Here’ll you notice that while there are certainly less harsh edges (and a degree of softness to boot) not all of the image is treated equally.
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This can lead to the PS4 version looking softer than the PS3, which in some cases (to eliminate edges) is a good thing, while in other areas, not so much. Check the above gallery for a few examples. With all of that said, at long distance you’ll still spot a lack of Anti-Aliasing. Just the simple act of a higher internal resolution, higher quality textures and better AA make a large positive impact on the games visual fidelity.
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To be fair, it still is a considerable improvement over the PS3 version. It does a reasonable job at removing the harshest edges, but does leave some blurring in its wake. It’s fair to say that after witnessing the Uncharted 4 trailer you might have had hopes for similar levels of Anti-Aliasing, and if so you’ll be left somewhat disappointed.Īs far as we can tell it’s a post processing AA, possibly FXAA or TXAA. For the Playstation 4 things change – for a start the system is not upscaling to 1080P, it’s native.
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Naughty Dog opted to use the SPE’s, but the AA was fairly light and certainly the 720P resolution did little to alleviate the worst offending edges. The Playstation 3’s Cell processor could run Anti-Aliasing on the SPE (Synergistic Processing Elements) or the systems GPU. This is to save both processing performance and bandwidth.Īliasing (or jaggies) were an issue in the original The Last of Us. If the answer is yes, then it’s rendered, if the answer is ‘no’ then it won’t be. It’s possible this is an issue with Hidden Surface Removal (HSR) or Object Culling, where the GPU attempts to figure out if an object can be seen by the games ‘camera’. In all of our testing we’d only spotted it a few times, primarily at distances or when the object was being partially obscured. We’d also witnessed several instances of ‘white geometry’, where the game failed to render a certain graphical asset and instead we’d enjoy the pleasant view of a white block. On more than a few separate occasions I’d noticed level of detail shifts by just a few footsteps forward or backwards – but sometimes these were eliminated after the initial loading (after entering a new area), while at other times it would remain present. That’s not to say texture or Level of Detail popup has been totally eliminated. The much larger pool of available memory (roughly 10 times that of the PS3, if you take into rather hefty OS reserves) and bandwidth afforded by the GDDR5 fueled a 256 -bit bus has alleviated LOD texture issues (from large distances). The PS4 has fixed that, with massive improvements to virtually all the textures in the game. Even the best textures in the game (for example on Joel’s clothing) weren’t up to the bar set by next generation. Careful observation of the road during the games opening will show textures which look decidedly lower quality than most of their neighbors for example. Certain textures on the PS3 TLOU suffered more than others from compression or low resolution. Meanwhile, the Remastered textures are a significantly improvement over the PS3’s original assets. While the original had good (for the previous generation very impressive) geometry, re-using it with all of the other high quality assets does make for an, at times, jarring clash of visual quality. Square pipes that were obviously meant to be round, iffy looking foliage and vegetation, not so circular wheels are a few examples of this. While animation certainly does look considerably smoother thanks to the PS4’s extra horsepower, it isn’t because of vastly improved character complexity or rigging. Cars, pipes, buildings and characters haven’t been improved on. Geometry is one area that hasn’t seen much (if any) love. I’ll conduct more analysis on this over the next few days, but wanted to focus initial efforts on 60FPS, as the desire to play The Last of Us at 60 FPS is one of the largest draws to repurchase the game. In our brief experimenting with 30FPS it would appear TLOU does indeed have slightly nicer shadows thanks to the extra GPU time. Please note that these screen shots and footage have been achieved with the FPS not locked to 30FPS. While there are certainly large improvements to textures (an obvious weakness in the original), better Anti-Aliasing, higher frame rate, higher resolution and so on, there are still areas Naughty Dog didn’t improve upon for their remaster.
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While The Last of Us on the PS3 pushed the machine to the complete limit, making full use of the consoles hard to use (but extremely powerful) Cell processor, the limited amount of RAM and the RSX GPU. For all intents and purposes while the Remastered looks good, you don’t get the same “it’s the consoles limits” feeling.