QB does have better models. They're literal digital doubles of the actors.
Better than what?
QB does have better models. They're literal digital doubles of the actors.
You sir have good taste. I was about edi in Ori and The Blind Forest.Ori and the Blind Forest, that's probably my favorite when just talking visual appeal and not tech, it's just sooo pretty at times, and 60fps too.
I'd say that Trine 2 is up there as well (Maybe Trine 3 too? Haven't played it for more than an hour).
QB does have better models. They're literal digital doubles of the actors.
"Extremely high quality motion blur"
"Extremely high quality Temporal AA and IQ result"
GI solution with a bounce pass - A lot of games don't do this still, not to the same quality at least, and don't have a bounce pass.
Voxel Grid Lighting - Very expensive technique that allows for realistic light scattering (used heavily throughout the game)
High levels of dynamic lighting (again better than most games)
High usage of GPU accelerated particles - (most games do not do this anymore (expensive) and not to this scale or frequency)
Adaptive tessellation for snow deformation (most games don't do this)
Probably the highest density of render detail seen yet in a released game
There's a lot of stuff in GoW that most other games don't bother with, like an actual dynamic deformation rig for characters muscles? Most games don't do that. Most games don't have the sheer amount of objects on the MC running with physics as GoW does, and so on.
That's the thing, a lot of PC heads in this thread say 'oh, well, X feature in a completely different game' and ignore than God of War smokes those aforementioned games overall and uses it's power to do different things in different areas or to a new benchmark quality in different areas for the console space.
And the notion that a games overall visual quality can be summed up in a checklist is farcical. This thread is about the best looking game.
Pretty much, Also despite PC gaming's whole stereotype being high end graphics, most PC gamers don't play those demanding games, the top 10 games on Steam except for PUBG (Poor optimisation lol) & maybe Siege, run on toasters, it seems PC gamers really don't care too much about graphics after all. That has always been the case though, even back in the day people use to joke about how PC gamers would buy a 6800 Ultra & go play Diablo 2.
You say you are against check list but this right here is a checklist and falls under "antialiasing and post process" category. You are basically proving my point.
Uhm, it won't be GI without atleast 1 bounce pass. Second of all, ALL games have static global illumination.
global illumination = direct lighting + indirect lighting.
Global Illumination (GI) is a system that models how light is bounced off of surfaces onto other surfaces (indirect light) rather than being limited to just the light that hits a surface directly from a light source (direct light).
This is ps3 era tech that you are using to claim that this is the "best looking game of all time"?
Battlefield 3
One of the actual best looking game of all time with the best implementation of static global illumination is AC Unity
This is pretty much standard in alot of games today, Horizon, ROTR, QB, AC Unity, The division.. I could go on and on.
This is another one of DF hyperbole with the "realistic, high quality, amazing, high level" speech that is just full of surface detail and doesn't actually break down whats being done.
But again, the only dynamic light in that game that i can concretely say without a shadow of doubt is dynamic is the light that the main character shines.
But again, ALL games use dynamic lighting and most games also have shadow casting enabled on most of those light. GTA V, The division, QB, for example. Again if i were to provide a full list to your statements, there would be 20+ games for each response.
The actual amount of particles are limited. Game like QB is pushing alot more in particles than GOW.
Not true again, almost every game does this. This is an old technique all the way back from Batman Arkam Origins, The division has it, ROTR has it, Horizon, Steep has it.
Alot of games where snow is prominent uses tessellation / displacement heightmap based snow deformation.
What exact environment or scene are you talking about here?
Actually alot of games have alot more objects on the MC running with physics than GOW. The deformation is nothing but a normal map and other games do that too.
You still haven't shown anything that GOW does as good or better than other games.
This is without me bring up some of the short comings of GOW for example the hair lacking frizzness, fresnel, anisotropic reflection and sss.
God of War and a lot of games in general, shame because with the devs even admitted with better hardware they would've pushed it even further, (starting with real strands of hair and even more complex lighting for instance), they also used an incredibly high quality performance capture method and to reiterate, expensive as hell lighting, resulting in incredibly lifelike characters:
See above.I don't care if they are digital doubles, some FIFA and Pro evolution models also look like "digital doubles" of the real life athletes, it doesn't make them as impressive and detailed as GoW's models.
It's not a good argument.
And you're also legitimately 100% wrong about GOW using a normal map for snow deformation. You don't know what you're talking about. God of War 100% uses adaptive tessellation for the knee-high snow. It's very clear that you just have an agenda. I alo lol at your 'if I broke down each section there would be 20+ games that are also doing this' when 20 games were released last week alone.
