Garrett Hawke
Member
I think volumetric clouds are in the PS4 version. Pics (sorry about compression)
It's right there in the video where they mention console settings, start around the 0:25 second mark. They also said this...No. You answered by quoting me and claiming that DF is being general with their statement/not precise and say console settings, when in fact they said no such thing and are pretty precise in this 750 Ti comparison. Now it seems like you're talking about something completely different..
It's in the side panel on the left on the faceoff page. That's what I was referring to. I think you got things mistaken by what I meant. I was simply saying that XB1 and PS4 don't share all the same settings, so they can't just say consoles settings, even the default PC setting is not a direct match for PS4 settings.Eurogamer said:So why is it important for us to get a lock on these settings? In matching the PC version's presets to PS4 and Xbox One, we can transfer across the developer's chosen balance in terms of image quality and performance on an entry-level gaming platform.
The textures that DF use in the comparison are not the same. They are using default, not extra high. And they are using lower shadows (medium setting vs high with your guy) as well (in addition to what I mentioned previously)
And I also said that to get a solid 60fps on the card, which is clocked higher than DF's, Santiago had to put all settings on high and turn MB off to avoid some drops.bede-x said:Using higher settings, a differently clocked card and while recording. You posted the video to demonstrate how DF was wrong. Since there are several differences in settings, clocking and recording, it's only natural that the tests show two different things. I don't know how to say this any clearer than that, but I think I've made my point, so I'll just leave it at that.
Oh God, this is what it has come to?
PS4 lighting setting isnt Extra High though.
I have an i5 4590, 8GB RAM, and a 750 Ti 2GB which has an overclock. I get pretty much perfect 1080/60 at these settings:
It's right there in the video where they mention console settings, start around the 0:25 second mark. They also said this...
I think volumetric clouds are in the PS4 version. Pics (sorry about compression)
I also uploaded the medical platform video to Gamersyde. Waiting for approvalThx for these mate. Then it is confirmed for the PS4 release I would say.
I also uploaded the medical platform video to Gamersyde. Waiting for approval
Thanks for posting, as I figured, they had to overclock the 750ti even further to maintain 60 and it still dips in gameplay compared to the PS4.
As for default settings being the PS4's equivalent, that's still not been proven conclusively by DF.
Overclocking the 750 Ti is incredibly easy and basically recommended. DF has always OC'd their 750 Ti by +200 to core and +400 to memory, they must just not have mentioned it the first time. If you look at their Witcher 3 1080p60 PC guide they state that.Thanks for posting, as I figured, they had to overclock the 750ti even further to maintain 60 and it still dips in gameplay compared to the PS4.
Remember they said that +400 on memory alone would give them a locked 60fps, which was bullshit, so now they had to go +200 on the core clock for the purpose of this video, yet, the PS4 is still ahead in gameplay as the OC 750ti drops frames.
As for default settings being the PS4's equivalent, that's still not been proven conclusively by DF.
Thanks for posting, as I figured, they had to overclock the 750ti even further to maintain 60 and it still dips in gameplay compared to the PS4.
Remember they said that +400 on memory alone would give them a locked 60fps, which was bullshit, so now they had to go +200 on the core clock for the purpose of this video, yet, the PS4 is still ahead in gameplay as the OC 750ti drops frames.
As for default settings being the PS4's equivalent, that's still not been proven conclusively by DF.
Settings are broadly in line with the console game, though we couldn't resist upgrading model detail for a slightly richer world, along with ramping up texture filtering to the max.
Are you the person who did the IGN comparison?As someone with bad eyesight who isn't wearing glasses right now, they all look basically the same to me. PC high looks slightly better.
This post is amazing in light of that pc gamers electricity threadConsoles doing there bit for the environment by turning lights off.
Thanks for posting, as I figured, they had to overclock the 750ti even further to maintain 60 and it still dips in gameplay compared to the PS4.
Remember they said that +400 on memory alone would give them a locked 60fps, which was bullshit, so now they had to go +200 on the core clock for the purpose of this video, yet, the PS4 is still ahead in gameplay as the OC 750ti drops frames.
As for default settings being the PS4's equivalent, that's still not been proven conclusively by DF.
Don't know why you have draw distance and lod, draw distance is the same on all versions, you can see just as far in every version, the only thing affected is model detail which would be a few extra patches of dry grass for the most part."Default" settings have higher drawdistance, LOD, and AF than the PS4 version. That is for certain.
