the Turok 1 -> 2 leap was pretty amazing imo
It's hard to find good screenshots though
turok 1
turok 2
PS3/360
Super Street Fighter 2 HD Remix
Super Mario Bros. -> Super Mario Bros. 3 if you say 2 isn't a real Mario game.
I'm not sure about the other titles, but I know the bolded ones probably haven't been said because they don't qualify.I'm not sure if they've been said but,
Pokémon Diamond&Pearl -> Pokémon Black&White
Tony Hawk's Pro Skater 4 -> Tony Hawk's American Wasteland (PS2)
SSX 1 -> SSX On Tour
Burnout 1 -> Burnout Revenge
Ratchet & Clank -> Ratchet Deadlocked
Prince of Persia Sands of Time -> Prince of Persia The Two Thornes
Graphical difference between those sequels amazed me. Especially Tony Hawk, since American Wasteland was the first TH game I bought after 4th game.
Uncharted 1 to Uncharted 2.
Compare the jungle stage in DOA4 to DOA5.
.....
Reflective water shader is gone in DOA5.
Consider the 7 year gapDOA4
to
DOA5
Pandora Tomorrow to Chaos Theory easily wins this contest. Most insane leap in technology between two games in a single console generation. The fact that chaos Theory is even possible on the original xbox still boggles my mind. Chaos Theory was made a year after Pandora Tomorrow(granted the team that made was working on it since the first title which was 2 and a half years)
I honestly feel the Halo Reach to Halo 4 jump isn't that great. Halo 4 looks graphically impressive overall compared to reach but they sacrificed the absurd amount of High Res textures Reach was capable of and dialed the explosions/particles back by quite a bit to add more post processing effects.
Blood money to Absolution is a good one but it took many years to create that sequel.
Same with Oblivion to Skyrim. Amazing jump but many years since Oblivion. In that time they had many other games to improve their engine with.
Honorable Mentions go to TMNT 3(nes), GTA San Andreas, and Unreal Championship 2 which were all made on the same consoles as their previous titles but had huge leaps in tech and allowed much larger environments and more/better effects. The less compromises made between the sequels the better for me.
Tekken 2 -> Tekken 3
Not sequel.
Not the same style of gameplay, graphic style or even goal. Yoshi Island is a Yoshi Island game with Yoshi Story and Yoshi Island DS.
Calling it a Super Mario game would be like calling Wario Land a Mario Game.
That is actually a real life photo of that characters voice actor Ron Pearlman.
Jak -> Jak II
without a doubt infamous to infamous 2
Final Fantasy VII -> Final Fantasy VIII
Resident Evil -> Resident Evil 2
the Turok 1 -> 2 leap was pretty amazing imo
It's hard to find good screenshots though
turok 1
turok 2
does Far Cry - Crysis count ?
WTF you must have posted the wrong pics or something. I just stared at the DOA5
one for the last 10 minutes and saw no water anywhere.
Horrible pic to prove your point, no straight male over the age of 12 is gonna bitch about reflective water shaders with that kind of godalmighty perfect, exquisite, bikini modeling going on.
Not true.
We'll never come to an agreement it seems, so I'll just leave it like this: DOA5 has higher highs than DOA4 (the character models are stunning), but its lows are much, much lower.
I mean, look at the ground textures in that second video. Look at how bare the stage is in the first video bar the impressive particle and lighting effects.
DOA4 is much more visually consistent, and remains a feast for the eyes to this day.
Resistance 1 to Resistance 3, holy crap.
Agree with this one. I had to do a double take and make sure it was an N64 game I was looking at. Well that was before I started moving and noticed the framerate was rather shit. =p Still looked great though.
Thread needs more Street Fighter !
Dreamcast :
Super Street Fighter 2 X
Street fighter 3 New Generations
PS3/360
Super Street Fighter 2 HD Remix
Street Fighter 4
Edit : one more !
