I'm hoping it's not ominous and is down more to marketing decisions... but yeah I'm approaching with caution on PC until details of performance profile are known.No PC demo seems... ominous.
I'm hoping it's not ominous and is down more to marketing decisions... but yeah I'm approaching with caution on PC until details of performance profile are known.No PC demo seems... ominous.
Ermm..Overwatch already uses PBR or atleast some form of it if I am not mistaken.Are you talking about the same PBR that makes materials look more realistic?
Think about it for a minute, you're saying every art style, even on the cartoony end of the spectrum, needs to look more realistic??
Imagine TF2 or Overwatch with PBR, dear God...
Agree to disagree then.
I'm hoping it's not ominous and is down more to marketing decisions... but yeah I'm approaching with caution on PC until details of performance profile are known.
My understanding of PBR is that it makes materials look more like their real life counter parts, wood looks like wood, plastic looks like plastic... etc. You even said that in Prey wood looks like plastic, that it's hard to distinguish materials.Ermm..Overwatch already uses PBR.
PBR is not just making materials look more realistic. It's about how the materials react uniformly to the lighting in the game and follow a logic. That logic can be based on the real world or it can be based on the fictional world's art style. If PBR was only about "making things look real" then how do you think games like Sunset Overdrive and Ratchet and Clank use PBR then?
I think this is a great example of how the game has a style, it looks like a piece of concept art.
If you just took this an applied super realistic rendering to everything it would look like you were in a Disney theme park queuing area.
Why can't a game not look like the real world, but instead be an approximation of it?
Nobody has the same complaints about the character designs that many games feature.
Since there hasn't been a PC demo of the game for us to try, we are judging the graphical prowess based off the console versions. Which don't really look like that. Maybe the art style works better at higher resolutions, but that doesn't dilute talk of it not working as well on the base consoles, for which the demo is out on.
My understanding of PBR is that it makes materials look more like their real life counter parts, wood looks like wood, plastic looks like plastic... etc. You even said that in Prey wood looks like plastic, that it's hard to distinguish materials.
Now if PBR can be adjusted to match the art style, that's great and all, but then every developer's take on the use of PBR would be unpredictable. Case in point, I had no idea Overwatch and Sunset Overdrive used PBR. Which means that you can't really claim that using PBR would make Prey look better, because you don't know how Arkane would implement it, right?
But it has the same lack of "realism" and overall look
But Dishonored 2 looks modern graphically...this one does not. Also this is not the same studio as Dishonored 2. So any comments that "this is how Arkane is" is kind of unaware of that fact and not quite right.
When people say it looks dated they are not asking for Horizon level graphics...that's just dismissing the criticism and ignoring that the game actually does have sub par graphics.
When have immersive sims ever had amazing graphics, tho? Priorities. Killzone Shadowfall only had graphics going for it.I have to disagree with both you and John here, the game looks ok but there's nothing especially impressive about its visuals. It's not bad but I expect more out of triple-A games nowadays. It has the look of a launch title and even then I think that it doesn't compare favorably to games like Killzone Shadowfall.
When I said wood looks like plastic I meant the wood in game looks like the plastic in the game. As they are both similar looking and the only way I can tell them apart is because I know based on my real life experience a brown table with streaks is suppose to be wood and that home appliances often have plastic surfaces.My understanding of PBR is that it makes materials look more like their real life counter parts, wood looks like wood, plastic looks like plastic... etc. You even said that in Prey wood looks like plastic, that it's hard to distinguish materials.
Oh but I can, PBR is an unquestionably superior way of doing what they are already doing. It's a rendering philosophy that just makes sure everything in the world reacts uniformly. If a game doesn't use PBR then they will still have to adjust the specularity of metals and the diffuse of non metals, but they'll have to do it manually (causing irregularities) instead of just letting the engine take care of it on its own depending on how the materials are lit.Now if PBR can be adjusted to match the art style, that's great and all, but then every developer's take on the use of PBR would be unpredictable. Case in point, I had no idea Overwatch and Sunset Overdrive used PBR. Which means that you can't really claim that using PBR would make Prey look better, because you don't know how Arkane would implement it, right?
In what ways could it be improved?Yea but it's also a handpicked screenshot with fantastic IQ that solves some issues that the game has in motion.
Could that screenshot still be improved? Absolutely.
Hmmm, ok then.When I said wood looks like plastic I meant the wood in game looks like the plastic in the game. As they are both similar looking and the only way I can tell them apart is because I know based on my real life experience a brown table with streaks is suppose to be wood and that home appliances often have plastic surfaces.
Oh but I can, PBR is an unquestionably superior way of doing what they are already doing. It's a rendering philosophy that just makes sure everything in the world reacts uniformly. If a game doesn't use PBR then they will still have to adjust the specularity of metals and the diffuse of non metals, but they'll have to do it manually (causing irregularities) instead of just letting the engine take care of it on its own depending on how the materials are lit.
