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Biggest graphical leap in a series in a single generation?

Its funny how I came into this thread thinking Halo CE to Halo 2! And the OP using Halo 3 and 4 as an example.

Anyway here is the example:

Halo Combat Evolved
SpecOpsElite.jpg


Halo 2
The-History-of-the-Xbox-Halo-Combat-Evolved-ss2.jpg

I still think Halo 1 looked better than Halo 2. I really looked the iridescent look of the Covenant armor in halo 1. No Halo game since then has had that armor.

Plus, Halo 2 was a blurry mess most of the time. That game was a letdown in almost every way.

Now I'm not 100 percent sure on this but I think that screenshot of Halo 2 was an early promotional shot released by Bungie that was not really representative of the final game. I certainly don't remember the shadows looking that good in the released version.

That's pretty much every Bungie game.
 
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?

He's actually not wrong. :P GTA 2 came out on the Dreamcast (a cross-gen title), so GTA 2 -> GTA 3 counts.

And the Dreamcast must not be underestimated. The first console of the 6th gen and the weakest, sure, but it's in no way comparable to the Wii U atm. Dead or Alive 2 and Shenmue, just to name a few, were massive jumps compared to N64 and PS1.
 
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.
The lighting in Halo 4 is much better than Halo 3, HDR aside.
 
It's sad how the re-skinned N64 game looks better... wait... no it's not, the reboot was garbage for everything except the high poly hands.

This opinion is all the way wrong.

That's a cherry picked screenshot from a far pre-release version of the game.

The final game was awesome and looked good.
 
Dead or Alive 5 doesn't even look better than Dead or Alive 3 let alone Dead or Alive 4.
The character models look leaps and bounds better than anything in previous DOA games, that was my point. Comparing two bland stages hardly says anything...
 
FFIX to X was a big leap, but I think DQVII to VIII trumps it easily.

VII and VIII have a huuuuuge graphical gulch between them.
 
Dirt 1 (2007) vs Dirt 3 (2011) on 360.

Aside from both games' hilariously low-poly character models, the difference is night and day. Dirt 1 is a gloomy, muddy mess but Dirt 3 is sharp and just plain gorgeous.

image_colin_mc_rae_dirt-5241-1035_0006.jpg

image_dirt_3-14633-2100_0001.jpg


image_colin_mc_rae_dirt-5140-1035_0007.jpg

image_dirt_3-14141-2100_0004.jpg
 
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?

Came to post this. not to mention the glitchy/disappearing polygons of the characters in VF1.

Cartridge games are tougher to compare because cartridge/rom size increases during a gen had so much impact on the quality of the graphics in sequels, arguably as much or more than programming improvements. but VF1->2 was pure programming, and almost felt like a gen skip within a year.
 
Almost every SNK series on Neo Geo hardware.

Technically, they weren't in the same gen.

HL1 was ported to the Dreamcast and PS2 (and both did struggle a bit to run it) and HL2 was ported to the Xbox, which is the same generation. It's pushing it, but it counts.
 
I was coming here to post this. The same type of comparison applies to FF4 -> FF6.

Kinda what I was thinking seeing all those DQ5 -> DQ6 comparisons.

FF4 to FF6 does pretty much the same thing.

FF4:
FF4_WT_13g.jpg
ffiv0199.png


FF6:
WikibattleFF6.PNG
ku-medium.png



Additionally, Romancing SaGa qualifies for this as well.

RS1:
RomancingSaGa-1.png
RomancingSaGa-7.png


RS3:
RomancingSaGa3-12.png
RomancingSaGa3-7.png
RomancingSaGa3-4.png
 
Destruction Derby on the PS1 is a good candidate.

Destruction Derby (1995)

destruction-derby.jpg


Destruction Derby Raw (2000)

8a6671cc6009.jpg


Also, several people have mentioned Burnout on the PS2 but no one provided shots so here ya go.

Burnout (2001)

burnout1.jpg




Burnout Revenge (2005)

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Also as people who have played both games will know, the difference is far more than screenshots and terrible gifs can show...
 
HL1 was ported to the Dreamcast and PS2 (and both did struggle a bit to run it) and HL2 was ported to the Xbox, which is the same generation. It's pushing it, but it counts.

The PS2 and Xbox both got ports of Spy Hunter (1983). That doesn't mean it's of the same generation as Spy Hunter (2001), no matter how much those consoles may have struggled to emulate the coin-op.
 
This sort of thing gives me hope for the PS4 hardware wise. Uncharted 1 in the day is the equivalent, visual wise, to The Order 1886 which looks stunning!

This is pretty much how it is for every console though. Developers get more experienced with the hardware, the hardware itself opens up further, optimizations, etc.
 
The lighting in Halo 4 is much better than Halo 3, HDR aside.
That's extremely debatable.

For environmental lighting and shadowing, both games have their strengths.
Halo 4 provides sharper-looking shadowing, in two ways; environment shadows occasionally have hard (albeit disgustingly dithered) shadows, and shadows from dynamic objects use some funky clamping/interpolation technique to get hard edges (though this is only visible on close inspection, and doesn't really look all that much less weird than plain old shadow map textures displayed as-is). Halo 4 also applies high-frequency shadow maps to the first-person HUD models, though personally I think the implementation looks absolutely bizarre and mostly bad.
Halo 3's core environmental lighting model looks better though, IMO. Objects sit more naturally in their environments (even though Halo 3 seems to deliberately over-light some objects for gameplay reasons, noticeable with enemies in extremely dark areas in ODST), and just plain respond more convincingly to different light environments. For instance, surfaces on UNSC vehicles in Halo 4 look like they're inexplicably absorbing light from some angles.

As for dynamic lighting? Halo 4 seems to support a larger light count, but light for light, Halo 3 completely mops the floor with Halo 4.
Halo 3 supports both pointlights and spotlights, even minor light sources seems to have a pretty complex response (getting a decent diffuse and specular response on appropriate surfaces), and the game makes sure that special surfaces like water get their own neato lighting responses.
Halo 4 only supports extremely basic-looking diffuse point lights. Even Halo 1's dynamic lights (it also supports spotlights and specularity) completely shame Halo 4's.

And shrugging off the HDR like no big deal is a little silly, as it's how Halo 3 is able to nail the visual style that it targets. It's why Halo 3 is able to cleanly support such high-contrast environments, which Bungie especially took advantage of (perhaps too much advantage of, hehe) with ODST.
Halo 4 uses some high-contrast and super-high-brightness scenes, and the result is a blown-out mess. Bloom in Halo 4 often looks more like a strange fog emanating from an object than an actual lighting effect. Ragnarok looks appallingly overexposed. It's just plain icky; the SpOps version of the Vortex map almost looks like it's supposed to be a whacky dream sequence because the lighting is so harsh for the engine.
 
soleanna.jpg


Sonic 06

Sweet_Mountain.jpg
Sonic Colors

And yes it is saying something about Sonic 06 when a Wii game looks more appealing and better than a PS3 and X-box 360 game.
 
Uncharted - Uncharted 3 I guess.

Perhaps even FFX in comparison to XII.

I speak for myself when I say that I noticed a difference between MGS2:SoL and MGS3:SE as well.
 
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