For animations whores like us, there is really nothing that best tlou2 and rdr2.agree that TLOU2 is still the most impressive game out there. First time enemies felt like real people, truly scary. The biggest leap will probably happen when developers start using AI to train their characters and motions etc. Guess we'll see that at the very end of that generation.
TLOU2 also looked much more realistic than TLOU1Remake imo. The lightning and color palette is really tastefully subdued. Hope they can get the remake to resample the original E3 Trailer.
GOW:Ragnarok also sometimes felt intense in some battle scenes, I especially loved the animation when you would get revived by loki.
I groaned when i saw him mention that in the trailer. It's like they are completely clueless. He was literally talking about finding icons. Like dude, thats not it. People want dynamic stuff. Not the same thing done 15 times over. This is why I always harp on about simulations. Lets move away from scripting shit and just let a big city govern itself and then have you stumble upon thing not because some designer put an icon over there but because some programmer designed a system where anything could happen at any place at any time.They are trying the tsushima exploration system (kinda organic with visual point of interest but not really and prone to fast repetition), they switched foxes and birds for other stuff.
Trying to get that elden ring\zelda exploration praises without even understand why and how it work, so cute how they try to not be classified as ubisoft open world but they still fall right into it.
Not that i prefer one method over the other really (i mean i do but not by much), but i could almost hear the groan from ER\zelda fans when they were explaining how they improved the exploration with 48595034 icons on screen
This is gonna be a point of discussion for the goty, if the game even manage to get some nominations.
That fast character change tho, nobody fucking asked for it but apparently it is now the second coming of tera patrick fleshlight...I groaned when i saw him mention that in the trailer. It's like they are completely clueless. He was literally talking about finding icons. Like dude, thats not it. People want dynamic stuff. Not the same thing done 15 times over. This is why I always harp on about simulations. Lets move away from scripting shit and just let a big city govern itself and then have you stumble upon thing not because some designer put an icon over there but because some programmer designed a system where anything could happen at any place at any time.
It's quite shocking how they have done fuck all to use the new CPUs. We were wondering for almost half a decade now what devs will do with these zen 2 CPUs and the answer is 60 fps at 720p. No AI improvements. No NPC simulations whatsoever. No physics based simulations. No destruction. No nothing. Just the same exact game but more.
In the IGN interview, the guy literally says that we didnt want to change a lot because fans love what we put out 5 years ago. So you're cod now. Got it.
And then people wonder why i call them B-tier devs. They took five years to make this next gen only game, and ended up doing the same exact thing they did on PS4. They didnt even try to set a new bar on anything.
That obnoxious CA does look very PS4 era"tHiS cOulD bE dOnE oN a pS4"
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Majority of devs still use it even on pc (pretty sure cyberpunk has it), it's a cancer that can't die soon enough.That obnoxious CA does look very PS4 era
That obnoxious CA does look very PS4 era
There is no generational leap whatsoever. The fast character switching and i guess faster traversal is next gen i guess, but in terms of visuals, there is nothing next gen here.That fast character change tho, nobody fucking asked for it but apparently it is now the second coming of tera patrick fleshlight...
But i get it, the first game sold a fuckton so they don't wanna change the formula that much.
Also, maybe i'm alone on this one, but i kinda fucking hate the flying suit, why even web swinging (you know, 50% of what make a spiderman game a spiderman game) when you can just fly?
Like i get it, more options, you show how fast the ssd can handle those crossgen graphic etc. but i would have loved an upgrade on the web slinging instead of that.
Your thoughts on my generational leap comparion on top of the page? yay or ney?
I think the highs of starfield are a bit higher than the highs of spidey 2, but the lows are way, way lower.Spiderman 2 looks better than Starfield, Starfield shouldn't even be here tbh. In general its too average and some things are even worse than some last gen games. The scale can be impressive and the interiors can look good but that doesn't mean that its current gen worthy imo. Spiderman 2 looks good for the most part but so did the last 2 games. It looks better than Miles and 1 but there are still bad areas like the symbiot suites and Venom, the iq, the pop in, some low quaility areas in the city, weird ao and interior lighting. Overall its still a very good looking game and looks better than 90% of currently released games but i expected a bit more like most of the people.
