Garrett Hawke
Member
Same. It still blows my mind, if there was some kind of temporal AA Arkham Knight would legitimately look like a CG film.I kept saying "HOW" during that game, especially during that scene. I mean goddamn.
Same. It still blows my mind, if there was some kind of temporal AA Arkham Knight would legitimately look like a CG film.I kept saying "HOW" during that game, especially during that scene. I mean goddamn.
Ratchet & Clank deserves a mention.
There are very few next gen games that combine both PBR with cartoon stylizing, which makes me very sad.
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Star Citizen has some of the most fantastic PBR I've seen
The second is a shot from the movie btw.
The Order as well.
I didn't know BF used this.
edit - ugh. DOA is so fuckin dumb. sorry but that gif is just... not cool.
Ratchet & Clank deserves a mention.
There are very few next gen games that combine both PBR with cartoon stylizing, which makes me very sad.
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Same. It still blows my mind, if there was some kind of temporal AA Arkham Knight would legitimately look like a CG film.
Order has such ridiculously good tech it's insane. Too bad how the game ended up being like :/
Yes.
The second is a shot from the movie btw.
Basically, its THE current gen technology. .
I personally feel Battlefront looks the best IQ overall actually.
iSS still has some of the best texture work I've seen.
But when PBR goes wrong...
Ratchet & Clank deserves a mention.
There are very few next gen games that combine both PBR with cartoon stylizing, which makes me very sad.
Well it's not very strong, there's a lot of shimmering in motion and IQ isn't all that great.It does use a Temporal AA...
It helps that BF has AA enabled. It also is using a prebaked GI solution which helps a lot, but isn't really feasible if you want to change global lighting conditions.
I kinda feel PBR has become an umbrella term to mean "i really like the lighting and textures" in impressive scenes where rendering quality can be attributed to a whole bunch of things.
Best evar
That's a good point.
For its purposes it works for Battlefront to pre-bake some/a lot of the lighting, but yes very good point.
I kinda feel PBR has become an umbrella term to mean "i really like the lighting and textures" in impressive scenes where rendering quality can be attributed to a whole bunch of things.
The game most likely ended up that way due to a focus on tech and presentation.Order has such ridiculously good tech it's insane. Too bad how the game ended up being like :/
That is not to say that Enlighten doesn't to real time GI, but one cannot ask that from consoles.
From how I've seen that criticism of the popular use of the term explained before on GAF, it's not exactly the most locked down term to the industry either... There's a broad array of techniques that make up what people call PBR in the industry and most of the time, people on GAF are at least correct when they identify a game as having PBR, even if there are strong influencers that also deserve credit for the looks. There are things that may or may not be used in PBR pipelines but the result is often fairly obvious when a high quality extensive use of the techniques is applied thanks to the core principle of what PBR is.
So yeah, PBR love is real even to laymen.
Haha fair enough.
But either way it looks gorgeous, even on PC... very much enjoying the PC version.
Sometimes I play it at 1440p but it makes my 760 GTX crawl to under 30 fps sometimes at that resolution.
But 1080p is working great at Ultra settings
Some of the examples in the thread are not PBR though.
Some of them are just HDR lit conditions and not really focusing on differences of materials shading that PBR is actually offering.
But yea I agree with you broadly that PBR is a wide array of approaches to lighting, but it is based on material shading, not really the HDR lighting pics (some of which are in this thread).
Like this would be PBR example, because it is focusing on the difference between the matte-like shader of the paper versus the more reflective shader upon the lead of the "pencil" drawing.
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But this picture here is not really an example of good use of PBR, but rather good use of HDR:
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But this picture here is not really an example of good use of PBR, but rather good use of HDR:
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I cannot really notice any differences in material PBR based shading besides the hair in this picture.
As I stated earlier, it *is* PBR. Only the problem in RoTR is that the lighting model doesn't support energy conservation.
It's not a bad game, it's just that kind of game.
It's just a very linear/narrative focused style. But in that style they did really well IMO.
Shooting is actually really well done in it and I enjoyed it.
How exactly can you tell from that picture? All materials in the environment and her clothes seem to just have the same soft material level of reflectiveness. (I know elsewhere the game does more, but from this shot please explain).
Giving shinier materials shinier reflections isn't intrinsically PBR at all; it's been standard practice forever.Like this would be PBR example, because it is focusing on the difference between the matte-like shader of the paper versus the more reflective shader upon the lead of the "pencil" drawing.
This argument mostly emphasizes the extent to which using "PBR" as a checkbox is nebulous. A lot of people would argue that energy conservation is absolutely essential to calling an approach "physically based", for instance.As I stated earlier, it *is* PBR. Only the problem in RoTR is that the lighting model doesn't support energy conservation.
I'm playing Star Wars Battlefront and it's one of the most realistic games I've ever seen. A truly stunning title and it's due in large part because of physically based rendering or PBR.
An example.
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Taken from the Unreal Engine docs.
This results in around 4 material parameters. These are base colour, roughness, metallic (reflectivity) and specular (gloss). Here is an example.
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Here is another example from a game. Note how the reflectivity and gloss is physically accurate.
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I really love this technique. It looks wonderful in games and I hope to see more of it.
Do you have anymore examples of games that implement this technique.
Inquisition has hella good skin too though it doesn't use PBR iirc.
This argument mostly emphasizes the extent to which using "PBR" as a checkbox is nebulous. A lot of people would argue that energy conservation is absolutely essential to calling an approach "physically based", for instance.
I've yet to see a better use:
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Because the developers said so. There are also other examples in the game. PBR isn't an ad-hoc solution, you either use it or you don't, you cannot selectively apply it, this has already been explained.
Lmao sorry bruh, I forgot about that... haven't used Facebook to upload PS4 shots in a while!Sweetie every picture you've posted is like uber tiny compressed 400x320 pixels so I can't see what you are pointing out
As I stated earlier, it *is* PBR. Only the problem in RoTR is that the lighting model doesn't support energy conservation.
I remember it looking notably bad and shiny.
Nah, no need to repeat something I already addressed, our point was that THIS screenshot was posted in this thread as supposed good depiction of PBR, but that screen shows very little obvious markers for it. It's a very bad screenshot for showcasing PBR quality and extensive quality use. You ignored the question about PBR being discussed with THIS screenshot.
To be fair, while PBR does an tremendous amount, Battlefront also has Photogrammetry to thank for its excellent texture work.
Although texture work love is a probably huge part of it, lighting is a bigger part with PBR.I kinda feel PBR has become an umbrella term to mean "i really like the lighting and textures" in impressive scenes where rendering quality can be attributed to a whole bunch of things.
To be fair, while PBR does an tremendous amount, Battlefront also has Photogrammetry to thank for its excellent texture work.
Vanishing of Ethan Carter also had both PBR and Photogrammetry IIRC and its stunning, especially on UE4.
https://www.youtube.com/watch?v=96HzcZSgPNs
Ayyy, fixing that pronto (really hope this one's from the game. It's hard to tell the difference).