It's too obvious really, he changes his tune to fit his narrative, and quite ironic too calling out DF's tech analysis as hyperbole but on the other hand saying what GOW does tech wise is mediocre. Simply unfair
to those guys in Santa Monica who worked their butts off to make this good looking game (budget and time wise as possible) and being called out mediocre by a fanboy to fit his agenda.
You're absolutely right about GI being used in most games because I had a brain fart, but aside from that you're straight up delusional. The 'gotcha's you think you have even if true don't undermine the rest of the post, and you are misconstruing what the OP was asking. I wasn't replying to you.
Again it's especially telling that you refer to GI as 'PS3 tech' as the basis of questioning what's impressive, which just highlights that you don't understand the issue. You're basically obsessed with tech and a drive to photorealism.
And you're also legitimately 100% wrong about GOW using a normal map for snow deformation. You don't know what you're talking about. God of War 100% uses adaptive tessellation for the knee-high snow. It's very clear that you just have an agenda. I lol at your 'if I broke down each section there would be 20+ games that are also doing this' when 20 games were released last week alone.
I never said GOW used normal map for snow deformation.
My exact words were "Alot of games where snow is prominent uses tessellation / displacement heightmap based snow deformation."
What i did say concerning normal map was the muscle contortion.
Every statement i have made so far have been bullseye. Your inaccurate depiction of GI shows you lack some knowledge required to discuss technical aspects of game engines and hence the ability to adequately evaluate rendering pipeline of games and their visual fidelity.
You can call me delusional but i backed up all of my statement with visual evidence and facts.
Lastly saying something is based off of several decade old tech is not diminishing its qualities.
But what it showcases is that the person using that as their supporting argument might not be as knowledgeable as they think in that subject.
The reason i haven't posted 20+ pics is because i don't want to flood this thread with more pic evidence than i have already done.
Actually a lot of games have alot more objects on the MC running with physics than GOW. The deformation is nothing but a normal map and other games do that too.
I absolutely detest console exclusives, only play PS4 games that friends own, and it's absurd to say anything other than that GOW looks incredible.
Mediocre? Give me a break.
God of war has probably the best implementation of snow tech, I have seen. For the other part it is up there current gen title not better... I prefer HZD more consistent...
Another fact, HZD art direction is not photorealistic like God of War. ND games are stylized too. Out of Detroit and Death Stranding the other game art direction are not photorealistic...
God of War does not have photorealistic art direction.God of war has probably the best implementation of snow tech, I have seen. For the other part it is up there current gen title not better... I prefer HZD more consistent...
Another fact, HZD art direction is not photorealistic like God of War. ND games are stylized too. Out of Detroit and Death Stranding the other game art direction are not photorealistic...
I find it funny that you go to your friends house to play with their PS4 exclusive games. I wonder what you say to them " Hey can I come over to your house to play your PS4 exclusive games because I hate console exclusive games and don't want to waste my money supporting such ridiculous practice like what you are doing, but please let me play your console exclusive so I can chime in a forum about the exclusive game"
I'm assuming you've never played a game on a PC or Xbox One X.
Well, SoT came out and that was not the case...except, you know, for the water :P
Detroit and Death Stranding also don't have photorealistic art direction. All of these games despite being realistic push for the look of a film, and by design avoid the mundane lighting conditions of real life:Sorry corrected, it was not what I wanted to say... Like I said only Detroit and Death Stranding have phororealistic art direction...
Edit: I was not knowing God of War use mesh deformation for muscle... Another great technology for the game...
Edit 2: The most complex rigged character of a Sony game is Ellie for Last of US 2 said by Neil Druckmann
Detroit and Death Stranding also don't have photorealistic art direction. All of these games despite being realistic push for the look of a film, and by design avoid the mundane lighting conditions of real life:
How strong the color of the flame is
The perfectly placed spotlight
The light pointed directly at her face
The Order came out two years after the PS4 launched and look at my posts about the tech of Quantum Break. Tomb Raider as well, is incredible comparable when it comes to snow tech.Lol people bringing up tomb raider and qb like they are even contenders.
Nothing has come close to The Order, at least for consoles, and that was a launch window game.
This is a thread about visuals, there's an OT if you want to gush about gameplay instead of derailing this one.All these games were great looking, spectacles to behold for sure. But none of them were great games.
