I think that's the point here. It is subjective. When changes to presentation are made you will have a variety of opinions on the matter. I've read the reasoning behind the removal of motion blur but I disagree with the developers on this matter. Clearly that's a subjective thing but it's disappointing that it wasn't at least an option.And we are back to subjectivity, halo ruined by one person is another's looking way better. So it's all subjective?.
Are we all shitting ourselves because the PS4 version doesn't look like Tinkerbell sprinkled magical Disney sparkle dust all over the sand like she did to the PS3 version? I just want to make sure I'm on the same page here.
The thing that bugs me about this, is that anyone who has strived to get a very specific look when doing something creative knows what huge differences tiny changes can subconsciously have to the impact of a product/image. The angle and intensity of a light source being tweaked four hours to get precisely the right look. Or in the case of Guilty Gear Xrd (for those who didn't see the GDC talk), the insane levels of tweaking they did to make a 3D animation look almost flawlessly 2D. Any compromise would have reduced the final result from "WOW that's incredible and adds to the magic of this game" to "Meh, close. The gameplay/story had better be good." Which is why that effect had never been done so convincingly before, even though by their own admission it could have been achieved years ago. No one had cared to put in that level of care, effort and attention to detail until them.
The original Journey team obviously strived to create an extremely specific and cohesive look too, especially with the sand. It was a massive feature of the game, both graphically and gameplay-wise, and obvious it was VERY important to them that it looked and behaved in exactly the way it did. And as a result of that time and effort, it is one of the first things in the game that captures your imagination before the story kicks in. Who didn't walk around in circles observing and playing with the sand dynamics when they first played the game? We hadn't really seen sand look and behaved this good before in a game. It was clearly a pillar of importance to the original team.
As soon as I saw the side by side comparison video the other day, I knew something was "wrong". It was smoother, sure, and a little crisper, but I wasn't being blown away by a smoother, crisper version of the original vision. I was seeing a smoother, crisper version of a slightly inferior copy. Where care, time and a desire to match or even surpass the original in one if its most unique aspects wasn't there. And my reaction wasn't the "WOW" I was hoping for, but more of a slightly deflated "Oh... That's a little disappointing".
I'll play it and still enjoy it, I'm sure, but I feel a little robbed of the wonder and amazement I could have experienced if they had cared as much (or were as talented... Maybe they did care but just couldn't do it) as the original developers.
The texture probably took the longest to get right. We went through about half a dozen different techniques until we found something that worked. In the end, the idea behind the texture is that if you think about an individual grain of sand, it is basically a sharp crystal, where each side is like a little mirror. So one way to think of the surface of a sand dune is that it's made up of trillions of little mirrors, all pointing in different directions. That's why it sparkles the way it does in the sun.
The PS3 is a pretty powerful device, but even it has it's limits, so we had to settle with simulating just 8 million little mirrors (and actually we even grouped those up into sets of 1000). When the journeyer, or a cloth creature, or the wind pushes the sand, we use a physics simulation on the SPUs to move all the little mirrors against each other. So, that's the basic idea, but then taking that mirror texture and using it to create just the right amount of sparkle ended up consuming about 2 months to settle on the 60 lines of shader code that actually render the sand on the PS3's graphics card.
I have no idea how the sand works, but it's mesmerizing in places. The end of the Underground Passage area comes to mind. The sand there shimmers in irridescent colors and just looking at it floors me every time.
Y'all insane, game looks and plays better than the PS3 version.
I don't think it's console wars to disagree with the article's general tone. It's been proven already that the sand particles were not dialed back or disabled, it was actually improved on account of the resolution increase from the update.I'm starting to get it now - people seem to want details mentioned but without critique. The point of the article was centered on the changing of source material. It's about preservation. The PS4 port of Journey is TECHNICALLY sound and plays very well, just as I said. The issue is that it differs in a number of ways from the original game. Let's leave console wars stuff on the side.
