Lol are you kidding.
View: https://i.imgur.com/rK64v4m.jpg
It's the most beautiful game I've ever played.
I am probably a bit biased as it was the first game I played on OLED though.
But seriously it was outstanding.
I'll bet on it looking way better than that trailer. It's almost tradition for PS Studios franchises that the 2nd game sees a sizeable graphical jump over the 1st one that laid the foundation.
Yeah.I'll bet on it looking way better than that trailer. It's almost tradition for PS Studios franchises that the 2nd game sees a sizeable graphical jump over the 1st one that laid the foundation.
There are still PS5 games with low poly objects here and there. The lighting is the real star of that trailer. And also the super good looking water.was referring to the first gameplay reveal in 2018, but even in that video some nice use of fog doesn't cover up the low poly/texture in the environments. also at that point we had already seen better character rendering in an open world game from H:ZD
Yep.Beautiful color palette / art direction, but very last gen when you look at anything from other than a macro POV.
I have confidence in gameplay improvements as Iki Island was pretty much "we heard your open world complaints for the main game" and made noticeable improvements for Iki.Yeah.
I know I shit on the texture quality but I understand it's probably due to memory constraints on PS4. If Ghost 2 is more of the same (gameplay-wise), I will definitely be disappointed but I am excited to see what they can do with graphics now. Hopefully we get some photogrammetry.
That's not what people mean when they talk about the weaker aspects of the game's presentation. Because at times those weaker aspects overshadow everything that's good about the art direction.Art direction is great but textures are just ok/blurry/bad" style of takes are the weirdest to me.
The game has amazing art direction precisely because textures aren't extremely detailed which gives it a very painterly look that doesn't feel busy to the eye. That is an actually intentional choice that enhances the overall look by making you not pay attention to little details and embrace the nature and the use of contrasting colors in different biomes.
I am profoundly curious as to how they arrived at that water shader. Game was gorgeous but there were so many little things that became hard to ignore by the final island.
I mean, that reveal trailer absolutely looked like a PS5 game.
View: https://www.youtube.com/watch?v=MUz539AeC5Y
If anything it's what we should expect the second game to look like.
That's not what people mean when they talk about the weaker aspects of the game's presentation. Because at times those weaker aspects overshadow everything that's good about the art direction.
To be fair, it probably wouldn't be able to run that way. On the base PS4, it chugs down to the 20s when there's particle effects goingFelt like the first reveal looked much better than what we ended up getting.
The main reason I barely played it was disappointment with the graphics. Sometimes it felt like there were no character shadows during gameplay and it was jarring
THANK YOU. For the longest time I thought I was literally the only one who was seeing the dithering.The PS5 version irks me. It has the same sloppy image treatment as the PS4 Pro version which means loads of hideous dithering everywhere.
Other than that (and the incredibly stiff facial animations), it's a gorgeous game and one of the best looking games of the last generation. I really just wish we didn't collectively settle on the idea that checkboard rendering and temporal injection is the best way forward in most cases when all solutions aren't built equally. Something like, say, Insomniac's work in Rift Apart or Miles Morales, that's every bit as sharp as a native presentation. Ghost of Tsushima… not so much.
I think we have different definitions of beautiful because so many aspects of the game's visuals are held back in that screenshot. This game looks it's best when none of those flaws are apparent, i.e. in the various fields of grass, forests, temples, etc.I literally don't see any problems with the screenshot example you've posted. Shit's beautiful.
I think we have different definitions of beautiful because so many aspects of the game's visuals are held back in that screenshot. This game looks it's best when none of those flaws are apparent, i.e. in the various fields of grass, forests, temples, etc.
People don't want the game to look more realistic and there isn't a misunderstanding when it comes to the art direction. The first Horizon game had similar issues. And then they took that feedback and improved the weaker elements, like the water.
Yea it's not just ripples and reflections they massively overhauled the way the water looked in FW compared to the first game, where it was the weakest element of that game's visuals hands down. This compressed as hell gif doesn't do the difference justice.We definitely have a different definition of beautiful, because to me the water in both Horizon games is beautiful and the difference is precisely in realism/tech - the ripples and reflections behave more naturally in Forbidden West but it doesn't make Zero Dawn look ugly.
I mean that was gorgeous for 2003.But then again this from 2003 to me is beautiful as well, even though on a technical level it doesn't hold a candle to any of the modern day games now.