Sony hate thread

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Here's what I'm talking about
https://youtube.com/watch?v=NdFgFABSkhQ11's opening demonstrates this, the ultra smooth animation with that bit of realism just makes Toriyama's style feel a bit off in places. It's not like 8 where it wasn't at any risk at infringing on realism.
That was their stylistic choice and not something forced on to them by a renderer of all things.
 
That was their stylistic choice and not something forced on to them by a renderer of all things.
If it's pre-rendered movie footage that would be the renderer that would have an effect on light reflections for things like skin would it not?. Now those high poly models would not be for the actual game versions themselves just like how those high poly models of the sisters were not the ones in game. To me at least what makes me feel a disconnect is that the skin and hair is very detailed while their faces are not.

UE5 has a bunch of different settings for setting up shots since they're pushing it for movie production.

There's also stuff like the FF7 Remake where people had a generally hard time telling between the in-game models and what was a cinematic. Square may opt for something similar with dragon quest.
 
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If it's pre-rendered movie footage that would be the renderer that would have an effect on light reflections for things like skin would it not?. Now those high poly models would not be for the actual game versions themselves just like how those high poly models of the sisters were not the ones in game. To me at least what makes me feel a disconnect is that the skin is very detailed while their faces are not.
No. You were talking about "smooth movement" not skin.
 
No. You were talking about "smooth movement" not skin.
That's the animation and/or mocap which can make stylized characters seem like they're costumes being worn by real people.

The Tales of series did this a few times and just made some scenes stand out just because of how awkward it looked. I was saying that it was just another layer of making the characters look a bit more awkward than intended.
 
Monster Hunter was on PS1 though
I didn't get the version of the PS2 with a modem until my launch one broke and that was like a year before the PS3 launched.

Freedom was in 2006 and was a modified version of the original.
 
And you find that jarring because of the renderer somehow.
Well between how they animated it and the renderer having realistic lighting and shadows that highlighted certain details.

Yeah kinda especially if you were to make a direct comparison

I mean this what I'm more used to seeing his style being depicted. They imitate stuff like the cel shading which isn't present in the Dragon Quest 11 intro.
 
Well between how they animated and the renderer having realistic lighting and shadows that highlighted details.
They chose all those things. If they didn't want it to look like that they would have changed it. It's got nothing to do with the default renderer. Like all big boy developers they can rewrite it and I'm sure that they did to achieve that specific look. At no point did they look at it and say "eh, movements to smooth, it is jarring, and there's shadows, fucking renderer... can't do anything about it though!"
 
They chose all those things. If they didn't want it to look like that they would have changed it. It's got nothing to do with the default renderer. Like all big boy developers they can rewrite it and I'm sure that they did to achieve that specific look. At no point did they look at it and say "eh, movements to smooth, it is jarring, and there's shadows, fucking renderer... can't do anything about it though!"
I'm just saying it doesn't really suit his style well to go with the quasi realism. You start to see cracks form with stuff and it breaks the suspension of disbelief. I know they chose to go that route but I'm saying in my opinion it just doesn't look right especially since there are other games that have used his style before.

Renderers are going to depict realistic light and shadows differently than going for cel shaded look.

Guilty gear used an array of texture techniques and shaders to pull off the 2d look on the same engine
 
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I'm just saying it doesn't really suit his style well to go with the quasi realism. You start to see cracks form with stuff and it breaks the suspension of disbelief. I know they chose to go that route but I'm saying in my opinion it just doesn't look right especially since there are other games that have used his style before.

Renderers are going to depict realistic light and shadows differently than going for cel shaded look.
That has nothing do to with the UE4 renderer, like you claimed, and it will have nothing to with the UE5 renderer in the future, something you are likely to claim.
 
That has nothing do to with the UE4 renderer, like you claimed, and it will have nothing to with the UE5 renderer in the future, something you are likely to claim.
Hold on I'm talking about the level of detail for the light and shadows and I'm pretty sure the render output for unreal does have control over those things because you can change your output levels for a few options.
 
Hold on I'm talking about the level of detail for the light and shadows and I'm pretty sure the render output for unreal does have control over those things because you can change your output levels for a few options.
And I'm talking about your original point of DQ11 having smooth movement(jarringly so according to you) because of the UE4 renderer but after 200 hours you got used to it. The goalposts stay where they are. The renderer have nothing to do with that, admit it.
 
