Games Analysis |OT| Time To Argue About Pixels And Frames!

Performance mode looks good, for sure, but in the DF when they showed the side by side comparison I was kinda shocked about the clarity difference. Normally 1800p is very hard to spot from native 4K, especially so during the PS4 Pro days, but for some reason I easily noticed it here. Resolution mode looks so sharp in the DF that I’d probably go with that (they did) if I had a PS5 and the game.

True but the differences are in the distance, not up close which when playing isn’t going to matter.

In that case it’s not too bad at all. I didn’t watch the whole video, but I noticed the difference in grass when they showed the side by sides.

It is a different genre (and outside of your gaming preference), but don’t disregard/disrespect Forza Horizon 5’s visuals like that lol.

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No disrespect intended. I had Forza Horizon 5 as the best looking game this generation but come Friday, it’s second best in my opinion. Looking at the foliage and areas in HFW simply aren’t possible in FH 5 due to the genre being racing and having tracks/cars where as in HFW, you’re either on foot or riding a mount which is small compared to a car.

The grass is when they zoomed in like 400%. No normal person is doing that because they would be too busy playing the game as opposed to doing what DF does.

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HFW looks amazing and is easily one of the best looking games this gen so far but I think you guys will be surprised how this gen ramps up. FH5 has a similar level of environmental detail and things will only get better on both platforms. Really exciting times when you think about it. :slightly_smiling_face:

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Agreed and why I said “soon”. lol. HFW will be surpassed visually. It’s just a matter of time but if I had to guess, I would say once cross-gen ends for most publishers/developers.

If you play FH5, that level of foliage is definitely present there, especially when you are driving around in the open world.

Regardless, HFW looks gorgeous.

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They’re both so different and are aiming for different things so it’s hard to compare lol.

I personally think HFW blows it out of the water but that’s more so because of the art style then the graphical prowess.

While I’m not trying to discredit the incredible work and detail Guerrilla has put in with HFW, some of the shots from DF’s video just don’t do it for me but in like… an artistic/direction sense. Technically it’s all stellar. I was listening to the KFG review video and Andy talked about how the game looked very noisy at times like there’s just so much shit on the screen and it’s all so detailed and lush and high quality that it can be a little overwhelming to the eye. Then I watched the DF video and understood what he meant.

For me, there’s some environments where it looks just too oversharpened and contrasty. It’s just not my favorite style. The hyperrealism or whatever you want to call it. A lot of the outdoor areas look fantastic though especially the vistas from up high.

For example: at a glance this looks impressive, but something about the art direction and contrast doesn’t look good to my eye.

The lighting of the characters in the cutscenes look bad too. The rim lighting looks really bad, especially in the scene with the black character and the white pixelation outlining his hair.

It all looks so greenscreened and composited rather than within a scene. I do appreciate them turning down the hero lighting in shadow in game.

But really overall it’s extremely impressive especially things like foliage density and the water systems and of course the environment design and robotic animals. Really impressive work. The neon underwater stuff and the aurora city vista things at night especially stood out to me. Those probably look amazing on an OLED. Also I feel like if I played it I would switch to 60 fps to actually soften the image intentionally lol.

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I see I was not only one who thought this particular scene looked "off. " The artists obviously went for a hyper realistic look, but I think they went a bit overboard and especially in this scene. But this is mostly perception and it is up to you if you like the direction they went with.

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it’s the AO (baked? texture?) of all the wood and the materials of it I think. It looks… idk how to describe it. Like if you were to remove all that bamboo stuff and it was just rock and moss and the hole to outside the scene would be rather stunning. But something about it just looks wrong.

It kind of looks like a matte painting lol. As you say, it is kind of hard to explain.

Starfield’s in-engine trailer also had signs of RT. Given the type of game it is, you can bet it will really stress the CPU, so I’m expecting a super pretty, super deep 30fps game. Can’t wait. :slight_smile:

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I think part of it is the horizontal logs with moss on them kinda look similar to a landscape of dirt/grass that would be in that same spot as part of the background. But since it isn’t actually a dirty/grassy landscape in the distance, it is sharp (since it is in the middleground of the scene), but the eye might struggle fitting those into the middleground perceptually since they seem like they could also be part of the backdrop.

That and I think as @rtansey said the exposure of the sky in the background almost seems like what you’d see as you were passing through that doorway/hole instead of having the camera way back from that opening. Almost like the transition happens way too early or something, while Aloy is still well situated within a darker setting.

I def agree with @rtansey about the cutscene lighting. It looks horrible. Wonder why they toned that shit down in-game but not in the cutscenes, where arguably they should need it less in the first place.

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It’s weird cuz they have such wonderful character models and skin shaders and animation quality (motion captured it seems)… and have a robust lighting system… but then deliberately choose to use a whack light rig within the digital scene. I understand wanting characters to be highlighted, but maybe just construct your set better to allow for natural lighting or more integrated lighting to keep the characters ‘popping’.

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It’s checker board rendering actually. You can see the artifacts in the particles related to checker board

I am kinda afraid of the 30fps but I expect that that’s coming too.

If it’s anything like FH5’s level of smooth in 30 fps, I will have no problem.

Would be dream come true to be honest. FH5’s 30 fps mode changed my perspective a lot.

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As long as it is smooth I’m happy with it. FH5 is butter in 30fps. Then again, this is BGS so maybe it will be an issue, heh. Hope not though.

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