I read the whole article. I knew we were basically doomed when by like the 2nd or 3rd question they start trying to pivot to audio and controller hapticsThe IGN Q&A with Insomniac tech guys was surprisingly barebones. To IGN's credit, they kept asking just what are you doing innovate or next gen and kept getting BS answers from those guys.
This part is the only thing worth posting from that interview.
Can you dive into more about the city's larger, right? You have the three different areas to go into. Tech-wise, there was that photo that sort of blew up right, of New York of Times Square then versus now. So what sort of enhancements are we seeing in the screenshots that you're putting out? If you could just break down.
DS: That up. Sure. I don't want to talk too much for Mike Fitzgerald, who's our Core Director, but I can talk a lot about what they're doing. It really comes down to we've got our distant building system, which is our imposter system that we draw, and that's been upgraded to have new LODs and things that we stream in. That's again, the PS5, allowing us to swap that stuff out on the fly.
We've done a bunch of work in terms of lighting. Our lighting engine has gotten a lot of passes and changes. We've done a lot of work on what our street lighting looks like and how that works and what the material responses are. We've gotten a better handle on ray tracing and more things being able to be ray traced and supported and built up through that. We've got new things with our sky boxes in this game look ridiculous, and the way that our sky renders and the way that the light comes through in that and the work that they've done to make sure that our open world looks really amazing at all the times of day that it shows up.
And so we've got additional things with what we've done with foliage, what we've done with just the way that we leverage Houdini and procedural generation to get our ground planes and stuff looking great. So there, there's all kinds of elements, not to mention just how our characters look, how everything else looks that come into play to bring it together and make it really look next gen. I feel like even looking at the Remastered game when we've played, when I've been playing Spider-Man 2 for so long, and I go back and look at some of the old games, I'm like, I don't realize how much of a jump it is until you see it next to each other. When you really A-B test it, you're like, wow, this is a huge jump. In terms of fidelity, in terms of execution, in terms of just how clean everything looks.
I take dildoshock5 gimmicks over graphical improvements every day of the week.I read the whole article. I knew we were basically doomed when by like the 2nd or 3rd question they start trying to pivot to audio and controller haptics
Confirming minimal visual upgrades. The part you isolated here was a highlight though admittedly
Everyone makes fun of dualdildo5 but once the raindrops hit and you feel that in the controller, in the middle of the night with headphones on? Yeah that's good.I take dildoshock5 gimmicks over graphical improvements every day of the week.
I disabled the stupid trigger resistance to prolong the life of the controller and my fingers, i already fuck em up at work and at the gym, i don't need fucking resistance when i try to kill motherfuckers in a gameEveryone makes fun of dualdildo5 but once the raindrops hit and you feel that in the controller, in the middle of the night with headphones on? Yeah that's good.
Returnal even broke my r2 spring lol. So much weapon recoil!
Agree! I’d like devs to actually make the graphics of games on my $500 console to look like halo 2 so we can get 60fps and above!I take dildoshock5 gimmicks over graphical improvements every day of the week.
Just look at the 60 fps thread. People lapping it up. OF COURSE it is 60 fps. It is literally a last gen game with last gen visuals. Very easy to get those running at 60 fps.Agree! I’d like devs to actually make the graphics of games on my $500 console to look like halo 2 so we can get 60fps and above!
It's funny because IGN did a similar article with Avatar devs 2 years ago and the answers there are so much more substantive.I read the whole article. I knew we were basically doomed when by like the 2nd or 3rd question they start trying to pivot to audio and controller haptics
Confirming minimal visual upgrades. The part you isolated here was a highlight though admittedly
Flying
Much of Frontiers of Pandora's reveal trailer takes place with Na'vi heroes riding their Banshee companions. As it turns out, this isn't just for show – the game will let you take to the skies and travel across them at high speed, and only new hardware allowed the team to couple that mechanic with the detailed world it wanted to present.
"[New consoles allowed] us to have much better object detail up close to you," explains Stefanove, "but also when you're flying high up in the air – to have a lovely vista and far-distance rendering, where we can even use the ray tracing to do shadows super far away, you know, three or four kilometers away from you."
