Oh you can tell. Not that hardFeels like we are getting to the point where I can barely tell the difference between PS4 and PC.
Like I have to squint to see the difference.
Oh you can tell. Not that hard
So this runs well on PC? Can I get 1080/locked 60 on an i7/1070/16 gb ddr4 ram?
Ehhh, I think the gap is getting smaller and smaller. PS5 pro and I'll probably have to take out my magnifying glass to see the differences, lol.
Because CA completely changes the look, one has a distortion filter and the other has been switched off for a cleaner imageWhy? It doesn't require modding or any alteration of the game files.
Much better
The difference is very clear, and the Xbox One is definitely running at a different resolution, not the same as PS4. Just look at the shimmering on the foliage in this shot (click on the image for a bigger version):Yeah that's a pretty big difference. DF probably compresses their videos more for youtube but the below one looks more like how the game is on Pro, crisper and edges are defined, not smeared into each other.
PC looks noticeably sharper.
Doesn't really look on par, based on the screenshot comparison earlier in this thread. Also how can it be on par with maxed settings when HBAO+ is only on PC?
Would be cool if someone could post some PS4 Pro 4k mode screens, with geometry in view. Only ones so far are resized to 1080p and DF don't provide screens anymore.
Given the complete lack of pixel-level details or sharp edges in these shots it looked like an interesting challenge, so I gave it a try:
From this at least, it looks like DF was more or less spot on, others not so much. It's very hard to find a good number of edges to counter-check though given the overall nature of the images.
The gate seems to indicate something like 1330p at the position I counted. So that's 1220 in one position/situation and 1330 in another, D-F's 1260 still looks good.I posted some day time shots as well. Those should help. The one's with the metal gate should help. The one with the wooden shed seems the best lit but it looks rough, too much JPEG.
Game does look good on the PS4 Pro. The CA just hurts my chest.
Now this is something I like, this is better than watching the whole video for me. Good job on this. Referring to link, not the gif.The difference is very clear, and the Xbox One is definitely running at a different resolution, not the same as PS4. Just look at the shimmering on the foliage in this shot (click on the image for a bigger version):
But the absolute proof is when they zoom in. Click here for a comparison.
I think it's literally impossible that Xbox One is running at the same resolution as PS4 there. So there are only three scenarios:
1. Candyland is comparing using the demo, which has different settings than the retail version Digital Foundry is looking at.
2. Digital Foundry is right about 1080p on Xbox One, but didn't notice the resolution is dynamic and sometimes less.
3. Digital Foundry are just wrong, and the game isn't 1080p on Xbox One.
When chandoog or others post screenshots from Pro 4K and Xbox One, we should be able to push toward the real answer.
I read you can't on consoles.Can't you disable CA on consoles? You can do that on PC.
Strange choice of settings for PC version there, TXAA with FXAA seems unnecessary and is NV exclusive while HBAO+ should work on all h/w but isn't used.
Ok, here's a few 4K JPEGs from brighter lit areas of the game. JPEGs so expect some compression but hopefully these are sufficient for pixel counting, paging Liabe Brave, NXGamer and other resident GAF pixel counters.
The aliasing on the image increases pretty significantly during the transition, definitely feels like a resolution drop, rather than just the textures streaming in. I think the extra load from the streaming is the cause. Anyone else noticed it?is that actually a resolution drop or just texture streaming seen through the limitations of the headset?
I find that I disagree with your results in this example. Here's the area counted again, but leaving just small portions of your borders so the image behind is clearer.Given the complete lack of pixel-level details or sharp edges in these shots it looked like an interesting challenge, so I gave it a try:
From this at least, it looks like DF was more or less spot on (given that there is clearly some uncertainty factor at these scales), others not so much. It's very hard to find a good number of edges to counter-check though given the overall nature of the images.
Keep in mind also that if the rendering gap isn't a low-integer ratio, you may have to count enormous stretches of the screen to hit the precise number. For example, if the game were rendering at 1440p, in theory you could get that exact result with as small a count as 3 pixels. With 4 pixels, you could exactly hit 1620p, etc.Hooboy, this should be on DF's interview to hire their next staff member lol. Different results with each post. It seems like the game might be rendering in the 16xxp region but the heavy post-process makes it appear lesser in some areas.
I'm getting 1680p. 32/14*3840=1680.
Uh, you've suddenly made me very unsure about pixel counting. I could have sworn that steps-vs-pixels gets you a ratio, and then you apply that to each dimension of the final frame size to determine rendered frame size. But what you're doing here is finding a ratio, applying it to the width of the final frame, and giving the result as the height of the final frame.17/45*3840=1450 so I'll go 1440p here.
18/42*3840=1645.
RE7 is a technical achievement in many regards
- amazing realistic look
- great FPS from a japanese dev
- 60 fps
- 1080p on both consoles
- no loading
- VR support
- released on its scheduled date without delays and little buggs
It may givea you the "indi" vibe but its a lot more than that.
I actually don't think it's dynamic. I must note, however, that my evidence for this relies on my responses to Durante and chromatic9 being correct. I'm obviously not an impartial judge of that, so take all this with caution. But here's the pixel counts from the thread, assuming my alterations of others are accurate:I wonder if it's just the heavy post processing or if the game is using a dynamic res implementation like Halo 5's. That method had constantly changing vertical and horizontal res in order to maintain a consistent 60fps.
From everything I've read, yes, absolutely, easily. Most of the time when people report issues it seems related to a more constrained memory (GPU or main) amount. Your setup should run at around 100 FPS at least.
