And finally, if you thought what I posted was inaccurate, you could have challenged me in that thread instead of sneaking behind my back on this thread talking about me. That's pretty cowardly if you ask me.
I thought what you said was funny, it was just a joke to be shared not really something I saw a need to debate. I assume we both have work to do and don't need to stop and debate every flat earther we see. Sometimes you point, laugh and move on.
Really? Show me specifically an improvement in those things. Download the screenshots and circle them explicitly. I'd love to know what lighting technique was done outside of the conventional standard direct lighting equation found in every game to date. You can even point out any energy-conserving differences too. I'd also like to see a more detailed model. And please point out more accurate PBR shading on skin. I'm not sure how the hell you can tell about the diffuse, and specular terms of the shaders but I'd love to see how your eye is better than mine in picking out this in screenshots unless you're going to be a fanboy and call everything done on a PS5 as "improved" with no evidence to back it up.
You're asking for a really wide time consuming array of answers when all you did was post to pictures and go "See, it looks the same amirite guys?"
I'll try to touch on the general questions and focus on some random aspects but I'm not spending a day on it.
Why do you think their lighting model would require a complete and total overhaul to be improved? you don't need to switch to raytracing to use more accurate or higher sampled AO so that the shadow cast by her jewelry looks better against her clothes when not directly lit. The changes to the way her clothes look simply remind me of the differences of going from one I use for faster renders to one I use for upclose shots. Maybe they used something with more passes for a better falloff, maybe extra geometry is really helping showcase what they already had. I couldn't definitively say the exact thing they changes without it in my hand but that does nothing as "proof" they are the same. Perhaps they added the same small hairs on her face to her clothes to emulate fibres that bring it more inline with what you'd see in offline renders.
I could rip her model throw some different fabric shaders on it and then state of it looks like how it looks closer to some of the cheaper,flatter ones. could do the same for the ears too.
You are asking me to disregard every single aspect that looks better and without evidence just say that it's not different on a technical level and that the trailer just controlled the shots better etc. You seem bothered by me saying it seems different on a technical level just going by eye but are surprised when I think it's silly that you do the same thing then claim there is no difference. Did you measure that piece of cloth under the same direct lighting condition, with the same camera angle, at the same distance with the same skybox, next to the same diffuse probe at the same resolution and composited in the same way as what's in the HFW demo?
No? Then you're just looking at it saying it looks the same and moving on. it's in an objectively different state, I look at it and say I think that some of the differences are likely on a technical level and rather than just looking different due to circumstances of the screenshot. I think my experience got
me at least a decent eye for seeing when better shaders and lighting methods are used even when it's not something as obvious as Raytraced reflections and such.
But I suppose marl has Veteran in his name so he's right even though once again he's just saying "looks the same to me"
Sidenote: God of war did indeed have meh, graphics.
Enemies were boring too, needed way more blood.