I rarely play anything from the past 5 years but when I do there’s a noticeable difference in how the games are rendered compared to up until the early PS4 era. Transparent voluminous materials like hair or foliage have this fuzzy pixelated look to them, and there’s a lot of rasterisation that looks like it’s being rendered on the Sega Saturn. Then there’s tons of odd shimmering going on everywhere, and I’m not sure if it’s due to dynamic resolution scaling, ambient occlusion or dynamic reflections

Overall games don’t look quite as sharp and defined as older games though they simultaneously have lots more detail. It’s weird

      • ashinadash [she/her]@hexbear.net
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        4 months ago

        They really did absolutely fuck it. I like how we spent the PS360 gen with QAA, FXAA and other poor smearing of sub-720p resolutions, finally got out of that with (mostly) proper 1080p framebuffers on PS4 for a sec, only to ruin that immediately with TAA and then garbage “upscaling”. Real banger that.

        • Cowbee [he/him, they/them]@hexbear.net
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          4 months ago

          Devs push graphics beyond their reasonable limits in some weird arms-race.

          Hollow Knight, Celeste, hell even Cruelty Squad all look amazing in their own ways. Graphics need to be smarter, not harder to process.

          • ashinadash [she/her]@hexbear.net
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            4 months ago

            To me the most prominent example is the start of this generation: when the PS5 and Series X came out all the games were like 4k and 60/120, but once games targeted that hardware it became joever. Jedi Survivor at like 792p FSR and sub 30fps.