Dark Souls II: Scholar of the First Sin screenshots and new info

Dark Souls 2: Scholar of the First Sin edition will run at 60fps/1080p on next-gen consoles.

Publisher Bandai Namco confirmed this of the PS4 version on the PlayStation Blog and IGNreports that this will be true of the Xbox One build as well.

This enhanced edition will also host upgraded lighting effects and cinematic filters. IGN has a comparison video detailing how the PS4 build stacks up to its last-gen and PC brethren.



http://www.eurogamer.net/articles/2015-02-05-dark-souls-2-next-gen-will-run-at-60fps-1080p
 
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It does not look that much better but I BET it RUNS much better. Dark Souls1 would slow wayyy down when action got nutz and so I waited for 2 to show up on XB1/PS4 for that reason. I can't wait.
 
http://www.eurogamer.net/articles/digitalfoundry-2015-hands-on-with-dark-souls-2-on-ps4

Due out on April 7th, Dark Souls 2 makes its PlayStation 4 and Xbox One debut with Scholar of the First Sin - a new edition that tweaks enemy positions, adds a new thread to its story, and ties together all updates and DLC chapters released so far. Part remix, part remaster, both platforms also boost its visuals and frame-rate to a level we haven't seen before on console. We can expect texture updates and a bump to 1080p of course - but comparisons with last-gen also show some surprising twists elsewhere.

For this analysis we're looking at the gold master PS4 code, letting us form a clear impression of the end product ahead of its release, though the obligatory day one patch could perhaps see minor improvements at launch (with our menu reading version 1.00, calibrations 2.00). Early access at this stage comes with some caveats that fall into line with Bandai Namco's marketing strategy for the title - specifically that we focus on the Forest of Fallen Giants area for now, though it's fair to say it's a sizeable chunk of the game that gives the engine a firm workout.

The early sentiment is this: Dark Souls 2 on PS4 is not entirely flawless in its delivery, but nevertheless, it is the best-looking incarnation of the game to date. A pixel count shows up a perfect 1920x1080 resolution, something we also hope to verify on Xbox One on launch. That's also backed by post-process anti-aliasing that matches the FXAA technique seen on the existing PC release. Compared to last-gen standard, the upgrade in clarity from 720p is considerable.

It's fair to say From Software had this planned ahead of time, stating early on that Dark Souls 2's new engine was built to factor in PS4 and Xbox One architecture. Last year's PS3 and Xbox 360 releases were serviceable, but hardly optimal - buckling in performance when faced with its new physically-based lighting model, Morpheme animation system, and improved Havok physics. Each had bouts of play run at around 20fps, saw flickering ambient occlusion artefacts, and also a degree of pop-in absent from earlier Souls games. It wasn't the ideal state of affairs.


Dark Souls 2: Scholar of the First Sin played on PS4, as compared with the standard release on PS3. Be sure to select the 1080p option below for the best viewing experience.

As you can see from our head-to-head video above, thi



As you can see from our head-to-head video above, this is no longer the case on PS4. The art design of Dark Souls 2's world, compromised on last-gen with low-res textures and sub-native alpha, now attacks in full force. Normal map quality is boosted, and new assets are drawn for mountain-sides around the Forest of Fallen Giants area. From effects to shadows to motion blur, the settings are cranked up on every front - making the upgrade from PS3 very stark indeed.

But it's more than that. Dark Souls 2's lighting is updated for this new edition, creating a more vivid, high-contrast look than any earlier release. Of course, the world is crisper on PS4 by dint of the 1080p push, but outdoors areas are re-lit, in places brighter as a result, and details now pop out more vividly. Those who recall the footage of Dark Souls 2's earlier builds, featuring textures, geometry and lighting not used in the end product, will see a similarity in this release's stronger lighting.

It's a clear improvement, helping with visibility while emboldening the forest area's sharp texture details. For interiors, it has the knock-on effect of creating thicker ambient occlusion outlines around each object, though this shading effect is thankfully more subdued outdoors. Both PS3 and 360 produce a duller image in direct comparison, but where dungeon design is concerned, the PS4 relies on the same geometry as the existing last-gen build.

