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Forums - Sony - The Last of Us remastered now officially 1080p 60fps!

Eddie_Raja said:
dane007 said:
Eddie_Raja said:
Dark Chaos said:
Eddie_Raja said:
spemanig said:
kupomogli said:
But but but.... next gen consoles are too weak to do 1080p @60fps when the game looks marginally good.


TLOU is a linear game. Not nearly as damanding. This doesn't "prove" anything.


When a dev can't get 1080p 60 FPS on bloody Halo 2 it does...

P.S.  I don't want to hear your silly "Graphics swich on the fly" BS.  If they can't fit both buffers it just proves 32MB is too small for detailed 1080p considering the original game too up nearly nothing in its frame buffer.

 


Halo 2 is a complete remake using xbox one power and it has two graphics engine both 1080p 60fps  and both engine will be running consecutively to allow sooth transition when players decides to switch between both engines. That alone si demanding compared to TLOU which just a touch on res and frames. its not beeing reedone on two engines at that resolution. I am sure if that was done,, ps4 would struggle as well.


Ok this is the last time I say "Make sure you know what you are talking about."  TLoU: Remastered has higher Framerate, Resolution, Polygon count, particle effects, lighting, shadows, and revamped gameplay.  It was done in-house by ND themselves.  

It will look substantially better than Halo 2 HD while not having a problem with 1080p.  Just accept these facts, and move on.

if the E3 2014 is anything to go by then the improvement is not big. it won't be completely redone like halo 2 hd is. secondly wheres the gameplay video showing this supposive massive improvement. thirdly halo 2 hd has two engine buffer running together at the same both 1080p and 60fps which is more demanding.  



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Oh wow a last gen. It should be a given.



GribbleGrunger said:

If the reason for this post was to enlighten then you failed because I just feel more stupid now.

It was to attempt to explain rendering in as short an explanation as possible.

The key take aways where: Rendering is a complicated and very taxing process that utilizes the most power of any game by necessity. There is literally no difference between loading one area of an open world without moving (linear), and moving across that open world thus changing the whatever you have in that area since they are both static/precomputed.

Thus I repeat myself again: There is no correlation between the linearity of a game and its technical demands.

Here's a fucking picture

For idiots simpletons dummies laymen uninformed, A rose by any other name would smell as sweet, the entire map is precomputed, but we are still rendering in real time, culling or cutting off at the boundaries of the red circle. Assuming our game is running at 30FPS, we are rendering at 30 hz constantly, regardless if we are culling a different part of the mesh(open warudo) or the same part constantly (linear)

Same. Everything else is a matter of design.



In this day and age, with the Internet, ignorance is a choice! And they're still choosing Ignorance! - Dr. Filthy Frank

Dr.Henry_Killinger said:
GribbleGrunger said:

If the reason for this post was to enlighten then you failed because I just feel more stupid now.

It was to attempt to explain rendering in as short an explanation as possible.

The key take aways where: Rendering is a complicated and very taxing process that utilizes the most power of any game by necessity. There is literally no difference between loading one area of an open world without moving (linear), and moving across that open world thus changing the whatever you have in that area since they are both static/precomputed.

Thus I repeat myself again: There is no correlation between the linearity of a game and its technical demands.

Here's a fucking picture

Same. Everything else is a matter of design.


I read every post you wrote concerning this subject of linear and open world. Are you some type of game designer and/or just have vast knowledge on this. Sounds like you know what you're talking about.



PSN ID- RayCrocheron82

XBL Gamertag- RAFIE82

NNID- RAFIE82/ Friend Code: SW-6006-2580-8237

YouTube- Rafie Crocheron

Rafie said:

I read every post you wrote concerning this subject of linear and open world. Are you some type of game designer and/or just have vast knowledge on this. Sounds like you know what you're talking about.

Computer Science major, Indie Developer, and I'm trying to start up an indie studio. It requires I keep pulse on a vein of the industry and this is a good place to do albiet this forum is a bit distracting at times.



In this day and age, with the Internet, ignorance is a choice! And they're still choosing Ignorance! - Dr. Filthy Frank

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Dr.Henry_Killinger said:
Rafie said:

I read every post you wrote concerning this subject of linear and open world. Are you some type of game designer and/or just have vast knowledge on this. Sounds like you know what you're talking about.

