That HUD looks horrible.
Because there is low detail on basically everything,expected more.
I don't know... it has that, clean, empty look most launch title games suffer from.
I'll never forget Perfect Dark: Zero and its desire to have everything look... greasy and shiny.
One day there will be a CryEngine 3 game that doesn't use film grain.
Sorry for the OT but man, that part in TLOU was where the framerate was at its worst. Pan the camera around and boom, 15fps. FU ND.
Bet you still can't sleep at night man....
Dem feels of a little stutter on 8 year old hardware.
Hmmph.
Is this title using FXAA or is the scaling causing that blur?
Hmmph.
Is this title using FXAA or is the scaling causing that blur?
Don't see why it would be bad photoshop work, since it's exactly how the game looks. In fact, the game in motion actually looks better than all the provided screens, so I can't see why they would necessarily need to do any extra touchup work.
Image as a whole doesn't seem to have a strong blur to it. Are you referring to the character motion blur or the background depth of field?
One day there will be a CryEngine 3 game that doesn't use film grain.
I don't believe either. The whole image generally seems to lack sharpness. If the game doesn't use FXAA, then I think it's the scaling.
I think this shot is a good example
Everythings entirely still, yet things seem less detailed and more blurry than they should be.
Perhaps it's just JPEG compression losing details that's throwing me off but I'm not certain. It looks off.
I actually think the images are more flattering than the videos in terms of IQ. I noticed a lot of shimmering/quite a bit of aliasing in the videos.
For Ryse we developed our custom SMAA 1TX, in essence it is a combo of morphological AA with smarter temporal anti-aliasing. It's a new robust and fairly efficient technique which we shared some details about at Siggraph this year. It's a solution which deals with any signal input changes in order to smooth out potential shimmering during movement, while masking out any potential ghosting, and together with shading aliasing solutions it provides a more filmic image quality overall.
Aliasing? Okay, we have definitely seen different videos haha. I see no signs of aliasing.
The game doesn't use FXAA.
It uses Crytek's own custom solution that combines SMAA and what they call a smarter temporal anti-aliasing.
http://www.eurogamer.net/articles/digitalfoundry-crytek-the-next-generation
Best looking next gen game.
Best looking next gen game.
Now in PNG format (more quality):
Almost zero aliasing.
You mean launch right? Quantum break is way better.
Sorry for the OT but man, that part in TLOU was where the framerate was at its worst. Pan the camera around and boom, 15fps. FU ND.
Watching the video again, it seems most of the aliasing and shimmering is on distant background stuff (buildings, structures, statues etc). Up close and personal it looks very clean, when it starts zooming out and showing off some draw distance, jaggies start entering the fray. Must be some sort of adaptive AA solution or something.
Lack of 1080p crispness is definitely visible,.
Watching the video again, it seems most of the aliasing and shimmering is on distant background stuff (buildings, structures, statues etc). Up close and personal it looks very clean, when it starts zooming out and showing off some draw distance, jaggies start entering the fray. Must be some sort of adaptive AA solution or something.
Eyes must be going bad in your old age, nib
That's strange as hell, cause I can't see any aliasing at all, and I'm really looking for it, too.
One day there will be a CryEngine 3 game that doesn't use film grain.
No, there would be no difference. Video is just a bunch of screenshots in a row, and these screenshots come from the high-bitrate videos. What you're describing is a viewer's perception that the aliasing is better in motion, due to persistence of vision as exploited by temporal AA methods.Aliasing is a little worse in screenshots, because it lacks TAA component.
cause the direct feed is 1080p. The frame buffer from the xbox is spitting out 1080p, the rendered scenes are likely 1600x900 rendered internally then upscaled with native 1920x1080 UI elements, the HUD isnt being upscaled.Why are the direct feed shots 1920x1080?
I see what you did there.Looks pretty incredible on my phone.
No, there would be no difference. Video is just a bunch of screenshots in a row, and these screenshots come from the high-bitrate videos. What you're describing is a viewer's perception that the aliasing is better in motion, due to persistence of vision as exploited by temporal AA methods.
Lmao at those guys waiting behind him patiently with their axes. Whats the point of fighting group enemies if they just come at you one by one?