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Graphic downgrade

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T

thislsmadness

Rookie
#841
Mar 12, 2015
CostinRaz said:
VGCharts show 4 million without any digital sales whatsoever which generally form the bulk of PC sales. Also the overall number for sales is 8 million there ( because digital ones aren't counted ).



All those trailers claimed they had in-game footage. If they were pre-rendered then well that's a load of crap.
Click to expand...
Just a heads up, but VGchartz is banned on a lot of sites for a reason. Their data has been consistently wrong and they often retroactively modifiy their numbers when more official sources contradict them. Wikipedia does not even allow it as a verifiable source.
 
J

jantherocker

Senior user
#842
Mar 12, 2015
Agent Bleu said:
Thanks.
May I suggest wrapping them in spoiler tags (like I did), so that the page loads faster?

I could be wrong, but I don't think anyone here thought the latest footage stands as considerably worse than the 35 min demo. As for myself, every single comparison I've drawn has been between it and the VGX and SoD trailers.
Click to expand...
And here we have the Problem here.

I know!! they said "ingame footage" but if i look at what that has meant over my 20 years of Gaming.. it mostly means it is rendered in the Game Engine. If its in any way achievable in the End Product is another topic.

As others and me have stated before. VGX Graphics died when they tried to Port it to the Consoles and their Test Consoles propably exploded ^^ And dont fool yourself... CDPR isnt big enough or has a big enough Publisher to Develop Consoles and PC Seperatly it would ruin them. So they had to make some changes to make it run somehow on Consoles.
 
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djmedvedd

Rookie
#843
Mar 12, 2015
There ARE real difference between 35-min (best looking gameplay (not to be confused with in-game) footage for me) and Global Hands On\GDC\PAX gameplays. The difference is not so much on the graphics, but in the quality of some effects:
In the old 35min gameplay - was a lot more blood from enemies, but here it is barely visible and immediately disappears.
Compared with the 2015 gameplays , a 35-minute was: nice inventory (not this***) \ puddles of blood (instead of instantly disappearing little spray that barely have time to notice while it was hangs in the air just for the second, and even doesn't drops on the ground, just disappear) \ quality dismemberment even some monsters(Harpy\Drowner and this water dude), in new gameplays - we can't even cut the wolf's head, and of course, without such a large number of blood - blows looks unnatural, and the monsters themselves falls to the ground immediately after death), \ more spectacular effects signs \ beautiful interface (rather than this huge). Just watch bandit fight in 35min gameplay - 21min in video, and then watch bandin fight on GDC video or whatever else. You'll understand me.
 
Last edited: Mar 12, 2015
T

Tokei-ihto

Rookie
#844
Mar 12, 2015
CostinRaz said:
It also cost over 100 million to market, the 68 million is just developing the game and of course it sold like that. It's Ubisoft with all their brand power but they did take a large hit over the downgrade.
Click to expand...
In addition to what other people have said on the matter, I think it's important to point out the old adage that correlation does not imply causality.

Also, speaking purely from a publication standpoint, I can't remember reading any reviews that negatively highlighted the fact that both Watch Dogs and Dark Souls 2 had undergone an overhaul in the graphics department. By the time both titles had been released it was well known that Ubisoft/From Software had deemed it necessary to lower the visual quality in order to achieve an acceptabel level of performance. This might have disappointed a lot of people (especially in regards to the incredibly hyped Watch Dogs) but it did not kick off some kind of unified shitstorm across the board. Whatever complaints - justified or not - were levelled at both games at launch, the downgrade was not among them, and I highly doubt it had a measurable impact on the sales.
 
D

dexter2

Rookie
#845
Mar 12, 2015
As I said, the only downgrade I can see from the early days of the game (first trailers) to first gameplay are reflections (but I may be wrong in that department) and semi-volumetric coulds, which disapeared completely from what I can see. That is a huge blow for me as even skyrim had them, and the effect is great:

 
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Rawls

Rawls

Moderator
#846
Mar 12, 2015
For those of you wanting an acknowledgement of difference between the trailer and the game play from CDPR you can find it at http://www.gamepressure.com/e.asp?ID=51. Specifically:

Aren’t you afraid, that after the release the game will share the fate of Watch_Dogs, where the game was being compared to the first E3 gameplay?