It's not just that the world needs to look good as you lazily soar over it – it's that it needs to stay looking good while you travel very, very quickly, as Jansén explains: "You're flying at enormous high speeds on a Banshee over this very, very detailed landscape. It doesn't matter how much we can render, unless we can stream it in as fast when we're moving very fast from one place to another. So just this shift to these newer hard drives, it can't be underestimated because, and it really has a lot of implications."
Map Design
One of the less visible benefits of new hardware is in changing not just how the open world looks, but how it's pieced together. Because of more limited tech, older open world games needed to balance detail with density, which can lead to large areas of relative nothingness between major points of interest (I'm looking at you Assassin's Creed: Odyssey). It seems that new-gen tech will allow Frontiers of Pandora to be built a little more organically:
"It's not just the old 'I'm taking this slow walk as I enter into the place because we have to stream everything in'," explains Jansén of the benefits to his maps, "it's little subtle things that people don't think about, which is how close together are all the places in the world. If you look at, with the old hard drives, they had to be spaced out very far [apart], because you had to stream out the old and stream in the new, so it just created a formulaic world. So, there's a ton of stuff like that."
Enemy and Creature AI
It's not just graphical power helping Massive's designers – processing power will help them try new things, too, particularly when it comes to NPCs.
"Technology is everything," says Jansén, "it's what allows us to realize our dreams as designers. It's what allows us to tell our stories, and to create the immersion and the escapism that we want. It's not just about escapism, it's about danger as well, because Pandora is a beautiful place, but it's also a dangerous place. So, the wildlife, the AI, the way that they track you, the way that they attack you, the advances in technology and the way that we are taking advantage of the power with our in-house Snowdrop engine is allowing us [to] do amazing things that would not be possible [otherwise]."
Stefanov steps in to show us exactly what that can mean: "I can give you a specific example of something that you see in the trailer that has to do with the AI systems. For the big creatures, whenever they are calm, they would obviously walk around trees and things like that. But when they are fleeing, or attacking you, or whatever, they will just go straight through the bamboo and other vegetation and just completely destroy it. I think it's really cool to be able to see all of these effects that the NPCs have on the environment, as well as you having an effect on the environment too."
Immersion
While this does fall somewhat under the "it looks nice" bracket of technical improvements, Massive is adamant that improving some of the more complex visuals will help players get into the idea that they're on the Pandora of James Cameron's original movie, not just another game world.
"It's a first-person game," says Jansén. "It's, to me, the most immersive way of playing. So we're really going all-in on that vision of, 'Remember the movie, remember you wanted to go to Pandora.' Now you can go to Pandora and, to do that, we needed to have the best simulation of weather, rain, animals, and the best rendering, because the more technically excellent it is, the more capable it is of taking you from where you are and into the world of Pandora."
Stefanov gives some examples of what that can mean to the game: "In terms of a new generation of consoles, the improved [hardware] just gives us so much opportunity to make sure that the game's as immersive as possible. So a couple of examples, we have a completely new lighting system that is based on ray tracing, and I think it is a dramatic step up in quality that makes you feel like it's a real place. One tiny example is that it can actually handle the translucency of the leaves [...] so it can figure out how much of the light is reflected through the leaves, how tinted it is with the colors and everything else. You get lovely reflections and sights for the water, even down to the volumetric clouds up in the sky – they actually receive the correct lighting as well."
My opinion on the whole 30 fps on console debacle:Agree! I’d like devs to actually make the graphics of games on my $500 console to look like halo 2 so we can get 60fps and above!
I really had no problem with 30fps my whole life since I started gaming as a kid when every Gen prior did 30. but thanks to Sony and Microsoft slick marketing campaigns coupled with internet groupthink, I’ll pretend I can’t stand it and complain about it endlessly online! I love beating developers into submission and dampening visual advancements!
(Average hardcore gamer post 2020)
If you think 30fps is bad, look out the frame rates of games on PS3 and X360My opinion on the whole 30 fps on console debacle:
I have a powerfull pc, i play 99,99% of my games at 60 fps or higher, i can absolutely accept 30 fps (or 40) in 1 to 3 titles per year, ESPECIALLY when these console are cheap trash and 60 fps take to much from the rendering power available.
