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Horizon Forbidden West - Digital Foundry Tech Review - A PS5 Graphics Masterclass

omegasc

Member
The game looks incredible, and it seems like they fixed most of the annoying things in the first one. I can't say I expected less loading time but that is because other games spoiled me, like Final Fantasy VII Remake, but around 10 seconds is not too much, and I believe they can refine that even more in future patches.
Performance mode is my default mode, but it does look a little blurrier, so I'll decide once I get my hands on it.
 

Tripolygon

Banned
image_horizon_forbidden_west-44153-4519_0001.jpg


How can any reasonable person say that Horizon ZD on PC looks similar to this?
 

GooseMan69

Member
From the article:

“ The screenshots embedded on this page will likely generate much debate, but the bottom line is that the PS4 tier essentially cuts back almost every aspect of the presentation: the biggest differences are a massive reduction in geometric density, pared with substantial cuts in asset quality. Horizon Forbidden West on PS5 is remarkably dense to an extent where YouTube video compression actually sells the game short. The PS4 consoles reduce this density significantly, with many objects reduced or removed (an impressive moss layer completely vanishes, for example). Foliage rendering is also reduced in quality, with the PS4 consoles using software-based variable rate shading up against full resolution on PS5.

The next significant drawback is level of detail. Forbidden West on PlayStation 5 not only draws so much more, it does so further into the distance to quite a dramatic degree. PS4 is still capable of delivering its stunning vistas, and to be fair, the reduction in far-field detail isn't something you're likely to miss. However, the pushed out draw distances also mean that object pop-in during traversal is far more noticeable on PlayStation 4-class consoles. The end result? The new Sony console delivers a far richer world, but also a more visually consistent one, and that's before we talk about further reductions made to ensure that PS4-class machines can run the game smoothly.


Virtually every system is touched: textures are half or even quarter-resolution, screen-space reflections are simpler and reflect less world detail. Volumetrics and particles are also of a lower resolution. PS5 gets bokeh depth of field while PS4 makes do with a guassian effect. Density of light probes is also reduced on PS4, resulting in lower fidelity lighting, while extra light rigs are deployed on PS5 (especially evident on character lighting in cutscenes). Water effects are also pared back, especially when Aloy dives beneath, where screen-space reflections are gone, along with a good chunk of the underwater plant life. Up in the skies, Guerrilla's beautiful but every expensive cloud-rendering system also sees a layer removed, with lower resolution formations.”


Article
 
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VFXVeteran

Banned
image_horizon_forbidden_west-44153-4519_0001.jpg


How can any reasonable person say that Horizon ZD on PC looks similar to this?
So more foliage (which is used in ZD) and higher resolution that makes things look crisp and sharp (PC version provides true 4k) is enough to push this game a generation ahead of the last one? Nah... It's still using the same graphics engine from last gen with the same feature set. As usual you guys are hyped over different environments and different assets so you declare a generational leap when it's not.
 

ethomaz

Banned
So more foliage (which is used in ZD) and higher resolution that makes things look crisp and sharp (PC version provides true 4k) is enough to push this game a generation ahead of the last one? Nah... It's still using the same graphics engine from last gen with the same feature set. As usual you guys are hyped over different environments and different assets so you declare a generational leap when it's not.
I'm not sure what are you talking about... this game on PS5 provides true native 4k.
 

mansoor1980

Gold Member
the FXAA that they are using blurs the game too much in performance mode even though it is 1800p , wonder if guerilla will patch that in the future
 
How can this be 1800P in performance mode while trash like dying light runs 2 in 1080p??

30d463699-xceamgi.gif

It uses checkerboard rendering to achieve 60fps. Also, the two games are not designed the same. At a pure technical level they're both very different. We have to get out of the habit of directly comparing games just because there are loose similarities between them.
 

Foilz

Banned
PlayStation studios make realistic experiences while Xbox makes games that look like games. The color, shadow and detail created by the Sony engines shows exactly why using the unreal engines is bad. Xbox needs to start creating games that don't look like they are a game. This is coming from someone who has 2 series x consoles and sold his ps5 after completing demon souls.
 
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MidGenRefresh

*Refreshes biennially
PlayStation studios make realistic experiences while Xbox makes games that look like games. The color, shadow and detail created by the Sony engines shows exactly why using the unreal engines is bad. Xbox needs to start creating games that don't look like they are a game. This is coming from someone who has 2 series x consoles and sold his ps5 after completing demon souls.