Because after a distance, the objects on the PS4 version and all versions eventually do not draw. They do not even have an LOD model anymore (no LOD 7 for example, they just do not render). Draw distance IMO does not just mean the distance at which terrain stop rendering. LODs and draw distance are hand in hand.Don't know why you have draw distance and lod, draw distance is the same on all versions, you can see just as far in every version, the only thing affected is model detail which would be a few extra patches of dry grass for the most part.
Why do you keep saying this? The fact that devs do not have 16x AF and high LOD on console is because they tailor the versions. It is not there because it would probably hamper performance to a degree they are not comfortable with... otherwise... it would be there!As for AF, yes, absolutely, but then it's free. Word is still out on why we don't have 16xAF and the extra patches of grass on the PS4 or consoles for that matter......
Do you have evidence that Dying light increased its LOD and added "adaptive tesselation"? AF seemed always like an interfacing / SDK problem.Dying light patched in AF and increased lod, hell, even patched in full dynamic light sources and adaptive tessellation on certain objects at no performance cost......The low AF on games is just hmmmm......Not only for this game, for many others. DF actually calls it trilinear filtering in their video
So how much exactly is the performance hit from DF using High model quality vs low and Extra high texure filtering over medium for their comparison? Judging by Nvidia's performance guide (unfortunately with a 980 ti at 4k), I want to believe it's only a few fps at most.
I feel that your efforts to prove that the PS4 performs a bit better than an entry-level graphics card is missing the forest for the trees. It doesn't matter at all if the i3/750 combo performs a bit worse, the same or a bit better than the ps4. The point of the comparison is to show that 'next-gen' levels of performance can be attained on very cheap set-ups. This is great for gamers on a budget and it is also great for dispelling the 'PC gaming is expensive' myth. Go ahead and claim victory for the PS4 if that is what you really want, though I'm not sure how much of a triumph it is over the lowest-end gaming card on the market.
Thanks for posting, as I figured, they had to overclock the 750ti even further to maintain 60 and it still dips in gameplay compared to the PS4.
Remember they said that +400 on memory alone would give them a locked 60fps, which was bullshit, so now they had to go +200 on the core clock for the purpose of this video, yet, the PS4 is still ahead in gameplay as the OC 750ti drops frames.
As for default settings being the PS4's equivalent, that's still not been proven conclusively by DF.
Honestly, even I am finding this annoying. This guy seems to hold NXGamer on a pedestal or something. Of course, I'm still waiting for NXGamer's analysis, but thelastword makes it seem as if he is always right and DF is always wrong. It's ridiculous.Oh God, this is what it has come to?
Thanks for these pics. Good to have confirmation that the PS4 version does have volumetric clouds.I think volumetric clouds are in the PS4 version. Pics (sorry about compression)
shouldn't they update their low end machine to a GTX 950 now?
Dying Light did indeed get increased LOD and 8x AF in a patch on the PS4 version. Not sure about adaptive tessellation, though, I think thelastword is mistaken. Before anyone blames NXGamer, I don't remember him saying this. Just hold on a sec, I'll get a pic of the improved LOD.Do you have evidence that Dying light increased its LOD and added "adaptive tesselation"? AF seemed always like an interfacing / SDK problem.
The adding of "full dynamic light sources" is a complete misnomer. All they did in Dyling light was make it so torches have a point light attached to them which. Torches not having one was probably just a bug / art inconsistency as non-shadow casting point lights cost next to nothing in a deferred renderer.
Dying Light did indeed get increased LOD and 8x AF in a patch on the PS4 version. Not sure about adaptive tessellation, though, I think thelastword is mistaken. Before anyone blames NXGamer, I don't remember him saying this. Just hold on a sec, I'll get a pic of the improved LOD.
Edit: Here the pics are. Credit goes to Mr Moose for these pics in the PS4 AF thread.
Before:
After patch:
Edit: I don't know how much the 750 costs in the US so I edited out the price.
shouldn't they update their low end machine to a GTX 950 now?
