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#1 gpuking
Member since 2004 • 3914 Posts

Temporal AA approaches can be prone to ghosting and other odd artifacts, and aggressive accumulation approaches typically result in what amounts to a thin but heavy blur filter in areas with slow movements. People should stop accusing UC4's photomode is increasing the quality, it's totally inaccurate to say so.

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#2 gpuking
Member since 2004 • 3914 Posts

@miiiiv said:
@AM-Gamer said:

@miiiiv: I went back to part of the game and no it doesn't add reflections. The water is dynamic so you are getting slightly different simulation from the water.

Here's an even more zoomed in picture, although it was obvious in the large picture. Apart from the improved image quality, the water undoubtedly looks better (better defined and more numerous reflections) in photo mode, judging by gpuking's pictures. Why haven't you posted anything that disprove the images and videos that compare photo mode and gameplay in this thread? Post a scene with some kind of HUD and the same scene with the "photo mode" menu visible.

Dude you need to stop, you don't own the game like I do. Since I took these shots I think I have some authority on the matter. The water effects looked exactly the same, just like in real life the ripples get more magnitudes intermittently and so it's not technically correct to call one frame better looking than the next. The slightly sharper image quality in photomode is due to the stationary nature of the shot that the TSAA employed here is taking effect. In motion the AA method could cause a slight blur as is the case for all Post AA methods, so in still the AA could minimise the side effect greatly thus giving you a sharper look. Another word it's the AA method causing the blur, hardly a mean of extra processing. The game retains all the effects, texture res, lighting, geometry and shaders in gameplay.

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#3 gpuking
Member since 2004 • 3914 Posts

ND easily takes it on consoles. Nobody liked sub HD blur fest and they should not be mentioned in the same sentence as native HD games.

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#4 gpuking
Member since 2004 • 3914 Posts

Killzone shadow fall still takes it. The upcoming bf1 at 4k might finally give it a challenge.

To me UT only looks good in stills, it's not doing nearly as much things as kz, battlefield or cod games. Battlefront is the same, static environment, poor models and small scale. But overall I'd put kz and battlefront over UT any day.

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#7 gpuking
Member since 2004 • 3914 Posts

If you wanna post distant shot or cherry pick bad shots then anyone can do that too. I hope you re read the OP and post something better.

You call this another league? Another league of ugly maybe.

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#8 gpuking
Member since 2004 • 3914 Posts

Personally I never cared about 60fps but image quality is pretty awesome indeed at 1440p or above.

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#9 gpuking
Member since 2004 • 3914 Posts

Low poly assets everywhere in the footage, not blowing away anything at this stage.

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#10 gpuking
Member since 2004 • 3914 Posts

Then look pass the oxymoron and just focus on the specific layout of the thread, not hard to follow is it? The point is to show gameplay models at any distance or angle that you can interact with or graphics 100% consistent to its cutscene quality. There's a reason why I haven't posted any UC4 cutscene shots because they look slightly better than photomode or non photomode shots.