| curl-6 said: Building textures seem about equally unremarkable between the two to my eyes. NFS definitely has the better textures overall, in fact the devs said for NFS they used Wii U's extra RAM to include better-than-last-gen textures. By contrast, WD on U just uses the last gen 512MB-of-RAM assets. The "ambient" lighting in WD looks more like a lack of lighting to me; it doesn't seem to have any of the HDR, numerous light sources, bloom, etc. that NFS employs. As for the material system, I'd wager almost none of that made it into the Wii U/PS3/360 versions of Watch Dogs, that's more of a PS4/Xbone/PC thing. Watch Dogs on Wii U is the more CPU intensive game, I'll give it that. But NFS makes much better use of Wii U's GPU and RAM. |
Memory isn't the only contributing factor to the textures ... There are other ways to get around the memory limit such as streaming the textures from the disk. The textures for structures such as this is awful so it's not so clear and cut as to which game has the better textures as you make it out to be.
HDR doesn't necessarily change anything about the lighting. It only allows for more contrast. Light's are more than just point lights. There are area lights and environment lights as well but SSAO improves lighting all around by trying to calculate how occluded the surfaces are from exposed light to improve upon the areas less exposed to light.
The material system is flat out superior to NFS even on last gen consoles. With NFS, it doesn't even attmept handle anything more than plastic, concrete, or metal. Watch Dogs on the other hand takes an extra step further by adding in skin, cloth, glass, and wood.







