CGI-Quality said:
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