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Biggest graphical leap in a series in a single generation?

My number one answer hasn't changed since the last time this question came up.

Virtua Fighter, Saturn, 1994:

vf1saturn800x600tue3q.png


Virtua Fighter 2, Saturn, a single year later:

vf2saturn800x600l9eos.png


Flat-shaded polygons became textured polygons! 320x224 became 704x480! 30fps became 60fps! All at the same time! What's going to top that?
Fatal Fury to Garou Mark of the Wolves but VF1 to VF2 for Saturn is a good back up answer.
Same for SML to SML2 or SMB1 to SMB3.
 
I'm with Virtua Fighter guys.

Also worth mentioning is Street of Rage series - on Mega Drive/Genesis:

Street of Rage:
Streets-of-Rage.jpg

---
Street of Rage 3:
85822-2.jpg


Bigger sprites, better animation system, better overall detail and more characters on screen.

The difference between the two in just three years is huge!
 
Fair enough. Actually -- very fair -- once I read the OP's semi-angry edit emphasizing same console; not quite sure why that's a limiting factor, but it's their thread and they can specify whatever parameters they wish. As a participant, I can only respect the rules :-)

If the OP doesn't have any other implicit limitations for graphical leaps, then I'd probably back the crowd citing Garou 1 -> Garou: MotW. The fact that they jumped from ugly graphics and semi-choppy animation in Garou 1 to beautiful graphics and animation bordering on silky in MotW speaks volumes. But then again, subjective minds can debate the Neo Geo's "same hardware" profile by questioning the fact that they enhanced the whole ROM technology as the years went by. If I recall correctly, the earlier games would display something like "MAX 330 (something or the other)..." which in later years changed to "GIGA Power (something or the other)..."

PS: Besides Garou MotW, another marvelous end-of-life (ish) title for the Neo Geo is Last Blade 2. Really pretty...
The "max 330" and "giga power" logos were marketing speech, they only meant the game was using bigger sized cartridge.
Like with every cartridge system (but exponentially enhanched in the NG case as I have explained) the carts available space increased in size in due time.
 
I didn't realize that was in a single generation.

OK. I understand not reading the whole OP but is it really that hard to read the fucking thread title?
Maybe he's thinking like a human generation.

... Should be impossible to beat Mario then, or near enough. SMB is young enough to be a millennial and whether you stay 2D and go to SMW2, or go 3D and go to SM3DW the jump is insane, and most other classic series either went dormant or had cheap looking remakes. And in the case of Pac-Man, took up LSD.
 
For me, GTA IV to GTA V, AC to AC III, inFamous 1 to 2 and even Oblivion to Skyrim. But man, Uncharted 1 to 3...

408263-uncharted-drake-s-fortune-playstation-3-screenshot-nathaniel.jpg


forest_sully_drake.jpg


Oh my god! ND is definitely using some sort of vudu magic, I can't even imagine what Uncharted 4 will look like.
 
Gamecube and Wii are both the same generation when it comes to graphics.

No they are not. Wii was 7th Gen. Power has nothing to do with it. We don't call the Xbox 7th gen because its close to the Wii, we don't call the Wii U 7th Gen because its close to the 360.
 
How about the biggest graphical flop in the same generation? That's how I felt when I played Armored Core: For Answer in 2013. To be fair, it was released in 2008, but the graphics seem to be at least five to six years old by that year's standards.

1uW25QV.jpg
 
I'm surprise no one has posted this comparison yet
Lordhoodhalo.JPG


I cant believe people really defend some of halo 3 looks compare to this

Andrew_Del_rio_halo4.png


might not be the best example but still i think it gets my point across
 
Another for Uncharted.

Halo and Tomb Raider as well, but I almost hesitate to say it's part of the same "series" if it's made by a different studio (and one's a straight up reboot). Still counts I guess.
 
For the people who mixed up the OP i originally thought he meant cross generation, as in going from one gen to another, like the last game on ps2, to the first game on ps3 if that makes sense?


If thats the case, then surely the ps2 is the best example, its single gen lasted until last year. So maybe the fifa games? Fifa 2001 to Fifa 14? there is probably a better showcase of graphics though.
 
When someone makes this thread again in a few years it will be full of Xbox One games because devs will finally have access to the Infinite Power of the Cloud
 
For me, GTA IV to GTA V, AC to AC III, inFamous 1 to 2 and even Oblivion to Skyrim. But man, Uncharted 1 to 3...

408263-uncharted-drake-s-fortune-playstation-3-screenshot-nathaniel.jpg


forest_sully_drake.jpg


Oh my god! ND is definitely using some sort of vudu magic, I can't even imagine what Uncharted 4 will look like.

