I know what the theory is, just not particularly exciting in action.
Theory? There is is extensive and highly visible documentation of the differences between hbao and ssao.
I know what the theory is, just not particularly exciting in action.
NX is good with video too. I wish I had a nice accent and a good speaking voice.
If you want to hear me curse like a sailor and become enraged, though, you can always watch this thing I did while trying to play Skynet for the first time last year. 90 minutes of Skynet, baby.
https://www.youtube.com/watch?v=mf3q7PNPKmg
You're getting it confused with SSAO.
Theory? There is is extensive and highly visible documentation of the differences between hbao and ssao.
Saying you don't like HBAO+ because it produces a halo effect and then saying you prefer SSAO. Yea, you're getting them confused.I tend to just enable SSAO given the option.
Not confusing anything.
Weren't people saying that it is still smoother on PS4 yesterday in another thread. I think they were using gamersyde video.
Saying you don't like HBAO+ because it produces a halo effect and then saying you prefer SSAO. Yea, you're getting them confused.
We must have a different idea of what 'halo' means, I suppose.I know they both produce a Halo, I never said ssao didn't.
So Neogaf, what version do I get? I have a Nvidia EVGA 2gig 960 SC in my PC
and a PS4. I'm leaning towards the PC version but honestly, the PS4 version looks really damn close to the settings I'd probably have to play at on the 960 anyways. Did the recent patch help the PC version pull farther ahead then the consoles? Thanks for the tips/recommendations.
So Neogaf, what version do I get? I have a Nvidia EVGA 2gig 960 SC in my PC
and a PS4. I'm leaning towards the PC version but honestly, the PS4 version looks really damn close to the settings I'd probably have to play at on the 960 anyways. Did the recent patch help the PC version pull farther ahead then the consoles? Thanks for the tips/recommendations.
So Neogaf, what version do I get? I have a Nvidia EVGA 2gig 960 SC in my PC
and a PS4. I'm leaning towards the PC version but honestly, the PS4 version looks really damn close to the settings I'd probably have to play at on the 960 anyways. Did the recent patch help the PC version pull farther ahead then the consoles? Thanks for the tips/recommendations.
* POM -- used in dungeon floors and open ways for the towns. NX never commented the use of this feature in the video.
* Dynamic shadows -- almost on every light source, but not all.. still very convincing especially the time of day shadows that refresh very smoothly.
Don't know. Doesn't seem that much if you stick to main quest since many are already there and complaining while some with the same PS4 are saying its butter smooth.
Some hairworks.
POM is in this game? Nice, my favourite visual effect. It really adds a lot to the overall look of the game.* POM -- used in dungeon floors and open ways for the towns. NX never commented the use of this feature in the video.
I know they both produce a Halo, I never said ssao didn't.
We must have a different idea of what 'halo' means, I suppose.
Or they haven't made it to Velen. Gamersyde put up footage of Velen swamps running at sustained 20 fps on the PS4 version.Anyone saying it's butter smooth is just ignorant or flatout lying. Period.
Yeah here's the Xbox One footage of the same area.Are there also videos of xbone at Velen? I'm on mobile currently :-(
Or they haven't made it to Velen. Gamersyde put up footage of Velen swamps running at sustained 20 fps on the PS4 version.
http://www.gamersyde.com/hqstream_the_witcher_3_wild_hunt_swamps_1_03-34759_en.html
Are we at it again?
My take:
* HBAO+ is a must for all gaming. Or use the capsule tech that ND uses. The lighting needs this in order to be convincing and without it, you just get terrible lighting -- especially in shadowed areas.
Notice his hand on the wall.. no contact shadowing at all.
Analysis
Features:
Originally Dx9 based but has adopted many Dx11 features
Tessellation is in (ground, rocks, bridges)
SSR on water
Weather effects
Global illumination emulation
Dof effects on camera due to weather
Game uses image based lighting
Also uses dynamic point lights which reflects on the environment's objects including geralts armor etc..
