@davillain-: Than we agree...? I think something was lost in this thread because I'm actually talking about the PC version of the game. Yes, Quadknight believes that the HZD is graphically superior to the PC Ultra/4k version of TW3.
@quadknight: Ah, the old AMGamer technique. You are either taking things out of context or aren't great at reading comprehension.
There's the sense that the artists and designers have been unleashed to create one of the most striking open world environments you can experience. Everything from the density per scene, the choice of colour, the fluidity of the animation and volume of assets really impresses here. We've seen a lot of large, open-ended games this year but it's clear that Guerrilla Games stands at the top of the industry with its efforts. Even with the growing sense of open world fatigue, we found that the world and lore was interesting enough to carry us through the game, while the quality of these visuals and the solidity of the presentation is unparalleled. For us, Horizon Zero Dawn is an essential release - and The Frozen Wilds genuinely adds further to the experience.
What part here represents lighting, texture resolution, image quality, or even asset quality?
From: Horizon Zero Dawn: the making of PS4 Pro's best 4K game
"Guerrilla Games' Horizon Zero Dawn not only raised the bar in terms of technical accomplishment on current generation console hardware, it handed in the best 4K HDR presentation we've seen from any PlayStation 4 Pro title."
From: Frozen Wilds analysis:
"The artists have carefully selected just the right combination of colours for every scene - from the pink glow of sunrise to the freezing mountain tops, the depiction of dramatic light and colour is top notch here. Another nice addition to the game can be found in pools of water. While the implementation of screen-space reflections still falls short of expectations..."
"Horizon makes use of pre-calculated global illumination but to make this work with its dynamic time of day system, the engine blends between six different lighting bakes as the day progresses. This is combined with other lighting passes to effectively give the impression of real indirect lighting with moving sunlight. Horizon also uses a multitude of lighting passes in building each scene, starting with emissive or glow lights such as the sky followed by local direct lights such as these torches. This is then followed by the static indirect lighting and sun bounce passes before the sun and sky are rendered."'
So...what we have here is fake 4k, fake GI, no SSIL actually (I was incorrect about that one), and limited volumetric effects. No tessellation either. Texture resolution is unremarkable enough not to be mentioned as a defining feature (I'm guessing 1024 with higher sprinkled in), though they did say IQ is almost the real thing in best case scenario.
You can say "derr it's just your opinion" but these are facts. Anybody with basic reading comprehension can see that this article is praising the use of HDR colour, occlusion culling, and several clever but limited lighting tricks to overcome hardware limitations and present a level of polish and artistic vision not possible in prior Playstation titles. That's really just what the article says. It's not superior to PC (but more demanding) rendering technology used in Witcher 3, BF, SW:BF and so forth.
Face it, you wouldn't be even making a comparison if HZD was on Xbox One X.
How do you get this:
"educated in graphics technology" What does that even mean? Do you work for CDPR or GG? You're talking out of your ass now. You're not a dev so stop trying to sound like one.
From this?
Also Quadknight owning a gaming PC and playing games (even on ultra) doesn't remotely make you educated on graphics technology or unbias.
I never mentioned developers!? You're projecting, confabulating, and name calling because you can't argue on substance. For the record, I do believe that what the developers did with Horizon is impressive, and the presentation is very good. It's the first of its kind to feature these technologies on top of HDR. But you're being a fanboy. I've used occlusion culling in Skyrim since 2014, real sky lighting before that. Fake GI and volumetric effects have been around even longer. The game still doesn't offer tessellation because AMD based systems can't do it very well which is incredibly limiting, and something that gives TW3 a massive advantage. It's getting accolades because it's a Sony exclusive and owns the best graphics on console, "which is how much can you get from how little". It's not beating a graphical contender on PC that can do all the things mentioned in this article without short cuts or compromises.
So chill out. The only one butthurt here is you, defending a game produced by a 3ish teraflop console based on outdated architecture against the best graphics technology PC has to offer. Let it go.
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