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CGI-Quality said:
Cerebralbore101 said:

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. 

Sub-Surface Scattering makes a huge difference, actually. That's why character models have jumped so significantly over the previous gen. Also, even if you can't ell a difference with AF on or off, it is there. 

And yes, that's extra bells and whistles. That's what you're going to get with a new gen. 

Here's a two minute video showing the difference. https://www.youtube.com/watch?v=KKHfOfojF8w Without Ray-Tracing and SSS you can see that the light doesn't go through the alien guy's ears very realistically. With it the light goes through the ears. And that's pretty much the only difference it makes at all. Under the right lighting conditions, with the right environment, you could get some pretty neat results with this. For example; you could have a tropical forest with rays of strong sunlight shining realistically through thousands of SSS'd leaves in the jungle canopy. But not all games are going to use the perfect location for highlighting that type of graphics effect.