Analysis
Water also lacks the interaction with spells (like the force blast), which is apparent on PC at high settings, such effects are not apparent on consoles.
I've seen this guy several times making shit up about a game's technical features. TW3 has no tesselation of any sort outside of hairworks and water.
The problem it's ps4 used double buffer and when goes below 30 fps for too much it stays to 20 fps. That's a terrible tech choice of CD which is really incomprehensible.Are there also videos of xbone at Velen? I'm on mobile currently :-(
Do you have a screen of this?
And yeah, the game only has dynamic shadows (makes sense). Quite impressive that basically every light casts them as well (not just shadowless point-lights everywhere like most games).
Funny that you use The Order as a bad example of AO because it uses the same technique as The last of Us.
What is wrong?I've generally enjoyed NXGamers vids but the one for Witcher 3 is his worst I've watched. Lots on inaccuracies that even I, who isn't nearly as knowledgeable as many, can point out.
Or they haven't made it to Velen. Gamersyde put up footage of Velen swamps running at sustained 20 fps on the PS4 version.
http://www.gamersyde.com/hqstream_the_witcher_3_wild_hunt_swamps_1_03-34759_en.html
Yeah here's the Xbox One footage of the same area.
http://www.gamersyde.com/hqstream_the_witcher_3_wild_hunt_xb1_fps_analysis_swamps_1_03-34750_en.html
What is wrong?
Pretty fucking disappointed in PS4 version. It's either time for another patch with either a downgrade in features or native or time for Sony to increase the core clock speed to match xbone's 853MHz (although whether the performance gain would be notable at the cost of reliability is a different matter).
I have all I see is tessellation which was linked to as being in the game?Maybe read the rest of the thread where people point out what is wrong?
Yeah in those videos the PS4 framerate is on average 5-7 fps lower than X1. And its not like X1 has any kind of awesome performance there ...
Yeah here's the Xbox One footage of the same area.
http://www.gamersyde.com/hqstream_the_witcher_3_wild_hunt_xb1_fps_analysis_swamps_1_03-34750_en.html
It uses it for terrain too.
Got any pics of tessellated terrain?
I've seen it pre-release but looks to be disabled/not working.
All good points. Only regarding the bolded - if you lower tesselation factor in drivers, the ground will look much flatter. So at least the terrain uses a lot of tesselation. You can see the difference on the second ingame picture here:
http://pctuning.tyden.cz/multimedia...ky-hon-rozbor-hry-a-nastaveni-detailu?start=9
Move your cursor on the pic to see the switch.
Pretty stark.
snippp
At least spell it right, it's tessellation and it uses it in the game... What is your point?It specifically uses tesselation for terrain generation (Battlefield 3 and 4 style), which we have known for about... 2.5 years almost now?
It used it at one point, in R & D testing, for characters (was scrapped). It never, due to any evidence, used it for displacement mapped micro details or sillouhettes on singular meshes.
At least spell it right, it's tessellation and it uses it in the game... What is your point?
I have all I see is tessellation which was linked to as being in the game?
Interesting piece! The only points I might disagree with are...
The game never featured a full GI system (ie - it doesn't model light bouncing). It didn't in 2013 and it doesn't now.
The main difference in 2013 was that each scene was hand built (outside of an open world environment) with lots of hand placed lights and an attention to detail that wasn't possible on a large scale.
I believe the developers have stated that tessellation is reserved exclusively for water simulation (well, and hair works, I suppose). Not 100% on this, though.
I really really doubt this. With the amount of color used in the game, 16-bit color depth would have produced severe dithering artefacts. I mean, 16-bit color was one of the biggest issues with GameCube games back in the day versus, say, PS2 which often stuck with 24-bit color instead.
That's obviously a matter of opinion but HBAO+ is always worth it, I feel. It makes a tremendous difference. That said, I haven't actually seen how it performs on AMD hardware so it may not be worth using there.
The link above your post says it is in the game on the terrain?It can be spelled both ways... lol
NXGamer misattributes tessellation in the vid.
The link above your post says it is in the game on the terrain?