• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Dark Souls 2 Lighting changes/Downgrade

This fiasco is one of the main reasons I am excited about the next generation of consoles.

PC versions have been fucked for years (see Oblivion), and now there is light at the end of the tunnel.

I mean, how much longer will companies be making PS3/360 versions of these new titles?

When more people are buying games on them than on PS3/360.
 

Futureman

Member
Conspiracy theorist in me wants to think that they did this so the PS4/One version for the fall will standout more (I know that wasn't actually announced yet, but seems really likely).
 

Gbraga

Member
Conspiracy theorist in me wants to think that they did this so the PS4/One version for the fall will standout more (I know that wasn't actually announced yet, but seems really likely).

I hope the conspiracy theorist in you thinks they would at least make the PC version the same as the future PS4 version.
 
PS4/XBO weren't exactly designed for power, as mid-range GPUs are already way past their potential. Let's just hope this generation wraps up much more quickly than the last.

Games like Killzone and Ryse look leagues above anything from the previous gen and any PC exclusive(IQ aside) released outside of Crysis 3/Metro:LL so one imagines it's all in the dev team. If nothing else the jump means PCs don't have to work with such old hardware anymore as a base.

Would think the demos were all vertical slices and the game never had a real lightning engine as promised but people who have the game have mentioned the real time cutscenes having all sorts of dynamic lighting/effects enabled that vanish once gameplay starts.
 

doomquake

Member
..

ss_abbbb6c1a1878f591e6a895a17a1870c62380161.1920x1080.jpg


...

mayn...they left the shield handles in this weird..unreal way...they are horizontal not vertical..who holds shield like that!
 

Grief.exe

Member
Games like Killzone and Ryse look leagues above anything from the previous gen and any PC exclusive(IQ aside) released outside of Crysis 3/Metro:LL so one imagines it's all in the dev team. If nothing else the jump means PCs don't have to work with such old hardware anymore as a base.

Of course there is a jump, the last generation was one of the longest in history.

The relative technology contained in each of the next-gen consoles is relatively weak to what is available. Other than the GDDR5 in the PS4, its almost like they were released in 2010.
 

Sini

Member
We are all hoping.

The sheer darkness from that scene aside, wondering whether we will see Specular Highlights, Normal Mapping, etc return for the PC version.
Grief please.
Stop saying that.
Normals are still there, and it would be insane for them to remove them since they are basically the cornerstone of high detailed real-time 3D rendering since 2003 because of their cost vs benefit ratio.

I saw possible tessellation on the stone doorway though.
 

Havel

Member
I hope the conspiracy theorist in you thinks they would at least make the PC version the same as the future PS4 version.

It's all a part of their plan. Release the current PC version basically the same as the console version. Then later, release the PS4 and Xbone version with the improved lighting and textures, along with yet another PC release called "Definitive Edition" or some shit.
 

Zomba13

Member
I wish in cases like this, of massive downgrade in visual quality, that we could get a straight answer. Anyone with functioning eyes can see the difference so we know it's there, why not tell us why. Why it was shown one way and then removed.
 
Of course there is a jump, the last generation was one of the longest in history.

The relative technology contained in each of the next-gen consoles is relatively weak to what is available. Other than the GDDR5 in the PS4, its almost like they were released in 2010.

That of course is a bummer, although I suppose it makes sense given how badly Sony screwed up with the PS3's losses when it first came out.
 

Vesper73

Member
It's all a part of their plan. Release the current PC version basically the same as the console version. Then later, release the PS4 and Xbone version with the improved lighting and textures, along with yet another PC release called "Definitive Edition" or some shit.

Incoming TRIPLE DIP! It's the new way! How can a publisher resist!
 

Grief.exe

Member
Grief please.
Stop saying that.
Normals are still there, and it would be insane for them to remove them since they are basically the cornerstone of high detailed real-time 3D rendering since 2003 because of their cost vs benefit ratio.

I saw possible tessellation on the stone doorway though.

I asked what to call this effect earlier in the thread and someone told me it was normal mapping.

I doubt it was tessellation, as DS1 had the same effect for their textures. Gives them a raised look.

Textures are completely flat in the final console version.

O9DCnJn.jpg
 

convo

Member
The demo is a stitched together part of areas of the actual game. I would love for you guys to make the argument with an area you haven't seen before in a preview, because there's nothing to hold your arguments with then.
 

