Graphical Fidelity I Expect This Gen

There is enough natural lights for shadows, cmon, the 2 far away characters are in front of those machines with neon and lights but it is still not enough for a damn shadow?

Charas in that pic look like they are glued into the pic and have no presence in the world, i barely notice shadows when i play, bit when every single model doesn't have one, it's pretty noticeable...

It is somthimg that i only noticed in cb2077.

If thiss is supposed to look realistic, well it has the opposite effect.
Have you ever seen neon lights in the daylight in person? They're not actually that bright. You may think they are because they're usually shown in dark settings. But in the daylight? They barely cast any shadows.

Your perception is broken from years of looking at games with unrealistic lighting.

I'm not saying that 2077 has perfect and completely realistic lighting, but this isn't the issue to focus your criticism on here.

To me, the characters blend naturally into the scene. The light is very diffused, so the shadows are very soft and subtle. You can still see contact shadows around the cops' and mech's feet, which helps ground them to the environment. It may be more noticeable during movement, but it's still visible in the screenshot.
 
There is enough natural lights for shadows, cmon, the 2 far away characters are in front of those machines with neon and lights but it is still not enough for a damn shadow?

Charas in that pic look like they are glued into the pic and have no presence in the world, i barely notice shadows when i play, bit when every single model doesn't have one, it's pretty noticeable...

It is somthimg that i only noticed in cb2077.

If thiss is supposed to look realistic, well it has the opposite effect.

PT adds a shit ton of shadows for almost every light source:

yREw1gL.jpeg
sc3yK0y.jpeg
dpM3VVR.jpeg
BaVsEhu.jpeg
PrnTgBw.jpeg
RYtIlQ7.jpeg





But many of those shadows are really weak so don't expect them to be really visible. For example here I saw shadow of this person when playing but it's almost non visible on SS:

L1akZ6s.jpeg
 
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PT adds a shit ton of shadows for almost every light source:

yREw1gL.jpeg
sc3yK0y.jpeg
dpM3VVR.jpeg
BaVsEhu.jpeg
PrnTgBw.jpeg
RYtIlQ7.jpeg





But many of those shadows are really weak so don't expect them to be really visible. For example here I saw shadow of this person when playing but it's almost non visible on SS:

L1akZ6s.jpeg

It looks super weird to me when it happen, and it happens a lot.

Probably the only time i give a fuck about shadows :lollipop_grinning_sweat:
 
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Cyberpunk path tracing is an interesting experiment, and just goes to show how transformational it is in some instances, and how useless it is in others. Sometimes, it's even game breaking.

In one mission I had, I was following a trail of cables to the roof access. With path tracing on, once I climbed the ladder into the roof access it was just pitch black up there. Only after switching back to regular ray tracing could I see the roof hatch.

I've done many A/B comparisons with path tracing during story events, and often times the path tracing results in more dull and 2D looking faces. Characters eyes are where I notice the most lifelessness. Switching back to ray tracing or even plain raster lighting made the characters eyes appear much more realistic most of the time.
 
Cyberpunk path tracing is an interesting experiment, and just goes to show how transformational it is in some instances, and how useless it is in others. Sometimes, it's even game breaking.

In one mission I had, I was following a trail of cables to the roof access. With path tracing on, once I climbed the ladder into the roof access it was just pitch black up there. Only after switching back to regular ray tracing could I see the roof hatch.

I've done many A/B comparisons with path tracing during story events, and often times the path tracing results in more dull and 2D looking faces. Characters eyes are where I notice the most lifelessness. Switching back to ray tracing or even plain raster lighting made the characters eyes appear much more realistic most of the time.
Yeah i switched between full raster, full pt and rtx psycho for the whole dlc, i swear sometimes full raster was the best of the 3 and pt was the uglier.
 
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Lmao



Defining moment my filthy asshole :lollipop_squinting:

Papito are you playing the game? it looks absolutely incredible so I agree with them here

This is the same case as with AC Shadows, its hard to maybe surprise someone with screenshots but when you play it in person is absolutely spectacular
 
Papito are you playing the game? it looks absolutely incredible so I agree with them here

This is the same case as with AC Shadows, its hard to maybe surprise someone with screenshots but when you play it in person is absolutely spectacular
Nah, some shadows pics i saw in here looks better than the actual game maxed out in 4k on my oled :lollipop_squinting:
Great looking games looks even better in cherry picked pics with photomode, my cyberpunk never looked remotely as good as the pics people post in here.

For now i haven't seen anything in dark ages that come close to a "defining moment".
 
