![]() SOTC's HDR rendering method is not physically correct, but the effect works well and creates very impressive visual results. ![]() This is called the dynamic tone mapping, which is part of the HDR effect. When you emerge from the dark sanctuary interior to the outside, the outside scene is drawn almost completely white, which settles shortly to it's proper brightness balance. This is the trendy high dynamic range rendering (HDR - High Dynamic Range). It floods the external scenery which is seen from the interior to white, and light overflows through the opening of the columns which support the sanctuary. * The HDR rendering and dynamic exposure / tone mapping algorithmĪfter starting SOTC, the first impressive visuals you get are probably the view of the magnificent scenery seen outside from inside the sanctuary. "You can spend far too much time making detailed adjustments on a case-by-case basis, just to get the exact right motion on each character." "Rather than the programmer saying how about like this, he keeps making the kind of environment which the designer can adjust to whatever their heart's desire." I'm not sure if I was able to achieve it, but it is hard to tell because it is not cartoony. "I tried hard to make the appearance look natural to the eye. The work on SOTC accumulated little-by-little, so when it finally came together, it seemed completely natural." "I'm not sure where I could even start talking about it! Really! (laughing). So now, we have brought together the information from the development of Shadow Of The Colossus, because we had heard discussion on the technology we used and wished to present it. Shadow Of The Colossus is a good game in itself, but it is the technology which is operational within the machine, PS2-wise, that gives it the true "next-gen impression". You could probably say that this winter, where SOTC (Shadow Of The Colossus) appeared, represents such a maturing period for PS2. At this time, the world's attention tends to go to the next generation machine, but this is actually the time where all the technology achieved over the lifetime of the current machine bears fruit, and is the age where the masterpiece games appear. As of the PS3 version, you can no longer perform the diagonal jump exploit allowing you to climb to the "secret garden." This fix remains in the PS4 version, meaning you have to use regular stamina to climb (and beat the game 4 times to grow it to that point).With the PS3 being announced for spring 2006, you might think the PS2 is at the point where it's reached it's limit.New collectible glowing gold Hidden Coins - purpose currently unknown.A new gallery of comparison pictures between the original and PS4 Remake.See every Easter Egg we've found so far.A Filter mode that allows you to play in different visual filters and choose brightness and film grain.A New Statistics screen to see every milestone from distance traveled number of Colossi defeated.Unlike the PS3 version, the PS4 Remaster adds a few new features that were not present in earlier versions. Now the grip meter starts as a yellow circle that extends to the left above the health meter, with the weapon icon just above, in a much smaller setting. Originally, the stamina bar was a giant red circle that would slowly expand as you got more, and would even cut into the health and weapon bar. The new version of Shadow of the Colossus has gone though some changes to the UI and bars that you see on the screen. The Performance Mode doesn't quite hit 4K, but targets a fluid 60fps. The Cinematic Mode favors image quality, and utilizes 4K HDR display at 30fps. PS4 Remaster - 1080x900 resolution (HD, 4K HDR compatible)Īdditionally, the PS4 Remaster has two modes: Cinematic and Performance.PS3 Remaster - 1280x720 resolution (HD, 1080p upscaled).Shadow of the Colossus has undergone several revisions since it's debut, and the graphics have improved with each iteration: ![]()
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