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DF - Horizon is a technical masterpiece on PS4 and Pro

Witcher 3 runs good on consoles? Haha what? The graphics aren't even good and it doesn't come close to holding 30fps.

It's great on PC, but the PS4 version had me questioning why everyone was enjoying such an ugly, poorly controlling game.

The framerate is certainly much better on pc, but visually i never understand the massive improvement people claim it has. Just further lod. The lighting and assets still have a mostly low res/low fidelity look. And everything just looks much worse when it starts moving
 

KOHIPEET

Member
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I'll just leave this here. <3

Man. The Thunderjaw is such a fucking iconic enemy already. I hope they will be extremely difficult to take down.
 

dark10x

Digital Foundry pixel pusher
Witcher 3 runs good on consoles? Haha what? The graphics aren't even good and it doesn't come close to holding 30fps.

It's great on PC, but the PS4 version had me questioning why everyone was enjoying such an ugly, poorly controlling game.
It used to be absolutely awful on consoles but, in its current state, it's pretty much a locked 30fps most of the time. Still possible to encounter a dip here or there but they are not common. When using Boost mode on the Pro, it's even better.

The launch version, though, ran like shit.
 

hydruxo

Member
Witcher 3 runs good on consoles? Haha what? The graphics aren't even good and it doesn't come close to holding 30fps.

It's great on PC, but the PS4 version had me questioning why everyone was enjoying such an ugly, poorly controlling game.

It does run pretty good on PS4 at this point actually. Performance was horrible at launch (FPS went down to a slideshow in the swamp areas) but they patched it a ton and it runs fairly smoothly now.
 
wait til you guys play with photomode btw.

The way it's all in engine and so smooth how it transitions from day to night (with the clock slider) and the lighting effects on the monster. Guerilla are fucking tech gurus and the game looks amazinggg


k3LWfM0.jpg


k70Qr7F.jpg


Lense Flares will come in and become more pronounced and if they have lit elements on their body, it becomes lit normally like metal in the day.

bUh6xri.jpg


T08N2Uk.jpg

Would it be possible for you to post these uncompressed as PNG?

These at their full 3840X2160 are rather lacking, and I do not think that is a side-effect of being a reconstructed resolution through checkerboarding.
 

Caayn

Member
The picture quality is poor.

It looks like it's gone through the process of
The high amount of compression sure doesn't help the image. How large are 2160p .JPG files when taken directly on the PS4 Pro?

An uncompressed version could, most likely would, look good. But this compressed version simply doesn't impress me at all.
You'll be impressed when this engine is rendering Norman Reedus in all his naked glory.
( &#865;° &#860;&#662; &#865;°)
 
Would it be possible for you to post these uncompressed as PNG?

These at their full 3840X3260 are rather lacking, and I do not think that is a side-effect of being a reconstructed resolution through checkerboarding.

they look almost like 1080p images upscaled to 4k
 

Crossing Eden

Hello, my name is Yves Guillemot, Vivendi S.A.'s Employee of the Month!
I say we're at Polar Express levels already, with a few improvements over it, which is really respectable for real time.
We're not even in the same stratosphere as film let alone Toy Story. Horizon looks good but it still looks like a video game over CGI with perfect IQ, lighting, and polycounts. The only time game engines even remotely look like CGI is in incredibly controlled tech demos, (i.e., when the engine is SOLELY handling intensive visuals and nothing else). The polycount of any single frame in TS is 5-6M. Compared to games. Modern rendering techniques have made games more visually pleasing to the human eye in recent times. But don't knock them down by comparing them to CGI. >_>
 
We're not even in the same stratosphere as film let alone Toy Story. Horizon looks good but it still looks like a video game over CGI with perfect IQ, lighting, and polycounts. The only time game engines even remotely look like CGI is in incredibly controlled tech demos, (i.e., when the engine is SOLELY handling intensive visuals and nothing else). The polycount of any single frame in TS is 5-6M. Compared to games. Modern rendering techniques have made games more visually pleasing to the human eye in recent times. But don't knock them down by comparing them to CGI. >_>

games will never have the advantage of near unlimited computing power.
tech improves and we get better lighting, or character models or something else. but if an older movie could render 5 billion moving particles with no issues , games wont be doing that for ages and they can still look better than the movie.they just wont have the ultra polish that movies get, which are made frame by frame, something thats practically impossible with gamesno matter how powerful the hardware gets
 

