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Then make a game that looks better.
You can tell when someone's playing on the PS4 Pro Build of Tekken 7 to the actual PC build. It's clear which one is which from the graphics.
Oh didn't know ps4 pro can do 120hz,
Kek
If that's your best insult I suggest you go back to training school lol
The textures themselves are fine. The resolution and detail seems adequate. However, the materials they've built from these textures is where I feel a lot of the issue lies. I wouldn't of guessed it uses Unreal Engine 4, but if it does... UE4 uses PBR natively, which means it's mainly built off of three main atributues which are: base color, roughness and metallic. These values are extremely simple to manipulate into any real-world surface and the easiest one to accomplish is getting something to look like metal. When I look at the metal in the screenshots and trailers, I just see flat plastic. I can tell they're using varied roughness values, but it's not picking up sharp to blurry reflections like they should for metallic surfaces. It's not the engine, not the platform and not the model or textures. It's a fault of the artists and the directors for not pushing towards a more unified, realistic look to the game's materials.
They also don't appear to be utilizing detail normal maps but that is often times hard to detect. These are normal maps that are blended over the top of the surface with masks and set with very high tiling values to bring out the fine details in things like cloth. Think of a wool sweater that's finely knit. This is easily accomplished in games but you can't just paint it into the main textures or you'll have to have 32k images loaded instead of 2 and 4k like systems can handle well. If you look at the latest Mario Party on the Switch, you can see where they used detail normals to great effect. Also the latest Dragon Quest does it well too. Both of these have an Anime/Cartoon style to them, so when I say "realistic" I'm not refering to the style at all. I'm talking about the quality of the renderings and how much there is to look at within each frame when taken as a piece of art. This game still has wide areas of flat color where there could be much more to see.
The lighting is also a problem for me. It looks too even and lacks depth. It's not full and rich like it could be. The same look could be achieved by not using any lights at all, rather relying entirely on an ambient cubemap, which is sort of a faked IBL, or Image Based Lighting. This is great for adding detail into the ambient brightness but does not exactly do much to pop each form and give real volume to the shapes that are present. A combination of directional lights, point lights, spot lights and good depth-based post processing alongside those ambient cubemaps is all you need to get a very dynamic looking scene with tons to look at. While Skylights can actually add a huge amount of depth, the rendering overhead of using this system is just not worth the costs versus the reward, imo. My guess is that they ARE using these elements but they have everything dialed too evenly and mainly just need to accentuate the main stage while avoiding blowing out the backgrounds. Part of this could just be a design decision because almost all the screenshots I've seen appear to be set on a mid-summer's high-noon, in which case this type of lighting is desirable.
Again, all of this is based on very few screenshots and two videos. I haven't seen the game really in action so other stages or characters could very well prove me entirely wrong. But given that these marketing materials are what they've chosen as their cream of the crop to get us to buy the game, I have no choice but critique based off those elements alone. I always reserve true judgement until after the game's released but as it stands, there's so much room for improvement in how this game's look is presented, I felt compelled to speak up about it.
It always comes down to personal preferences, but if a game genre should offer "betetr than average" graphics, it's fighting games. Those are much more limited than those huge open world in terms of "map size" since they only includes a bunch of levels and characters so it's easy for the artists to put more effort into each character, each level, each textures, etc... On the other hand, you have strategy games, in which it's more important to relay informations to the player in an efficient way than offering photorealistic graphic quality. All games should at least look beautiful, but not all requires the same amount of detail in my opinion.