Actually the PS4 doesn't use DirectX because well the rights belong to Microsoft. So they are using OpenGL instead.
It was only speculated up until launch that they'll use DirectX.
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Alright, playin your game.
http://nsa31.casimages.com/img/2014/...5409868332.jpg
http://nsa31.casimages.com/img/2014/...5519361696.jpg
Difference is SweetFX.
If you want reduction in jaggies you need a PC simple as that. The only that works here with all these low res transparencies is supersampling imo. It looks pretty damn sweet on 4x SGSSAA but runs badly as well. 2x is okay..... literally light years ahead of anything the PS3 is capable of doing with anti-aliasing. I feel so bad for PS3 gamers. This games looks like so much ass on that console. PS4 I hope is going to use Sony's new TSSAA or whatever it is they are using in KZ. I bet Square goes FXAA only though.
Shadow LODs in this game are just bad. Takes me out everytime I see them flickering so madly in Gridania. Putting cascading down to normal gets the horrid ones but introduces the terrible cascading on normal lol. I use 2xSGSSAA as that is what I can use for 40-60FPS 55 average on my OC'd 770. The transparencies in this game are very low resolution and emit tons of jaggies that can only really be solved with a few options.
This game still needs some optimization and that is dead clear. HDR in this game basically does nothing from what I can tell. I've looked and looked for what it does. It does nothing but add frames and maybe less compression I have no idea. Be nice to actually see this setting do something.
All I really want though is LODs and shadows to be fixed as well the refinements that come with DX11. It seems that stuff should look better next round but at what cost? I really hope dx11 runs well because any more drops in FPS and I will have to start knocking something down.
Would they have to edit each texture file in order to upgrade the quality and how long would that take? And if so should this even be a top priority graphic design team?
They would have to essentially redo each file. You can downscale textures, but you can't upscale them - it will only yield a softer image when mapped. Unless they have some special program to do this for them, it would take a lot of development time. So while I don't plan on getting high resolution textures anytime soon, I wouldn't be surprised to hear they're looking into ways to make some textures look less pixelated.