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Switch 2 specs revealed. 1.7 Tflops handheld. 3.01 docked.

Whats disappointing is that the clocks on the GPU can go much higher but because this is a tiny handheld, Nintendo has effectively turn what couldve been a 4.3 tflops console into a 3 tflops handheld even while docked. Literally couldve been 50% more powerful if they had just gone with a traditional console with a bigger heatsink and airflow. But no, they just had to release one console that does both. it's frustrating because Switch Lite was only a handheld. So if you could release a handheld only model, why not release a docked only model?
 
Saying that in GAF graphics thread of all places :messenger_grinning_sweat:

4CgSxm.gif
Nah he's right. There are some spots where the bounce rate of the PT simply isn't high enough and you get completely black spots in the geometry. It's rare but it's there.
It's a legacy issue because the game wasn't designed with RT lighting in mind, it was always just an add-on.
Nowadays with an rtgi or PT pipeline you'd simply add a lightsource in the vicinity of those spots or maybe tweak the properties of the materials around it a bit. Not really an issue either because iterations with an RT based pipeline are very fast due to the WYSIWYG nature of modern editors.
 
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Switch 2 specs revealed. 1.7 Tflops handheld. 3.01 docked.

Whats disappointing is that the clocks on the GPU can go much higher but because this is a tiny handheld, Nintendo has effectively turn what couldve been a 4.3 tflops console into a 3 tflops handheld even while docked. Literally couldve been 50% more powerful if they had just gone with a traditional console with a bigger heatsink and airflow. But no, they just had to release one console that does both. it's frustrating because Switch Lite was only a handheld. So if you could release a handheld only model, why not release a docked only model?
And spending money to make 2 version of every first party game? Freakin nintendo?

Good one buddy:messenger_tears_of_joy:

Nintendo went the gimmicky, low budget way many years ago with wii, there is no turning back for them.
 
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Lmao



Defining moment my filthy asshole :lollipop_squinting:
Classic DF exaggeration, but ID Software did A LOT of upgrades to their engine and deserve to be praised.

- RTGI
- Physics based Destruction
- Volumetric fog effects
- Ray traced reflections
- Hair strands
- Massive environments with a huge enemy counts
- wind physics

All at 60 fps. Yes, i wish it looked better but the setting i believe is holding it back from looking pretty like Avatar and AC shadows. Especially the bigger more open fields that just have to rely on the weird brown sunlight. I am sure once you get to the interiors or levels lit with fire, the RTGI will start to shine through.

John points out quite a few neat little interactivity details like when you jump and land on the ground, you create a crater and the rain or other nearby puddles fill it with water. The opening scene where you see clouds parting as the Doom slayer gets sent down to the ground is also fully realtime instead of a pre-rendered simulation. The foliage moves realistically after each explosion. The wind effects rain droplets. And the destruction is not faked as you can destroy pretty much anything when you get into a mech suit.

We've been asking for physics and more lively games, and this is one of the first games that put so much effort into the interactivity. AC shadows being the other one.

Like with most current gen games, I think it will click in when you are playing and see all these systems in action. Sometimes all at once.
 
Just did a rewatch of the trailer on the big screen and R* have definitely tightened up the handling of aliasing and DoF-bloom/ghosting on hair (and other fine stuff like fences).
 
Without strong light sources you won't see many shadows. Shadows are there but are very diffused, with clouds covering sun you won't see many shadows in real life as well.
Exactly, the game is full of soft shadows that are very hard to notice, especially if you are experimenting with whatever settings on TV's that totally fucks everything up contrary to what their description is.
 
Man that Switch 2 CPU & RAM configuration might hold games industry even further, 2 CPU cores & 3 GB of memory are reserved for OS, also some GPU power is reserved too. Absolute chaos! It's a very weak system even compared to Series S, I am mindblown by people saying it's close to a Series S, it's totally not, nowhere near it!

It incentivizes developers to not go crazy with their games since Switch 2 will be a sales beast giving game companies more reasons to phone it in, I'm afraid Switch 2 will become more & more the DeFacto generational baseline & then PS5/Pro, Series X/S & PC can scale up from there.

We're already seeing people crying around Doom The Dark Ages because it pushed so much tech (I recommend y'all to DF's tech analysis, game is nuts), saying the game shouldn't push this much & "forced RT" whatever the fuck that means, imagine games pushing tech getting called "unoptimized" nowadays, GTA 4 pushing tech on 360 would be getting called "unoptimized" nowadays if that happened, it's not looking good tbh.
 
