Ok, but they’re objectively not. PS5 has far more complex and dense geometry/vegetation, and the textures are significantly higher res and more detailed. It also has weather, particle, and water effects that aren’t seen on the PS4 version. Character models are more detailed, etc. the list goes on.
Watch the digital foundry video. He goes into detail about just how different the PS5 version is. And honestly, it’s pretty easy to spot yourself unless you’re on a phone or something. Even on my shitty iPhone 6 I could spot the differences. On a 4K tv, the difference was pretty significant. And that’s with youtube compression.
It not close at all.Is that the same time of day though?
Lots of footage shows the versions looking much closer including the vid in the op.
DF said the opposite and you can see in the videos.Most of the assets including lighting and visual effects look the same across the PS4 and PS5 version.
It is though. Sure I wouldn’t want to play it on base ps4 (or at allIt not close at all.
IMO 4k30fps mode is the biggest jump from PS4 Pro to PS5 I saw this gen for a cross-gen game.It is though. Sure I wouldn’t want to play it on base ps4 (or at all) but aside from resolution and fps it’s not that different.
Closer than some ps3 to ps4 cross gen stuff.
There’s been a number of unstable 1080p60 games on ps4 pro that are locked 4k60 on ps5 so I don’t agree.IMO 4k30fps mode is the biggest jump from PS4 Pro to PS5 I saw this gen for a cross-gen game.
Probably xbox ownersPeople actually upset that one the best if not the best looking game in 2022 is playable on PS4...![]()
The difference is pretty big, look at the water. Ps5 version is way better.
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Low effort troll.Looks mostly the same.
"But look this small thing in the distance is clearer on the PS5! And look how the light shines different on the belt buckle!"
...wow. Super important stuff.
Looks like two different games... what are you talking about?Looks mostly the same.
"But look this small thing in the distance is clearer on the PS5! And look how the light shines different on the belt buckle!"
...wow. Super important stuff.
I think its exciting we still have so much room to grow personally. The game looks phenomenal but is clearly not fully detached from last gen roots. There will be some insane games coming throughout the genCalled it lol
At least hero lighting is good.
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Would like a comparison to zero dawn to really get a sense of the graphical improvements.
Id like to see it too. I still find it weird its taken them 5 years to make a sequel when they already had the engine
Other than the lower res textures all over the place, flatter lighting, volumetrics, geometry, and less vegetation.Zero Dawn on PC running at 4k Ultra. Can't distinguish it from Forbidden West.
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as I was scrolling down and noticed this screenshots, I thought to myself... "oh well, so forbidden west does actually look kinda last gen like zero dawn did". And then you say it's zero dawn.Zero Dawn on PC running at 4k Ultra. Can't distinguish it from Forbidden West.
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Called it lol
At least hero lighting is good.
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To be honest I was wrong.DF said the opposite and you can see in the videos.
That it would basically be like Forza Horizon 5 where we all thought that it would be severely downgraded on the base xbox one, but it turned out to be a PC low vs max situation. If you recall, we had discussed how they would ever get the PS4 to render that massive upgrade in Aloy's character model. How the waves and water looked next gen. We all said that has to be a PS4 specific feature. Well, it turns out they found some secret sauce in the PS4 and basically got all the features to run on the base PS4 and simply upgraded some settings on the PS5. Same as pretty much every PC game when you go from low to max settings.Called what?
That it would basically be like Forza Horizon 5 where we all thought that it would be severely downgraded on the base xbox one, but it turned out to be a PC low vs max situation. If you recall, we had discussed how they would ever get the PS4 to render that massive upgrade in Aloy's character model. How the waves and water looked next gen. We all said that has to be a PS4 specific feature. Well, it turns out they found some secret sauce in the PS4 and basically got all the features to run on the base PS4 and simply upgraded some settings on the PS5. Same as pretty much every PC game when you go from low to max settings.