If someone will be rewatching the trailer, he will notice that the in-game models look better, even Geralt, he is more polished – for one, he has better shaders. We’ve added a ton of details, we’ve significantly improved the facial expressions and the lip sync. We have 7 different spoken languages, so we aren’t able to record actor’s face with the performance capture technology like in, let’s say, Call of Duty. That wouldn’t fit on three blu-ray discs. Keeping that in mind, we’ve implemented a dynamic system based on vowels and consonants, similarly to the one in the previous two games, where it didn’t work out. It has been done so well in Witcher 3, that there is no comparison – we have set the bar higher for the entire industry when it comes to other games that rely on it (like in BioWare games ed.) and that’s the thing that wasn’t visible in the trailer. Meanwhile, the quality of the lightning and adding light in the trailer remains debatable. We’ve made a mistake which was the fact that some shots were rendered in dark and greyish colors. To put it simply, that was the option picked by the engine. I think that there will be places that will look jaw-dropping, and no one will claim that they differ from what was seen in the trailer. Unfortunately, there will also be fragments, where the game looks worse. It’s the same with GTA – when the wind picks up and it gets grey, especially in the forest, the graphics seem certainly worse than in the neon-filled and lively city.
Click to expand...
(emphasis added)

That statement seems pretty accurate with what I have seen. Some parts of the game look about the same or better. Other parts (such as lighting and foliage) look worse. So they acknowledged the issue from the first trailers to the game play (especially with lighting). But if you watch the PAX footage, the 15 minute footage from January and the 35 minute video, you can see that the game still looks really good (if not as good as the trailers). They have shown us more than an hour of in game footage. No one can claim that they don't know what to expect going into the game purchase. The graphics will be at least as good as the footage we have seen over the past year and potentially a little better (depending on your hardware). If you don't like it now, cancel your pre-order. CDPR is being about as open as any gaming company I've followed. Sure a few statements are inaccurate. You try and talk about something for several years and always remain consistent. It's difficult. That doesn't make CDPR some back-stabbing corporation that has betrayed us all. They seem to take this community's opinions seriously, care about the game deeply, and are trying to give us the best product possible.

On top of the great graphics there are all the other parts of this game that look and sound great: (1) interactive open world; (2) awesome characters; (3) narrative focus; (4) great soundtrack; (5) good dialogue; (6) solid combat; (7) choice and consequence (i.e. 36 different endings). I haven't been this excited for a game for at least a couple of years.
 
J

joacko_1990

Rookie
#847
Mar 12, 2015
wavebend said:
I've decided to do a direct scene-to-scene comparison between the uncompressed videos sourced from PAX East and the 35 minute dev commentary gameplay video.

As shocked as I am, there are no discernible quality differences between the footages.

I've made comparisons between 4 specific scenes:

1 -Cloudy mountains in the distance
2 -Foliage quality
3- Draw distance
4- Rock texture quality

If anything looks different to me, it is the very obvious vignette (darkened corners) + contrast (notice the extremely white clouds) filters applied on the 35 min. gameplay video

Link to full album: http://imgur.com/a/991le











So here's my conclusion.

There is no downgrade between the 35 min. footage and PAX/GDC.

There is a downgrade between VGX (not debut trailer) and every ingame footage seen to date.

Why? It looks like VGX was rendered to look as good as possible without the imperative of displaying playable ingame footage. Particle effects, ubersampling, HairWorks, extremely high-res textures, amazing water quality, superb contrasts, bokeh, vignette, sharpening filters, exposure fix, immense draw distance on the eagle-view town scene, color balance, etc. etc.