I know you already saw the pics, but can you really not see them on NeoGAF? I can see them just fine. Probably because I'm on mobile. Well, either way, LOD and AF did get bumped, but I highly doubt any form of tessellation is in the PS4 version, let alone the PC version IIRC. Sounds like thelastword just making things up.Minus images are broken on Neogaf since... an incident... apparently. I will go look at 'em on Minus.
edit: indeed, I see the house popping up at the same distance and those bushes on the hill in the background.
I know you already saw the pics, but can you really not see them on NeoGAF? I can see them just fine. Probably because I'm on mobile. Well, either way, LOD and AF did get bumped, but I highly doubt any form of tessellation is in the PS4 version, let alone the PC version IIRC. Sounds like thelastword just making things up.
Minus is blocking deeplinking at Neogaf. Perhaps the block does not include the m. suffix form of the website!
Sorry, but can you please explain this so my ignorant self can understand this better? I just got those pics from the PS4 AF thread minutes ago and I haven't been on the page with those pics for months now, so I doubt they were stored in the browser cache.You can see them because they're in your browser cache but if they weren't you wouldn't.
Minus is blocking deeplinking at Neogaf. Perhaps the block does not include the m. suffix form of the website!Sorry, but can you please explain this so my ignorant self can understand this better? I just got those pics from the PS4 AF thread minutes ago and I haven't been on the page with those pics for months now, so I doubt they were stored in the browser cache.
Ah, could be. My bad, didn't realize Minus was blocking linking on NeoGAF.Minus is blocking deeplinking at Neogaf. Perhaps the block does not include the m. suffix form of the website!
I don't think a single shot with a single buildings added in the draw distance prove LOD it's improved on ps4. I just seen this shot from awhile and nothing more. I have the game and LOD it's really horrible and glitchy on ps4. Sometimes just needs to rotate a bit more the view to see appears some building from the nothing.Dying Light did indeed get increased LOD and 8x AF in a patch on the PS4 version. Not sure about adaptive tessellation, though, I think thelastword is mistaken. Before anyone blames NXGamer, I don't remember him saying this. Just hold on a sec, I'll get a pic of the improved LOD.
Edit: Here the pics are. Credit goes to Mr Moose for these pics in the PS4 AF thread.
Before:
After patch:
I don't think a single shot with a single buildings added in the draw distance prove LOD it's improved on ps4. I just seen this shot from awhile and nothing more. I have the game and LOD it's really horrible and glitchy on ps4. Sometimes just needs to rotate a bit more the view to see appears some building from the nothing.
Not everywhere but it's glitchy in some spots. I remember to see a palace appear just because I have rotate a bit the view without move the character. LOD it's terrible I don't know how much could be improved. Maybe just in minimal part. But in all honesty LOD it's the only issue I never cared so much and I prefer a terrible LOD over a choppy fps.The best way to tell would be to have a video to see if it is glitchy... or actually improved. Iw ould not doubt either being true.
Single building? Look at the bushes on the hills in the distance and the crane. Both look improved from those shots. I don't have the game, so I can't speak from experience, but I thought it was generally accepted that LOD was improved in a patch?I don't think a single shot with a single buildings added in the draw distance prove LOD it's improved on ps4. I just seen this shot from awhile and nothing more. I have the game and LOD it's really horrible and glitchy on ps4. Sometimes just needs to rotate a bit more the view to see appears some building from the nothing.
Single building? Look at the bushes on the hills in the distance and the crane. Both look improved from those shots. I don't have the game, so I can't speak from experience, but I thought it was generally accepted that LOD was improved in a patch?
I would like you to prove that....DF only started overclocking the 750ti when they realized that the setup could not quite keep up with the PS4 in games.Overclocking the 750 Ti is incredibly easy and basically recommended. DF has always OC'd their 750 Ti by +200 to core and +400 to memory, they must just not have mentioned it the first time. If you look at their Witcher 3 1080p60 PC guide they state that.
It's a £90 card and you have to put the effort in to make it worth more than that.
Why wouldn't you OC?
They are hand in hand, but you seperated the two for emphasis, when in fact the difference is model detail. Can you can see soldiers into the distance and can't see them on the PS4?Because after a distance, the objects on the PS4 version and all versions eventually do not draw. They do not even have an LOD model anymore (no LOD 7 for example, they just do not render). Draw distance IMO does not just mean the distance at which terrain stop rendering. LODs and draw distance are hand in hand.