Lol wut?Yup. People looked at me like I was crazy when I said the PC version of HZD would look similar or better than the PS5 version. I knew the graphics engine was going to be the same for HFW therefore not much new features (i.e. RT) was going to be implemented. The results prove there is no generational jump between the two games like many assumed - just small differences (i.e. hero light rig) that can easily be implemented without an entirely new graphics pipeline. The games look great on all the platforms!
Pop in looks so bad, even on PS5 going by these videos. Who really thinks it's good to change lod levels/add objects relatively close to the player at a constant pace as they move? I'd prefer lower overall detail if it loaded in way in the distance instead. We see this a lot since Crysis and it sucks...
Lol wut?
I Disagree…its not that bad.same. I hate this trend of brute-forcing super high detail models just to have them on screen if you basically touch them, and then switching them out super visibly if you go 3 steps back.
I'm going off a little half cooked here, so might not have everything correct, but with the Sampler Feedback Streaming on the XSX and XSS they were saying it would load in low lod textures at a distance and then replace them with higher ones as you got closer to that area? I know this isn't a PS5 thing, but just looking at it from fixing pop in even on the XSX.same. I hate this trend of brute-forcing super high detail models just to have them on screen if you basically touch them, and then switching them out super visibly if you go 3 steps back.
lower detail + less pop-in > higher detail + more pop-in
I'm going off a little half cooked here, so might not have everything correct, but with the Sampler Feedback Streaming on the XSX and XSS they were saying it would load in low lod textures at a distance and then replace them with higher ones as you got closer to that area? I know this isn't a PS5 thing, but just looking at it from fixing pop in even on the XSX.
I am really miffed about why the lod pop in is still like it is.
So what's the bottleneck that is causing pop in then? Again, I will reference PS5 as it has a raw speed advantage over the XSX, but the PS5 SSD has the speed to well and truly keep the RAM full of the needed textures etc. So the next step is the RAM speed and the power of the GPU to draw it on the screen. The XSX might require more engine work than the PS5 to get their Max speed, but with the PS5 it is hardware 100%, so it shouldn't need a heap of work on the engine side of things. As far as I know faster RAM.doesnt need engine changes compared to slower RAM.SFS is more a RAM saving tech and not meant to improve pop-in
when using SFS it only loads the parts of the textures needed, as in if you only see half the texture it will only load in that half you are seeing. if you see an object from a steep angly and the far end is so far away that you don't need the highest detail version of the texture, it can granularly load in high and low res parts of the texture as needed for the perspective you see it from.
this will improve load times and RAM usage.
things like Nanite will be what will help with pop-in issues.
many engine developers will most likely implement similar technology into their engines going forward
SFS is more a RAM saving tech and not meant to improve pop-in
when using SFS it only loads the parts of the textures needed, as in if you only see half the texture it will only load in that half you are seeing. if you see an object from a steep angle and the far end is so far away that you don't need the highest detail version of the texture, it can granularly load in high and low res parts of the texture as needed for the perspective you see it from.
this will improve load times and RAM usage.
things like Nanite will be what will help with pop-in issues.
many engine developers will most likely implement similar technology into their engines going forward
Ironically, base PS4 version is the most impressive. Looks and runs really good.
many engine developers will most likely implement similar technology into their engines going forward
I really hope so. It's high time we got rid of pop-in. We've been suffering from that annoying issue since the very beginning of 3D videogames. And yep, UE5 looks like a huge leap forward, so I hope others devs will follow that path. Last gen we pretty much said good bye to aliasing thanks to new AA methods like TAA combined with the increased resolution. Will we say good bye to pop-in this one?![]()
funny thing you should say that in a thread about Horizon... I just started the game and the aliasing is brutal...
this seems like it's oversharpened like crazy! the checkerboard rendering in performance mode doesn't help the matter either of course, but still, this shouldn't alias this hard
the checkerboarding in general doesn't look good... it's among the weakest implementations I've seen tbh.
maybe the should have just used native 1440p instead