Sony first party need to squeeze 110% from these toasters to show a real jump and 60 fps doesn't help.
I know better than anyone that 60 fps game look better in motion, but 30 fps just gave you way more rendering budget to completely change the scene, a bad texture is gonna be bad at 30 and 60 fps.
It's an highly egoistical point of view because not everyone has a powerfull pc and they can only play 60 fps games on console, but it is what it is, people wanted to go cheap on something that give you THOUSANDS of hours of entartainment for 6 to 8 years and now it's too late to cry.
If you think 30fps is bad, look out the frame rates of games on PS3 and X360
PS1 daysI accepted 15-20 on noveria
If you think 30fps is bad, look out the frame rates of games on PS3 and X360
Yep, generational leap from the crossgen titles (morales and cheap ass spidey remaster)
Just look at the 60 fps thread. People lapping it up. OF COURSE it is 60 fps. It is literally a last gen game with last gen visuals. Very easy to get those running at 60 fps.
Spiderman 2 is praised for getting 60 fps by doing too little with the CPU. What a time to be alive.
CA? California?That obnoxious CA does look very PS4 era
I think their code and asset base is not going to come from 2015-2018.You think they are gonna use way more advanced tech or engine for wolverine?
Oh, I agree. Especially with Wolverine and cutting people into pieces, free flow combat doesn't work. Honestly, I would've thought they'd drop it for Spider-Man 2 and go all Web of Shadows - wall combat, crazy enemies that are just as if not stronger and faster than either Miles or Peter. But clearly, between Miles Morales and Ratchet, they prioritized getting the game out, "work-life balance" and accessibility pandering for an easier sequel to develop. Game's going to be good, I'm sure, but there's definitely a spread of that crap industry-wide, and ot does mean that the games are not as ambitious as they could be. I don't blame you for not having much faith in Wolverine.I'm gonna doubt on that until we see some gameplay, insomniac is clearly not on the level of nd and guerrilla and maybe even santa monica, so the expectation are getting lower.
I just pray forsome original gameplay from them, if they use free flow again for the combat i'm gonna fucking die.
I am glad that the previews aren't going full zomg Soyjak for the game. Between these PR word salad being coaxed out of them by mainstream games media and James Stevenson having to explain everything away on Reeetardera and Twitter, I do hope Insomniac gets the message that this is not going to fly for a third time over.The IGN Q&A with Insomniac tech guys was surprisingly barebones. To IGN's credit, they kept asking just what are you doing innovate or next gen and kept getting BS answers from those guys.
This part is the only thing worth posting from that interview.
Can you dive into more about the city's larger, right? You have the three different areas to go into. Tech-wise, there was that photo that sort of blew up right, of New York of Times Square then versus now. So what sort of enhancements are we seeing in the screenshots that you're putting out? If you could just break down.
DS: That up. Sure. I don't want to talk too much for Mike Fitzgerald, who's our Core Director, but I can talk a lot about what they're doing. It really comes down to we've got our distant building system, which is our imposter system that we draw, and that's been upgraded to have new LODs and things that we stream in. That's again, the PS5, allowing us to swap that stuff out on the fly.
We've done a bunch of work in terms of lighting. Our lighting engine has gotten a lot of passes and changes. We've done a lot of work on what our street lighting looks like and how that works and what the material responses are. We've gotten a better handle on ray tracing and more things being able to be ray traced and supported and built up through that. We've got new things with our sky boxes in this game look ridiculous, and the way that our sky renders and the way that the light comes through in that and the work that they've done to make sure that our open world looks really amazing at all the times of day that it shows up.
And so we've got additional things with what we've done with foliage, what we've done with just the way that we leverage Houdini and procedural generation to get our ground planes and stuff looking great. So there, there's all kinds of elements, not to mention just how our characters look, how everything else looks that come into play to bring it together and make it really look next gen. I feel like even looking at the Remastered game when we've played, when I've been playing Spider-Man 2 for so long, and I go back and look at some of the old games, I'm like, I don't realize how much of a jump it is until you see it next to each other. When you really A-B test it, you're like, wow, this is a huge jump. In terms of fidelity, in terms of execution, in terms of just how clean everything looks.