Really brings home the idea that calling this the best looking game of all time is really off the mark.New batch, can't wait for photomode, all shots are the beginning of the game, no spoiler at all.
Quantum Break literally has more complex models and better animation in cutscenes than the ones used in God of War. They literally used a higher quality performance capture and model scanning method, http://www.di4d.com/work/entertainment/quantum-break/....people are actually comparing the models for Quantum Break and God of War?
God of War models look like it's from a different generation. Some scenes are CG quality at times.
The only character models that's up to par is the girl from Hellblade, and Aloy.
God of War and a lot of games in general, shame because with the devs even admitted with better hardware they would've pushed it even further, (starting with real strands of hair and even more complex lighting for instance), they also used an incredibly high quality performance capture method and to reiterate, expensive as hell lighting, resulting in incredibly lifelike characters:
See above.
no one is derailing. Maybe you just decided to leave out the VISUALS part of my post.The Order came out two years after the PS4 launched and look at my posts about the tech of Quantum Break. Tomb Raider as well, is incredible comparable when it comes to snow tech.
This is a thread about visuals, there's an OT if you want to gush about gameplay instead of derailing this one.
It's too obvious really, he changes his tune to fit his narrative, and quite ironic too calling out DF's tech analysis as hyperbole but on the other hand saying what GOW does tech wise is mediocre. Simply unfair
to those guys in Santa Monica who worked their butts off to make this good looking game (budget and time wise as possible) and being called out mediocre by a fanboy to fit his agenda.
God of war has probably the best implementation of snow tech, I have seen. For the other part it is up there current gen title not better... I prefer HZD more consistent...
Another fact, HZD art direction is not photorealistic like God of War. ND games are stylized too. Out of Detroit and Death Stranding the other game art direction are not photorealistic...
Also note that he ignores things like the Voxel grid lighting and then says 'you can't name one thing!'
It's clear even clear with his own videos in the snow deformation section that God of War does it more accurately with better approximation. Where as with Tomb Raider (seriously take a look) you can see that it's essentially calculating with a far more basic preset shapes (less actual deformation). This is especially clear when you look at the wire-frame portion of the video. GoW is more detailed in its snow deformation, and seldom few could even arguably match it at the moment.
You can also see that the tessellation for Snow in Assassins Creed 3 isn't as detailed as Tomb Raider, or GoW. He sets benchmarks where it suits him and ignores them where it doesn't.
or says 'so many games have more physics on their characters attire than God of War!', it's like.
Quantum Break On PC looks better than The Order, QB's biggest issue was IQ, a necessity because the game can't run on the original XB1 otherwise.no one is derailing. Maybe you just decided to leave out the VISUALS part of my post.
The order is a better game for visuals than the games you mentioned, The end.
Detroit's pre-release materials already have better visuals than God of War.
Quantum Break literally has more complex models and better animation in cutscenes than the ones used in God of War. They literally used a higher quality performance capture and model scanning method, http://www.di4d.com/work/entertainment/quantum-break/
and that was one of the most consistent praises for the game
http://www.di4d.com/news-blog/praise-for-quantum-break-facial-animation/
One of the main weaknesses of God of War specifically is the stiff, (for modern standards), facial animation and eye shading:
See the examples two examples I posted above.
The idea that QB is not a notable example of performance capture, modeling, and lighting in this industry is ridiculous.
I saw the videos, I'm not impressed.
But I'll take your word that the animation for Quantum Break in cutscenes is better but come on, I was talking about the quality of the character models. Take both Kratos' and the main character from QB side by side and there's a huge difference.
I saw the videos, I'm not impressed.Quantum Break literally has more complex models and better animation in cutscenes than the ones used in God of War. They literally used a higher quality performance capture and model scanning method, http://www.di4d.com/work/entertainment/quantum-break/
and that was one of the most consistent praises for the game
http://www.di4d.com/news-blog/praise-for-quantum-break-facial-animation/
One of the main weaknesses of God of War specifically is the stiff, (for modern standards), facial animation and eye shading:
See the examples two examples I posted above.
The idea that QB is not a notable example of performance capture, modeling, and lighting in this industry is ridiculous.
The Order came out two years after the PS4 launched and look at my posts about the tech of Quantum Break. Tomb Raider as well, is incredible comparable when it comes to snow tech.
This is a thread about visuals, there's an OT if you want to gush about gameplay instead of derailing this one.
Really brings home the idea that calling this the best looking game of all time is really off the mark.
