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

Richard_Feynman said:
Dr.Henry_Killinger said:

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

I can't believe you are hammering on this point so much.

Not only is it going against common knowledge - it is implied in the hundreds of articles similar to this one:

http://n4g.com/news/1516332/watch-dogs-sets-new-graphical-standards-for-open-world-games-on-ps4-new-screens-released

... but is also contrary to experience. GTA3,4,5 haven't looked as good as linear games. Neither have any other open world games (depending on a few factors).

I also found that image to be woefully inadequate for any type of argument you are trying to make. Surely you could figure out why? I also don't appreciate your use of fancy nomenclature in argument as it simply comes accross as unnecessary pomposity - especially since your argument is a very simple one - really, it's a one liner. The pomposity stems from these kind of things: "For idiots simpletons dummies laymen".

Once again, there are hundreds of articles like this one,

http://www.forbes.com/sites/erikkain/2014/06/03/all-this-naughty-dog-graphics-hype-is-missing-the-point/

with statements like these:

"it’s far easier to create gorgeous looking graphical sets for linear titles than to craft a hugely detailed open-world game."

The fact that you major in CS says very little. I did computer science as well and I know very well what is learnt at undergraduate level - not so very much at all. It may intimidate the average person here, but it is a ruse in my opinion. And the things you mention about being an Indie dev under your 'credentials' are also not worth anything because (I assume) you haven't made a single game as of yet. And even if you did, then it would have given you absolutely zero insight on the topic of 3d open world games.

In short, I'm calling you out on a bullshit statement and subsequent arguments.

Thank you. I've been trying to argue this out but I'm done with it. You've summed up the points pretty well.



                                                                                                               You're Gonna Carry That Weight.

Xbox One - PS4 - Wii U - PC

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Chevinator123 said:
Zekkyou said:
I wonder what sort of fluctuations we can expect seeing as the original was built around necessity rather than stability. The environmental set pieces for example intentionally took a performance hit to provide more detailed surroundings. It worked well since those scenes generally had you just walking from point A to B while admiring the view (so never felt sluggish), but they increases the gap between the original and the new target. Those scenes tended to hover around 24fps (20 - 28), so the jump for it to be a solid 1080p/60fps would be somewhere around 650%+. That's without even considering the upgraded assets and AA o_o

If they manage to lock those scenes at 60fps and i'll be pretty impressed. That would be some serious dedicated for a port

0 drops most likely

I had forgotten that she left 343 and joined Naughty Dog. That was really a boon for ND. Corrine knows her stuff. Her work on Halo 4 was impressive.



Never doubted ND! :D



I'll probably end of double dipping and get this game again. Nothing else really coming out,until the fall.



Richard_Feynman said:

I can't believe you are hammering on this point so much.

Not only is it going against common knowledge - it is implied in the hundreds of articles similar to this one:

Common Knowledge is often wrong, why would it be right in this case? Last time I checked making and producing a video game isn't common knowledge.

http://n4g.com/news/1516332/watch-dogs-sets-new-graphical-standards-for-open-world-games-on-ps4-new-screens-released

That article was merely a bunch of screenshot saying that graphical fidelity of open world games

... but is also contrary to experience. GTA3,4,5 haven't looked as good as linear games. Neither have any other open world games (depending on a few factors).

This is by design.

I also found that image to be woefully inadequate for any type of argument you are trying to make. Surely you could figure out why? I also don't appreciate your use of fancy nomenclature in argument as it simply comes accross as unnecessary pomposity - especially since your argument is a very simple one - really, it's a one liner. The pomposity stems from these kind of things: "For idiots simpletons dummies laymen".

Pomposity? Try frustration. This a point that I have repeated far to many times. I will admit that it was a bit tactless, but its clear that some of the arguments I had yesterday where really agitating, so I just took a break from the site for a while.

Really look at that image, these are two exact same scenarios, the exact same maps, loaded with the exact same assets in the exact same world. This is not real world i.e a game like this wouldn't be made commercially, this is to convey a point. In both illustrations, everything outside the Red Circle is not being rendered, but the entire map is loaded, that means no extra loading of the map has to be done, its just culling things out of the red circle to save performance. The "Linear" game is rendering a single section of a loaded map every frame its rendered. The "Open world" game is rendering a single section of the loaded map per frame but is rendering a different part every frame, hence the arrow. Despite this, they are both rendering the same amount of Area.

These are identical maps, of identical games, with identical assets, the only difference is that one is "linear" and the other is "Open World"

Thus as far as rendering is concerned any differences in power usage are by design. If a dev prioritizing loading a large map over making a small corridor look pretty that is by design.

Once again, there are hundreds of articles like this one,

http://www.forbes.com/sites/erikkain/2014/06/03/all-this-naughty-dog-graphics-hype-is-missing-the-point/

with statements like these:

"it’s far easier to create gorgeous looking graphical sets for linear titles than to craft a hugely detailed open-world game."

Whether or not its more difficult has nothing to do with my statement. This is quote is concerned with design

The fact that you major in CS says very little. I did computer science as well and I know very well what is learnt at undergraduate level - not so very much at all. It may intimidate the average person here, but it is a ruse in my opinion. And the things you mention about being an Indie dev under your 'credentials' are also not worth anything because (I assume) you haven't made a single game as of yet. And even if you did, then it would have given you absolutely zero insight on the topic of 3d open world games.