I'm not sure about what you are saying, my pics are from the morales\remaster photo topic on reeee...You can't be likeChiefDada and take marketing screenshots that have been edited and photoshopped and then compare them to gameplay screenshots from miles morale.
If you want to compare then compare the fake pictures released for Miles Morale with the fake pictures being released for SM2.
Then ask yourself, is it a generational leap?
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Far cry uses different engine than avatar massive didn't repack anything they built the game from ground upI think their code and asset base is not going to come from 2015-2018.
Oh, I agree. Especially with Wolverine and cutting people into pieces, free flow combat doesn't work. Honestly, I would've thought they'd drop it for Spider-Man 2 and go all Web of Shadows - wall combat, crazy enemies that are just as if not stronger and faster than either Miles or Peter. But clearly, between Miles Morales and Ratchet, they prioritized getting the game out, "work-life balance" and accessibility pandering for an easier sequel to develop. Game's going to be good, I'm sure, but there's definitely a spread of that crap industry-wide, and ot does mean that the games are not as ambitious as they could be. I don't blame you for not having much faith in Wolverine.
Avatar is a new IP, and Massive has literally repackaged fucking Far Cry. Looks absolutely dreadful.
I really don't know if that's better or worse.Far cry uses different engine than avatar massive didn't repack anything they built the game from ground up
Building looks really bad.The city and buildings look amazing in SM2, but there are some things that drag it down:
- The fire and explosion effects are a bit weak and
- Also the foliage, that looks so out of place in some scenes, even ugly in others.
Also, the black suit just looks atrocious, there's no two ways, I'm sorry for whoever is a fan of that.
dude ,c'mon let be honest, u can compare the size of Neon, Akila, New Atlantis ( or any other Starfield "city" ) to the size and scale that Spider-Man 2 New York, size of the map, number of builds, cars, NPC, u name it SM2 has way more than Starfield and that has some costs.I see your point but its not just indoors is it? Game looks great because of its realtime GI solution. Literally one of the two games to do it on next gen consoles. The other being Immortals using Lumen to much shittier effect. Forza and Avatar are next but they are not out yet.
The asset quality and modeling is also great. It only truly shines indoors because thats just where most of the stuff is. Planets are barebones and dont have many buildings or objects outdoors. The lighting still looks fantastic outdoors as well indoors. It's the barren and procedurally generated planets that keep it from looking great because the lighting is there even outdoors.
So yeah, if lighting and textures/asset quality are the two biggest things the game gets right then its more next gen than other games that dont. Even the player character model looks fantastic with top tier asset quality and light bounce.
Honestly, i dont know how you all looked at these two gifs and said this shit isnt next gen. this is outdoors too. not indoors where the game looks best.
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But I didnt do any comparisons to spiderman in this post. Here I was trying to convince Gymwolf that starfield looks better more often than it doesnt because of its lighting and asset quality. I posted the outdoor examples because he said it only looks good indoors.dude,c'mon let be honest, u can compare the size of Neon, Akila, New Atlantis ( or any other Starfield "city" ) to the size and scale that Spider-Man 2 New York.
I see your point but its not just indoors is it? Game looks great because of its realtime GI solution. Literally one of the two games to do it on next gen consoles. The other being Immortals using Lumen to much shittier effect. Forza and Avatar are next but they are not out yet.
The asset quality and modeling is also great. It only truly shines indoors because thats just where most of the stuff is. Planets are barebones and dont have many buildings or objects outdoors. The lighting still looks fantastic outdoors as well indoors. It's the barren and procedurally generated planets that keep it from looking great because the lighting is there even outdoors.
So yeah, if lighting and textures/asset quality are the two biggest things the game gets right then its more next gen than other games that dont. Even the player character model looks fantastic with top tier asset quality and light bounce.
Honestly, i dont know how you all looked at these two gifs and said this shit isnt next gen. this is outdoors too. not indoors where the game looks best.