With that said, we'll most probably never get this type of quality ingame with the shipped game. Those rendering features were never meant to be included in the final product.

Expect to get the GDC/PAX/35 min. quality ingame, or cancel your pre-order.

That's it for me guys.
Click to expand...
Did you watch this video ? No Pre - render - No trailer - Full nvdia quality of what the game would have been or would be with ultra settings

https://www.youtube.com/watch?v=3SpPqXdzl7g&list=LLHvt_l-UdtZ7Xb7cx-GYz6Q&index=2
 
W

wavebend

Rookie
#848
Mar 12, 2015
joacko_1990 said:
Did you watch this video ? No Pre - render - No trailer - Full nvdia quality of what the game would have been or would be with ultra settings

https://www.youtube.com/watch?v=3SpPqXdzl7g&list=LLHvt_l-UdtZ7Xb7cx-GYz6Q&index=2
Click to expand...
I think they're showcasing their new renderer (old video from 2013). I wouldn't expect that to be ultra quality.

After watching the interviews, I'm starting to believe they had to tune the visuals heavily in order to keep a steady 30fps. There is a super huge amount of calculations made in the background at any point while playing, e.g. random spawns, wolves feeding on dead bodies, wind effects, etc. and constantly loading the open world geometry while moving around and actively applying textures probably made the system requirements too high. I have no idea if any of this is true, but that's my personal point of view

BTW, I do think the game in its current state looks like absolute cr*p. I've canceled my pre-order and am waiting for actual footage of ultra settings. The PAX footage almost looks worse than TW2
 
Last edited: Mar 12, 2015
D

djmedvedd

Rookie
#849
Mar 12, 2015
wavebend said:
here is a super huge amount of calculations made in the background at any point while playing, e.g. random spawns, wolves feeding on dead bodies, wind effects, etc. and constantly loading the open world geometry while moving around and actively applying textures probably made the system requirements too high.
Click to expand...
Not Rly. None of it does not exist in the game world, until you not look at it (on this part(point) of map)
Watch
This man (Jonas Mattsson?) said, that this technology conversely unload system resources.
 
Last edited: Mar 12, 2015
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wavebend

Rookie
#850
Mar 12, 2015
bombeyboxx said:
Not Rly.None of it does not exist in the game world, until you not look at it (on this part(point) of map)
Watch.
This man (Jonas Mattsson?) said, that this technology conversely unload system resources.
Click to expand...
I'm not confident they're using that technology effectively. Lots of problems with it. e.g. You look away and a building disappears. Does it stop the building from casting its shadow?
 
D

djmedvedd

Rookie
#851
Mar 12, 2015
wavebend said:
Does it stop the building from casting its shadow?
Click to expand...
from what I can see in this short video - the answer is yes.
 
sidspyker

sidspyker

Ex-moderator
#852
Mar 12, 2015
Not Rly. None of it does not exist in the game world, until you not look at it (on this part(point) of map)
Watch
This man (Jonas Mattsson?) said, that this technology conversely unload system resources.
Click to expand...
That's not how it works. He's talking about things rendered on screen, not everything in the game only loads when you look in 1 direction by that logic how on earth will monsters spawn where they should, how will we follow some if they're not loaded at all if not in sight?

wavebend said:
I'm not confident they're using that technology effectively. Lots of problems with it. e.g. You look away and a building disappears. Does it stop the building from casting its shadow?
Click to expand...
It's used in tons of games, look it up, you'll get your answer from that.
 