VpomRurd

Member
We're not even in the same stratosphere as film let alone Toy Story. Horizon looks good but it still looks like a video game over CGI with perfect IQ, lighting, and polycounts. The only time game engines even remotely look like CGI is in incredibly controlled tech demos, (i.e., when the engine is SOLELY handling intensive visuals and nothing else). The polycount of any single frame in TS is 5-6M. Compared to games. Modern rendering techniques have made games more visually pleasing to the human eye in recent times. But don't knock them down by comparing them to CGI. >_>

CGI/Animated films only look so good because they are rendered at ridiculously high resolutions then super sampled down to whatever resolution they display at. The models and details in TS1 (for example) are years and years behind what we can achieve IN REAL TIME today. A super clean alias free image really helps sell the look.
 

Crossing Eden

Hello, my name is Yves Guillemot, Vivendi S.A.'s Employee of the Month!
games will never have the advantage of near unlimited computing power.
tech improves and we get better lighting, or character models or something else. but if an older movie could render 5 billion moving particles with no issues , games wont be doing that for ages and they can still look better than the movie.they just wont have the ultra polish that movies get, which are made frame by frame, something thats practically impossible with gamesno matter how powerful the hardware gets
They won't look better tho, even if you compare the models of the main cast of TS with anyone model from Horizon, it's clear which one is on a technical level much more advanced. We're talking MILLIONS of polygons with ALL geometry being hand modeled to models with thousands of polygons. Again what you're referring to comes down to artistic preference, not actual tech. Games, despite how good devs are at creating pleasing visuals, still aren't there yet.

CGI/Animated films only look so good because they are rendered at ridiculously high resolutions then super sampled down to whatever resolution they display at. The models and details in TS1 (for example) are years and years behind what we can achieve IN REAL TIME today. A super clean alias free image really helps sell the look.
No that's not the only reason that CGI/Animated films look so good, they look so good because they're handling way more advanced lighting data, way higher poly models, extremely high quality post processing, and a shit ton of other factors that lead to them looking insanely good more so than just the fact that they're rendered at high resolutions. Games can be rendered and downsampled with incredibly high resolutions nowadays too but they still can't get over the pitfalls of looking like a game outside of cinematics.
 

entremet

Member
I think he was talking purely technically. Also 1 good game? Kz2 doesn;t exist?

Apparently KZ2 doesn't exist.

Killzone 2 and 3 were legitimately good games. KZ3 was one of the best co-op games on the system believe it or not. Gun play was great and the campaign was paced tightly.
KZ2 was fun. Didn't enjoy 3. I guess I'm thinking about body of work. I need more. I thought Evolution (RIP) was stronger.

They just haven't had their Magnus Opus moment yet, although HZD looks to be it.

I've always thought they were talented but forced to make bland Killzone games. Hopefully, they're off that plantation.
 
We're not even in the same stratosphere as film let alone Toy Story. Horizon looks good but it still looks like a video game over CGI with perfect IQ, lighting, and polycounts. The only time game engines even remotely look like CGI is in incredibly controlled tech demos, (i.e., when the engine is SOLELY handling intensive visuals and nothing else). The polycount of any single frame in TS is 5-6M. Compared to games. Modern rendering techniques have made games more visually pleasing to the human eye in recent times. But don't knock them down by comparing them to CGI. >_>
Infamous Second Son has a poly count of 11 million per frame. And that was in 2014
 

Crossing Eden

Hello, my name is Yves Guillemot, Vivendi S.A.'s Employee of the Month!
Infamous Second Son has a poly count of 11 million per frame. And that was in 2014
And still it looks like a video game. It's due to the nature of the medium and the pursuit of believability but the conceit that realistic models=more technically advanced is why a lot of these discussions kinda fall flat. Since good art and technical skill needs to be propped up to impossible to achieve standards.
 
I can buy games now being better looking than Toy Story.

0691b8d9-48d7-42df-96de-a071793b62af.png


Yes, the IQ is impeccable but let's not try to fool ourselves that games like Horizon or Uncharted 4 hasn't got it beat.