Doom doesn't actually seem to use virtualised geometry. I tend to find IDtech a bit overrated being honest, the RTGI just seems very low precision and the shadows in Indy are just awful.
Well yeah it doesn't use Virtualized geometry, but also, according to Digital Foundry, Doom The Dark Ages levels are 10x times the geometry density of the most complex level in Doom Eternal, that's a big jump, but also not Nanite level.
 
Does Doom support mesh shaders?
I don't think so, but they're pushing 10x times the geometry counts compared to Doom Eternal, they're not using any kind of virtualized geometry system, maybe that's one of the reasons why The Dark Ages is demanding without relying on Mesh Shaders, if they did, it may have been a little less demanding.
 
I don't think so, but they're pushing 10x times the geometry counts compared to Doom Eternal, they're not using any kind of virtualized geometry system, maybe that's one of the reasons why The Dark Ages is demanding without relying on Mesh Shaders, if they did, it may have been a little less demanding.
Had similar thoughts, no wonder the game is so demanding. The inconsistent support of mesh shaders this gen is bizarre and disappointing. 10x is a lot, but nanite and mesh shaders is like 100x or more.
 
I kind of feel like eternal looked better. Dark ages resolution is quite poor on series x even if it otherwise looks slightly better.
 
Just tried The Dark Ages on 9070 XT at max settings, and it just doesn't look like much. There isn't anything that stands out.

But at least it runs great, I guess.
 
Man that Switch 2 CPU & RAM configuration might hold games industry even further, 2 CPU cores & 3 GB of memory are reserved for OS, also some GPU power is reserved too. Absolute chaos! It's a very weak system even compared to Series S, I am mindblown by people saying it's close to a Series S, it's totally not, nowhere near it!

It incentivizes developers to not go crazy with their games since Switch 2 will be a sales beast giving game companies more reasons to phone it in, I'm afraid Switch 2 will become more & more the DeFacto generational baseline & then PS5/Pro, Series X/S & PC can scale up from there.

We're already seeing people crying around Doom The Dark Ages because it pushed so much tech (I recommend y'all to DF's tech analysis, game is nuts), saying the game shouldn't push this much & "forced RT" whatever the fuck that means, imagine games pushing tech getting called "unoptimized" nowadays, GTA 4 pushing tech on 360 would be getting called "unoptimized" nowadays if that happened, it's not looking good tbh.
No one gives a shit about switch 2. Switch 1 was also a sales monster, no one gave a shit.

They will downport like they do for series s. Most games take 5 years to make now. Games starting development today are going to be targeting 60 fps on PS6 and 1080p 30 fps on the PS5. You have nothing to worry about.

Just look at Doom. its literally 1080p 60 fps on the base PS5 with drops. Most UE5 and Ubisoft games target 1440p 30 fps on consoles. And 720p for the 60 fps modes. Those games will look like shit on the switch 2, just like they do on the series s. missing key features like ray tracing and heavily paired back visuals.

if there is anything the past few years have shown is that most non-sony devs want to push visuals. now sony games targeting native 4k games can indeed be ported down to the 3 tflops switch 2 without many sacrifices other than the obvious hit to resolution which should be around 1080p for a console 1/4th as powerful. But games targeting 1440p? they will need to be seriously downgraded. and run at or below 720p like series s versions of most games.
 
Can't wait for a fully maxed out, Path Traced GTAVI in 6-8yrs. Our eyes are gonna melt out of their sockets.
You don't have to wait for it that long, I bet Nvidia will strike a deal with Rockstar when the PC version gets announced, releasing with full Path Tracing, after all, GTA V & RDR 2 all had Nvidia DLSS technologies & add to that Rockstar's ample desire to push technology forward, there are many reasons that make me think we'll see PT for GTA VI PC version.
 
So GTA VI Development start in 2020 as per take 2 president, and as per Neil Druckmann intergalactic started development at same and we know that ND games have the highest available cost budget in all sony studios, so there's no excuse for ND that GTA VI looks generational ahead than Intergalactic, I know we need to see more but intergalactic first trailer is huge let down compared to gta vi
 
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So GTA VI Development start in 2020 as per take 2 president, and as per Neil Druckmann intergalactic started development at same and we know that ND games have the highest available cost budget in all sony studios, so there's no excuse for ND that GTA VI looks generational ahead than Intergalactic, I know we need to see more but intergalactic first trailer is huge let down compared to gta vi
GTA entered full development in 2020, but they were surely working on GTA 6 after RDR2 released 2018, probably even before