V

Vigilance.492

Ex-moderator
#853
Mar 12, 2015
bombeyboxx said:
There ARE real difference between 35-min (best looking gameplay (not to be confused with in-game) footage for me) and Global Hands On\GDC\PAX gameplays. The difference is not so much on the graphics, but in the quality of some effects:
In the old 35min gameplay - was a lot more blood from enemies, but here it is barely visible and immediately disappears.
Compared with the 2015 gameplays , a 35-minute was: nice inventory (not this***) \ puddles of blood (instead of instantly disappearing little spray that barely have time to notice while it was hangs in the air just for the second, and even doesn't drops on the ground, just disappear) \ quality dismemberment even some monsters(Harpy\Drowner and this water dude), in new gameplays - we can't even cut the wolf's head, and of course, without such a large number of blood - blows looks unnatural, and the monsters themselves falls to the ground immediately after death), \ more spectacular effects signs \ beautiful interface (rather than this huge). Just watch bandit fight in 35min gameplay - 21min in video, and then watch bandin fight on GDC video or whatever else. You'll understand me.
Click to expand...
I've seen many of your comments about the blood and whatnot in other threads, and honestly I'm sick of it. Most of it is absolute hogwash and you are completely overreacting. So here we go:

You are aware, and this has been stated many times, that the dismemberment system is not just the same the entire way through the game? Certain purchased skills will determine how intense the dismemberment is and how frequently it occurs.
So you might have two characters at level 30, but one is heavily Swordsmanship focused and dismemberment procs frequently (As seen in the 35 min demo), but then the other might be primarily Magic or Alchemy focused and dismemberment procs very little (Perhaps aside from finishers it might not go off at all).
There's no downgrade to the dismemberment, or at least not that we can correctly extrapolate at this time.

As for the blood, here's some comparisons.. Just for you mate.
PAX East Blood - Lasts for 7 seconds. 35 minute demo blood - Lasts for 5 seconds. GDC Demo - There is most certainly plenty of Blood Buddy.
Blood will also be tied into dismemberment, so the more you dismember (And brutally so), the more blood you'll get.
There's no blood downgrade there.

Enemies have always fallen limp to the ground immediately after death, when has this ever not been the case? I can't recall any footage where an enemy was sitting there gargling blood for 2 minutes or their body would continue to spasm for 10 seconds after dying.

Inventory/HUD? Subjective. Also the HUD can be adjusted reasonably well we've been told (You brought up huge, well Marcin confirmed we can at least re-size it).

More spectacular effects? This could be affected by skill trees also, although admittedly there's no confirmation on this one. However the Yrden effect actually looks improved and even more spectacular, presumably because it's upgraded. Igni in the GDC Demo is the same but it is blown away by the wind, which perhaps might have made it seem like it had less particles or "spectacular" (Although I think the wind pushing the spell is pretty fucking spectacular). As for Igni's flamethrower, well I have no hard evidence on that one but even if we say that it does look a little weaker in the PAX Demo, it could very easily be contributed to the fact that it hasn't been 'skilled up' and we're seeing a weaker version of the flamethrower than what is happening in the 35 minute demo.
 
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wavebend

Rookie
#854
Mar 12, 2015
sidspyker said:
That's not how it works. He's talking about things rendered on screen, not everything in the game only loads when you look in 1 direction by that logic how on earth will monsters spawn where they should, how will we follow some if they're not loaded at all if not in sight?


It's used in tons of games, look it up, you'll get your answer from that.
Click to expand...
Welp. Then why does the game look so ugly? Is it a true console port?

Is the engine so badly optimized that they can't manage to render the 2013 nvidia settings on high end computers with the open world OR the visuals were tuned down to make the game run better on consoles? If it's the latter then I'm clearly disappointed
 
Last edited: Mar 12, 2015
D

djmedvedd

Rookie
#855
Mar 12, 2015
sidspyker said:
not everything in the game only loads when you look in 1 direction by that logic how on earth will monsters spawn where they should, how will we follow some if they're not loaded at all if not in sight?
Click to expand...
Truth. Not everything, only graphic part if it. Monsters\NPC\building - its all scripts, programmed to be in a designated location. And when you look at this point - visual part of this script being instantly loaded.
So, or am I wrong, or you saying that the scripts are loaded GPU resources too?
 
