PLASTICA-MAN
Member
Hm, where?
I think he is talking about either PC or Xbox One versions since they are downloadable now on those platforms. PS4 version will be available on 9th March.
Hm, where?
Hm, where?
A free trial for The Division is arriving today on all systems. It caps players at level 8 and lets you play for six hours. All progress will carry over to the full game
Here's some quick screens at 1080p
Here's some quick screens at 1080p
here's one at 4k using the share button.
I've being waiting for this Pro patch, thanks Ubisoft
And rainbow 6 still looks like shit. Ubi gone ubi
Seems like a fantastic update, like so many others recently, but remember the Pro is a big fuck-you to Playstation fans and will signal the end of console generations as we know them.........
...What?
Your sarcasm detector broken?
I'm (pleasantly) surprised at their commitment to this game. They could have let it die as it seemed poised to do. I actually kinda regretted picking up the base game for a measly $15 a few weeks ago...but this sort of support makes me want to finally jump in at least for the story portion.
Your sarcasm detector broken?
I understand it was sarcasm. My issue was the straw man he randomly decided to mock.
So...does it look like E3 2013's version now?...or....
Any word on 60fps?
TBH!Only good thing to come out of patch 1.6 IMO.
Considering that TAA was mentioned in patch notes the B choice would be my bet.Thanks for the shots! By my pixel counts the 4K shot does seem to be a full 3840x2160, which I'm aware barely seems credible. So there are two possibilities where the native resolution may be less:
A. Checkerboard rendering
B. Temporal AA edge improvement
The first option doesn't seem very likely to me. These shots seem to have been taken when still, or with little motion, so reprojection artifacts wouldn't be prevalent anyway. But I don't see any of the telltale stippling you usually get.
The second option is much more likely. To explain, this is when supersampling from sequential frames allow the edges of objects to get more and more accurate. This can effectively raise the resolution of those edges, while the remainder of the image remains softer. This appears to be used in For Honor, so perhaps Ubisoft shared the method here.
As further evidence, the TAA that's necessary for this technique can leave ghosted artifacts on objects in motion. (These are typically larger and multiply repeat, so they can generally be distinguished from CBR artifacts.) These types of artifacts are visible in the last shot.
Finally, it's harder to tell because it just relies on AA patterning, but I do think the game is downsampling at 1080p.
Please keep in mind that I am not an expert, so any or all of this could be mistaken. (And also the 4K shot is very dark and has few good edges to check.)
I don't think they never intended 4k native. Reconstruction as always.No way its 4k
And rainbow 6 still looks like shit. Ubi gone ubi
its a shame they aren't doing anything for Rainbow.
No one is confused (except perhaps you). The reason my conclusions about rendering resolution are stated tentatively is because they're based on a single screenshot, with little visible detail. It would be irresponsible and misleading to act certain about my analysis. But I assure you, given enough material to test people can still easily tell the difference between native, reprojection, and accumulation techniques.If it's to the point where people are confused & can't tell if it's native or not does it really matter?
Think we'll get a sequel?
The game has its flaws and had some insane issues at launch.
But man, I truly loved the setting and the gunplay.
I think a sequel that irons outs the kinks in this one could be amazing.
No one is confused (except perhaps you). The reason my conclusions about rendering resolution are stated tentatively is because they're based on a single screenshot, with little visible detail. It would be irresponsible and misleading to act certain about my analysis. But I assure you, given enough material to test people can still easily tell the difference between native, reprojection, and accumulation techniques.
And of course it matters, no matter how good the results get. It makes little sense to totally devalue the analytical perspective. Sure, to the end user only the results matter, not the method; if it looks good enough to them, it's good enough. That's trivially true.
But that statement applies equally well to folks who can't tell the difference between 30fps and 60fps. That doesn't mean we might as well quit mentioning what framerate games run at.
Game looks so damn good now. It's so clean!
You go through the tests to ensure you're not making a mistake, not because the tests are hard to interpret.If you have to go through all this to test to find out if it's native or not then it's to the point where it only really matters as a talking point.
And rainbow 6 still looks like shit. Ubi gone ubi