Isn't that one of the main changes in the PS5 version? Pretty sure all of the backgrounds have been improved.Phew!
How can this actually be fixed, save for Square putting resources towards actually modelling the midgar instead of using a 480p jpeg? I just remember it being so jarring, but I don't know if a higher resolution texture would really remedy it, because as soon as you moved the camera a little, I swear the texture would kinda warp. Might be misremembering
The background image in chapter 15 is the worst. I thought I saw footage of it in Integrade but I don't remember if it was the terrible background image or not. Hopefully they fixed that. That one is pretty much all I care about
It's corporations caving in to cowardly demands like this one that causes a breakdown in artistic integrity smdh
They modelled it for CGI cutscenes, and background cubemaps were probably rendered from that model. With UE5's Nanite it should even be possible to use in the game without much by-hand tweaking, but they'll need to move to UE5 for that, and we already know this won't be the case for the Intergrade. Full FF7 Remake Collection Remastered as PS6 launch title maybe.How can this actually be fixed, save for Square putting resources towards actually modelling the midgar instead of using a 480p jpeg? I just remember it being so jarring, but I don't know if a higher resolution texture would really remedy it, because as soon as you moved the camera a little, I swear the texture would kinda warp. Might be misremembering
They wouldn't dare.Guys imagine if they release lightning returns on ps5 and change the doggo model
Don't give them ideas.Guys imagine if they release lightning returns on ps5 and change the doggo model
SE did years ago. haha:
Some kind of blurry, dark void.
The door is there the entire game, even before you even open it, and when it zooms in once Cloud goes in, it takes up half the screen for a bit...Not sure how anyone can look at a scene with both Cloud and Tifa in it and notice a door instead.
Thanks, makes sense. I wonder how much of UE5 that part 2 will make use of it; we don't know when they got access to the engine but I could at least see Lumen being pushed.They modelled it for CGI cutscenes, and background cubemaps were probably rendered from that model. With UE5's Nanite it should even be possible to use in the game without much by-hand tweaking, but they'll need to move to UE5 for that, and we already know this won't be the case for the Intergrade. Full FF7 Remake Collection Remastered as PS6 launch title maybe.
Well, at least that texture file is 10mb in the disk, it looks a lot better when properly loaded. Hope Unreal 5 allows for better solutions toughHow can this actually be fixed, save for Square putting resources towards actually modelling the midgar instead of using a 480p jpeg?
Very cool to see it fixed but in this day and age, and on a PS5, why was this photo taken with a phone instead of in-game? 😩
Well, they add a photo mode. So I think they're confident in the final result. If not, I imagine there will be tons of memes after the game ship.Yeah this is what I want fixed the most. I'll never forget seeing this in this distance and then walking up close to it. My face was basically this
I hope for everyone's sake there aren't such stark differences between the two versions of Horizon. This door upgrade is really not something I would expect a cross-gen game to be capable of.
No, it was just a bug.This only possible cause of the SSD? I guess current gen is finally shining.
Not the same skybox (citybox?), but they did show an improvement regarding them (timestamped at 3:48, just in case):
Someone else explained it in the thread they said it was that the game had a low memory budget for textures and those sectors exceeded it apparently.
That door was apparently supposed to be hi-rez on PS4, but there was a bug on the engine that prevented to load it correctly in the game. What you saw is the door trying to load its texture indefinitely.