Tricky Pixels said:Just to mention a few things here:
- The removal of the motion blur was intentional and carefully considered. The post process motion blur of the original gave a very different feel at 60FPS. It's difficult to describe but it really detracted from the cinematic style - it just really stuck out as an obvious post process effect at 60. The best way I can describe it is being akin to switching on some of the frame processing on an old movie with a modern LED display - the effect started to make Journey feel like a modern racing title and really compromised the original artist vision. Additionally with the increase to 1080p, a global increase in anisotropic filtering and a reduction in texture compression the game gained a new solidity and clarity - a lot of this got lost when re-enabling motion blur, so we stuck with the much more natural blur from POV at 60.
- One of the compromises made in the original PS3 version was the resolution of the sand texturing, which is procedurally generated. For surfaces near or low to the camera the illusion of sand was often broken by texture magnification - so we opted to use some of the extra power available on PS4 to double the resolution of this system. The result is a finer grained surface (like sand!) at the loss of some of the coarseness you sometimes see in the original. You can see see this improvement most clearly in the open sections of the dune surfing section after 'landing' (level 4).
- Early on in the development process we received a bunch of fan emails asking us to keep various glitches and exploits that people use in the game - nearly all of these have been intentionally kept/replicated to make the game as true to the original as possible.
- This was a non-trival re-master - the original PS3 version of Journey is a master-piece in PS3 Cell/SPU programming and utilized all of the power of the original system. Translating all of this to a new CPU (and GPU) was an immense technical challenge. We'd recommend people read around some of the Naughty Dog articles/posts about their experiences in bringing a late generation PS3 title to PS4 - it really is/was a tough job. There were many thousands of hours of time spent making the re-master as faithful as possible.
Yes, some people think that the different approach taken/results obtained for the sand shimmer compromises the original vision.
And here was I thinking that most important aspect of Journey as a work of art is its minimalist art direction, symbology and narrative. Silly me.
I disagree, of course it matters. There would be no point of a remaster then because you could argue that 30fps gives it a distinctive look, that 720p poor aliasing/shimmering etc is part of the original vision. There is a distinct difference between hardware compromise and artistic vision.
Yeah, that's pretty much this thread. Full of hyperbole, mostly. Some people would rather have those sparkly sand than silky smooth 60FPS and the clarity of a much higher resolution. Durr...60FPS is nothing when you compromised 'dat artistic visionAre we all shitting ourselves because the PS4 version doesn't look like Tinkerbell sprinkled magical Disney sparkle dust all over the sand like she did to the PS3 version? I just want to make sure I'm on the same page here.
Who are those people? I'd like 60fps and a higher resolution with the original effects in place. As is, I still prefer the PS4 version, but it could be even better.Yeah, that's pretty much this thread. Full of hyperbole, mostly. Some people would rather have those sparkly sand than silky smooth 60FPS and the clarity of a much higher resolution. Durr...60FPS is nothing when you compromised 'dat artistic vision
This was a fantastic post. It's really sad to see how much life and animation was lost in the sand in the PS4 version. It occupies anywhere from 60-90% of the screen throughout most of the game, and given how much of the game is about exploring this visually stylized landscape (with very simple gameplay mechanics), dropping the ball on recreating these visual effects is disappointing.
Especially when you have devs talking about how much time and care they put into these visual effects:
Not to mention players (of the PS3 version) saying stuff like this about how much of an impact those little touches had (from the same forum thread where the dev explained how they achieved the look of the sand):
There have already been several people. Heck, just look at the first page of this thread. There was even one guy on the previous page that said the PS4 version is like Big Mac without the special sauce. Whatever the hell that means. Just to clarify, I wasn't referring to you or DF, dude.Who are those people? I'd like 60fps and a higher resolution with the original effects in place. As is, I still prefer the PS4 version, but it could be even better.
Both? The spectacle is a large part of what Journey is about. This is actually on of those games where I don't think 60fps is actually all that important. There's very little accuracy required for anything, and the character feels floaty to control by design.
But from what the developers said the cause seems the higher resolution in the sand texture because they just removed only the motion blur in the special effects. They lied? Just to understand because I'm confuse.Who are those people? I'd like 60fps and a higher resolution with the original effects in place. As is, I still prefer the PS4 version, but it could be even better.
I'd like 60fps and a higher resolution with the original effects in place. As is, I still prefer the PS4 version, but it could be even better.
The developers responsible for the port posted the following comment on the DF article:
The developers themselves have confirmed that the same effect was employed, but used finer grains because of the higher resolution.