ND has probably 1/5th the manpower working on Intergalactic compared to Rockstar and GTA 6. Also, ND is planning to make Intergalactic 60FPS, just like every other Playstation game this generation. If GTA 6 was built to be 60fps on consoles than the gap in fidelity would probably be similar to Intergalactic

When it comes to animations Naughty Dog>>>Rockstar. That is what really makes their games shine
 
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GTA entered full development in 2020, but they were surely working on GTA 6 after RDR2 released 2018, probably even before

ND has probably 1/5th the manpower working on Intergalactic compared to Rockstar and GTA 6. Also, ND is planning to make Intergalactic 60FPS, just like every other Playstation game this generation. If GTA 6 was built to be 60fps on consoles than the gap in fidelity would probably be similar to Intergalactic

When it comes to animations Naughty Dog>>>Rockstar. That is what really makes their games shine
Take two president said at the earnest 2020 means it close to intergalactic case also, I am with you at 60fps fucked sony studios but it should look far better, many third party games have RT settings on 60fps on ps5 even if it software implementation also in terms of animation I think rockstar will match them this gen in open world game, but I finally ND has 1/5 manpower but they working on one console and not 3 (one of them is series s) and the world size of gta vi is far bigger than Intergalactic, ND has no excuses to let us downin terms of graphics
 
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Take two president said at the earnest 2020 means it close to intergalactic case also, I am with you at 60fps fucked sony studios but it should look far better, many third party games have RT settings on 60fps on ps5 even if it software implementation also in terms of animation I think rockstar will match them this gen in open world game, but I finally ND has 1/5 manpower but they working on one console and not 3 (one of them is series s) and the world size of gta vi is far bigger than Intergalactic, ND has no excuses to let us downin terms of graphics
I love games that emphasize fidelity. And I'm with you that Sony has dropped the ball this generation, but Intergalactic needs to be 60fps. It seems to focus on melee combat and 30fps would be brutal. I'm going to wait until we see proper gameplay to make a full judgement
 
I love games that emphasize fidelity. And I'm with you that Sony has dropped the ball this generation, but Intergalactic needs to be 60fps. It seems to focus on melee combat and 30fps would be brutal. I'm going to wait until we see proper gameplay to make a full judgement
Yes , definitely we need more footage from actual game world before full judgment
 
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So GTA VI Development start in 2020 as per take 2 president, and as per Neil Druckmann intergalactic started development at same and we know that ND games have the highest available cost budget in all sony studios, so there's no excuse for ND that GTA VI looks generational ahead than Intergalactic, I know we need to see more but intergalactic first trailer is huge let down compared to gta vi
Neil already confirmed that only 250 devs have been working on intergallactic since 2020. rockstar has 7 studios and 3,000 developers working on it at once.

for whatever reason, the studio is also working on tlou3 at the same time with 150 devs working on that game. likely since shipping tlou remake and cancelling factions.

regardless, 250 devs should be enough to push better visuals even if they dont come close to matching rockstar in terms of the scope and scale of their open world. their target for some reason is 60 fps which is bizarre and likely the cause of the underwhelming graphics during the gameplay section. the cutscene looked good. only brought down by that ridiculous excuse for a character model but kumail and tony dalton should look much better.
 
I kind of feel like eternal looked better. Dark ages resolution is quite poor on series x even if it otherwise looks slightly better.
I also think there is something off with this games HDR or gamma levels...combined with the low resolution makes things look duller than they should. I'm on ps5 pro and it legit looks 1080p outdoors and 1440p indoors..no exaggerating its very soft looking!
 
It's not like you can admire the visuals for too long in this game. It's a fast paced game so any details are missed a lot anyway.
 
Neil already confirmed that only 250 devs have been working on intergallactic since 2020. rockstar has 7 studios and 3,000 developers working on it at once.

for whatever reason, the studio is also working on tlou3 at the same time with 150 devs working on that game. likely since shipping tlou remake and cancelling factions.

regardless, 250 devs should be enough to push better visuals even if they dont come close to matching rockstar in terms of the scope and scale of their open world. their target for some reason is 60 fps which is bizarre and likely the cause of the underwhelming graphics during the gameplay section. the cutscene looked good. only brought down by that ridiculous excuse for a character model but kumail and tony dalton should look much better.
Yes, the don't have excuse for don't develop their graphics I remember in one gdc talk about TLoU2 lighting they talk about how they spend alot of time edit and placef lighting because ps4 didn't have RT tech,, so I I really don't know why they didn't invest in RT tech when they were have a machine that support it..
 
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