More here - http://www.eurogamer.net/articles/d...rne-the-next-gen-souls-youve-been-waiting-for
Bloodborne PS4 Multiplayer Gameplay Frame-Rate Test
https://www.youtube.com/watch?v=aBAugV34Xwo&ab_channel=DigitalFoundry
Bloodborne PS4 Gameplay Frame-Rate Test (Part 2)
https://www.youtube.com/watch?v=v28IUHY3NfI&ab_channel=DigitalFoundry
Yharnham's intricate detailing more than makes up for this. Unlike Dark Souls 2's early Heide's Tower of Flame section, which layers its stone pathways with high resolution but ultimately flat-looking normal maps, Bloodborne is far more ambitious. Each segment of its world benefits from what appears to be tessellation (or costly parallax occlusion mapping), which in conjunction with a displacement map gives the city's rickety brick roads unique juts and divots. For the Hunter's Dream hub, each stone slab surrounding its enclave pops outward in a 3D fashion, giving everything a very organic look.
The results are fantastic, and with strong anisotropic filtering in tow, it places Bloodborne's world among the most detailed seen from the studio. Dark Souls 2 doesn't go entirely without though; its textures are pinpoint-sharp in the PS4 remaster thanks to the use of PC-grade assets, while a new high-dynamic range filter increases their contrast. Instances of tessellation are also spotted in specific spots around Heide's Tower, though Bloodborne uses this trick to an extreme that Dark Souls 2 doesn't match.
Similar to Dark Souls 2, Bloodborne lives up to its resolution promise. A close pixel count shows a true, native 1920x1080 title at work, and save for the pixel crawl on the game's fences and fur shaders, the results are often impressive. However, a heavy chromatic aberration effect is applied to Bloodborne: mimicking the qualities of a low quality lens, the effect applies a distortion to anything from the embers of a bonfire to the chrome flash on a wagon-wheel, and splits light into its constituent colours.
It's fair to say this post-process trick won't be to everyone's tastes. Reportedly using Silicon Studio's Yebis 3 optical effects suite (also seen in Final Fantasy 15) the sheer strength of this filter can distract. At range, it heavily blurs the edges of the screen, and also exaggerates any pixel-crawl evident across tight-knit cobblestones and fences. This side-effect is the game's only real visual shortcoming, as the rest of the game - between the dynamic lighting and the sharp texture-work of Yharnham's streets - looks exceptional.
Yharnham's intricate detailing more than makes up for this. Unlike Dark Souls 2's early Heide's Tower of Flame section, which layers its stone pathways with high resolution but ultimately flat-looking normal maps, Bloodborne is far more ambitious. Each segment of its world benefits from what appears to be tessellation (or costly parallax occlusion mapping), which in conjunction with a displacement map gives the city's rickety brick roads unique juts and divots. For the Hunter's Dream hub, each stone slab surrounding its enclave pops outward in a 3D fashion, giving everything a very organic look.
Bloodborne's enemy models take a leap in quality too. Even the most basic townsfolk feature fur shaders, an evident boost in polygon count, plus cloth physics. Dark Souls 2's minion designs are basic by contrast, tending towards armour-clad knights that keep its RAM footprint low, better suiting its cross-gen status. In an interview with From Software staff, programmer Jun Ito says, "up until now we've worked in worlds that feature a lot of armour." However, he goes on to describes how PS4 unlocked new options for Bloodborne, where the team "spent a lot of CPU power, [especially] on simulating fabric."
Right off the bat, we're looking at a performance read-out at between 20-30fps when tackling early areas in multiplayer. This is despite the game unfolding at a mostly locked 30fps in our offline tests (albeit with frame-pacing issues). However, inviting up to two fellow hunters to tackle the same section produces lengthy, stuttering stretches of play at 20fps, with our lowest reading hitting 16fps. It's not pleasant, and clearly its netcode tips the scales too far for From Software's PS4 engine. And again, solo play in the exact same areas is entirely unaffected.
Due to Bloodborne's more offensive combat style, such drops inevitably punish players to a greater extent. As opposed to raising the shield in Dark Souls 2, the emphasis is on precise dodges and committed counter-strikes, meaning a sudden nose-dive in frame-rate impacts the crucial interface between player and game. The cause isn't always obvious either; one moment it's apparent that a huddle of hunters prompts a 20fps spell, but in the next, the exact same scene runs at a solid 30fps. All told, it's an area that's in serious need of addressing via a future patch.
Bloodborne PS4 Multiplayer Gameplay Frame-Rate Test
https://www.youtube.com/watch?v=aBAugV34Xwo&ab_channel=DigitalFoundry
Bloodborne PS4 Gameplay Frame-Rate Test (Part 2)
https://www.youtube.com/watch?v=v28IUHY3NfI&ab_channel=DigitalFoundry