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CGI-Quality said:
Cerebralbore101 said:
The problem here is that going from NES to SNES, the difference was night and day. Even when comparing late gen NES titles like Kirby to launch titles like Super Mario World. The same thing goes for PS1 to PS2, and PS2 to PS3. But going from Original Xbox to PS3/360 wasn't that big of a difference right out of the gate. So people were dissappointed going from gen 6 to gen 7. And with the PS4 people were rightfully dissapointed going from PS3 to PS4, because the late gen PS3 games looked nearly identical to the launch title PS4 games.

They did? I saw nothing on last gen consoles, even at the end, that could keep up with Killzone: Shadowfall or Ryse graphically. They were considerably more detailed with techniques to a degree that you couldn't get out of those older machines (AF and advanced lighting being two of the biggest things). SSS on characters was also apparent in those two games in ways that even Beyond: Two Souls couldn't match.

Those are all just bells and whistles though. Nothing revolutionary. Sub-Surface Scattering hardly makes a difference unless you are modeling something that is semi-translucent, like the mucous membranes around an alien creature's jaws. I can't tell the difference between AF and No AF, unless I specifically look for it where a texture starts to tile on the floor. Lighting is nice, but you can still get really good looking scenes by baking the lighting in beforehand. There was definitely a huge leap from PS3 to PS4 in the lighting department when it came to open world games. That's because a moving sun makes baked lighting impractical. But lighting is only one thing out of several things that make up a scene.

If you know what you're doing, and know the limitations of your system, you can make things look really great. Did you know that the environmental geometry in Dead Space is so low poly you could run it on a PS2? It only looks so good because of the fantastic texture work. 

Last edited by Cerebralbore101 - on 14 June 2018