The only thing that Toy Story has everything else beat is on aliasing, and nothing else.
 

nOoblet16

Member
We're not even in the same stratosphere as film let alone Toy Story. Horizon looks good but it still looks like a video game over CGI with perfect IQ, lighting, and polycounts. The only time game engines even remotely look like CGI is in incredibly controlled tech demos, (i.e., when the engine is SOLELY handling intensive visuals and nothing else). The polycount of any single frame in TS is 5-6M. Compared to games. Modern rendering techniques have made games more visually pleasing to the human eye in recent times. But don't knock them down by comparing them to CGI. >_>
Erm no. Firstly live action film CGI is more complex and advanced than Toy story like CGI.

Secondly Toy Story is pretty damn dated at this point, the textures, lighting, shadows has been surpassed by a tremendous margin especially because modern techniques didn't even exist back then, you won't see sub surface scattering in Toy Story cause it didn't exist, you won't see any form of GI in you story cause no one was doing it back then, you won't see PBR materials cause it didn't exist, you won't see high res textures cause TS was rendered at 720P and didn't use assets meant for higher resolution, similarly shaders were far more simplistic back then. Plus Pixar didn't even start using Ray Tracing until Cars which is the prime advantage CGI have over games today apart from IQ.

Lastly polycount isn't the be all end all either when it comes to object detail because what required polygons back in the day can be achieved with shaders today since shaders are so much more complex today. And EVEN then 5-6m polycount per frame isn't "huge" by any merits we had games last gen approaching that sort of numbers...The MT Frameworks games would regularly pump out 4-5 million polygons per frame on PS360.
 

nOoblet16

Member
games will never have the advantage of near unlimited computing power.
tech improves and we get better lighting, or character models or something else. but if an older movie could render 5 billion moving particles with no issues , games wont be doing that for ages and they can still look better than the movie.they just wont have the ultra polish that movies get, which are made frame by frame, something thats practically impossible with gamesno matter how powerful the hardware gets
Keep in mind that while Toy Story is offline CGI, it was still rendered using mid 90s computers and those had limitations. So it's never really unlimited computing while power otherwise they would have used much more than 5-6 million polygon per frame...Since 5-6 million would still give you poly edges and simplistic objects.
 

Crossing Eden

Hello, my name is Yves Guillemot, Vivendi S.A.'s Employee of the Month!
I can buy games now being better looking than Toy Story.

0691b8d9-48d7-42df-96de-a071793b62af.png


Yes, the IQ is impeccable but let's not try to fool ourselves that games like Horizon or Uncharted 4 hasn't got it beat.

The only thing that Toy Story has everything else beat is on aliasing, and nothing else.
Polycounts, lighting, reflections(faked but still incredibly impressive). Toy Story looks still looks insanely good especially on Bluray since they were incredibly obsessed and ahead of their with pretty much everything. They were even using real world scans for some things back then. If anything I find it strange that we're constantly comparing things using modern rendering techniques to those that didn't, (despite those things being more technically impressive).

Erm no. Firstly live action film CGI is more complex and advanced than Toy story like CGI.

Secondly Toy Story is pretty damn dated at this point, the textures, lighting, shadows has been surpassed by a tremendous margin especially because modern techniques didn't even exist back then, you won't see sub surface scattering in Toy Story cause it didn't exist, you won't see any form of GI in you story cause no one was doing it back then, you won't see PBR materials cause it didn't exist, you won't see high res textures cause TS was rendered at 720P and didn't use assets meant for higher resolution, similarly shaders were far more simplistic back then. Plus Pixar didn't even start using Ray Tracing until Cars which is the prime advantage CGI have over games today apart from IQ.

Lastly polycount isn't the be all end all either when it comes to object detail because what required polygons back in the day can be achieved with shaders today since shaders are so much more complex today. And EVEN then 5-6m polycount per frame isn't "huge" by any merits we had games last gen approaching that sort of numbers...The MT Frameworks games would regularly pump out 4-5 million polygons per frame on PS360.
VFX is a whole different ballpark. And i'm talking in the context of video games vs CGI, not VFX vs Pixar/Disney CG. You're right that a lot of the more technically advanced things were faked to save on time and for artistic purposes. But there nothing like Toy Story at the time it was released so they really had very little frame of reference, (not to mention how many things they were thinking about at the time to make it look as good as it did). A lot of CGI films from the past decade didn't use modern rendering techniques, but still vastly outclass video games technically.
 