And I'm talking about your original point of DQ11 having smooth movement(jarring) because of the UE4 renderer but after 200 hours you got used to it. The goalposts stay where they are.
You're misunderstanding me it doesn't have smooth movement because of the renderer, the animation sequences they rendered out had smooth movement but that was the animation data on the rigs themselves. I mean you could probably screw with stuff by rendering out at a higher framerate than normal, but that's a rare instance of that being needed.

The realistic lighting element is the product of the renderer though
 
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You're misunderstanding me it doesn't have smooth movement because of the renderer, the animation sequences they rendered out had smooth movement but that was the animation data on the rigs themselves.
"When DQ11 came out people were slightly offput with how the characters moved in 3d and that they looked a little off but as they played the game they got used to it. But that was mostly the case with how UE4 rendered stuff out."
followed by
"the ultra smooth animation with that bit of realism just makes Toriyama's style feel a bit off in places."
followed by
"Now I spent like 200 hours in the game so it's not as jarring to me as it once was."

I understand perfectly fine what you wrote. Goalposts are welded to the ground.
 
"When DQ11 came out people were slightly offput with how the characters moved in 3d and that they looked a little off but as they played the game they got used to it. But that was mostly the case with how UE4 rendered stuff out."
followed by
"the ultra smooth animation with that bit of realism just makes Toriyama's style feel a bit off in places."
followed by
"Now I spent like 200 hours in the game so it's not as jarring to me as it once was."

I understand perfectly fine what you wrote. Goalposts are welded to the ground.

Yes that was poorly worded. I think I jumped ahead mentally without really explaining in the initial post. The in game models to 11 are different than the opening movie. So people got used to it by playing because the models were at a lower detail, by stuff I meant the lighting and particle effects. By Stuff I didn't mean the animation itself.


11's opening demonstrates this, the ultra smooth animation with that bit of realism just makes Toriyama's style feel a bit off in places. It's not like 8 where it wasn't at any risk at infringing on realism.

Now I spent like 200 hours in the game so it's not as jarring to me as it once was.

But them upping the realism is just going to further add to that unbalance. I mean especially if they aim for edgy or dark. If 12 was clearly going for a celshaded look like Guilty Gear or the DBZ games that would be a bit different. But that's no celshading in the lava or ground.

I made some edits a minute or so after I posted it and fixed some sentence structure. I tend to make edits usually after I post.
 
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Yes that was poorly worded. I think I jumped ahead mentally without really explaining in the initial post. The in game models to 11 are different than the opening movie. So people got used to it by playing because the models were at a lower detail, by stuff I meant the lighting and particle effects. By Stuff I didn't mean the animation itself.
What about how the characters move in 3D, that's got nothing to do with the intro cinematic.
The ultra smooth animation makes his art feel a bit off you say, that certainly sounds like the animation is what you are having an issue with but you linked that to how it was rendered.
After 200 hours it is not as jarring, I guess?
 
What about how the characters move in 3D, that's got nothing to do with the intro cinematic.
The ultra smooth animation makes his art feel a bit off you say, that certainly sounds like the animation is what you are having an issue with but you linked that to how it was rendered.
After 200 hours it is not as jarring, I guess?
That wasn't the only cinematic scene in the whole game. As you progressed they did pop up from time to time.

Personally I did feel that they gave you a disconnect between those scenes and the in engine ones. A few games made me feel this way like Front Mission 3 and Starcraft where what's happening on screen during those scenes just didn't feel as well conceived as some of the regular conversations and events that were not highlighted by scenes like that.

Final Fantasy 10 also suffered like this to an extent where Rikku had different physical features depending on the shot. it felt more distracting than anything.
 
You forgot an earlier Wii revision that removed GameCube support and made it horizontal only.
I was just talkin' slim consoles; didn't feel the need to go all in and list off things like the Wii Family Edition. Gamecube's an exception because that's the one notable revision.

If I got into smallish revisions, we'd have a whole lot to mention. Like the European "Mattel Version" NESes that are of overall lower quality, before Nintendo started taking care of everything in-house in Europe, or like the Nintendo/Sega/Namco Triforce used for some arcade machines, that's basically a Gamecube that takes Dreamcast's proprietary GD-ROM discs. If you've ever played Mario Kart Arcade GP 1 or 2, you've played a Triforce.
 
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