D

dragonbird

Ex-moderator
#856
Mar 12, 2015
As sid said, there's a lot happening (and using resources) that's not shown on screen. Catch some of the PAX interviews where the team were talking about the AI, and monsters spawning and converging on sites where there's been a kill, because they can smell the blood. That won't be rendered until it comes into view, but it's still consuming resources.
 
W

wavebend

Rookie
#857
Mar 12, 2015
Dragonbird said:
As sid said, there's a lot happening (and using resources) that's not shown on screen. Catch some of the PAX interviews where the team were talking about the AI, and monsters spawning and converging on sites where there's been a kill, because they can smell the blood. That won't be rendered until it comes into view, but it's still consuming resources.
Click to expand...
That's exactly what I've said. Still, the game looks ugly as hell in some areas. like at the end of the PAX video when Geralt is fleeing the scene on the horse. The game doesn't look immersive at all. The grass and foliage don't seem to clip correctly to the ground. Looks super unpolished. If the game needs good lighting to look good (im referring to the GDC footage with the sunrise), then that's a serious concern for me
 
Last edited: Mar 12, 2015
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sidspyker

sidspyker

Ex-moderator
#858
Mar 12, 2015
wavebend said:
Welp. Then why does the game look so ugly? Is it a true console port?


Is the engine so badly optimized that they can't manage to render the 2013 nvidia settings on high end computers with the open world OR the visuals were tuned down to make the game run better on consoles? If it's the latter then I'm clearly disappointed
Click to expand...
Speak for yourself, the game looks pretty damn good to me. It can't be a port if it's on the same architecture and as it so happens PC, PS4 and XB1 are all the same architecture(x86_64).


What Nvidia settings? If you mean the "Nvidia Effects" video that has nothing to do with Nvidia's tech, that's what the uploader titled the video because it was shown at Nvidia's conference.


How on earth does that look good? That looks horribly unfinished and dated, it's the Witcher 2 renderer that's not even physically based.


It's this renderer, how does that look good at all compared to what the game looks like now?
 
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D

djmedvedd

Rookie
#859
Mar 12, 2015
Vigilance.492 said:
As for the blood, here's some comparisons.. Just for you mate.
PAX East Blood - Lasts for 7 seconds. 35 minute demo blood - Lasts for 5 seconds. GDC Demo - There is most certainly plenty of Blood Buddy.
Click to expand...
Thank you for this comparsion, still, when you look at bandit fignt here and here
Im not talking about dismemberment right now (i rly did not know before about this dismemberment proc stats) just look at normal fight (untill bandits alive) i mean how Geralt sword hit the bandit and how ridiculous blood flows from him in the second example(the same idiotic happening with moster fights in the latest gameplays).

---------- Updated at 04:13 AM ----------

sidspyker said:
It's this renderer, how does that look good at all compared to what the game looks like now?
Click to expand...
Well, its from the first TW3 early 2013 screenshots. What about this?
You really think that today's game graphic looks better than even this
 
Last edited: Mar 12, 2015
V

Vigilance.492

Ex-moderator
#860
Mar 12, 2015
bombeyboxx said:
Thank you for this comparsion, still, when you look at bandit fignt here and here
Click to expand...
Well most of the blood occurs when he dismembers the guys, which again, is dependent on how you place skill points and how much you focus on dismemberment. The more you dismember, naturally the more blood you'll get.

As for the blood when he strikes, it seems like there's a lot more on Geralt's sword when he strikes, but the blood popping from the NPC still exists, and it seems to be roughly the same amount. The issue here is the video quality is really shit and so the blood popping can kinda be hard to see.
This version @ 1080p is probably the clearest of them all, and if you look closely you can still see roughly the same amount of blood coming out on the strikes (Probably slightly less, but there's also way more on Geralt's sword than the 35 minute demo). Just remember that the Bandit blocks multiple strikes, so Geralt doesn't actually 'hit' him to cause the blood until the 2nd/3rd+ strikes.

Go Swordsmanship and I get the feeling you'll be perfectly satisfied with the amount of blood in the game.
 
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