| fatslob-:O said: 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. |
Most of the textures in NFS U are quite high resolution for the system, as they are sourced from the PC version. In Watch Dogs U, there are muddy, flat textures all over the place:

Just watching the footage, WD U is seriously lacking in independent local light sources, whereas NFS has tons. Driving through a tunnel in both shows a stark difference.
And while the material system is WDU theoretically has more diversity, it doesn't do it very well; metal, plastic, and wet concrete don't look as good as their NFS equivalents, (the cars in particular sorely lack shading) while stuff like cloth and skin appear flat and basic.








