out of direct sunlight.
And those are mostly reflecting light sources and not actual geometry.
And yet, we don't see it. We only see particle streaks that are light sources that don't even cast shadows. Even the car headlights don't cast shadows.
I'd say there particle system isn't as complex as you think. Lords of the Fallen has a better system IMO.
No, I really can't.
Good. I'm glad you mentioned tech.
SMAA gets rid of aliasing.. ok. And? That shouldn't be a graphical feature that makes it better than other games. Some games boast good graphics and don't have good AA methods - i.e. DriveClub.
Actually it doesn't. The textures blur rather rapidly (see shots below).
They boast it, but in practice, it is very lackluster.
Those bricks hardly look physically based at all. Moreover, look at the detail. Where is the good AF in that shot? There are no multiple texture layers to make the bricks look worn or used. The windows look non-detailed and just outright flat looking. Overall, the material look very simplistic.
The wood, pipe, and bricks all look the same material (i.e. phong or blinn).
Look at Unity's buildings and how they do have multilayered textures, and materials exhibit physically correct reponse.
This interior shot shows the diversity in materials. Everything looks like it's from a different material and responds differently to lighting.
Actually the lighting looks very bland compared to Unity. There is no indirect light bounce in areas where there should be. Look at this image.
There is no way it should be that dark underneath the overhang structure to the right. You should at least see light from the environment sky. Here is a Unity shot:
Notice how the light bounces inside the overhang and still lights up the ceiling even though it's completely out of direct sunlight.
And those are mostly reflecting light sources and not actual geometry.
And yet, we don't see it. We only see particle streaks that are light sources that don't even cast shadows. Even the car headlights don't cast shadows.
I'd say there particle system isn't as complex as you think. Lords of the Fallen has a better system IMO.
No, I really can't.
I swear to god some of you have off topic syndrome. damn near every f***ing thread on this site ends up so far off topic.
You are right, this thread is about Uncharted 4, I apologize for my part in derailing this thread.
My fault too. I'm not going to comment further about Infamous in this thread.
On topic, I hypothesize that ND will focus first on attaining that target in terms of visuals before trying to get to 60 FPS. If they can't, they'll just lock it @ 30.
Those are horrible shots. Here are better ones:
Infamous has 1080p, 35 FPS avg for second son, 40 FPS for First Light, modified SMAA resulting in one of the more impressive AA methods used in next-gen games today, good AF, physically-based rendered lighting system resulting in more natural/realistic lighting, mix of realtime screen-space reflections and cube maps, advanced particle system - engine capable of breaking down and throwing around tens of thousands of particles at any time, alpha effects rendered at full resolution and in large volume with complete shadowing which is typically very demanding, even so with all of these effects, engine is capable of staying above 30 FPS most of the time.
Based on resolution and FPS alone, you can see why maybe Unity may have more AI effects in-game but visually, Infamous SS and First Light are top notch.
Not the Xbox One version...I expect 900p/30fpsCalling it now.
Rise of the Tomb Raider, 1080p/60fps
Not the Xbox One version...I expect 900p/30fps
LOL at your poorly chosen ISS pics and how bad Unity looks in your cherry picked pics and I am guessing its the PC version lolz.Good. I'm glad you mentioned tech.
SMAA gets rid of aliasing.. ok. And? That shouldn't be a graphical feature that makes it better than other games. Some games boast good graphics and don't have good AA methods - i.e. DriveClub.
Actually it doesn't. The textures blur rather rapidly (see shots below).
They boast it, but in practice, it is very lackluster.
Those bricks hardly look physically based at all. Moreover, look at the detail. Where is the good AF in that shot? There are no multiple texture layers to make the bricks look worn or used. The windows look non-detailed and just outright flat looking. Overall, the material look very simplistic.
The wood, pipe, and bricks all look the same material (i.e. phong or blinn).
Look at Unity's buildings and how they do have multilayered textures, and materials exhibit physically correct reponse.
This interior shot shows the diversity in materials. Everything looks like it's from a different material and responds differently to lighting.
Actually the lighting looks very bland compared to Unity. There is no indirect light bounce in areas where there should be. Look at this image.
There is no way it should be that dark underneath the overhang structure to the right. You should at least see light from the environment sky. Here is a Unity shot:
Notice how the light bounces inside the overhang and still lights up the ceiling even though it's completely out of direct sunlight.
And those are mostly reflecting light sources and not actual geometry.
And yet, we don't see it. We only see particle streaks that are light sources that don't even cast shadows. Even the car headlights don't cast shadows.
I'd say there particle system isn't as complex as you think. Lords of the Fallen has a better system IMO.
No, I really can't.
LOL at your poorly chosen ISS pics and how bad Unity looks in your cherry picked pics and I am guessing its the PC version lolz.
It happens when trolls are allowed to make flame bait threads.I swear to god some of you have off topic syndrome. damn near every f***ing thread on this site ends up so far off topic.
You don't even f***ing own Ryse on Xbox One and you are posting souped up PC version Unity shots that still look like crap.I'm sorry.. next time I'll look for a good setting in the game.. it takes awhile..
In contrast, I can go anywhere in Unity and Ryse and take a snapshot to prove my point.. and NOT include in-game cutscenes either.
You don't even f***ing own Ryse on Xbox One
In that sense, there's no clear, revelatory improvement over the assets already present on Xbox One when looking at the two side-by-side. Close examination of Marius' armour reveals a slight boost in detail in spots but, in many cases, it's simply the lower resolution on Xbox One obscuring detail that was already present.
and you are posting souped up PC version Unity shots that still look like crap.
I showed in-game screenshots. It is what it is. If the game is so consistent then one should be able to pick any given frame and show off it's merits. I can do that in Unity and Ryse. Not so in ISS. Also you are showing cutscenes in shots where it doesn't look anywhere near as good while actually controlling the character... yet another thing that gamers these days tend to do.
I'm sorry.. next time I'll look for a good setting in the game.. it takes awhile..
In contrast, I can go anywhere in Unity and Ryse and take a snapshot to prove my point.. and NOT include in-game cutscenes either.
I don't need to own it..
http://www.eurogamer.net/articles/digitalfoundry-2014-ryse-pc-face-off
Again.. it doesn't matter. I have ISS in my home and have played it plenty to make a sound judgement call on the graphics compared to Unity and Ryse.
He is FOS and its getting old fast.Just goes to show you haven't gotten too far into the game because you would know that those are actual gameplay shots and not cutscene. Man, Sucker Punch really did wonders allowing the simple use of photomode since it lets the gamers control the dof and angle of their choice. Some of these photos are freaking amazing and you would have to agree because even you thought they were cutscene. In reality, they are just gameplay pics frozen in realtime.
Those are in-game screenshots using gameplay engine elements; it's just using photomode which allows you to pause that moment in time.
Btw, are those Unity screenshots from the X1, PS4 or from your PC?
Going off topic again I know and I shouldn't be but those Unity screens he used don't help his case, the game looks bad in those pics. I don't think Unity photographs well anyway to be honest, with infamous it was easy to take impressive looking screens but with Unity you kind of have to try, it's not bad looking don't get me wrong it just has to be seen in motion.
You don't even f***ing own Ryse on Xbox One and you are posting souped up PC version Unity shots that still look like crap.
Those are in-game screenshots using gameplay engine elements; it's just using photomode which allows you to pause that moment in time.
Btw, are those Unity screenshots from the X1, PS4 or from your PC?
He is FOS and its getting old fast.
Just watch how bad he trolls The Order visuals just watch.