You should probably buy 2 copies of Forza Horizon 5 and 2 copies of Microsoft Flight Simulator.

What a bunch of nonsense. :messenger_grinning_sweat:
 

Vick

Member
So more foliage (which is used in ZD) and higher resolution that makes things look crisp and sharp (PC version provides true 4k) is enough to push this game a generation ahead of the last one? Nah... It's still using the same graphics engine from last gen with the same feature set. As usual you guys are hyped over different environments and different assets so you declare a generational leap when it's not.

Digital Foundry said:
Head-to-heads vs the first Horizon Zero Dawn show profound improvement across a number of systems, the most striking being water rendering (a huge, huge improvement!), character rendering and crucially, animation. As a sequel then, the improvements are palpable for users of PS4 and Pro - it's just that PS5 delivers that generational leap on top. It's the complete package.
 
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nowhat

Member
the DF video mentions FXAA ,
Yeah but the effect you see is mostly due to checkerboarding. Compare straight edges that are either completely vertical or horizontal to those that are at an angle - that's checkerboarding. Also anything with transparency like hair against an out-of-focus background.
 
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SlimySnake

Flashless at the Golden Globes
How can this be 1800P in performance mode while trash like dying light runs 2 in 1080p??
It's 1800p cb. So 1920*1800p instead of the usual 3854*1800.

Still, it's roughly 61% more pixels than 1080p and they had to pair back several features from its native 4k 30 fps mode where as Dying Light 2 is basically the same settings in both modes. I think there is something in the PS5 that is bottlenecking the GPU and CPU because we are seeing devs having to downgrade 60 fps modes and still struggling to hit 1440p. Spiderman had to drastically reduce the number of NPCs and traffic density on top of reducing ray traced reflections beyond just their resolution as well as lighting. Ratchet had similar downgrades to world density, skybox traffic and other crowd density along with minor lighting changes. We are seeing the same thing in the XSX which has more RAM bandwidth but split ram architecture so these GPU and CPUs are probably just starved for bandwidth. Otherwise devs wouldnt need to reduce other settings beyond just dropping the resolution to 1440p.

That said, Techland just isnt as talented as GG. GG have been the cream of the crop going back to KZ2. Techland is basically a B studio. And they chose to remain that way when they downgraded the original reveal just to get it to run on last gen consoles. Had they stuck to their original vision, they wouldve been seen as a true AAA studio. Now they are just another euro jank studio.
 

VFXVeteran

Banned
Oh there is no denying the water rendering is better. No doubt. The other comments are based on PS4 HZD. The PC version of HZD has collision detection for the foliage so that was already an advancement that the PS4 didn't get. Assets are different due to the different location (obviously) but the rendering quality is very similar. Would you say the PS4 version of HFW looks better than the PC version of HZD?
 

VFXVeteran

Banned
It's 1800p cb. So 1920*1800p instead of the usual 3854*1800.

Still, it's roughly 61% more pixels than 1080p and they had to pair back several features from its native 4k 30 fps mode where as Dying Light 2 is basically the same settings in both modes. I think there is something in the PS5 that is bottlenecking the GPU and CPU because we are seeing devs having to downgrade 60 fps modes and still struggling to hit 1440p. Spiderman had to drastically reduce the number of NPCs and traffic density on top of reducing ray traced reflections beyond just their resolution as well as lighting. Ratchet had similar downgrades to world density, skybox traffic and other crowd density along with minor lighting changes. We are seeing the same thing in the XSX which has more RAM bandwidth but split ram architecture so these GPU and CPUs are probably just starved for bandwidth. Otherwise devs wouldnt need to reduce other settings beyond just dropping the resolution to 1440p.

That said, Techland just isnt as talented as GG. GG have been the cream of the crop going back to KZ2. Techland is basically a B studio. And they chose to remain that way when they downgraded the original reveal just to get it to run on last gen consoles. Had they stuck to their original vision, they wouldve been seen as a true AAA studio. Now they are just another euro jank studio.
I've been saying this like FOREVER!
 

rofif

Banned
I wanted to replay some of zero dawn before friday.. but I don't want to play in 60fps because switching would be harder for FW :p
 
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