Well isn't the bottom one there pre-rendered? From a cutscene?
 
Gamecube
Star Wars RS II Rogue Leader----->Star Wars RS III Rebel Strike
The first one was already a great looker and ran at 60fps, but the second improved upon it by a large degree (well, if you exclude the terrible on foot missions, not tha great flying or AT-ST levels) and incredibly, it allowed the entirety of RS II's campaign to be played insplitscreen co-op and with the improved effects and lighting of the new engine.

According to Factor 5's president at an interview with CUBE magazine, RSII utilised about 75-80% of GC's potential while the second stood at about 95%.

compare the same mission as an example:
Star Wars RSIII - Rebel Strike: Vengeance on Kothlis co-op
http://www.youtube.com/watch?v=TwtYb3wWxM0
Star Wars RSII - Rogue Leader: Vengeance on Kothlis
http://www.youtube.com/watch?v=UJxznSyPwyI


3218.jpg
full20040611112258.jpg
rebel_strike9.jpg
rebel_strike3.jpg
rblstrike_100703_x5.jpg




Sigh why didn't the RS Trilogy made it to the Wii, WHY WHY WHYYYYYYYYYYYYYYYYY............
 
I'd also include a leap from PGR 4 to Blur. The graphical engine for Blur was a lot more advanced than PGR's based on the Digital Foundry face off and interview with the Blur dev team.

Blur has 4xMSAA vs PGR 4's 2xMSAA & a lot more cars on screen etc. Digital Foundry state:

Most underrated game ever :/

Forza 2 to 3 alone was way bigger though. Forza 2 would have been ugly on any console with that ugly lightning. https://www.youtube.com/watch?v=6VW8AyFTroQ
 
This thread is full of people comparing apples to oranges. Tons of bullshots or photomode shots compared to in-game shots.

Also, I disagree with people downplaying Halo 4's technical merits. The game is a huge step up in terms of IQ, animation, models, even going from Reach. Sure, the lighting is not as impressive as Halo 3's on a technical level, the compromises Bungie had to make where simply not worth the final result. Halo 3, for all the praise it gets for being "sharp" was a complete mess IQ-wise: subHD, atrocious texture filtering, dreadful aliasing. Halo 3's environments, especially indoor ones, were seriously polygon-starved. Human models and facial animation were a mess. The HDR lighting was impressive when it was highlighted, especially when going out of a dark area into a sun-lit one, or with all the explosions and plasma effects in photomode, but the rest of the time the most noticeable thing was the obvious aliasing and muddy look of the game.

Halo 3 is still my favourite game in the series, but definitely not for its graphics. I was absolutely underwhelmed when I first played it. It grew on me and I learned to appreciate it for its merits. What that game has going for it was its gameplay, which is the best in the series. The only thing that detracts from the gameplay are two of the series' worst enemy types: the flood, especially the ranged ones, and the drones (absolutely hated them in every single Halo game; I'm really glad they got rid of them in 4).
 
This thread is full of people comparing apples to oranges. Tons of bullshots or photomode shots compared to in-game shots.

Also, I disagree with people downplaying Halo 4's technical merits. The game is a huge step up in terms of IQ, animation, models, even going from Reach. Sure, the lighting is not as impressive as Halo 3's on a technical level, the compromises Bungie had to make where simply not worth the final result. Halo 3, for all the praise it gets for being "sharp" was a complete mess IQ-wise: subHD, atrocious texture filtering, dreadful aliasing. Halo 3's environments, especially indoor ones, were seriously polygon-starved. Human models and facial animation were a mess. The HDR lighting was impressive when it was highlighted, especially when going out of a dark area into a sun-lit one, or with all the explosions and plasma effects in photomode, but the rest of the time the most noticeable thing was the obvious aliasing and muddy look of the game.

Halo 3 is still my favourite game in the series, but definitely not for its graphics. I was absolutely underwhelmed when I first played it. It grew on me and I learned to appreciate it for its merits. What that game has going for it was its gameplay, which is the best in the series. The only thing that detracts from the gameplay are two of the series' worst enemy types: the flood, especially the ranged ones, and the drones (absolutely hated them in every single Halo game; I'm really glad they got rid of them in 4).
Reach is not that far behind and Reach had larger areas, more enemies, and better lighting and shadows. Also it had AO and motion blur both object and camera, Reach also had more impressive particles and physics and superior water shaders.
 
The difference between Atelier Rorona when it released closer to the PS3's launch:
atelier_v1.jpg

And the remake it recently got is pretty significant:
l_520259488c986.jpg
 
Reach is not that far behind and Reach had larger areas, more enemies, and better lighting and shadows. Also it had AO and motion blur both object and camera, Reach also had more impressive particles and physics and superior water shaders.