It's not a copy-paste of the old experience though. Dark Souls 2 on PS4 may not add new areas to Drangleic, but it does remix the enemy layout to help stave off a sense of déjà vu among double-dippers. Ogres and foot-soldier positions are rejigged from the very start of the Forest of Fallen Giants, and some changes here caught us off-guard. Not all are adjusted, but the refresh forces existing fans to abandon muscle memory, and once again take caution on each turn.

The PS4's strengths are emphasised here. In two early areas we spot the enemy count ratcheting up much higher than on PS3 and 360. Ironclad soldiers appear in trios where we expected just the one, and - as shown in our performance video below - hollow infantry can rally into a far more sizable mob. To combat this, the new edition adds co-op with up to six players, as opposed to the four maximum on existing versions - though each slot is just as easily filled with marauding invaders.

All of which directs our attention to performance. With its engine tailored at inception for PS4 and Xbox One architecture, it's no surprise to see 60fps as From Software's target for Dark Souls 2. Being an off-line test, there's sadly no accounting for the stress points incurred by invading players, or the mess of bloodstains and soap-stone marks that litter some perilous turns. However, results still indicate the thrust of performance for a disconnected play-through.



To summarise, the game holds at 60fps for a majority of the time on PS4, with v-sync always engaged. The bad news is that this frame-rate isn't an absolute lock; areas with too many destructible pieces lurch to the low 50s, and one explosion in our test kicks that down to 45fps, if only for a moment. We get stutters and blips along smaller paths too, but it's worth stressing that these are exceptions to the prevailing 60fps rule.

As a frame of reference, performance is in the same ballpark as The Last of Us remaster on PS4; a mostly 60fps affair with some rough spots. Dark Souls 2's pledge for 60fps is similar for its regularity of drops, but it's easy to take for granted the stretches of play where there is absolutely no issue. The bottom line is that moving from the PS3's 20fps makes a world of difference to controller response. It's an area that is crucial to mastering the game's combat timings, and once you've upgraded, going back to the sluggish last-gen editions is difficult.

Needless to say it's a bold effort overall. After playing all Souls titles to date at sub-30fps on console, it's great to have a console edition with a 60fps target, even if it's not entirely consistent. On the visual front, Souls series director Hidetaka Miyazaki may well stretch the PS4 further with the Bloodborne project - due for release only a fortnight prior to this - though it's an ambition the team admits will enforce a 30fps cap for the game. What we have in Dark Souls 2 on PS4 is existing quality refined for a new generation, and through its augments made into a definitive release.

While the PS4 version of Dark Souls 2 is now something of a known quantity, many questions remain. Will upgrades like the higher co-op player count and the new lighting make their way across to Xbox 360 and PS3 versions of Scholar of the First Sin? Can Xbox One hit the same level of performance as its PS4 counterpart? There's also the question of just how much of an upgrade the Scholar of the First Sin package is for PC owners, bearing in mind that 1080p60 gameplay is hardly a novelty on that platform. We'll aim to bring you some answers as soon as we can.
 
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"Dark Souls 2 on PS4 is 'the best-looking incarnation of the game to date"


http://www.polygon.com/2015/2/23/8089665/dark-souls-2-ps4-best-looking-analysis-graphics

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dark_souls_2_scholar_1920.0.0.jpg

"Dark Souls 2: Scholar Of The First Sin is more than a port"

http://www.polygon.com/2015/2/23/80...raphics#ooid=w0Ym1jczrlAMGU-3l-2zTLRrh39y8I9S
 
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Tech Analysis: Dark Souls 2: Scholar of the First Sin

The PlayStation 4 release of Dark Souls 2 is poised to be the best way to revisit Dangleic on console - a true 1080p title adorned with countless visual upgrades over last-gen. However, the Scholar of the First Sin remaster is also due for PC; a DirectX 11 reworking that adds many of the enhancements seen on PS4. With access to more powerful hardware, this could make it the definitive release, but as PC owners already enjoy the current game at 1080p60 and beyond, is the upgrade really necessary?