Building looks really bad.
Did you see the screenshots i posted on the last page? They look like textures painted on 2d objects. They look atrocious even by last gen standards. Play Division 2, Mafia remake and Watch Dogs legion and you will instantly see why buildings in those games feel like actual 3d models. I understand Spiderman is different from those games as it needs to fly by these buildings very fast but come on, that would be an excuse i would buy last gen. definitely not in a game that is using ssd as its selling point.
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Thankfully the game does look great when you are flying by, but as matrix shows, you can have the best of both worlds this gen.
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Literally the first building right in front of you looks like a painted on texture. this screenshot looks good because the lighting is masking the building textures and asset quality.
I ain't never leavin' this thread. Only here can you hold video game developers, PlayStation, this forum, and everyone else, accountable. For charity's sake, I only have a PS5 because my PS4 sounded like Top Gun Maverick in Dolby Atmos and I needed to get rid of my 4 PRO asap. I'm a PlayStation boy. The problem is PlayStation, like any brand, has its problems, but I noticed a heavy PlayStation bias at this site a long time ago, and I mainly got this account because, outside of Street Fighter 6, I agree with nearly everythingI groaned when i saw him mention that in the trailer. It's like they are completely clueless. He was literally talking about finding icons. Like dude, thats not it. People want dynamic stuff. Not the same thing done 15 times over. This is why I always harp on about simulations. Lets move away from scripting shit and just let a big city govern itself and then have you stumble upon thing not because some designer put an icon over there but because some programmer designed a system where anything could happen at any place at any time.
It's quite shocking how they have done fuck all to use the new CPUs. We were wondering for almost half a decade now what devs will do with these zen 2 CPUs and the answer is 60 fps at 720p. No AI improvements. No NPC simulations whatsoever. No physics based simulations. No destruction. No nothing. Just the same exact game but more.
In the IGN interview, the guy literally says that we didnt want to change a lot because fans love what we put out 5 years ago. So you're cod now. Got it.
And then people wonder why i call them B-tier devs. They took five years to make this next gen only game, and ended up doing the same exact thing they did on PS4. They didnt even try to set a new bar on anything.
Just don't spread the word too much, this is the only place where we can discuss without fanboys getting mad or mods banning people from topics (don't ban me mods, i'm a good boy).I ain't never leavin' this thread. Only here can you hold video game developers, PlayStation, this forum, and everyone else, accountable. For charity's sake, I only have a PS5 because my PS4 sounded like Top Gun Maverick in Dolby Atmos and I needed to get rid of my 4 PRO asap. I'm a PlayStation boy. The problem is PlayStation, like any brand, has its problems, but I noticed a heavy PlayStation bias at this site a long time ago, and I mainly got this account because, outside of Street Fighter 6, I agree with nearly everythingSlimySnake has to say.
I know xbox sucks; who doesn't? But the problem is Sony has plenty of flaws, but you're treated like a shut peddler if you say shit here (at this forum, not this particular thread). For fuck's sake, Slimy says shit that would get several accounts banned multiple times over. But it's shit that needs to be said and addressed. This thread might as well be subtitled "The honesty thread".
Anyway, fuck God Of War Ragnarok. Game looks like a PS4 game to me. And I got 2018. I liked that game. Ragnarok is the second time I've been disappointed with a project that had the word Ragnarok in its title.
How can you go from tlou2 to mindless smashing of space insects?![]()
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What game is topping this?
I am obsessed
This. My biggest beef with the game is the buildings, they look outright atrocious it kills the immersion. They just don’t blend well with the other good shit Insomniac has done in the game graphically, they look outta place and outdated.Building looks really bad.
Did you see the screenshots i posted on the last page? They look like textures painted on 2d objects. They look atrocious even by last gen standards. Play Division 2, Mafia remake and Watch Dogs legion and you will instantly see why buildings in those games feel like actual 3d models. I understand Spiderman is different from those games as it needs to fly by these buildings very fast but come on, that would be an excuse i would buy last gen. definitely not in a game that is using ssd as its selling point.
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Thankfully the game does look great when you are flying by, but as matrix shows, you can have the best of both worlds this gen.
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