Crowne

Neo Member
Please do not kill me, but now I want a Zelda game, using the Decima engine. A man can only dream...naughty dreams indeed...I want my cgi like Zelda, dammit :)
 

nOoblet16

Member
Polycounts, lighting, reflections(faked but still incredibly impressive). Toy Story looks still looks insanely good especially on Bluray since they were incredibly obsessed and ahead of their with pretty much everything. They were even using real world scans for some things back then. If anything I find it strange that we're constantly comparing things using modern rendering techniques to those that didn't, (despite those things being more technically impressive).
Toy Story uses 5-6m polygon per frames games passed that number a long time ago. The lighting while soft is not as accurate as what you get these days and it also lacks any sort of bounce lighting which most games seem to have these days (even if baked, but then the entire Toy Story movie is baked).

The reason why Toy Story has smooth models despite having lower polygon count than even games like Resident Evil 5/ Dead Rising 1 is because they converted the models using NURBS which ensures smooth surfaces at the cost of not having much high frequency details on the model and are also harder to animate. It's why they ended up going for the human models the way they did in Toy Story 1, that art style was born out of necessity than anything else since if they didn't we won't see such smooth surfaces since 5-6m polygons aren't nearly enough for smooth models like Toy Story 1. Atleast that's my understanding of it.

More on NURBS
https://rmanwiki.pixar.com/display/REN/NURBS
 

Crossing Eden

Hello, my name is Yves Guillemot, Vivendi S.A.'s Employee of the Month!
Please do not kill me, but now I want a Zelda game, using the Decima engine. A man can only dream...naughty dreams indeed...I want my cgi like Zelda, dammit :)
The best thing possible for Zelda is for it to stay stylized as much as possible. In terms of physics and stuff Zelda seems way farther ahead of Horizon considering that was a seemingly a huge focus for Nintendo's new proprietary engine. Engines are more than renderers...

Toy Story uses 5-6m polygon per frames games passed that number a long time ago. The lighting while soft is not as accurate as what you get these days and it also lacks any sort of bounce lighting which most games seem to have these days (even if baked, but then the entire Toy Story movie is baked)
Looking at some of those 4k images and videos on gamersyde and genuinely not seeing it. Horizon still very much looks like a video game. This is the sort of stuff I think about when it comes to game engine rendering perfectly replicating the crisp look of CGI:

As a video game it's like holy hell the technical wizardry on display. But still not gonna confuse me with CGI, (especially outside of the photomode).
 

Polygonal_Sprite

Gold Member
We're not even in the same stratosphere as film let alone Toy Story. Horizon looks good but it still looks like a video game over CGI with perfect IQ, lighting, and polycounts. The only time game engines even remotely look like CGI is in incredibly controlled tech demos, (i.e., when the engine is SOLELY handling intensive visuals and nothing else). The polycount of any single frame in TS is 5-6M. Compared to games. Modern rendering techniques have made games more visually pleasing to the human eye in recent times. But don't knock them down by comparing them to CGI. >_>

I don't think most people really care about the technicalities of how they get there and what numbers things have. The point is if you take games like Ryse, The Order, FH3, AC Unity, U4, Quantum Break, GR Wildlands, Driveclub and Horizon they look very close to CGI to the average person. Yes we can pick them apart but when you consider what $250-$400 consoles are able to produce in real time it's just phenomenal imo.

Please do not kill me, but now I want a Zelda game, using the Decima engine. A man can only dream...naughty dreams indeed...I want my cgi like Zelda, dammit :)

There's nothing wrong with wanting a Zelda game using cutting edge rendering techniques. BotW would gain so much from having a ton more foliage with a much better lod. Add to that a resolution boost, some better AA, AF and you have a much, much prettier game than it currently is (I'm sure the PC guys will mod the hell out of the Wii U version of the game to make it very pretty). I do think the Switch version of BotW is incredibly impressive though considering it's running on what is essentially a tablet that can also be played on the go.
 

vivekTO

Member

I think someone said earlier that it surpassed Toy story , which it is both technically and artistically, And now we are discussing something not related to the previous post.

Obviously no game(in near future) will surpass the CGI of modern movies , there is no doubt there.

But still not gonna confuse me with CGI, (especially outside of the photomode).

Hmm.. nobody is challenging your ability to decide between CGI or realtime , i really don't get the point of the quote.
 