Having dissected the Forest of Fallen Giants area already, we now focus on larger, wider locales like Heide's Towering Flame and No-Man's Wharf. We boot up the original PC version (with all settings set to high, and no mods) to see how these levels stack up against Scholar of the First Sin on PS4. Both are played side-by-side to show From Software's efforts to remix the formula - a state of affairs that shows some promise for the forthcoming upgraded PC release.

The enemy placements in each area are the most noticeable change to the game. As a well-versed example, Heide's Tower of Flame consists of the same giant knights that Dark Souls 2 fans will remember, each in the same position. But dispersed between them are new, dormant knights who rouse based on your progress through the game overall - or if attacked. Winding your way up to the blue cathedral, a giant wyvern also now sprawls in front of the raised drawbridge - a real curveball for those expecting just another knight.

It's a far more complex challenge for both the player and the hardware at hand. Not only is enemy density increased, but the AI is altered as well. Older consoles benefitted from the strict regimenting of where each knight could go, retreating if they passed a certain point once a player ran too far ahead. On PS3 and 360, this prevented too many enemies clustering up and thus buckling performance, but all bets are off in the Scholar of First Sin PS4 code we've played.



Enemies are far more persistent now, and in one spot (shown in our PS4 vs PS3 frame-rate comparison below), they gang up into groups of 12, as opposed to the usual four. It's a chaotic factor that will push GPUs harder in the revised PC release, though the PS4 does an amicable job of holding up, with only a few dips to the mid-50fps point.

Looking to the visual benefits, we'd be remiss to overlook the influence superstar modder Durante has had on the PC game. Though an unofficial work-around, his GeDoSaTo program lets players super-sample the game for better image quality, tweak its ambient occlusion, and even add post-process effects like a bokeh depth of field (DOF). Soon after the PC game's release, developer From Software stated its surprise at the mod's popularity - and curiously, the team now brings its own twist on some of these features to Scholar of the First Sin.

First up, Dark Souls 2's lighting and shadows get a sizeable overhaul in the upgraded Scholar edition. PS4 textures and geometry are a match for the original PC version at its highest settings in almost every case. However, due to the physically-based setup of the game's lighting, many of these surfaces appear transformed under the new lighting model. Grander areas like Heide's Tower of Flame are brighter, and texture details benefit from added contrast - making each divot and crack in nearby rocks pop out.

Added to that, effects like soul trails, exploding bombs, and magic spells all light up the nearby environment on PS4 (while the current PC edition leaves walls unaffected). As a result, it's difficult to recognise the original texture map unless you look close, but the pixel detail is always the same when put under the magnifying glass. It's a gorgeously worked effect - one that stamps your impact on the world as you battle through it.

Ambient occlusion is much improved too. As with the last-gen releases, the current PC edition (based on DirectX 9) produces a distracting shimmer beneath grass, with shaded elements rendered at a lower resolution. This is likely a hangover from the curtailed PS3 and 360 editions, but at resolutions of 1080p and above, this sticks out like a sore thumb. A more refined solution is now locked in for Scholar of the First Sin, making each pool of shade blend in smoothly with the surrounding area.

The flickering artefacts are gone as a result - a point that bodes very well for the eventual PC release of the revised game. On the downside, characters still produce unnaturally thick silhouettes when stood near walls (also paired with an odd halo effect), which suggests a screen-based approach is in effect. But on the whole, it's a definite improvement, and a possible sign that From Software is responding to the PC community's efforts to address its current deficiencies.

The PS4 version of Scholar of the First Sin pushes texture filtering to the extreme too, taking the anisotropic method used on PC's highest setting. But based on what we're seeing so far, the new release makes no real headway with the pixel crawl on water shaders or grass. Instead we get a match for the current PC version's post-process AA on PS4, failing to effectively tackle the temporal flicker when panning across these elements. A PC upgrade has the opportunity to add a larger suite of options to treat this via more advanced anti-aliasing techniques, which we would hope to see as a replacement for the current Dark Souls' non-descript on-off toggle.



