fatslob-:O said:
The game is certainly big alright and it does OK for enemy draw distance ... And they certainly made the right tradeoffs when it came to performance and scale but there are things that they could've improved on ... They should cut alpha effects altogether if it meant less aliasing/artifacts and the WII U with it's low bandwidth is not suited for rendering transparency and the same applies to the X1 to a much lesser extent. Omit depth of field since it's rendered at a low resolution when it only serves to sap the already little amount of resources that the WII U has accept the fact that it will never match the high quality implementations of the HD twins/PC. Leave out motion blur since it is most likely a screen space implementation which is limited in quality. Cube-maps are absolutely useless when it comes simulating the accuracy of reflections so there can be savings had from there. All of this may not be enough to push it 900p but any appreciable increase in image quality is welcomed and even better if Monolith Soft played around with the GPUs customer resolve capability to give better anti-aliasing from temporal sampling ... |
Honestly, in most games where Digital Foundry has pointed out low resolution alpha, motion blur, or depth of field, I haven't even noticed while actually playing. Similarly, I think the water looks fine with cubemaps.
As to the quality of it's AA solution, I can't speak to that until I get it on my own TV, but going by Digital Foundry's screens, it's far from the worst I've seen. I half expected them to jettison AA altogether, like Mario Kart 8 and a number of PS3/360 heavy hitters.
Crepuscular rays are a nice touch.