GBA :
Super Street Fighter 2 : Turbo Revival
Street Fighter Alpha 3 Upper
(holy shit it is impossible to find good quality images in non native resolution of those 2 games ><)
HALO Reach --> HALO 4
Full 720p Resolution
30fps 99% of the time unlike Reach
Way better lighting with instant global illumination updates
More polys on screen
Alot more post processing
Incredibly detailed character models
Environment texture detail way more complex
So much makes 4 way ahead of Reach. Going back to Reach shows how bland it really looks. Theres a reason 4 gets graphics of the year while Reach couldnt get nominated its time.
Full 720p Resolution
Actually no.
It's full 720p but it sacrifices Reach's HDR, 720p is no magic number the difference between Reach's resolution and Halo 4 is miniscule and even less significant considering they sacrificed the lightning.
More polys on screen
It's about the same
Way better lighting with instant global illumination updates
Reach has way superior lighting engine, the HDR is superior and the lighting is deferred there are way more dynamic lightsources compared to Halo 4. Most of the lights in Halo 4 are actually just glows rather than actual lights, it's more aesthetically pleasing but certainly not superior. Also the GI solution is the same as it's still baked just like Halo 3 and Halo Reach.
Alot more post processing
Halo 4 is missing post processing effects from Reach like SSAO and motion blur (camera or and per object both !). It's also missing the particle effects seen in Reach also the alpha effects were full resolution in Reach, not in Halo 4.
Environment texture detail way more complex
Textures were superior in Reach and the environments were larger.
.As for polys it is noticeably increased. Just look at the warthog, spartans, marines, etc. Not only that but I dont need to post pics of the environments both inside and out of how they are way more complex in geometry than anything in Reach. Just look at that new map Wreckage and post one pic of Reach that looks anything close to that.
Also Reach had no dynamic shadows while HALO 4 uses them.
Wat.
Post processing is still better in HALO 4. Yea Reach had HBAO and motion blur, but those things degraded the image quailty thus they were disabled. FXAA is a post processing that is gained from dropping those features and the right choice as Reach was one jaggy, blurry, grainy mess.
Wat.
Is the framerate is either Infamous game unlocked? I feel like I remember one of the games running faster than 30 fps. But yeah, I2 is a huge leap.
It's been a long time since I played I2, but I believe it is also unlocked and runs at a variable framerate.I always thought Sonic Adventure 1 -> Sonic Adventure 2 was an impressive jump for Dreamcast. Not only did it look better, it ran at twice the framerate.
Infamous 1 would jump to 60 fps if you looked at a big empty space (like the ocean), but 95% of the time it ran at an unstable 30 fps. Not sure about Infamous 2, as I have not played it.
Uncharted 1 > 2
Halo 1 > 2
Turok 1 > 2 (whatever happened to Turok 3?)
Actually no.
It's full 720p but it sacrifices Reach's HDR, 720p is no magic number the difference between Reach's resolution and Halo 4 is miniscule and even less significant considering they sacrificed the lightning.
HDR wasn't sacrificed. The only major change from the bump to 720p was the need for tiling, which Bungie intentionally avoided.
Reach has way superior lighting engine, the HDR is superior and the lighting is deferred there are way more dynamic lightsources compared to Halo 4. Most of the lights in Halo 4 are actually just glows rather than actual lights, it's more aesthetically pleasing but certainly not superior. Also the GI solution is the same as it's still baked just like Halo 3 and Halo Reach.
The lighting is still deferred in Halo 4. Just a trade off of a reduced radius of the illumination on some objects but at the same time allow more dynamic lights at once. That's ignoring the other improvements as well.
Halo 4 is missing post processing effects from Reach like SSAO and motion blur (camera or and per object both !). It's also missing the particle effects seen in Reach also the alpha effects were full resolution in Reach, not in Halo 4.
Yeah the omission of motion blur does suck, but IMO the HBAO used in Reach never really added much to the scenes.
The particle effects are still in effect in 4. Also the alpha effects weren't really full resolution in Reach. They used a bucket system that overlayed full res transparencies on top of additional layers of lower resolution transparencies. Seeing how the alpha transparency effects were the main source of the performance issues in Reach, I think scaling them down a bit was the right call. Most of them still look great, with the ship explosions suffering the most.
