- Jan 1, 2011
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So I recently played the heck out of Star Wars Jedi Fallen Order, thoroughly enjoyed it. That game got compared to a lot of other games, one of them being the modern Tomb Raider games for the map interaction and exploration and the set pieces. I bought Tomb Raider 2013 back when it came out in 2013, never played it much though. But one thing I always appreciated about it was the advanced effects on display. It came out at the tail end of the 360/PS3's life cycle, when some developers were getting their feet wet with DirectX 11 and trying out the effects that would be used on the XB1/PS4. And I gotta say, the added detail is greatly appreciated. The lighting is really well executed and perfectly compliments the early game sequences at night with lots of torches and fire illuminating the environments. Environmental detail and foliage is nice and dense. Geometry and tessellation on objects and characters is enhanced. High quality shadows and depth of field are used. The vaunted "TressFX" on Lara's hair is a nice touch.
Does it look as refined as a modern game? No, for sure; by comparison Jedi Fallen Order has a more advanced lighting model, water and cloth physics. It has hair effects applied to more than just the main character (and without any proprietary code from Nvidia or AMD). Characters and objects do look a bit more plastic-y than modern games, as the game predates the advent of physically based rendering (PBR) for materials. Textures are lower res. However, that serves to give the game more headroom for the built-in supersampling mode. It's something AMD was pushing at the time, also seen in Sleeping Dogs (another game published by Square Enix, coincidentally). It lets you clean up the image of jaggies without blurring things up with post process AA, and without resorting to graphics driver tricks like Virtual Super Resolution. It particularly goes well in making sure the TressFX hair remains clean and distinct. Of course it was prohibitively performance intensive at the time, but modern GPUs can handle it in stride. On my 5700 XT I get between 90-70 FPS with everything maxed out, and the game looks really nice. Holds up a lot better than games from the same time that settled on DirectX 9 level effects no better than consoles...I'm looking at you, Mass Effect 3.
What are some games you guys think hold up as ahead of their time thanks to developers going the extra mile with enabling cutting edge effects on PC? (No, Crysis doesn't count.
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Does it look as refined as a modern game? No, for sure; by comparison Jedi Fallen Order has a more advanced lighting model, water and cloth physics. It has hair effects applied to more than just the main character (and without any proprietary code from Nvidia or AMD). Characters and objects do look a bit more plastic-y than modern games, as the game predates the advent of physically based rendering (PBR) for materials. Textures are lower res. However, that serves to give the game more headroom for the built-in supersampling mode. It's something AMD was pushing at the time, also seen in Sleeping Dogs (another game published by Square Enix, coincidentally). It lets you clean up the image of jaggies without blurring things up with post process AA, and without resorting to graphics driver tricks like Virtual Super Resolution. It particularly goes well in making sure the TressFX hair remains clean and distinct. Of course it was prohibitively performance intensive at the time, but modern GPUs can handle it in stride. On my 5700 XT I get between 90-70 FPS with everything maxed out, and the game looks really nice. Holds up a lot better than games from the same time that settled on DirectX 9 level effects no better than consoles...I'm looking at you, Mass Effect 3.
What are some games you guys think hold up as ahead of their time thanks to developers going the extra mile with enabling cutting edge effects on PC? (No, Crysis doesn't count.