

That's result of HDR to SDR conversion in current games.

Half Life 2 with overblown (detail missing) sky. Most new AAA games use HDR anyway since Half Life 2 days, but because people didint had HDR screens back then HDR was converted to SDR, so bright details on for example the sky are overblown, and only on true HDR display it's possible to show them without highlights cliping.

HDR mimic MUCH more realistic how human eyes see word in real life because it can show bright and detailed picture at the same time (bright and dark details will be not cliped) and I havent seen even one game that would look worse in HDR. The only way to show missing details in SDR is by dimming entire picture, but picture like that will look washed out and dim, so most content creators will just prefer to erase bright details and show bright and flat picture instead of dim picture. SDR will always clip details in bright areas above 100nits, so for example sky will be totally white and overblown on SDR because there will be no details there besides white color. SDR is clearly more overblown, and it's always like that although content creator can deliberately choose to overblown HDR as well if that's what he want. SDR on the left with max backlight settings, HDR on the right with the same backlight settings. The scene at 12.20 is an interactive cutscene - when you get out into "free roam", she looks nothing like that.Ĭlick to expand.When it comes to "overblown" picture aspect I will do some more comparison shots, although it won't be now it looks too cartoonish at times though.Īnd obviously shadow is bigger in scale, thus has more NPC's overall. The vegitation is overall a win for shadow, especially in terms of density, though it is helped by the jungle setting. One advantage that shadow does have, is shadowing from all objects with the "screen space contact shadows" setting, giving leafs (as you mentioned) etc shadows, which they didn't have in rise. The lack of tesselation on the ground is also very apparent, and make it look very flat and contributes to the low quality look. Shadow does use more volumetric lighting, but the lighting in generel looks off at several times, such as here.

I find the texture work in shadow of the tomb raider to be very disapointing tbh, and i don't understand why they have aimed for 6gb vram usage as the very highest, when rise of the tomb raider uses alot more - leaves alot to be desired. Wether you prefer her look in shadow or rise is ofc a matter of preference, but i deffo prefer her look in rise.īut yeah, textures is the most obvious downgrade compared to rise of the tomb raider, with tesselation being the 2nd, which really hurts the visuals when you are close to something, especially at 4k. the amount of objects on the screen for example paititi vilage from "shadow "vs geothermal vilage in "shadow"Ĭlick to expand.The scene at 12.20 is an interactive cutscene - when you get out into "free roam", she looks nothing like that. volumetric lighting (as I can sew volumetric lighting is everywhere in new tomb raider) One partucular aspect that really looks better in your "rise" vs "shadow" comparison is textures, that's inlucluding ground textures and tress textures, but on he other hand I think there's more tessellation and POM in "rise", also on the ground I can see more small objects like leaves with self shadows. I also like how walls looks on your photos, stone wall is not flat and top of that it's clearly self shadowed.
#Tomb raider real or fake 4k skin
I still havent played "Shadow" of the tomb raider, but rise is one of my favorite games from my steam library and I dont remember seeing so detailed Lara character in Rise like in that particular gameplay video from "shadow" of the tomb raider.Įven on your comparison I prefer how she looks now in "Shadow", her skin is not so plastic (better light scattering settings for sure) and her face and especially eyes more human like. In "rise" of the tomb raider Lara looks like that but only in cutscenes. Just notice selfshadows on lara face and lighting.