Timbuktu

Member
I can buy games now being better looking than Toy Story.

0691b8d9-48d7-42df-96de-a071793b62af.png


Yes, the IQ is impeccable but let's not try to fool ourselves that games like Horizon or Uncharted 4 hasn't got it beat.

The only thing that Toy Story has everything else beat is on aliasing, and nothing else.

I don't think anyone go back to Toy Story for the graphics. My godson still wants it on repeat whenever I babysit him. It was a great choice that the subject matter sort of worked with the technical limitations at the time.
 
Re: IQ on 4k screens

I've noticed checkerboarded 4k comes out really wonky in screenshots. My Watch Dogs 2 captures look absolutely awful but in the game the IQ is pristine. Maybe someone more knowledgeable can explain it.
 

Crossing Eden

Hello, my name is Yves Guillemot, Vivendi S.A.'s Employee of the Month!
I don't think most people really care about the technicalities of how they get there and what numbers things have. The point is if you take games like Ryse, The Order, FH3, AC Unity, U4, Quantum Break, GR Wildlands, Driveclub and Horizon they look very close to CGI to the average person. Yes we can pick them apart but when you consider what $250-$400 consoles are able to produce in real time it's just phenomenal imo.
I wouldn't say that they would tho. The phrases you typically hear are "wow that looks so realistic."
or sick graphics bro.
Games are becoming better and better at hiding the flaws of game visuals but I still feel like we're really short on titles that genuinely are good at replicating the look of CGI.

There's nothing wrong with wanting a Zelda game using cutting edge rendering techniques. BotW would gain so much from having a ton more foliage with a much better lod. Add to that a resolution boost, some better AA, AF and you have a much, much prettier game than it currently is (I'm sure the PC guys will mod the hell out of the Wii U version of the game to make it very pretty). I do think the Switch version of BotW is incredibly impressive though considering it's running on what is essentially a tablet that can also be played on the go.
Idk, AF, AA, polycounts, and resolution are the biggest issues I have with BOTW visually. Don't think it'd benefit with less stylization. You can be stylized while at the same time using modern rendering tech. Zelda really doesn't mesh well with realistic, TP looks like ass and frankly so does that tech demo where Link had clay hair. Zelda is perhaps Nintendo's most technically advanced series, where they have to use more modern things like mocap. But they are pretty small as a studio relatively speaking, the flaws show, the flaws show up less often when they go for stylization.

I think someone said earlier that it surpassed Toy story , which it is both technically and artistically, And now we are discussing something not related to the previous post.

Obviously no game(in near future) will surpass the CGI of modern movies , there is no doubt there
I'll concede that it's a lot more visually interesting than Toy Story but I still don't think it surpasses it on a technical level even in spite of TS's lack of modern rendering techniques what with it being a two decade old film. Genuinely think a computer would have more trouble rendering a scene of toy story than a scene of horizon.

Hmm.. nobody is challenging your ability to decide between CGI or realtime , i really don't get the point of the quote.
That's not the point of that statement. Compare Horizon to those and you'd see the disparity, it doesn't look like CGI. Moreso an incredibly good looking open world game. Perhaps the best looking open world game not counting some titles on PC.

Much better.

Don't care about technical details I know what my eyes are telling me, TS is not looking better than this, I would rather see a movie being done with Horizon's engine than TS1's visuals.
Until Dawn is basically that and it's uncanny valley AF.
 

nOoblet16

Member
Looking at some of those 4k images and videos on gamersyde and genuinely not seeing it. Horizon still very much looks like a video game. This is the sort of stuff I think about when it comes to game engine rendering perfectly replicating the crisp look of CGI:
Firstly, those are not Toy Story 1 screenshots and the first tow of those are very unflattering and "gamey" as you like to put it. I'm sure you have seen UC4 screenshots from the epilogue with prebaked lighting that look close to the third shot btw. Secondly, CGI movies like Pixar movies are never crisp. There has been extensive input from Pixar developers on this matter where they mention that in order to get a perfectly aliasing free image it is necessary to have a soft look because no matter how high the resolution goes you will find imperfections unless you soften the image.

Lastly, looking "like a game" isn't necessarily a bad thing especially when Toy Story itself doesn't look anything realistic nor does it manages to look like a game. That movie is simply dated CGI that was surpassed in many many ways.
 
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