Before:
Now:
Any reason; why the UI in the older 'Before' screens look crisp/detailed when compared to the video stream (which is obvious), while the render resolutions looks similar?
Before:
Now:
All I was able to get from them was
the "more" has me intrigued, I guess we will all see in due time.
these remind me of multiplatform games during the ps2/xbox area
the ps2 version always had the lighting and a bunch of effects completely missing and looked flat in comparison
in the 'run down the hallway with the epic atmosphere and statues while the lightning flashes, none of the columns draw shadows or affect the lighting anymore, it's just the window bit (that is probably faked to boot)
Should have been a bit more specific.
IE Specular Highlights, texture resolution, normal maps, etc.
Should have been a bit more specific.
and more.
That more, is Durante.
This topic really needs more JPEG artifacts, because that's the true Dark Souls way of comparing screenshots.
Durante isn't an end all solution to everything.
these remind me of multiplatform games during the ps2/xbox area
the ps2 version always had the lighting and a bunch of effects completely missing and looked flat in comparison
in the 'run down the hallway with the epic atmosphere and statues while the lightning flashes, none of the columns draw shadows or affect the lighting anymore, it's just the window bit (that is probably faked to boot)
Comparison of the Hall, this is fucking awful.
DEMO
RETAIL
The torches are gone.
Characted no longer gets lit when the thunder falls.
Everything looks flat.
Was that hallway with the lightning in the beta on PS3?
"Isn't an end all solution to everything" would be an epic tagDurante isn't an end all solution to everything.
I don't think that area was even in the next work test. That's the hallway to the Mirror Knight I think, which wasn't in the test.
No kidding, this mess is comparable to this:these remind me of multiplatform games during the ps2/xbox area
the ps2 version always had the lighting and a bunch of effects completely missing and looked flat in comparison
in the 'run down the hallway with the epic atmosphere and statues while the lightning flashes, none of the columns draw shadows or affect the lighting anymore, it's just the window bit (that is probably faked to boot)
How about hiring competent programmers so we could have good lighting and a stable framerate?What would ppl prefer FROM keeping the lighting in and have half the game run like Blightown or cut it to keep frame rate stable which makes them look like they deceived everybody?
Comparison of the Hall, this is fucking awful.
DEMO
RETAIL
The torches are gone.
Characted no longer gets lit when the thunder falls.
Everything looks flat.
Ah wow, it's like Resident Evil 4 GC vs PS2 all over again
Mirror Knight comparison
Demo:
http://www.youtube.com/watch?v=TowEGaVreLM
Retail:
http://www.youtube.com/watch?v=lV9WE_CfavQ&feature=youtu.be
The differences aren't quite as bad as the previous screen caps made it out to be, but there is still a bit of a downgrade. However, I think this looks ok.
No kidding, this mess is comparable to this:
How about hiring competent programmers so we could have good lighting and a stable framerate?
How about hiring competent programmers so we could have good lighting and a stable framerate?
Comparison of the Hall, this is fucking awful.
DEMO
http://i.minus.com/igf8sVocpNXxk.gif[IMG]
RETAIL
[IMG]http://i.minus.com/i3Vl2lhTKltb0.gif[IMG]
The torches are gone.
Characted no longer gets lit when the thunder falls.
Everything looks flat.[/QUOTE]
Hopefully those enemies from the demo version make it back in NG+ or something. The fact that they are replaced by one guy with a sword/shield is way more disappointing to me then any visual downgrade.
I think From just bit off more than they can chew, all of these effects are very expensive and very difficult to pull off on the last-gen consoles.
Comparison of the Hall, this is fucking awful.
DEMO
RETAIL
The torches are gone.
Characted no longer gets lit when the thunder falls.
Everything looks flat.
They did say the PC version was developed on DirectX 11, so there is hope for deferred rendering, yada yada... Time will tell.
Durante isn't an end all solution to everything.
Actually, it really shouldn't work for anything other than Dark Souls. Even the basic buffer resizing functionality is hardcoded to apply to 1024x720 buffers (as vanilla DS uses), and I don't think any other PC title renders at that resolution.
They did say the PC version was developed on DirectX 11, so there is hope for deferred rendering, yada yada... Time will tell.
How about hiring competent programmers so we could have good lighting and a stable framerate?
On the steam site, they recommend directx 9 though. Hope there is some DirectX 11 stuff.
So is this what we can expect from the new engine?
How does this compare to the old engine? Is it an upgrade at all?
I never heard that, source? Everything I've seen said DirectX 9.0c
You're not serious.
How big is the game size on PS360, anyone know?
How about hiring competent programmers so we could have good lighting and a stable framerate?
See this article: Dark Souls 2 DirectX 11/ Next Gen
Comparison of the Hall, this is fucking awful.
DEMO
RETAIL
The torches are gone.
Characted no longer gets lit when the thunder falls.
Everything looks flat.
Very disappointing. I wonder if they had trouble porting a PC game to PS3 and if that's really how it was handled this time. Though I assume not.
If I remember correctly from another thread, according to PSN the digital version was 5.3 GB
i have a feeling that even the PC version is going to look downgraded and the only hope would be if they made a next gen edition next year, kinda like they did with nba2k14 where the PC just got a ported version of the PS3/xbox