Fair enough, I can see where you're coming from. I still think that disabling CA is fair game as it's a simple toggle on the menu screen and does show how the (unaltered) PC version can/will look compared to the PS4 PRo version.Because CA completely changes the look, one has a distortion filter and the other has been switched off for a cleaner image
For someone who don't know CA is it can give them the wrong impression
Thanks for jumping in and confirming it.
In order to provide the other side, I thought it'd only be fair to post the raw counts given in this thread, not just my versions of them. So here's the set:
816p (chromatic9 #2)
926p (chromatic9 #3)
945p (chromatic9 #1)
1260p (Digital Foundry)
1271p (Durante #1)
1330p (Durante #2, count area not posted)
1620p (NXGamer lower bound)
1656p (Candyland)
1656p (everyeye.it - possibly repeated from Candyland)
1669p (my count)
1680p (NXGamer upper bound)
Or maybe, I'm just a prodigy and was right all alongThis thread has certainly become interesting! I had kind of avoided coverage out of fear of spoiling the game (don't have my copy yet) but I kept seeing this pop up so I had to see what was going on.
Anyways, I just wanted to jump in and clear things up since this game is insanely difficult to pixel count. In this case, we were able to get the information on the PS4 Pro resolution directly from Capcom itself. They confirmed to us that RE7 runs at 2240x1260 on a PS4 Pro.
...looking at shots myself, yeah, I can see the issue in getting the right number. The confusion here makes a lot of sense in this case.
In order to provide the other side, I thought it'd only be fair to post the raw counts given in this thread, not just my versions of them. So here's the set:
816p (chromatic9 #2)
926p (chromatic9 #3)
945p (chromatic9 #1)
1260p (Digital Foundry)
1271p (Durante #1)
1330p (Durante #2, count area not posted)
1620p (NXGamer lower bound)
1656p (Candyland)
1656p (everyeye.it - possibly repeated from Candyland)
1669p (my count)
1680p (NXGamer upper bound)
..and there you go, so the results came from the Dev direct and this explains it. Thanks very much for sharing and confirmingThis thread has certainly become interesting! I had kind of avoided coverage out of fear of spoiling the game (don't have my copy yet) but I kept seeing this pop up so I had to see what was going on.
Anyways, I just wanted to jump in and clear things up since this game is insanely difficult to pixel count. In this case, we were able to get the information on the PS4 Pro resolution directly from Capcom itself. They confirmed to us that RE7 runs at 2240x1260 on a PS4 Pro.
...looking at shots myself, yeah, I can see the issue in getting the right number. The confusion here makes a lot of sense in this case.
I agree on the chromatic9 counts being methodologically wrong. I also agree that applying the correct methodology to the existing numbers he posted gives results that are so low that they can't really be right given the visual results. Both of those are edges I wouldn't even attempt to count given the overall blur. I also mostly agree with your assessment of my crop - it was 5 am, what can I say. Looking at it again I would choose a 15 pixel window.
All that said, my temporary conclusion is that the only thing I can say with certainty is that the game is really blurry, and I can't believe it's anywhere near 1600p.
Edit:
Or maybe, I'm just a prodigy and was right all along
This thread has certainly become interesting! I had kind of avoided coverage out of fear of spoiling the game (don't have my copy yet) but I kept seeing this pop up so I had to see what was going on.
Anyways, I just wanted to jump in and clear things up since this game is insanely difficult to pixel count. In this case, we were able to get the information on the PS4 Pro resolution directly from Capcom itself. They confirmed to us that RE7 runs at 2240x1260 on a PS4 Pro.
...looking at shots myself, yeah, I can see the issue in getting the right number. The confusion here makes a lot of sense in this case.
Even then, it was the right choice just for the fact that you look at every nook and cranny and that would have been a less pleasant experience if it wasn't 60FPS.Isn't this 60 fps because it's a PSVR game?
The very first shot of the game...the realization that the Louisiana land was actually being rendered in real time...whatever sacrifices they made with this engine, Capcom still manage to pull off some impressive shit that most devs are not accomplishing at.Sounds like Capcom got their next gen engine figured out ?
Panta Rhei maybe dead but this is really impressive all around.Not often do we 1080p 60 fps with good visuals and lighting on console.
Especially the 60 fps part lol.
Yes I agree, this was my opinion of things when I covered the demo versions. Pretty sure now looking at Xbox1 it still has a similar solution from that demo as I covered then, hence the visual difference is clear when you have both side by side but still working on it.The more I look at things the more they don't fit with the plain "1260p" information we have. A way to reconcile everything would be to assume that there is some temporal reuse going on, which - when it works - gives many AA-ed edges the appearance of extra resolution.
This is why I stick to PC games, intercept the API calls and you know what's going on, no guesswork
Except HBAO+ option of course which is the only feature the PC version has in exclusivity and even NVidia said that. And even in the comparisons, the difference isn't noticeable.
Do you not see the difference in clarity between the screenshots posted by Rayge? Wow.
You might as well stick with the regular PS4 version then. You wouldn't be able to tell the difference between both PS4 versions either.
I agree on the chromatic9 counts being methodologically wrong. I also agree that applying the correct methodology to the existing numbers he posted gives results that are so low that they can't really be right given the visual results. Both of those are edges I wouldn't even attempt to count given the overall blur. I also mostly agree with your assessment of my crop - it was 5 am, what can I say. Looking at it again I would choose a 15 pixel window.
All that said, my temporary conclusion is that the only thing I can say with certainty is that the game is really blurry, and I can't believe it's anywhere near 1600p.
Edit:
Or maybe, I'm just a prodigy and was right all along
Thanks for the screens.
I'm getting 1680p. 32/14*3840=1680. Others welcome to try the table area. Seems a good spot.