Computer Science major, Indie Developer, and I'm trying to start up an indie studio. It requires I keep pulse on a vein of the industry and this is a good place to do albiet this forum is a bit distracting at times.


Well kudos to you man. You know I've been in a lot of debates in my time, but I can see debating with someone like you would be all types of exhausting. LOL I hope you succeed in getting your indie studio up. I'll support it if it comes to fruition.



PSN ID- RayCrocheron82

XBL Gamertag- RAFIE82

NNID- RAFIE82/ Friend Code: SW-6006-2580-8237

YouTube- Rafie Crocheron

Dr.Henry_Killinger said:
Rafie said:

I read every post you wrote concerning this subject of linear and open world. Are you some type of game designer and/or just have vast knowledge on this. Sounds like you know what you're talking about.

Computer Science major, Indie Developer, and I'm trying to start up an indie studio. It requires I keep pulse on a vein of the industry and this is a good place to do albiet this forum is a bit distracting at times.

Oh please make it a standalone Dr Henry Killinger adventure, we know perilously little about his Magic Murder bag. :)

And good luck, man!



dane007 said:
Eddie_Raja said:
dane007 said:
Eddie_Raja said:
Dark Chaos said:
Eddie_Raja said:
spemanig said:
kupomogli said:


When a dev can't get 1080p 60 FPS on bloody Halo 2 it does...

P.S.  I don't want to hear your silly "Graphics swich on the fly" BS.  If they can't fit both buffers it just proves 32MB is too small for detailed 1080p considering the original game too up nearly nothing in its frame buffer.

 


Halo 2 is a complete remake using xbox one power and it has two graphics engine both 1080p 60fps  and both engine will be running consecutively to allow sooth transition when players decides to switch between both engines. That alone si demanding compared to TLOU which just a touch on res and frames. its not beeing reedone on two engines at that resolution. I am sure if that was done,, ps4 would struggle as well.


Ok this is the last time I say "Make sure you know what you are talking about."  TLoU: Remastered has higher Framerate, Resolution, Polygon count, particle effects, lighting, shadows, and revamped gameplay.  It was done in-house by ND themselves.  

It will look substantially better than Halo 2 HD while not having a problem with 1080p.  Just accept these facts, and move on.

if the E3 2014 is anything to go by then the improvement is not big. it won't be completely redone like halo 2 hd is. secondly wheres the gameplay video showing this supposive massive improvement. thirdly halo 2 hd has two engine buffer running together at the same both 1080p and 60fps which is more demanding. 

1) It isn't a simple port, and that is obvious if you would spend 5 minutes looking it up.

2) The leap between Halo 2 -> Halo 2 HD will be a bigger leap than TLoU -> TLoU:R.  Duh, Halo 2 is a 2 generation old game.

3) Halo 2 HD coming from an older game means it should be easier to pull off in 1080p than a more modern game (Once again TLoU is getting fully remastered as well).

4) Having the extra engine buffer is a joke of an excuse.  A game that old takes up less than 10MB of that buffer.  It is pathetic if they can't pull it off.



Prediction for console Lifetime sales:

Wii:100-120 million, PS3:80-110 million, 360:70-100 million

[Prediction Made 11/5/2009]

3DS: 65m, PSV: 22m, Wii U: 18-22m, PS4: 80-120m, X1: 35-55m

I gauruntee the PS5 comes out after only 5-6 years after the launch of the PS4.

[Prediction Made 6/18/2014]

spemanig said:
kupomogli said:
But but but.... next gen consoles are too weak to do 1080p @60fps when the game looks marginally good.


TLOU is a linear game. Not nearly as damanding. This doesn't "prove" anything.


Compared to what?



dane007 said:
Eddie_Raja said:

if the E3 2014 is anything to go by then the improvement is not big. it won't be completely redone like halo 2 hd is. secondly wheres the gameplay video showing this supposive massive improvement. thirdly halo 2 hd has two engine buffer running together at the same both 1080p and 60fps which is more demanding.  


E3 2014 only showed cutscenes which look the same on PS3, but the cutscene models on PS3 is what an actual in-game models will look on PS4. ND was dumb not to show gameplay for people to see the real difference