>runs like a dream while still looking absolutely amazing in performance mode
>No ugly as sin blurry ass TAA or other obvious post processing slop that turns the image into mud
>dynamically spawns objects with no loading in the tar during BT fights
How did they do it? And why can't other AAA Devs do it? If there's one thing to criticise on a technical level, it would be that foliage is incredibly static and unresponsive, just like in Horizon games
They. Should. Have. Made. It. In. Unreal. Engine. 5! UGH... I HAVE SPOKEN...
The visuals in the snowy mountains area are incredible. Climbing to the peak while the sun peaks over the horizon of another ridge and starts beaming down on you, pure kino.
pretentious shit story gameplay that gets boring after messing around for an hour
>>714629290 (OP)>Looks>Graphics>Visuals>Performance>Nothing about the Ubisoft level gameplay and AI>Nothing about the god awful writing, the MGS reused shit>Nothing about the abuse of cringe shit in a ``serious`` story>Nothing about the shallow gameloopClassic zoomer take and Kojima cum drinker
>>714633695Are you Indian? Because your takes are pure shit.
>>714633695gameplay is not a talking point when the entire central point of the discussion is about the technical aspects of the game, retard kun. this isn't a gameplay discussion thread, it's a thread about game optimization.
Saw some TAA ghosting on base ps5 but it's pretty rare, usually when sam is wearing something dark against a light background, iirc inside heartmans base showed it pretty bad
Even then it could have just been some lighting/shadow effect, haven't really seen any other TAA issues
>>714629290 (OP)Good engine and years of experience gained with Death Stranding. DS2 was a cakewalk. The harder part was story,cutscene animation, mocap and voice acting