Frame-rate analysis of Scholar of the First Sin on PS4 compared with the PS3 original. Sony's newer platform holds between 50-60fps in Heide's Tower of Flame, while the PS3 wavers between 20-30fps.


On the plus side we see a change to Dark Souls 2's depth of field. A bokeh form of the effect is now instated on Scholar of the First Sin, which lightly distorts out-of-focus points of light. The effect is subtle, but mimics the characteristics of a camera lens when a bonfire's embers are placed in the foreground - while the vanilla PC release simply blurs it over. The trick isn't used for the game's background elements based on the first few areas, but it's a stylish addition.

Based on what we've seen to date, Dark Souls 2 on PS4 paves the way for a superb upgraded PC release. Given the changes to Scholar of the First Sin's lighting, shadows, effects, and depth of field, we hope to see a broader selection of graphics options in the DirectX 11 build. However, a chief factor here will be how much the upgrade will cost (if anything) to those who already own the PC version - with early indications suggesting that a charge will be incurred.

Bandai Namco won't comment on this for now, but it could be a contentious issue for PC fans who have enjoyed technical updates and performance tweaks in other games at no extra cost. Either way one thing is clear: for enthusiasts of Dark Souls 2, the visual tweaks and new enemy placements make this a difficult one to miss. Judging by the areas shown so far, it's an update that revels in toying with the expectations of the initiated fan - a compelling prospect for those already planning a second play-through, provided the price is right.

http://www.eurogamer.net/articles/d...souls-2-shadow-of-the-first-sin-tech-analysis
 
Cool, that's a nice little upgrade. The lighting does look a bit better.
 
400+ hours on the 360. Had a near level 300 character and was on my third play through. Can't friggin wait to start it all again.
 
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In a time where delays are vast, this little gem is a coming a few days earlier in Europe, nice.

Dark Souls II will now make its new-gen debut on April 2 in Europe.

Originally, Dark Souls II: Scholar of the First Sin was due to release on April 6, which in the UK, falls on a bank holiday, Easter Monday. The new date, April 2, skips the bank holiday issue and allows the game to release on a Thursday, one day before the bank holiday period kicks in.
 
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Yeah, played like three times through with the 360 version and was going to wait for a price drop but I'm weak and pre-ordered last night! Oh well, I never played the DLC so I justified repurchasing it for the X1! Now I can't wait!
 
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Wow. I can't believe this is just a few weeks away. I own the 360 version and haven't played it. I have to allow myself enough time to play it because the first game I was hooked on and I still haven't finished Demon's Souls(Godsmack, I'm not moving on until I do!)

Anyway, work has been so busy I've not have the time. Hopefully that changes soon.

Does anyone think it is strange they would've releasing this so close to Bloodborne? No complaints just interesting. Truly a great time to be a Souls fan.
 
Yes, In the UK it was originally scheduled for a bank Holiday release. The US release is the 7th, I think, Which is a day after the Easter long week end.

Yep. I've pre ordered from the Irish store to get it a few days earlier.
 
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Wow. I can't believe this is just a few weeks away. I own the 360 version and haven't played it. I have to allow myself enough time to play it because the first game I was hooked on and I still haven't finished Demon's Souls(Godsmack, I'm not moving on until I do!)

Anyway, work has been so busy I've not have the time. Hopefully that changes soon.

Does anyone think it is strange they would've releasing this so close to Bloodborne? No complaints just interesting. Truly a great time to be a Souls fan.
Different publishers.
I think its great for XBO only gamers who have a interest in the Souls like Bloodborne.
 
Good points. Yeah I hope Bloodborne is a huge success so we'll have another great franchise.

DS2, yeah I might just leave my 360 alone & get the Xbox One version since it has all the content.