Checked out a bit of the streams today. I think DA:I looks better overall, except for character models. The lighting just seems very flat and last gen.
Who woulda thunk that dynamic weather and TOD is more difficult than a fixed lighting solution?
Checked out a bit of the streams today. I think DA:I looks better overall, except for character models. The lighting just seems very flat and last gen.
2014
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2015
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Still, I really hope a pc-centric dev comes along that can really push the hardware to the max without having to worry about the consoles.
Different circumstances.It feels like its way too early in the generation for consoles to be holding back PC potential this much. Damnit this is going to be a long console generation for PC gamers.
It feels like its way too early in the generation for consoles to be holding back PC potential this much. Damnit this is going to be a long console generation for PC gamers.
Look no further than Star Citizen.
Well uh, I don't know who that guy is, but just because someone got a rig for free doesn't necessarily mean it is contradictory or hypocritical of him to make that observation.
Also needs a dash of AO.
The main difference between these two images, outside of NPC density, is the tone of assets. And the tone of lighting. It's quite odd, as aesthetically more or less everything between the two images is identical, but many of the assets are lit differently and/or have taken on a new tone.
With foliage it does make me wonder how much of the new look is due to the way the engine apparently handles foliage, in that it adjusts the tones based on the surface colour underneath in an effort to blend them in. Seems very aggressive in that shot.
Also needs a dash of AO.
Uh, it is, because no developer is going to make games for the 1% that have rigs that everyone else can't afford. They target what the largest audience have, and consoles are the best target.
It's business.
2013 trailer was never gameplay.
Only yourselves to blame for being so naive.
Oh god my soul, it hurts.
Yes it was. It was just running on very high end hardware and wasn't exactly representative of the final product.
The main difference between these two images, outside of NPC density, is the tone of assets. And the tone of lighting. It's quite odd, as aesthetically more or less everything between the two images is identical, but many of the assets are lit differently and/or have taken on a new tone.
With foliage it does make me wonder how much of the new look is due to the way the engine apparently handles foliage, in that it adjusts the tones based on the surface colour underneath in an effort to blend them in. Seems very aggressive in that shot.
Also needs a dash of AO.
Fair enough, but there are still things they can do to let people capitalize on having monster rigs like having robust AA options, increased draw distance, etc.
Then there is also the fact that people keep on posting bullshit gifs without a care in the world in accurately determining between what has changed and what hasn't.
Randoms then come into the thread and cry "what could have been" without actually considering artistic changes and technological changes.
And you don't think that they have done that? what does more draw distance look like in the context of what has been shown in this thread so far?
The main difference between these two images, outside of NPC density, is the tone of assets. And the tone of lighting. It's quite odd, as aesthetically more or less everything between the two images is identical, but many of the assets are lit differently and/or have taken on a new tone.
With foliage it does make me wonder how much of the new look is due to the way the engine apparently handles foliage, in that it adjusts the tones based on the surface colour underneath in an effort to blend them in. Seems very aggressive in that shot.
Also needs a dash of AO.
Fair enough, but there are still things they can do to let people capitalize on having monster rigs like having robust AA options, increased draw distance, etc.
Who woulda thunk that dynamic weather and TOD is more difficult than a fixed lighting solution?
2013 trailer was never gameplay.
Only yourselves to blame for being so naive.
Who knows. Ask me next week.
Definitely more difficult.
I think GTAV will still be the best looking open world game for a while longer, maybe until The Division. Such great dynamic lighting in it.
Definitely more difficult.
I think GTAV will still be the best looking open world game for a while longer, maybe until The Division. Such great dynamic lighting in it.
Quite frankly, as much as the downgrade here disheartens me, I'd have to say that Witcher 3 still tops it by a good margin, at least in my opinion.
Quite frankly, as much as the downgrade here disheartens me, I'd have to say that Witcher 3 still tops it by a good margin, at least in my opinion.