What you are saying would be kind of like saying since mocap's quality depends on the technique used, we don't know if a game doing hand animations would benefit from it. Obviously it will under any situation where mocap is available as an option.
Sub-par graphics?
Come the hell on.
In what ways could it be improved?
If you are talking about art then that's different from graphics.
It doesn't look amazing graphically...it's actually quite mediocre with very off and dated looking materials. For example, I can't tell ceramics from metal very well, leaves lack any sort of translucency or specular highlights, wood seems the same as plastic. All these materials look even worse when they are put under a different light source like this flashlight...which doesn't even cast shadows.
Basically the PBR in this game seem to be non existent, it's why it's lacking the "current gen" look.
"To address input lag, the fix within the final release in the game changes the raw input curve on the PS4 controller to be more responsive at the low end, and to tweak responsiveness to the center point on the controller (narrowing the dead zone.). The net result is faster/more responsive movement,"
I didn't "just say" it has sub par graphics", I gave good reasons and made points over why I think it has sub par graphics.Lol, dismissive? The game has a certain art style, and that style is clearly intended to not be photorealistic. The human characters make that clear. Also, consider all of the physics objects in the game, the size of the maps, etc. Just saying that the game has sub par graphics is very ignorant.
I originally suspected that but the timeline didn't make sense. How long has this game been in development again?Prey was developed on an old Cryengine build that didn't support PBR initially, which means when they moved to PBR pipeline later they wouldn't have enough time to redo all the textures and lighting that strictly follow PBR standard. The asset quality in game is also mediocre IMO, although they have great art direction in concept.
That's all I am saying.It doesn't look bad, just dated.
PBR allows texture artists to define materials in a way that properly describes the way real life objects react to light (color+metalness+roughness) and that allows for much more consistency when dynamic lighting changes. In other words it makes the authoring of textures easier and more predictable, and lets artists focus on getting the textures right once and not on fixing them for the tiniest change in lighting/for each level.Are you talking about the same PBR that makes materials look more realistic?
Think about it for a minute, you're saying every art style, even on the cartoony end of the spectrum, needs to look more realistic??
Imagine TF2 or Overwatch with PBR, dear God...
Agree to disagree then.
Whoa, hold the phone... There's footage from BL3?videos from Borderlands 3
Last I checked PBR was a content workflow, not a "philosophy", and energy conservation constraints were there for the sole reason they match the behavior of REAL world, which has little to do with artistic vision if said vision isn't trying to do the same.nOoblet16 said:The entire point of PBR is that it is a rendering philosophy that brings out the best in art
Whoa, hold the phone... There's footage from BL3?
Where can I see this?
The lack of announced Pro support is disappointing. If it shows up in the retail version, great, but between that confusion and the input lag (which will be fixed), this really isn't the way to show off your game, at least to the hardcore crowd.
Hope they fix the aliasing, the jaggies were eye bleeding.
Played it on the pro, so I wasn't used to seeing them again so prominent.
Yea surprised no Arkane or Bethesda employee has shed light on Pro support by now.
I have no clue how accurate that is considering I haven't played any of those, but there you go.They've asserted that they're going to patch aiming on PS4 before release. From what I've read, they've altered deadzones and curves and the like. But... I am a little concerned because "CryEngine game has noticable input lag on PS4 that is absent on every other platform" is almost a consistent trend at this point.
Ghost Warrior 3 probably has input lag on PS4, too, but I haven't seen any reports yet.
- Everyone's Gone to the Rapture had input lag on PS4.
- EVOLVE had input lag on PS4.
- Homefront: The Revolution had input lag on PS4.
- Prey Demo had input lag on PS4.
I have no clue how accurate that is considering I haven't played any of those, but there you go.
It's wierd to see Cryengine next to words like dated.
I remember when nothing could touch it.
No PC demo seems... ominous.
If it's a marketing decision it is a baffling one. Not releasing a PC demo after your last PC game was a dumpster fire at launch seems like a guaranteed way to kill your PC pre-orders.[/QU
Oh agreed. Just noting I can't see any reason not to drop a PC demo - unless its bad - unless marketing felt it was only worth effort to push on console.
It's just odd decision. Given the game really seems to hark back to classic PC's titles too.
I remain mystified at the use of "Prey" brand too as it hardly carries any weight and I don't think it actually seems aligned to the title's design approach.
Given the mimics are definately a bit of a pain to combat on PS4 I want to know K/B responsiveness and performance is acceptable.
NX Gamer says XB1 res is 900p and PS4 1080p. DF says identical res on both platforms. Whos right?
NX Gamer says XB1 res is 900p and PS4 1080p. DF says identical res on both platforms. Whos right?
NX Gamer says XB1 res is 900p and PS4 1080p. DF says identical res on both platforms. Whos right?
....We have the standard rendering split here - it's 1080p on PlayStation 4 and 900p on Xbox One.
NX Gamer says XB1 res is 900p and PS4 1080p. DF says identical res on both platforms. Whos right?
I liked the demo, but the shimmering is absolutely horrible. If the final game has Pro support, I'll buy it.