Cows should stop bringing up KZSF in any discussion about graphics. The game has great character models and animations, that's about it, the environments still have lots of blocky edges and it has some really poor lod distance even though it only renders relatively small playable areas and the inability to not even render these pretty small areas with proper lod distance is striking. Everything that is slightly far away but still in rock throwing distance is either a blurry or covered in fog.
Not saying it doesn't look good overall because it does, but it has some major drawbacks in lod and draw distance which should be taken into consideration. Not having several of light sources that cast shadows at the same time is not a big deal though, most other games don't have that either.
What you don't seem to grasp is that KZSF assets are far beyond Crysis 3's. Far bigger polygon budget. You probably haven't got the game and all your opinions are based on conjecture.
![](https://www.gamespot.com/a/uploads/scale_super/1537/15371732/2570322-scenery%2015.jpg)
You just don't come across assets that blocky in KZSF no matter how hard you try and find them. And if you do, they are little rocks and smaller details. Any rocks of that size in KZ are far more detailed than that. Also, the texture map is far worse on Crysis 3 rocks. As for draw distance in PS4 games..
It isn't ground breaking on Infamous sure, but the fact is that 11 million polygons per frame are being rendered at any given time on the game. That's a very geometrically dense game.
What you don't seem to grasp is that KZSF's assets aren't far beyond, or even beyond Crysis 3's, because really you just don't know, unless you want to tell us that you've been working for GG all this time. Just with every game, there are good and bad assets. You also don't understand that Crytek can drop the poly count on an asset with little work. There are no next gen or last gen assets, there are only assets. Do you really think the devs are like, "let's put a next gen asset here, and a last gen one here, because this level has too many poly's as it is."
And if that's true, which it isn't, and that's a fact, then GG must have been like, "well.. lets use last gen lighting ie. baked in GI, because the PS4 can't handle realtime"
See, it doesn't go one way and not the other, you're going on assumptions for one thing and discounting the other because it doesn't fit your bias. If you believe that Crysis 3 has last gen assets, then you should also believe that KZ has last gen lighting, because baked in GI, is not the future, and the flat texture grounds in KZ, that's last gen too, and they aren't using tessellation which is why certain surfaces look bad in KZ.
Crysis 3 also must have a higher polygon budget on pc, because it's using tessellation on every plant, and the water, and it has a solution for the trees.
Another thing, though this doesn't involve you, but earlier I mentioned that SW:BF looked better then just about anything, yet M3dude, said it wouldn't look like that, because it was in-engine, rather then in game, but isn't the exact same case as Uncharted 4 ?
All i'm seeing is a lot of hypocrisy..
@miiiiv - you might want to weigh in here.
Nothing beats this..
![](https://www.gamespot.com/a/uploads/scale_super/1498/14980437/2572446-0430955148-e7rnz.jpg)
![](https://www.gamespot.com/a/uploads/scale_super/1498/14980437/2572448-7035076481-rdd4s.jpg)
![](https://www.gamespot.com/a/uploads/scale_super/1498/14980437/2572449-3802821955-3i4nh.jpg)
![](https://www.gamespot.com/a/uploads/scale_super/1498/14980437/2572450-2534093787-k8nz4.jpg)
Log in to comment