Skinpop

Member
I agree with you that the walls dont need that "shinnyness", but, looking at the texture without them, the retail is still a downgrade, look at the textures around the door and behind the torch, they look way better in the Demo in my honest opinion.

They don't look better, they just have more high frequency detail with dirt, cracks and grunge. It's two different styles, not a downgrade.
 

The Lamp

Member
What im guessing is that at some point, they extracted a "slice" of the game to a different build.

Then a team at FROM worked on that Demo build while the rest kept working on the main game, at this point, both versions were missing the stuff missing from the retail version.

The team working on the Demo build, added tons of details, and activated the lightning/shadowing stuff from their new engine, made it stable and finalized worked on it to be showed to the press.

But that stuff never made it back to the Retail "branch" if you will, for some or other reason, maybe that team came back to optimize code, or finish other areas, etc.

Its the only reason that makes sense to me, because what artist would knowingly take out some of the stuff the GIFs in the previous pages show, stuff like the water splash of the boss when he jumps, how expensive can that be?

Also worthy to note that they made this in the past, The Painted World of Ariamis in Dark Souls 1 has tons of minute details that arent so prevalent in the rest of the game, because that was the first area they made, so it was kind of a tech demo/playing ground for testing gameplay and the engine.

I'm having trouble believing that From is a dumb enough studio that they would have part of the team working on a public demo and the test working on the actual game and that they would be so out of communication that they would not be aware of the progress the other was making in visuals and that they end up being totally different products.
 

Havel

Member
I asked what to call this effect earlier in the thread and someone told me it was normal mapping.

I doubt it was tessellation, as DS1 had the same effect for their textures. Gives them a raised look.

Textures are completely flat in the final console version.

O9DCnJn.jpg

Perhaps POM?
 

Gbraga

Member
It's all a part of their plan. Release the current PC version basically the same as the console version. Then later, release the PS4 and Xbone version with the improved lighting and textures, along with yet another PC release called "Definitive Edition" or some shit.

Off topic, but I was thinking about this recently, and I really want Super, Turbo and other stupid names to come back.

Super Castlevania: Lords of Shadow would be much cooler than Castlevania: Lords of Shadow - Ultimate Edition.
 

JoeFenix

Member
I'm having trouble believing that From is a dumb enough studio that they would have part of the team working on a public demo and the test working on the actual game and that they would be so out of communication that they would not be aware of the progress the other was making in visuals and that they end up being totally different products.

Stranger things have happened before.
 

Skinpop

Member
I asked what to call this effect earlier in the thread and someone told me it was normal mapping.

I doubt it was tessellation, as DS1 had the same effect for their textures. Gives them a raised look.

Textures are completely flat in the final console version.

O9DCnJn.jpg

yeah, but that's what a concrete wall would look like, the first image looks more like a wet cave.

Look at the stones in the stairs for example, they are much more detailed then the planks in the demo version. It's just a matter of aesthetics when it comes to the assets in this picture.
 

solarus

Member
Anyone expecting anything more than higher res textures and the ability to play at higher frame rates on the pc version (which is all that has been stated about the pc version) will be extremely disappointed, I guarantee you. You know it is nothing more than wishful thinking, I bet on it.
 
I asked what to call this effect earlier in the thread and someone told me it was normal mapping.

I doubt it was tessellation, as DS1 had the same effect for their textures. Gives them a raised look.

Textures are completely flat in the final console version.

O9DCnJn.jpg

The walls look as though they may have used parallax mapping in the demo there (where the texture sort of shifts around to give a 3D look depending on the viewing angle).

I think the other poster was referring to the brickwork around the actual doorway when he mentioned tessellation though. Don't know if they were tessellated but they looked pretty detailed.
 
There's nothing wrong with the retail textures. For some reason people always think "super shiny" textures are automatically better. It's just a different look. Same thing with lighting in general. People see game play videos during day time and think it looks like shit. Show them the same game at night, when it's raining and it suddenly looks amazing. I think the retail version looks more appropriate. The demo version looks like it takes place in a sewer or the walls are made out of some kind of crystalline rock. Retail looks more like what you'd see in a real run down basement type area.