It also had, lower resolution, awful temporal AA that ruined the visuals, less particles, water shaders that were a already downgrade from Halo 3's. The facial modelling and animation were clearly a step up from 3 and ODST, but they are still far from those in Halo 4. The areas were also smaller than those in Halo 3, and not particularly larger than some of the levels in Halo 4, such as Reclaimer. Also, people conveniently forget that Reach has the worst framerate of all 360 Halo games. Constant framedrops in single player mode.

They key here is compromises. Developers choose to sacrifice some areas in favour of others. That doesn't mean that those games are not graphically impressive. I appreciate what Bungie and 343i have done with each of their games, but I still think that 343i's effort was the most visually impressive. Halo 4's IQ is amazing for a 360 game. Only Forza Horizon tops it in that regard.
 
It also had, lower resolution, awful temporal AA that ruined the visuals, less particles, water shaders that were a already downgrade from Halo 3's. The facial modelling and animation were clearly a step up from 3 and ODST, but they are still far from those in Halo 4. The areas were also smaller than those in Halo 3, and not particularly larger than some of the levels in Halo 4, such as Reclaimer. Also, people conveniently forget that Reach has the worst framerate of all 360 Halo games. Constant framedrops in single player mode.

They key here is compromises. Developers choose to sacrifice some areas in favour of others. That doesn't mean that those games are not graphically impressive. I appreciate what Bungie and 343i have done with each of their games, but I still think that 343i's effort was the most visually impressive. Halo 4's IQ is amazing for a 360 game. Only Forza Horizon tops it in that regard.


Dont forget terrible screen tearing in Reach's opening cutscene! that was crazy bad.
 
It also had, lower resolution, awful temporal AA that ruined the visuals, less particles, water shaders that were a already downgrade from Halo 3's. The facial modelling and animation were clearly a step up from 3 and ODST, but they are still far from those in Halo 4. The areas were also smaller than those in Halo 3, and not particularly larger than some of the levels in Halo 4, such as Reclaimer. Also, people conveniently forget that Reach has the worst framerate of all 360 Halo games. Constant framedrops in single player mode.
No the TAA was not awful you are exaggerating it, also 1152*720 is not that low of a resolution, considering how most TVs upscale images to 1080p, a 720p image would cause any improvements at all ! It did have FXAA and it that causes blur too, the only issue from TAA was the slight ghosting and I am sure if FXAA was around when Reach came out we'd have seen that implemented in the game instead. Halo Reach also had the two buffer HDR setup from Halo 3 (the visual gain you get from this outweighs any visual gain from going 720p if you were to trade off one for another as was the case with all four Halo games last gen)

Reach had objectively more particles effects on screen and they were also more persistent and physics based like Killzone 2 and I think they were also full resolution, it also had more foliage and they were not static like Halo 4. You are wrong again when you say Reach area were a lot smaller and only a little larger than Halo 4, the reclaimer level was extremely barren if you can recall it correctly and that was just one level and it still was no match for something like PiIlar of Autumn from Reach in terms of size, enemy population and density of environment and there were other levels just like it, for example the level leading up to Oni Swordbase (It could easily compete with Halo 3 in terms of level size). Lastly water shader in Reach were not a downgrade but an upgrade from Halo 3, yes it was not as interactive but it was not a downgrade in terms of shader. Halo 4 is worse than Halo 3 in terms of shaders and worse than Halo Reach in terms of interactivity.


What it did have was superior facial animation/modelling a volumetric lighting system (but lacked the HDR of Reach). Plus a very stylistic look, more so than any other Halo game which made it look very aesthetically pleasing and I think these two are what makes it so much more pleasing to look at generally.
 
I'm surprise no one has posted this comparison yet
Lordhoodhalo.JPG


I cant believe people really defend some of halo 3 looks compare to this

Andrew_Del_rio_halo4.png


might not be the best example but still i think it gets my point across




Facial models and animations yes.

However Halo 3 had much more dynamic lighting, and it was beautiful. Also larger scale and better looking skyboxes.



Reach even more so, and it closed the gap a bit on facial models.
 
I'm surprise no one has posted this comparison yet
Lordhoodhalo.JPG


I cant believe people really defend some of halo 3 looks compare to this

Andrew_Del_rio_halo4.png


might not be the best example but still i think it gets my point across
"Might not be the best example" is quite an understatement. Even people who defend Halo 3 don't tend to argue that the human models are particularly high-fidelity and well-produced, and it's very widely agreed that Halo 3's Hood model is hilariously appalling. Most of Halo 3s character modeling looks more or less okay, at least within the game's overall visual makeup.

