VFXVeteran
Banned
'... have to be humble, because of MS track record.'
Whereas PS consistent history speaks for itself. I've always been a multiplat guy, but never once have I denied PS leadership in regards to quality titles.
You are not honest with yourself, nor the people your interact with.
The PS fans defy gravity by consistently thinking their exclusive games are far and above everything that has ever been released and NOT because of the quality of the game and excellent art direction (which I would certain agree with 100%) but because of it's technical advantage in hardware (which is complete BS). The only reason they can claim such things is because those game have never released to a different platform. This generation will be different.
no true scotsman fallacy
but the cutscenes have "true" SSS? back in beyond3d you criticized U4 SSS as "far away from the real thing"
SSS is an effect, it is simulated by different techniques some better than others specially since this is real time and as a result it varies even more from your offline renders, also they may differ by different settings(link) and light placement in the scene, a light from the back of a character wont cause much effect in the face as notorious as ears that dont have bones inside, artists have to consider that, cutscenes may use an improved version or better light placement or both, you can criticize the quality of the effect all you want(after all ND describes their SSS as "cheap"), mention parts of its process instead of calling it by its name all day if you want, but you cannot deny the effect is SSS by definition and used in gameplay, other games also use SSS, some more cheap than other but they are SSS like MGSV or Tomorrow Children
My claim is that SSS shader is using a more advanced algorithm, more samples, more accurate lobes, more scattered light paths, etc.. etc.. in cutscenes. The approximation is garbage in real-time gameplay to keep a FPS budget. Most games are using reverse diffuse lighting which is a cheap way of getting things to "look" like they are SSS without going through the light path tracing in the much better approximation.
Take it for what you will. I have contacts at ND and TLoU2 will be the first time they use SSS while in gameplay. A LOT of these techniques in games originate from VFX whitepapers. So not sure why you think my knowledge would be any different from RT rendering.