Assasins creed odyssey compared to ac mirrage graphics looks sameWhich games and as compared to what?
No they don't. I mean sure, thematically and in terms of art direction they're similar, but Mirage has more detail (both in geometry and textures), a more advanced rendering pipeline, higher world density, etc. Also note the minimum specs for Odyssey target 720P/30 whilst Mirage targets 1080P/30 (2.25 times as many pixels).Assasins creed odyssey compared to ac mirrage graphics looks same
No they don't. I mean sure, thematically and in terms of art direction they're similar, but Mirage has more detail (both in geometry and textures), a more advanced rendering pipeline, higher world density, etc. Also note the minimum specs for Odyssey target 720P/30 whilst Mirage targets 1080P/30 (2.25 times as many pixels).
That's like saying the Blu-ray version of High School Musical 3 doesn't look better than the DVD version because it's an unnecessary sequel to a terrible film; both versions may be unwatchable garbage, but in terms of visual fidelity the former is still objectively better than the latter. The OP asked why Mirage had higher system requirements than Odyssey when they looked "the same", and I pointed out that while they looked superficially similar Mirage has a number of objective technical improvements; I didn't say either looked interesting or that they were good games, which is an entirely different and completely subjective issue.Those would be valid points were the game not very bland in the look of it's environments.
That's like saying the Blu-ray version of High School Musical 3 doesn't look better than the DVD version because it's an unnecessary sequel to a terrible film; both versions may be unwatchable garbage, but in terms of visual fidelity the former is still objectively better than the latter. The OP asked why Mirage had higher system requirements than Odyssey when they looked "the same", and I pointed out that while they looked superficially similar Mirage has a number of objective technical improvements; I didn't say either looked interesting or that they were good games, which is an entirely different and completely subjective issue.
This is the answer.Diminishing returns.
The new game is more demanding and difficult to render, but the visual improvements are small enough not to be very noticeable.
The increase in resolution alone will push requirements up considerably. Whether it looks better is neither here nor there.
100% agree, couldn't have said it better myself.I agree with diminishing returns. Getting something to look 90% as good as photo real, each percent is harder and harder requiring essentially full path tracing and full simulation of a good chunk of physics to achieve proper results. One of the reasons Nvidia puts so much effort into ray tracing, it really is the easiest way to increase realism.
For me I am distracted a lot by games that try to look good, but don't quite get there. I tend to prefer stylized graphics over realism, since I am less taken out of the experience when things aren't supposed to look real. It is why face animations are so important and when it looks goofy it is very off putting.
The drive towards ever increasing visual fidelity is almost a detriment to the gaming industry. They spend so much of their time and resources on making high poly count models and textures. Or paying celebrities for face capture, not to mention microtransaction assets. With gameplay often a lot lower on the priority list than it should be.
Pretty much this. And yes, Ray Tracing is really the next step in graphical fidelity; all those expensive to compute lighting effects get done for free as part of the algorithm.I agree with diminishing returns. Getting something to look 90% as good as photo real, each percent is harder and harder requiring essentially full path tracing and full simulation of a good chunk of physics to achieve proper results. One of the reasons Nvidia puts so much effort into ray tracing, it really is the easiest way to increase realism.
For me I am distracted a lot by games that try to look good, but don't quite get there. I tend to prefer stylized graphics over realism, since I am less taken out of the experience when things aren't supposed to look real. It is why face animations are so important and when it looks goofy it is very off putting.
The drive towards ever increasing visual fidelity is almost a detriment to the gaming industry. They spend so much of their time and resources on making high poly count models and textures. Or paying celebrities for face capture, not to mention microtransaction assets. With gameplay often a lot lower on the priority list than it should be.
TAA came about because Sumpersampling is still comically expensive; emulators can kind of brute force increasing internal resolution, but expecting modern 3d games to offer that as an option is a bit much. Pretty much all forms of anti-aliasing have downsides; TAA generally hits the sweet spot for image-quality versus performance.What bugs me the most about modern AAA graphics is the use of TAA and FSR/DLSS upscaling from low resolutions, making everything a blurry, smeary, artifact-y mess. I played DKC: Tropical Freeze at 4K using CEMU (having dumped the game from disc, I'm not a pirate), and turned off anti-aliasing. That game at 4K, with its relatively simple rendering techniques, looks leaps and bounds better than modern games afflicted with TAA and upscaling.
I think I actually prefer no anti-aliasing over TAA, especially at high resolutions. I don't mind jaggies; I do mind blurriness and motion artifacts. The problem is that games like Jedi: Survivor rely on the TAA for things like hair and foliage to look right.TAA came about because Sumpersampling is still comically expensive; emulators can kind of brute force increasing internal resolution, but expecting modern 3d games to offer that as an option is a bit much. Pretty much all forms of anti-aliasing have downsides; TAA generally hits the sweet spot for image-quality versus performance.