Why don't you then show me how GOW graphics is not mediocre? What i have said is that GOW is no where near "the best looking game of all time" or even the best looking game this gen. The division, AC Unity, Uncharted 4, Horizon, QB, all easily surpasses it. When you compare the actual tech and the visual fidelity, its not even close.
GOW actually has one of the worst looking snow tech. The snow looks way too rough and is not physically accurate. It also doesn't reflect nor does it use sub surface scattering.
and in terms of snow deformation Batman Origins and Horizon has it beat.
The Division has the best snow tech and its not even close.
I never ignored it, i said "This is pretty much standard in alot of games today, Horizon, ROTR, QB, AC Unity, The division"
Looks like you have a habit of misquoting/misrepresenting my actual responses.
Notice i never said who does it better? But i was responding to your statement that said "Adaptive tessellation for snow deformation (most games don't do this)"
Alluding that GOW is the only games that does snow deformation when infact almost all games which feature primarily snow environment does it.
But yet Again you are misrepresenting my response.
Now when it comes to who does it visually better?
Batman Arkam Origins and Horizon hands down have a more impressive snow deformation.
ROTR deformation is actually more accurate for the type of snow in its environment but what mess up the look is that they don't add adequate enough normal map and breakaway snow on top of the tessellated area.
They do, ROTR alone have several items dangling from her body, let alone her hair.
These are simple things and I always provide proof but i don't want to clog this thread. But for example you mentioned muscle contusion and i replied with other games have done it. its nothing new because its what is already being done with cloth.
The high quality of the character models is specifically one of the reasons why the animation looks so lifelike. They're genuinely digital doubles of the actors:I saw the videos, I'm not impressed.
But I'll take your word that the animation for Quantum Break in cutscenes is better but come on, I was talking about the quality of the character models. Take both Kratos' and the main character from QB side by side and there's a huge difference.
Why don't you then show me how GOW graphics is not mediocre? What i have said is that GOW is no where near "the best looking game of all time" or even the best looking game this gen. The division, AC Unity, Uncharted 4, Horizon, QB, all easily surpasses it. When you compare the actual tech and the visual fidelity, its not even close.
GOW actually has one of the worst looking snow tech. The snow looks way too rough and is not physically accurate. It also doesn't reflect nor does it use sub surface scattering.
I never ignored it, i said "This is pretty much standard in alot of games today, Horizon, ROTR, QB, AC Unity, The division"
Looks like you have a habit of misquoting/misrepresenting my actual responses.
Alluding that GOW is the only games that does snow deformation when infact almost all games which feature primarily snow environment does it..
Batman Arkam Origins and Horizon hands down have a more impressive snow deformation.
ROTR deformation is actually more accurate for the type of snow in its environment but what mess up the look is that they don't add adequate enough normal map and breakaway snow on top of the tessellated area.
They do, ROTR alone have several items dangling from her body, let alone her hair.
These are simple things and I always provide proof but i don't want to clog this thread. But for example you mentioned muscle contusion and i replied with other games have done it. its nothing new because its what is already being done with cloth.
Eden you're losing me. You are showing those pictures side by side and it's proof that the Kratos' model looks better. When it comes to the eyes I'd say it's really hard to say how QB's look better than the ones in HZD, RoTR or GoW.
That needs better explanation.
Ok, how? Because from what I've seen there's no major differences.Eze shader is better in HZD or other game like Hellblade, UC4, RoTR than GOW
Are you confusing "I prefer this art direction" with "This is better tech." Because I literally made a post about the eye shaders earlier in the thread, GoW objectively has worse eye shaders than a good amount of gamesEden you're losing me. You are showing those pictures side by side and it's proof that the Kratos' model looks better. When it comes to the eyes I'd say it's really hard to say how QB's look better than the ones in HZD, RoTR or GoW.
That needs better explanation.
Game's definitely a looker. Kratos model is especially a highlight, from the screenshot thread:
The highs are very high especially the scale,, but I'd say the highs of the game don't quite reach the level seen in games like Uncharted's living room scene or Hellblade's performance capture, one shortcoming is the eyes, eye shaders are so important to nail these days as they really bring a character to life:That fucking turtle
Well no, I'm looking at all those pictures, I watched a couple of QB videos, just finished a session of GoW and I'm wondering how on earth is the eye shading in GoW has worse.Are you confusing "I prefer this art direction" with "This is better tech." Because I literally made a post about the eye shaders earlier in the thread, GoW objectively has worse eye shaders than a good amount of games