(edited out a confusion from my part)
If you've never played Journey, the changes are irrelevent because you have nothing to compare it to and, once you're playing, you'll be drawn in some those details become irrelevent.
If you have played Journey, like myself, you'll likely be immediately drawn into the overall experience and not notice the changes or, at least, be more focused on, again, the experience.
It's a shame it's not a 1:1 port with all effects in tact but I can completely overlook it, because the game still looks incredible and the framerate makes for an incredibly enjoyable playthrough.
Where was this first mentioned? I'm trying to find the original source.Apparently Tricky Pixels commented on the article
I'll be honest, I think you're reading this with a distorted view. Look again at the body of the text. It's mostly positive and everything holds true even in light of the dev comment. The only thing that could be argued is this...I really don't get the "artistic vision" leanings in the article..... just on account of some coarser looking sand, "which is actually worse technically". Not only is it worse technically, but I'm glad that the dev supports a point I made that some of the detail of the sand is actually lost due to MB in the PS3 version. I can get some shots to show what I mean. It makes no sense to increase sand texture resolution twofold, and then go right back to blurring those details, especially if the game is running at a 60fps update.
My point is this, the article was predominantly that "the artistic vision was compromised", as opposed to focusing on tangible improvements made in the updated release. Improved texture resolution? you concluded that the vision was compromised, better bloom lighting? you said obscures certain details, but the MB also obscures the already lower resolution sand textures on the PS3 version, so how do we balance this off?
This glittering sand effect is now reduced significantly. In the original version, you'll notice sparkling grains of sand present throughout many scenes, while the effect is often absent on PS4, resulting in a flatter overall presentation. The sand in general appears to lack the coarseness that is so evident on PS3.
Taken on its own as a standalone product, Journey on PS4 is an immensely polished experience from top to bottom. The visual design and fluidity of the experience rival the quality you might expect from one of Nintendo's top-tier development teams.
Where was this first mentioned? I'm trying to find the original source.
Pretty much. Seems nothing was dropped or changed due to issues with PS4 supporting it merely design decisions when the native effects didn't seem to translate well to 60fps and 1080p, at least as judged by devs.And we are back to subjectivity, halo ruined by one person is another's looking way better. So it's all subjective?.
OK, it's been appended to the main article after confirming the identity of the poster just to give a bit more info!It's in the comments of the article.
I say "apparently" because, well, can't really verify them now can we.
Yeah LOLIt's hilarious to hear people pretending to know wtf they are talking about when the original ran at 30fps 720p with blocky sand textures up close. Omg guys artistic vision yo.
Yeah LOL
Yuo cant have good art at low rezzz dawg
I mean, dat ICO? 512x224? Shiiit, that wasn't art. Just a bunch of pixels! OMG so artistic lololol
OK, it's been appended to the main article after confirming the identity of the poster just to give a bit more info!
Relative to what though?Dictator93 said:OBMB as a pp effect is expensive
But it is still disappointing that the game's port isn't what the original creator would have deemed complete. In that sense, it is certainly compromised.
Relative to what though?
Last gen titles dedicated ~4-5ms to (quality)motion-blur, which yes, was expensive but the same algorithm would cost an order of magnitude less on current gen, which even at 60fps isn't a big deal anymore. Obviously you can always do something that costs more, but we're talking about porting here.
On the sand topic - I don't recall real-world dry-sand having the high specular property from either version - but I always took it they were portraying this
Ie. artistic intent all the way.
Regarding motion blur, there is nothing that will convince me that it should be disabled. I understand the effect, how it works, and how it looks. I also realize it's highly subjective. It's an effect I love above most others. I see nothing wrong with pointing out the fact that it is missing and lamenting that fact.
Ultimately, I was just trying to come up with an interesting idea for the piece and potentially create some discussion. That's it. It wasn't intended to be negative.
George Lucas defense force ? Seriously though, removing motion blur and changing the appearance of the sand to optimise few instances of grains of sand to close to the camera not looking as nice as they could is not something trivial either. I did not have issues with the sand looking wrong at any time in the PS3 version... They admit that the new sand is anothe kind of comprise as the final effect is more subdued.
