| d21lewis said: I guess my ass could use a little schooling. If it's not too much to ask, can you help me appreciate the leap? |
But of course my boy.
First we need to address the primary issue - When comparing the new generation to last generation, people automatically do so with the newest games of last generation, these games have benefitted from nearly a decades worth of development experience, SDK updates and shared development community expertise and workarounds, to get the clear picture of the technological leap, you have to strip back the consoles to their launch offerings, in which case the best we can do here is with comparing Resistance : Fall of man to Shadowfall, people tend to romantisize the past and remember thinkings looking better than they actually were, as is the case with retro games and people fast discovering that they looked a lot worse than they remember.
The best way to see this shift in development is to compare a launch title on PS3 with a much later game such as beyond two souls or the last of us.


Beyond the obvious differences in texture quality, mesh complexity, bump mapping and shadows have all taken a considerable step in improving, the biggest difference however is the ability to use multi layer textures, shaders and subsurface level shaders to produce multiple material lighting and coloring effects, but these effects show very little in static screenshots as shown above, the real meat of the meal comes from the game in motion.
Compare the lighting/shader effects used in Resistance: Fall of man here : https://www.youtube.com/watch?v=n79Efwn22w0 (select 720p), noting that the gun is primarilly flat textures with poor active lighting and a rough lightmap.
With the lighting/shader effects used on the gun in KZ:SF here : https://www.youtube.com/watch?v=tTrFMof-bDo The lightmap is significantly better and not only in resolution but in refracting colors from the environment, as well as the colored light from the weapons fire itself.
These same reflective and refractive properties are echos throughout the games texture collection, adjusted for each material type, a common occurance for games on all three of the newer systems.
It isn't that these features were impossible on the last gen systems, because they were, it just required so much power from the paultry hardware that it was rarely used properly and often faked using other effects for a less than satisfactory result.
So what we end up with is:
- Improvements across the board to lighting and lightmap resolution
- Improvements across the board to texture resolution thanks to higher memory capacity
- Extra GPU features and power allows for complex shader and subsurface calculations for lighting and texture
- Additional power allows for more objects to have tesselation applied, and for mipmap, bumpmap and displacement maps to be applied and with a high resolution
- Additional power allows for per pixel motion blue and accurate depth of field, rather than bluring the entire screen.
- Integrated solutions for anti aliasing result in better overall IQ with little impact to performance
- Expanded memory pool available to GPU allows for more expansive assortment of textures instead of tiling the same texture multiple times across a scene.
One of the major advantages behind having the capacity to handle gpu compute and by extension, complex shader math is using engine elements beyond their original intended purpose, if we take for example this particular gears of war mission in which it's raining heavilly, the solution used for handling rain is simply to apply an animated displacement map to the flat textures of rain ripples, and a second animated texture of "dripping" rain to all vertical surfaces, while it works, roughly, it presents issues such as the animated textures play out on surfaces that should not be wet such as underneath sheltered areas, the particle effects volume that stops the raindrop effect does not effect the ground textures, because the textures used are hardcoded to have the water effect applied, it's only when you enter a solid structure that has textures designed to be always dry that the rain effect ceases.

While creating a very gradual and soft transition between focus and out of focus, the effect also tweaks light calculation to generate realistic halo glimmer around bright distant objects, and an expanding effect on extremely bright light sources which would occur in the real world when adjusting your focus, the result is a believable shift in player focus when using the motion tracker, at which point your eye is drawn to the motion trackers screen and you are given reason to put it away to better see the path ahead, just as you would in real life.







