

This helps change the look and feel of many scenes as you play. Part 1 uses screen space reflections mixed with those projected cubemaps, which improves the accuracy of reflections but can still have blend issues when drawing in and out when the camera moves.Ĭharacter models are improved and include brand-new modes, something you will see universally, with a much wider variety in characters and less reuse, helped by the leap in memory offered by the PS5. Areas have been altered to move walls, gates, signs, and more, and the reduction of water bodies removes the cubemap issues we saw in the original. Many shots show a significant leap in polygon count, with improved brick textures, changes to debris and rubbish, and more objects and details present within the world. – which includes excellent per-object motion blur, bokeh depth of field, subsurface scattering, and improved decals for gore and such – many of the level construction, foliage, assets, and even textures and materials have all been improved, increased, or even remade completely. But at its core the PS5 version is an old canvas covered in a fresh lick of the finest digital paint you can get.īeyond the models, material composites, post effects, et al. Sure, camera shots can be altered, post effects improved, and shading quality upgraded – as we see with the increased light sources, edge lighting on characters, and even minor changes to motion and skinning. Issues like characters warping into new positions from grabs or combat are much better now than the remaster, but the movement and timing of moment-to-moment gameplay and cutscenes are a match. Here on PlayStation 5 they are all real-time but based on the exact same core data, which means the improvements to models, animation, etc.
#Last of us part 1 Ps4
Some original sequences on both PS3 and PS4 were all still in-engine but not real-time instead, they were pre-rendered out to a video file via a PlayStation 3 rendering farm back in 2013. The “nearly” is because not everything is a match for the newer game, and Naughty Dog’s team is still working with the older core game engine code, motion-captured vertex movements, and decade-old performance capture. The quality here is exceptional and nearly brings Part 1 in line with its 2020 sequel. Changes to faces can be subjective, but the increase in detail, photorealism, movement, and sheer fidelity cannot be argued. Some characters have also been redesigned from scratch, with Tess standing out as a drastic shift from the original. The animation and bone rigs of faces have also been improved with significantly better vowel forming of mouths and a wider emotive set of facial expressions. This is the single biggest leap from either of the previous two editions, and many of the models are the ones we saw in the sequel.
#Last of us part 1 skin
Many new rendering techniques have helped bring The Last of Us up to date, such as the oil painting-like materials in the world, impeccable character models, and skin rendering complete with movie-level physically-based shading. Today we’ll be digging into the improvements in the new version, the performance modes available, and how everything looks and plays compared to the original version. This reinvigorated PS5 version has benefited greatly – but it is not a case of simply porting things over, as this is likely based on the PlayStation 4 Remastered code, which has been updated with the latest rendering technology within the updated Sequel’s engine.

What has changed is the experience, thanks to the updated Naughty Dog engine that powered the sequel. The story of Joel and Ellie needs no introduction, and nothing has changed here on that front.