- One of the compromises made in the original PS3 version was the resolution of the sand texturing, which is procedurally generated. For surfaces near or low to the camera the illusion of sand was often broken by texture magnification - so we opted to use some of the extra power available on PS4 to double the resolution of this system. The result is a finer grained surface (like sand!) at the loss of some of the coarseness you sometimes see in the original. You can see see this improvement most clearly in the open sections of the dune surfing section after 'landing' (level 4).
It was important to use three separate heightmaps because heightmaps can take up a lot of memory. If we tried to store the entire terrain of the game at full detail, you'd need to tape 4 PS3s together just to get the thing to run. But by storing the dunes at very low detail (and then smoothing them dynamically as they got close), and only storing the "loose sand" for a small distance around the player, we were able to get things working on the standard single-PS3 configuration.
The developers responsible for the port posted the following comment on the DF article:
The developers themselves have confirmed that the same effect was employed, but used finer grains because of the higher resolution.
(edited out a confusion from my part)
See, I think there are different lines of thinking on what motion blur can bring.Those who try to find fault in the articles tone are just being overly sensitive. I do think motion blur is needed less at higher framerates though. Motion blur is equivalent to what AA is spatially, in that you lose high frequency detail with both in the bid to smooth out quantization in some form. So higher framerates require less motion blur in the same way that higher resolutions require less AA as the discreet data becomes more and more fine.
TVs try hard to remove motion blur with motion interpolation and strobing yet here we are in the video games industry trying to introduce it. It's the same with other effects too like chromatic aberration. It reminds me of this joke
Yup, that just was the confirmation needed.Apparently Tricky Pixels commented on the article
Is that really necessary? Nothing written was untrue and examples were provided.Yup, that just was the confirmation needed.
All the comparison pics/videos I saw was contrary to the "analysis" of DF. If there were no comparison pics/videos I would have thought that the PS4 version was the inferior one.
See, I think there are different lines of thinking on what motion blur can bring.
I view it as an artistic effect. You will not find any decent quality CGI work that doesn't make extensive use of motion blur - including those rendered at higher frame-rates. It's a standard feature in offline rendering.
I do not believe motion blur is used solely to mask lower frame-rates - it actually adds to the visual quality.
I really think this is an interesting example.
https://youtu.be/u4QH0M5t-is?t=122
The introduction movie for GT4 (ignore the incorrect aspect ratio). This video runs at 60fps. The game also runs at 60fps. While this intro utilizes assets used within the game itself it looks quite a bit more impressive in motion. This is entirely the result of motion blur. It's the picture in motion as a whole that matters not whether you can make out the smallest of details in motion. 60fps isn't even fast enough to eliminate gaps anyways.
This is footage of GT4 in-game without motion blur
https://youtu.be/jNBnj7uoxsw?t=28
I think the difference is tremendous. It was something I was thinking about even back in 2001 when GT3 first launched. I was blown away by how fluid the intro looked in comparison to the game itself. At the time, 60fps video playback was ALSO rather uncommon so that alone was impressive to behold.
I enjoy the visual effect itself and I also feel it brings us closer to matching pre-rendered film when used well. It is something I desire at any and all frame-rates. The smearing of an LCD is not a comparable effect at all (though I do not game on LCDs either). Ghosting on sample and hold displays is a completely different, undesirable effect.
Have you tried something like Crysis 3 on a CRT? Seeing that game run at a frame-rate higher than 60fps on a CRT monitor with motion blur enabled is truly a remarkable thing. High quality motion blur can make simplistic looking games look far more impressive than they should.
So again, I reiterate that I view it as an artistic effect. If you want to discuss it in another way consider this...
While riding in a car, have you looked directly to the side of the traveling vehicle. Just watch the terrain move past your view point. The details do not remain sharp - there is a natural blurring that happens when your eyes are unable to keep up. At certain speeds it just isn't possible to retain detail but it is not an unpleasant effect.
60 frames per second is nowhere near as fast as the human eye. There are still visible gaps in the image. I can see them during motion. It is a great compromise but you really need to go for a much higher frame-rate before those gaps can really be eliminated (at least to the point where you can't notice them). Motion blur fills in those gaps. So it does actually contribute to fluid motion in this sense as well. Again, though, this is NOT why I like the effect.