Don't worry. They have already said they have turned down the asset quality in the Division. You should forget what you saw in previous demos.
I think the reality of development is what it is. If it wasn't consoles, it would be lower configurations of PC's holding back developers, as well as the base cost of investment.
Its just something PC players have to learn to get on with. A majority of last gen games were 360 based by default(even those games later in the gen that were started on PC engine wise were eventually scaled down in order to meet the minimum requirement for 360 and PS3.
I think the bright side is, if it werent for PS4 and XB1 bringing up the baseline, a game like witcher 3 to begin with as it current exists, with all its scope could not really exist anyway, forget about what you saw in the trailers.
I'm just making the argument that the cost of development is a lot more than people attacking consoles out of bitterness realize.
If nothing else, this should serve as a reminder to people not to pre-order. Wait until games are actually released and assess them based on what the developers have actually delivered, not based on what they promised.
Yeah I don't understand the bitterness towards consoles
Still always hope for the PC version on ultra. That's half the fun in anticipating new AAA releases these days.
As much as I hate to say it, the details aren't even there in the second shot. Perhaps it's load distance, but tons of details like paint chipping off of the walls and rocks holding down the ceiling tiles are completely gone. It's slightly more than just lighting. I'm hoping that's a PC to PS4 type thing, but I doubt it.
If they had opted to do it the same was as TW2, there wouldn't be anywhere near as many issues.
Consoles holding us back, yet again. If anyone believes that better visuals don't add to the experience or atmosphere (I say this, because it's generally the next thing someone replies back with) then they may as well remove most of the effects and visual improvements that make the game world look and feel better.
I posted these earlier in the thread. These 2 really show how much atmosphere was lost with the downgrades.
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[edit]
Completely subjective but I think the new artstyle really hurt the swamps. The old colors looked a lot better here.
Reposting:
2013
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2014
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2015
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Compression, time of day, weather, seasons and all that, but I think it's safe to say there are a lot of details that have been removed/reduced.
I still think it looks great and I think they did a great job. While it still isn't entirely impossible the PC-version will look like the gameplay from 2013 (like CDPR are saying), it's very unlikely.
Technical considerations aside, I really do prefer the old color grading. The final colors don't look bad by any means, they're quite nice, but the original look really adds personality to the areas and conveys various tones and emotion just from looking at it. I'm guessing given the sheer amount of dynamic stuff in this game (weather/time of day) it would have been tough to color grade everything appropriately all the time so they went with the more natural/original source color.
Should be easy to emulate the original loll via SweetFX, it's just a cooler, desaturated image with more contrast.
I'm on PS4
Oops. Well you can always fiddle with your TV if you won't be playing anything else at the same time! (Half kidding)
We had two games previous to TW3 that looked great before and after release. This is especially true for The Witcher 2.
A console version of TW2 came out later on and had to be downgraded, understandably so.
Here we are with the third installment, where the series has opted for a multiplatform release for the first time, and we have all of these technical problems that have lead to a downgrade because they want parity and consoles aren't powerful enough to do what a PC can do.
If they had opted to do it the same way as TW2, there wouldn't be anywhere near as many issues
I posted these earlier in the thread. These 2 really show how much atmosphere was lost with the downgrades.
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[edit]
Completely subjective but I think the new artstyle really hurt the swamps. The old colors looked a lot better here.
Dishonesty aside, this seems like a pretty open and shut case of having to downgrade for the sake of console performance. The game was first shown when specs weren't known, but as the realities of the consoles' abilities meant they either needed to make separate versions of the game or downgrade it all. This is what happens when you take a great PC series and then promise day and date console versions. It's a shame.
Though I won't lie, I'm hoping the downgrade means it'll run better on my PC.
Thing is, the console versions look better than I expected them to even when I was thought that these trailers were 1:1 with the PC Ultra settings. I'm not sure that blaming the consoles for the changes is a logical conclusion when they're holding up better than many thought.