PS3 version, January 2014:
darksouls2ps3gameplayg5oje.png


PS3 version, retail build:
finala4pzm9.png


Has the launch trailer been posted?

http://www.youtube.com/watch?v=_A-tl-pJAR4

The downgraded graphics are shown here :x
Yeah, it looks like garbage.

nojwxyusk7.gif
 

convo

Member
Holy shit Grief.exe comparing a picture with and without a LIT TORCH.
Good fucking job.

Also this topic as a whole confirms my suspicion that people find shitty quality pictures of streams to be better looking than the real deal.
I suggest a "shitty low bitrate stream filter" as a pc mod so that people could continue these arguments indefinitely.
 

soontroll

Banned
I asked what to call this effect earlier in the thread and someone told me it was normal mapping.

I doubt it was tessellation, as DS1 had the same effect for their textures. Gives them a raised look.

Textures are completely flat in the final console version.

Bump mapping?
 
I'm having trouble believing that From is a dumb enough studio that they would have part of the team working on a public demo and the test working on the actual game and that they would be so out of communication that they would not be aware of the progress the other was making in visuals and that they end up being totally different products.

Go read articles on why some developers chose not to release demos, its a massive amount of work to sandbox stuff like that, it sounds insane but how else can you explain the massive differences, other than the level design, EVERYTHING is different.

Its almost as if the basic geometry of the map and enemy placement and AI was finished and then 2 different teams went to town with post processing, decorations, lightning etc. its just too damn different.
 

Techies

Member
This looks much better than I expected. It may still not be up to the demo level, but it's not that much of an issue.

That one looks alright, actually better than the old (which got spoiled by the skybox)
But that's outside, with lightning and it works for the "cold" atmosphere.

However indoors, torches etc which is suppose to convey warmth is completely missing or looks crap.
 

Sini

Member
I asked what to call this effect earlier in the thread and someone told me it was normal mapping.

I doubt it was tessellation, as DS1 had the same effect for their textures. Gives them a raised look.

Textures are completely flat in the final console version.

O9DCnJn.jpg
That could be parallax occlusion mapping.

But I'm pretty sure that they aren't using POM on that stone doorway. It's unlikely that it's typical geometry as well. And normals can't so something like that. Only things that could be likely used on that are tessellation or pixel accurate displacement mapping which is actually Cryengine 3 only technique as far as I know.
 

BigDug13

Member
Anyone expecting anything more than higher res textures and the ability to play at higher frame rates on the pc version (which is all that has been stated about the pc version) will be extremely disappointed, I guarantee you. You know it is nothing more than wishful thinking, I bet on it.

That's what From will give us. But hopefully Durante expands those graphics options a bit again.
 

soontroll

Banned
Holy shit Grief.exe comparing a picture with and without a LIT TORCH.
Good fucking job.

The point is to show that the lack of torch light in the retail version has no impact. You can still see everything clearly. It's also to show the change in texturing and how the wall looks completely flat. There is already an image of the area in the retail version with lighting.
 

Grief.exe

Member
Holy shit Grief.exe comparing a picture with and without a LIT TORCH.
Good fucking job.

hhhmmm I guess you are trying to make a point. The only thing that becomes painfully obvious is your ignorance towards the discussion at hand.

We aren't comparing the light cast by the torch, specular highlights, POM (?), geometry has changed, textures are lower resolution, other effects are completely missing.

Most worrisome, the gameplay of that segment is completely changed. Torches are not required throughout the entire game anymore. Blacks have been toned down significantly, watch this segment, mirror knight fight.
Probably due to dynamic lighting causing frame rate tanks.

Bump mapping?

Ha that is how I described that effect initially, but someone told me normal.
 

Ysiadmihi

Banned
The framerate problems are infinitely more troubling to me than removed/toned down lighting effects. You'd think after all of the complaints about the first game they would ensure a locked 30fps.
 
I'm still in disbelief that it looks this different. I just was amazed by some of the stuff I saw, now I'm just. Ok that's cool. Looks like Dark Souls.
 
That's what From will give us. But hopefully Durante expands those graphics options a bit again.

He gave us higher resolutions, some DOF settings, unlocked frame rate, and various SSAO options. With that, we were able to take hot garbage and get it looking pretty good. Really helped the art in the game shine.

The sequel was already looking REALLY freakin good. It now looks like hot garbage all over again. I've been drooling over that lighting for months and months. Now it seems completely gone. I'm sure there's still some decent art in there but just imagining Durante tweaks + that demo lighting.... it would have been incredible.
 
Top Bottom