r/PS4 cristi1990anRO Sep 01 '18

[Video] [Video] BioWare Makes Fun of Marvel's Spider-Man's "PuddleGate" Controversy

https://youtu.be/yQph-_imtDY
2.3k Upvotes

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u/hablagated Sep 02 '18

The shininess was removed his suit to make it look realistic

-16

u/AS14K Sep 02 '18

Nope

15

u/hablagated Sep 02 '18

...yes?

-13

u/[deleted] Sep 02 '18 edited Sep 02 '18

[deleted]

1

u/Gaarando Sep 02 '18

Different lighting.. Why are people comparing screenshots together with places that clearly have different lighting. You know that you can make comparisons when Spider-Man releases of the same spot but taken at a different time of day based on the mission you're playing and find out that even in the release you can make screenshots where one looks worse because not every lighting looks as good.

For example I love how games look when it rains and is mostly superior to other types of looks during gameplay. It's like comparison Driveclub screenshots with all the different day cycles they got and compare sunny to cloudy or sunny to rainy. All of these are different. Driveclub lighting is actually high level but you could still make comparisons at different times of day and notice that one looks better.

-11

u/AS14K Sep 02 '18

The graphics are still great. Blindly insisting that they're as good as the original trailer doesn't help your case. The game is still going to be amazing, you're gonna be alright.

13

u/hablagated Sep 02 '18

I said the suit was less shiny

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u/AS14K Sep 02 '18

Sure, but not because it's more realistic, but because real time reflections in lighting are extremely costly in terms of processing power

7

u/Toeee Sep 02 '18

Actually specular reflections like the one on his suit are quite cheap to render. Sharp reflections such as those seen on glass or water on the other hand are moderately expensive depending on the method used. I would guess the suit change is more likely art driven than performance related.

Also, not to belabor the point, but games don't generally use "real time reflections" at least not until now with Nvidias new ray-tracing tech. Instead they use pre-calcuated approximations such as cube maps, or real time approximations such as screen space refections or planar reflections. The first two being fairly cheap, the third being very expensive and thus less common.