Hello there,
Yesterday, Digital Foundry released a new video about The Last of Us Part II Remastered. While it is very much appreciated that they provided this content before the release, allowing people to make up their minds about the expansion, it was yet again very disappointing to see that they overlooked several improvements the remaster has - either due to not caring enough or due to more nefarious reasons. I want to believe it's the former, but based on past work, it could very well be the latter.
To prove my point, I will be providing their video:
This is what they noted:
This is what they noted:
Yesterday, Digital Foundry released a new video about The Last of Us Part II Remastered. While it is very much appreciated that they provided this content before the release, allowing people to make up their minds about the expansion, it was yet again very disappointing to see that they overlooked several improvements the remaster has - either due to not caring enough or due to more nefarious reasons. I want to believe it's the former, but based on past work, it could very well be the latter.
To prove my point, I will be providing their video:
This is what they noted:
- We don't see nearly as much pop-in with foliage during traversal, and areas further from the camera have better coverage.
- Shadow aliasing and flicker from the original release on the PS4 is replicated about the same here.
- Shadow presentation is nearly identical, and other than a hanging container, we could not spot significant differences elsewhere.
- We struggled to spot any differences in texture quality between the two versions, as the artwork is an exact match except for a shot where the dirt texture is somewhat higher resolution.
- Texture filtering is substantially improved.
- Some scene-by-scene tweaks to the look were made, with a lamp and the bar scene being provided as examples.
- There is a slight depth of field change in a couple of scenes.
This is what they noted:
- Small enhancements to Ellie's model: The surface of her skin looks slightly sharper, texture maps for her clothing are sharper in select scenarios, and there's less pixelation to hair, brows, eyes, lips, and freckles.
- Animation sampling rate has been improved.
- Big improvement to draw distances.
- Most of the game's environmental textures have been bumped up as well, with examples provided for cement columns, scratch paint in a panel, and signs.
- Lighting doesn't look to have been changed all too much, with a couple of sections looking a little darker, but it's barely noticeable overall. Everything else looks almost the same as before.
- Reflections have been improved, with cubemaps benefiting from the bump in output resolution. SSR reflections reflect more of the scenery, and planar reflections used in mirrors see improvements in quality.
- Specular lighting has greatly benefited from the added environmental detail on some surfaces.
- Shadows have seen a slight improvement too. Shadow draw distances have been bumped, and small dithering shadows from things like wires or cables have been cleaned up.
- Alpha effects for splashes in waterfalls have a further draw distance, but the rest of the alpha effects look unchanged.
- Digital Foundry found no differences in shadow aliasing or flickering; however, Nick930 provided evidence of both being improved.
- Digital Foundry found no differences in shadow quality other than a specific container; Nick930 provided evidence of quality being improved, if only in certain scenarios and only very slightly.
- Digital Foundry found no differences in texture quality other than a ground dirt texture; Nick930 provided evidence of texture quality being improved on Ellie's character model, as well as environmental textures.
- Digital Foundry did not point out any differences in reflections; Nick930 provided evidence of improvements to Cubemaps, SSR, and Planar Reflections.
- Digital Foundry did not point out any differences in alpha effects; Nic930 provided evidence if limited improvements to water effect splashes in waterfalls, related to their draw distance.