Credentials don't matter, simply do the research. Not the commercial crap, forget what the dev say. Devs say w.e they want in Articles to get the support of consumers. Read up on rendering in the Academic field. Your not going to get a valid experiment in the commercial industry. And FYI, I never touted my credentials, I was asked. Its not part of my argument in the slightest.

In short, I'm calling you out on a bullshit statement and subsequent arguments.

I never enter an argument or make a serious claim unless it is both sound and correct.

There is no correlation between the linearity of a game and its technical demands.

This means that all things equal. The scale of the map is what determines the openess of a game. That does not mean it will render more, just that it will take up more space on disc.  The things that determine its technical demands are how its designed, not simply its openess.

EDIT: And yes, it occured to me that someone could simply design an open world and linear game to use the same assets but to clarify, THIS IS THE EXACT SAME WORLD, AN OPEN WORLD THATS LOADED A MAP FAR LARGER THAN IT CAN RENDER. In the linear sense its only rendering a part of the map. While the open world part is rendering multiple parts of the map in subsequent frames.

e.g

lets give a rendering cell an arbitrary amount of processing power, remember every cell is identical, so that the only difference is how much of the map is rendered not what is rendered.

each cell is 5, and their are 5 cells.

Linear:

Cell 1 (5) * 60 FPS = 300 a second

Open World:

Cell 1 (5) * 12 frames + Cell 2 (5) * 12 frames + Cell 3 (5) 12 frames + Cell 4 (5) 12 frames + Cell (5) *12 frames  = 300 a second, covering the entire map in a second



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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@kane Yea fair enough but so far the trailer shows very little difference between the two version. They are tweeting such huge upgrade yet they have not shown any gameplay videos to illustrate teh graphical upgrades that both ND and Sony have been touting about . They could have shown at least one actual gameplay video lol.



dane007 said:
@kane Yea fair enough but so far the trailer shows very little difference between the two version. They are tweeting such huge upgrade yet they have not shown any gameplay videos to illustrate teh graphical upgrades that both ND and Sony have been touting about . They could have shown at least one actual gameplay video lol.


I think it's obvious they were waiting for a build with constant 60fps before putting it out there. Should be shown Soony.

although we've gotten glimpses of gameplay parts, very little though



@raziel -- well they already reached 60fps and still no video. The game is releasing 29th July so thats just 4 weeks away. They shown the trailer which too me saw very little upgrade to the ps3 version



Dr.Henry_Killinger said:

I never enter an argument or make a serious claim unless it is both sound and correct.

There is no correlation between the linearity of a game and its technical demands.

This means that all things equal. The scale of the map is what determines the openess of a game. That does not mean it will render more, just that it will take up more space on disc.  The things that determine its technical demands are how its designed, not simply its openess.

EDIT: And yes, it occured to me that someone could simply design an open world and linear game to use the same assets but to clarify, THIS IS THE EXACT SAME WORLD, AN OPEN WORLD THATS LOADED A MAP FAR LARGER THAN IT CAN RENDER. In the linear sense its only rendering a part of the map. While the open world part is rendering multiple parts of the map in subsequent frames.

e.g

lets give a rendering cell an arbitrary amount of processing power, remember every cell is identical, so that the only difference is how much of the map is rendered not what is rendered.

each cell is 5, and their are 5 cells.

Linear:

Cell 1 (5) * 60 FPS = 300 a second

Open World:

Cell 1 (5) * 12 frames + Cell 2 (5) * 12 frames + Cell 3 (5) 12 frames + Cell 4 (5) 12 frames + Cell (5) *12 frames  = 300 a second, covering the entire map in a second


I certainly do appreciate the tone of your response and your writing style in general. That is a rare thing for me to say.

I get your argument, but for technical reasons I disagree. Why? It is very simple. Flying through the open world of GTA V in a jet enables me to reach each one of the (arbitrarily chosen) rendered cells in the city in a small enough time step to affect the quality of the rendered objects in each of these cells.

Hence, Uncharted2's village in the mountain (a very small, linear playing area):

Looks better than anything in any open world game on PS3. 

"There is no correlation between the linearity of a game and its technical demands."

I don't know why you are complicating things with strange statements and terms. Boiling down my point (and everyone else's who's arguing with you) to its absolute essense:

LINEAR GAMES HAVE BETTER GRAPHICS THAN OPEN WORLD GAMES

This is what everyone is arguing with you about. Nothing else. And everyon absolutely says that this is due to a difference in the technical demads of a game.

Taking this statement of yours:

"There is no correlation between the linearity of a game and its technical demands."

We can look at it a different way. This is important, so when you have the time please answer this:

If there is no correlation between the linearity of a game and its techincal demands, then for what reason were there not a plethora of open world games flooding the market after GTA III's astounding success? If there were no difference in technical demands, then surely everyone could have said, "oh yes, this is better", and simply made many more of the games open world?

I offer the answer that linear games are less technically demanding in a myriad of areas: visually, ito design, system memory blah blah blah.

If you could be more succinct with your statements (claims) then I'd appreciate it. Also, sources validating your claims would be appreciated.

So I'm disagreeing with you, but not in bad spirits.

 

 

 



RafaelOrix said:
Mystro-Sama said:
Can't wait to finally play it on PS4 after hearing so many good things about it.

Yeah, me too. Decided to wait a little longer and I think it will be well worth it, also I'm doing basically a media blackout to avoid spoilers.


Yeah i did the same thing but didnt had luck avoiding spoilers especially thanks to Youtube thumbnails and that TLOU trailer Sony showed on their E3 (2014) press conference....

I F#CKING HATE SPOILERS!!!!