Textures were superior in Reach and the environments were larger.
Textures were of similar quality. Every game will have patches of low res textures and Reach was no different. It's the difference in filtering that is probably throwing you off. I also don't think there is any big difference in the sizes of the environments.
In no imaginable way was HDR reduced lol. The HDR in HALO 4 is superior to Reachs'. Reach barely had any noticable HDR going on. And going from Reachs' 1152x720 to HALO 4's 1280x720p with custom FXAA is a big update and improvement with 100,200 pixels more on screen.
By noticeable HDR, do you mean in your face bloom? Because that's not what HDR lighting is really. It was noticeable in Reach, just like it is in Halo 4.
Also the bump in resolution is nice, but it's not that big of a deal. Unless it was pointed out to people, I doubt many would know Halo Reach was slightly sub-HD. The bigger additional was the removal of TAA and adding FXAA, but again it's not a huge thing.
As for polys it is noticeably increased. Just look at the warthog, spartans, marines, etc. Not only that but I dont need to post pics of the environments both inside and out of how they are way more complex in geometry than anything in Reach. Just look at that new map Wreckage and post one pic of Reach that looks anything close to that.
It's doubtful you can tell poly counts as easily as you're making it seem. A lot of that could come down to changes in shaders or art. You really don't know and will never know without having access to some wireframes or having a lot of experience working with polys.
Again HALO 4 HDR is superior to Reach's.
How?
Just as you land on Requim you notice the ground is way more complex in texture detail than when you first set food in Reach. No need to post pics if you have the games you can see.
How is the ground way more complex in texture detail exactly?
I always thought Sonic Adventure 1 -> Sonic Adventure 2 was an impressive jump for Dreamcast. Not only did it look better, it ran at twice the framerate.
In no imaginable way was HDR reduced lol. The HDR in HALO 4 is superior to Reachs'. Reach barely had any noticable HDR going on. And going from Reachs' 1152x720 to HALO 4's 1280x720p with custom FXAA is a big update and improvement with 100,200 pixels more on screen.
As for polys it is noticeably increased. Just look at the warthog, spartans, marines, etc. Not only that but I dont need to post pics of the environments both inside and out of how they are way more complex in geometry than anything in Reach. Just look at that new map Wreckage and post one pic of Reach that looks anything close to that.
LOL Do you know anything about the engines that these games run on?
Again HALO 4 HDR is superior to Reach's. HALO 4 still uses deffered lighting as it is how it still employs dynamic lights for all plasma shots and more than Reach. Jackal sheilds cast light that was not in Reach. All Promethean weapons cast light on any surface they get near with while you hold them and the Promethean Knights cast light on themselves and anything around them from their glowing body parts. Also Reach had no dynamic shadows while HALO 4 uses them.
Post processing is still better in HALO 4. Yea Reach had HBAO and motion blur, but those things degraded the image quailty thus they were disabled. FXAA is a post processing that is gained from dropping those features and the right choice as Reach was one jaggy, blurry, grainy mess.
Just as you land on Requim you notice the ground is way more complex in texture detail than when you first set food in Reach. No need to post pics if you have the games you can see.
And again learn what you are talking about because Reach is using the same res for alphas as HALO 4 because it is too not at full resolution. Research my friend.
The amount of faux technical knowledge in this post is pretty high. Just from reading the first line it's obvious you don't know the difference between actual FP16 HDR and LDR with bloom.
And Reach did not use Horizon Based Ambient Occlusion, it was Screen Space.
Also I like how you put a bullshot of Halo 4 and compare it to an in game shot of Reach. Your trolling is pretty sad.
Yeah I agree with Halo 4. It's gorgeous but a lot of things were sacrificed to get it there.
Reach does not use FP16
Reach does not use screen space but HBAO
I did not use that pic that was turok you moron.
I'm glad to see you have resorted to name calling and being wrong at the same time.
Post proof for both of your claims or your still just making stuff up.