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Assassins Creed Unity Leaked PS4 version shots (Confirmed 900p / 30fps)

I don't understand. If you're baking the lighting, wouldn't that all just be put into the color texture and be essentially "free"? The statement that they're baking lighting, and it took up 25 gigs seems incongruous to me, but I'm probably just confused.

Lightmaps can take up a pretty high amount of storage.
 

jett

D-Member
53324-Tobal_2_(J)-2.jpg


Reminds me of Tobal 2's lighting.

Tobal 2 runs at 60fps. Winner: Tobal 2.
 
According to a Kotaku article from the summer, it doesn't. Yves gaf account also said there was no day/night cycle, and that email that giantbomb received after the parity debacle mentioned pre-baked lighting.

I'm still hoping there is a day/night cycle, but right now it's looking like there isn't.
Wow, if true then I would expect the screenshots to look much better. Infamous had beautiful screens even before the photo mode patch released because the devs specifically hand selected the atmospherics rather then opting for a dynamic day/night cycle.

if those AC shots are representative with dev chosen lighting than... yeah. That's not looking so hot.
 

Calabi

Member
I dont believe it, this is preposterous, some wires have got crossed somewhere, we cant go backwards in graphical fidelity, Ubisoft wouldnt be that stupid.
 

AngryMoth

Member
Meh there are a few unflattering shots but I still think the game is looking good, especially in video form. In spite of hating the recent games in the series and just general ubisoft fatigue I have a strange optimism for this game
 

Muffdraul

Member
Um, okay. The DF method is to give examples of places where resolution has an impact. Those areas are no less glaring when the whole screen is displayed. It's a lot easier to do that since you can compare versions side by side without having to switch between two full size screens.

It completely underlines the fact that if you just point to the full screen and say "OMG Look at the huge difference!" most people will go "Huh? Where? Tell me exactly where to look to see this 'huge' difference."
 

jonezer4

Member
Lightmaps can take up a pretty high amount of storage.

What's the reasoning behind storing the light information in a different texture than the color? (Again, just curious.) I'm wondering why you couldn't just combine the lightmap and the color into one texture and save all that space.

EDIT: Is it so that you can switch between multiple times/light colors/light angles? That would make sense I suppose.
 

majik13

Member
What's the reasoning behind storing the light information in a different texture than the color? (Again, just curious.) I'm wondering why you couldn't just combine the lightmap and the color into one texture and save all that space.

EDIT: Is it so that you can have multiple times/light angles? That would make sense I suppose.

Im guessing that textures are tiled and reused all over the place. So you would want the lighting seperarted out from an objects base color. So that it can be reused in different lighting situations. Otherwise you would maybe need a mega texture for the whole environment for each instanced time of day. As well as lighting has different characteristics based on veiwing angle than an objects base color. I only have basic knoweldge in texturing.
 

nOoblet16

Member
I'd agree 900 isn't low-res, but every game I've played that is (900), has tons of jaggies and seems blurry. The 1080 games I've seen that also had noticeable jaggies were at least very crisp.

Also thanks re:videos. I'd like to see it in motion before I decide if I'm picking it up.

It depends a lot on the art style and the quality of the AA used just as much, Ryse has better AA and less jaggies or artifacting than pretty much any game out on consoles, including Infamous (it has pristine IQ but the AA does suffers from very minor artifacts, and Ryse has none of it) and it is 900P.
 

nOoblet16

Member
It looks over lit to me, flat lighting. They wouldnt look that bright in real light.

Art in games these days usually go for a look that is similar to how a scene would look from a camera rather than a human eye. Things like that, over brightened lit areas when under shadows happens a lot when you view a scene from a camera.
 
They were have meant to have used physically based rendering for the materials in Unity.
I'm not seeing any evidence of that... For those screenshots at least.

This isn't looking too hot, at all :(
 
In this thread....people who have never been to Paris.

It's a gloomy godforsaken place guys, waste of time even making a lighting engine for a Paris set game. Just work on those grey clouds.
 

geordiemp

Member
Eh, the draw distance in infamous second son wasn't really anything to write home about. Building's far off in the distance were either obfuscated by fog or lod'd into flat textures.

Oh dear, you do realise that there was a photo mode adding heavy blur and effects (right ?).

Looking at some screen shots of photo mode might could give that impression in a forum like GAF....

The normal game (no photo mode effects) had massive draw distance - I loved sniping in that game....at long distances...

So no, you are totally 100 % wrong and have not played the game
 

majik13

Member
The art style looks fine but low IQ really hurts it, the game would benefit a lot from higher res, it looks blurry.

I would say low texture resolution, and possibly the AA solution are the reasons for the "bluriness" and not the overal 900p rendering. Edges are more or less pretty sharp. Not that 1080p wouldnt help though.
 

jblank83

Member
BREAKING NEWS: Ubisoft creative director insists that 900p was the target both for filmic quality and because it plays better than 60fps.

This and more fake news at 11.
 

Pimpbaa

Member
Image quality reminds me of Watchdogs. Blurry due to 900p and little to no anisotropic filtering. Might look way better in motion however, particularly the lighting.
 

system11

Member
So much overreacting an sarcasm I cant even tell who's being serious anymore lol.

I think it's being treated with about as much dignity as Ubisoft PR came up with.

I voted AC4 my game of 2013, I'm not buying this unless they patch the resolution on PS4 though just on principle.
 

DOWN

Banned
The first half of the shots looked so disappointing but the second half looked much more like the demos.

It does look blurry though.
 
I think it's being treated with about as much dignity as Ubisoft PR came up with.

I voted AC4 my game of 2013, I'm not buying this unless they patch the resolution on PS4 though just on principle.

its struggling to hit 30fps on xbox one. a resolution bump would almost assuredly result in neither version running anywhere near 30fps.
 

Codeblew

Member
You can have good image quality at 900p. 900p with really good AA is much better than 1080p with crap AA.

CPUs are what are keeping it at 30fps, most likely.

I agree you can have good image quality at 900p but once you stretch it to 1080p, it looks like ass.
 
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