It's a cherry picked and extraordinarily non-exhaustive comparison of the visuals in Halo's 3 and 4.

No the TAA was not awful you are exaggerating it
Yeah, I'm always a little surprised at how much crap the TAA gets. The technique doesn't constantly inaccurately mix and cause ghosting, it checks the motion buffer and turns blending off if there's significant movement. It has some issues with figuring out motion on dynamic objects that have complex animations, which especially becomes an issue when you have your camera static while watching characters run around.

In the general run of play, there's not a whole lot of ghosting. It's actually pretty easy to tell that the AA is turning off in motion, which IMO is almost a larger issue. For people who especially dislike the sort of blur caused by the wide quincunx blending pattern, that's also perhaps a larger issue; when it's active Reach's AA produces extremely smooth and consistent results, but they are a bit soft.

I am sure if FXAA was around when Reach came out we'd have seen that implemented in the game instead.
TAA was arguably overambitious in seventh-gen games, though ironically it's being used by most of the eighth-gen graphical heavy-hitters being praised for good image quality. Those games have somewhat better motion tracking, and reproject pixels from the previous frame to avoid having to turn off AA in motion (though in general they only do this to a point, I've noticed a very Reach-like supersampling-turns-off effect in Second Son when you switch from a slow pan to a medium-speed pan).

Halo Reach also had the two buffer HDR setup from Halo 3 (the visual gain you get from this outweighs any visual gain from going 720p if you were to trade off one for another as was the case with all four Halo games last gen)
Actually, Reach uses a single 7e3 (7 bits mantissa/3 bits exponent) floating point final color buffer. It doesn't give as much depth and Halo 3's format, and as a whole I get the sense that Reach isn't targeted at nailing the extremely high-contrast imagery that Halo 3 can excel with.

Reach had objectively more particles effects on screen and they were also more persistent and physics based like Killzone 2 and I think they were also full resolution
Bungie's SIGGRAPH 2013 graphics presentation says that they used a combination of fullres and halfres blending in Reach.

it also had more foliage and they were not static like Halo 4.
Halo 4 has some animated foliage as well, though Reach does seem to use more foliage. Halo 3 goes the extra step of having some plants which react to being bumped into by people and vehicles.

Lastly water shader in Reach were not a downgrade but an upgrade from Halo 3, yes it was not as interactive but it was not a downgrade in terms of shader.
I would tend to strongly disagree. Reach's water looks better pretty much only in terms of geometry LOD; Halo 3's water makes drops in tessellation a tad noticeable. And that's at best a partial victory, since Reach has quite a bit of water which seems to support very little to no geometric animation.

All of the water in Halo 3 that you can walk up to supports a geometric wave response to things, environmental specular that is correctly handled based on environmental shadowing, and special diffuse and specular response to dynamic lights to fake stuff like underwater light scattering. Reach is regularly trading those things off (particularly the last bit; I'm not sure that there's any water in Reach that responds to dynamic lights at all).

Halo 4 is worse than Halo 3 in terms of shaders and worse than Halo Reach in terms of interactivity.
Not quite. Halo 4's water at least fairly consistently responds to objects, which isn't true of all the water in Reach. Though overall I'd probably still tend to take Reach's water in a heartbeat. Might depend on which water and how it's being used, as Reach is very inconsistent about it.

a volumetric lighting system
What in particular are you referring to?

(but lacked the HDR of Reach).
It would be really interesting to know what sort of HDR depth Halo 4 can handle. Whatever it is, it's clearly not good enough for the scenes the game uses; Halo 4's bloom especially is obviously blowing out left and right.

Plus a very stylistic look, more so than any other Halo game
Really? I thought Halo 4 had an extremely realistic overall visual style. CE/3/ODST especially seem extremely stylized by comparison.
 
The difference between Atelier Rorona when it released closer to the PS3's launch:
atelier_v1.jpg

And the remake it recently got is pretty significant:
l_520259488c986.jpg
Actually, damn, at least for developer improvement within a generation that probably IS king (queen?) although you'd see a similar jump just from Rorona to Totori so it's probably more that they got off with a very, very rough start but quickly figured out how to actually make the characters look like the artwork rather than going for some modern version of 16-bit sprite abstraction.
That's CPS 2 to CPS 3. Different hardware.
Even if you put that fact aside it never came to PS1 despite being a 1997 arcade game. Instead it went to DC then the rest of that gen's systems, so it's really more like SFA=PS1/SS, SFIII=PS2/DC.
 
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