Don't be naive, I remember even in the ZOE2HD thread, some persons were saying that this is the best PS3 can do, that all the effects in ZOE2 was too much for the PS3's limited bandwidth, do you think they were right. Come on man, we've seen games with 16xAF at 60fps that look much better than Dishonored, lets not play that card, it's silly.Dictator93 said:Why do you keep saying this? The fact that devs do not have 16x AF and high LOD on console is because they tailor the versions. It is not there because it would probably hamper performance to a degree they are not comfortable with... otherwise... it would be there!
That's probably the 2 millionth time I'm linking this to you, you just downplay it like always, speak ill of NXgamer's technobabble, get amnesia for the next faceoff thread and the loop ensues.......Dictator93 said:Do you have evidence that Dying light increased its LOD and added "adaptive tesselation"? AF seemed always like an interfacing / SDK problem.
It's obvious we need to generate some dialogue and we need to know more, but the fact that so many devs are improving things so rapidly without performances costs after release, speaks quite a bit about console developement or perhaps "when you're spread too thin" across several platforms.So how much exactly is the performance hit from DF using High model quality vs low and Extra high texure filtering over medium for their comparison? Judging by Nvidia's performance guide (unfortunately with a 980 ti at 4k), I want to believe it's only a few fps at most.
Thx for these mate. Then it is confirmed for the PS4 release I would say.
I can't overclock my PS4 GPU.....
That's probably the 2 millionth time I'm linking this to you, you just downplay it like always, speak ill of NXgamer's technobabble, get amnesia for the next faceoff thread and the loop ensues.......
Here's the link.......................................................................
Yep.
Both of those games and their devs have nothing to do with MGSV, which is what htis is about. Of course other games with entirely different rendering profiles can perhaps have different levels of AF... I am just saying that the decidedly low LOD and low AF in this title is not some random decision: but probably one borne of performance considerations.Don't be naive, I remember even in the ZOE2HD thread, some persons were saying that this is the best PS3 can do, that all the effects in ZOE2 was too much for the PS3's limited bandwidth, do you think they were right. Come on man, we've seen games with 16xAF at 60fps that look much better than Dishonored, lets not play that card, it's silly.
Will watch.That's probably the 2 millionth time I'm linking this to you, you just downplay it like always, speak ill of NXgamer's technobabble, get amnesia for the next faceoff thread and the loop ensues.......
Here's the link.......................................................................
Those are not volumetric but just overlapping sprites like most games use. They just happen to be animated from some offline render of volumetric smoke (Ryse does this, Uncharted 4 does this, etc...).. And as I found out by testing it out, those do not even accept shadows like the normal particle sprites! So they are not super awesome IMO (you can test this by using a smoke grenade haldf in shadow, it does not have the shadow map cast onto the sprite unlike other partifcle FX)..
The volumetric clouds option only affects clouds in the skies.
I would like you to prove that....DF only started overclocking the 750ti when they realized that the setup could not quite keep up with the PS4 in games.
A core i3/750ti has never really outperformed the PS4, it's just that the first year or so devs just did not maximize the PS4's GPU and instead set limits to the consoles in the dev process, like 30fps in A.I, 30fps in Xenoverse, crappy or no AF and missing some bloom and lighting effects in that game, something the 750ti setup does in it's sleep. The same can be said about a million other ports, RE-R2, the xbo version is better (is the XBO on par or better than the PS4?), the 750 ti setup eats that game up too and the list goes on like; Sleeping dogs, Prototype, Remake, Payday and the list goes on. The 750ti setup can run all these games at 60fps, but yet the PS4 versions of these games are all 30fps with drops in many of these cases, bad AF etc...
Is the i3 4130 better than the crap that's in the PS4?
Do the car explosion smoke look the same? I never took a close look at those. This is was from a huge gas tank explosion a part of a mission, so there wasn't a way to see if they accept shadows.
It is just a larger version of the same sprite effect used for smoke grenades. As you can see in this video (where no shadows cast onto it).
Link to video
I have a Gaming PC connected to my 65" Plasma along with my other consoles and use it for all 3rd party stuff. The consoles are for exclusives.
However, I'm selling my PS4 (been replaced 4 times) and looking to buy the MGSV LE in an attempt to get a quiet console.
It doesn't seem as if it's worth selling the PS4 copy and getting it on PC, I'd be as well just playing on PS4 as the PC improvements are relatively subtle.
Would you agree?