Its also the only explanation i have for them having prerendered cutscenes that look worse than the gameplay even though in engine.their original potato wasnt able to make the cutscenes.PS4 clearly can.Įven a lower budget game will still have artists start with high quality assets. (on PC the GI setting is way to high, we arent offline rendering mate) Instead of looking at their low res textures, low normals, lowpoly count.they instead utilized the extra power by simply bumping up the GI. To me it seems like they were aiming very low with the target machine then somewhere along the line after most of the final code and assets were finalized they realized the PS4 is more powerful than the potato they were planning on releasing on. Heck they dont even have to have gone completely mad and simply included 1024 x 1024 textures and NOT completely decimated them with compression and Nier:Automata would look substantially better. Now thats with textures that dont have dev level compression. Pair this with lowering the GI bounces and any modern GPU doesnt even notice. The performance impact of upping the texture resolution so? = 1 - 5 frames per second. This mod uses 4096x4096 textures.the base game uses 512x512. The thing is from the high level textures to what made the game is actually a huge jump(down) in quality.so someone had the "expertise" to compress the textures to blur level.just compress them less for surfaces that the player might stare at alot the performance loss is nothing. They already have the high quality textures.a few steps down in compression and the performance difference would be negligible.
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