Msamy
Member
No go to battlefield reddit page many high quality videos thereBrb using imagination.gif
Direct link for 30min video here
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No go to battlefield reddit page many high quality videos thereBrb using imagination.gif
Remeber PT and RT is about its effects on "dynamic" objects. Not the static enviroment which can look alot better if they use baked lightmaps with ultra high samples. PT and RT are all about dynamic objects.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.
Ughhh try 3 years tops if on pc. Alot of the top games for PC are now coming with it or atleast a similar looking solution. I think rockstar might even have ready by the time the pc version drops.Can't wait for a fully maxed out, Path Traced GTAVI in 6-8yrs. Our eyes are gonna melt out of their sockets.
I guess they didn't cared about the faces as long as there was something to jiggle in the south region...
ND is using RT reflections and maybe RT shadows so its kinda odd to see them give up on RTGI like its too much for them.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..
WTF !? First time I'm hearing about this. Cyberpunk universe = instant buy.
There's more info and artworks in this video. 200+ developers at the studio, the project looks ambitious.
This looks absolutely incredible. Mod built on the latest official RT version of GTA5.
I think alex from the digital Foundry said that intergalactic use planar reflection not rt reflection, we need to see more to confirm also the lighting of that small segment gameplay looks last gen we deserve better than thatND is using RT reflections and maybe RT shadows so its kinda odd to see them give up on RTGI like its too much for them.
Especially since its likely going to be a big open world.
Not that non-RTGI games cant have good lighting. AW2, FF16, etc all look great without rtgi. Oblivion, doom dark ages, Indiana Jones look mid despite rtgi.
That's because they only revealed a cg trailer 2 years ago and went quiet. This is that studio that was getting a lot of hype for having ex ND, respawn, Santa monica devs. But you still have to show your work and they haven't shown fuck all so far.
Destruction video
I mean what are people expecting from a physics engine that has to run at 60 FPS on Ryzen 3600 like console CPUsBetter than nothing, but this destruction seems come out from Bad Company 2 at best. It's still a completely scripted destruction, every building that can be damaged breaks at "squares" like a Lego building.
Here full links of ps5 1080p 60fps gameplayBetter than nothing, but this destruction seems come out from Bad Company 2 at best. It's still a completely scripted destruction, every building that can be damaged breaks at "squares" like a Lego building.
This the Apollo program for whole entertainment industry
I mean what are people expecting from a physics engine that has to run at 60 FPS on Ryzen 3600 like console CPUs![]()
Does RTgi not account also for bounce lighting as well as accuracy of lighting?Remeber PT and RT is about its effects on "dynamic" objects. Not the static enviroment which can look alot better if they use baked lightmaps with ultra high samples. PT and RT are all about dynamic objects.
DF has done such a diservice to the gaming community by constantly showcasing RTGI via enviroment screenshots instead of dynamic characters moving through the enviroment via video. Its like are they idiots?
The point is that you can get equal or even better results with baked lighting in static scenarios, see Uncharted 4s beginning f.e., while you have no chance to ever light dynamic objects / TOD realistically without RT in anything but direct light scenarios.I don't understand the idea that its only important for moving objects and time of day ...
On to The Talos Principle 2. It's even more stunning that Talos Principle Reawakened. The visuals in the games are really being slept on.
Some of my shots so far:
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nice!Some more The Last Of Us Part II Remastered screenshots on PC in 4K DLDSR Ultrawide, DLAA and Reshade:
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Was comparing it to lightmaps which have bounce light, and color bounce baked in. Dynamic objects cant use lightmaps so they tend to glow and stand out in shaded or indirect lit areas. Enviromental AO can be baked too.Does RTgi not account also for bounce lighting as well as accuracy of lighting?
It has a big impact on static objects when you think about it, no? Also it helps light occlude properly and I would think makes for more accurate ambient occlusion?
I don't understand the idea that its only important for moving objects and time of day ...
Lol, GTA 6 already looks miles ahead of tlou 2 in terms of graphics it's not even closenice!
GTA 6 looks as beautiful as The Last of Us Part 2,
but now we are talking about an open world game!
people are saying we're not playing true next gen games...
I believe we're playing true next gen open world games!
take a look at what Horizon Forbidden West did, and look what GTA 6 will make!
Open world games with linear narrative graphics!
honestly destruction in doom dark ages feel super limited
the way the game relies on ray traced GI, I just expected more of it actually
the game still feels 90% static like the eternal aside from scripted specific scenes and things
ac shadows was much much better in terms of scope, and it felt less like scripted but more like actual gameplay environments
foliage, character models and objects look lastgen as well
Lol, GTA 6 already looks miles ahead of tlou 2 in terms of graphics it's not even close
It looks nice, but I think it's mostly the art style, the rest is so so, it runs good, but should run even better and for whatever reason the game looks a bit blurry to me, compared to Eternal.no photo mode
no shortcut to hide the hud
i hate when this happens. the game looks nice every now and then thanks to rt gi but i just cannot hide the hud back and forth all the time through options menu
edit: i made hud scale 50% and i can live with this
sharpening slider clearly doesn't work so it could be thatIt looks nice, but I think it's mostly the art style, the rest is so so, it runs good, but should run even better and for whatever reason the game looks a bit blurry to me, compared to Eternal.
1st is Eternal, 2nd TDA
Both 4K, max settings, although in TDA there isn't much difference if at all between Ultra , Nightmare and Ultra Nightmare, even the Vram doesn't change.
DF explained some BS that when path tracing is introduced the rest of the setting would take effect.
All cutscenes are realtime.
All cutscenes are realtime.
Yes they definitely need mesh shaders tech but I like their investment in current gen tech not like some other big studios who still using baked lighting and ssrYou can tell mesh shaders aren't being used... Geometry density is disappointing, inconsistent more than anything.
Its about pure visual fidelity, not scale etc, yes scale with great visuals are impressive, but no one called Hellblade 1 a tech demo, but now its being done with Hellblade 2. Best visuals are best visuals…What do you mean "and?" You have common sense so you know massive open Worlds that need to be filled with content are never going to be as detailed as smaller scale, linear games where they can spend 10x the resources on each object on screen. The Order and U4 (to a lesser extent as it's "wide linear") body most current open World games outside of a couple of exceptions because of this.
GTA VI has both scale and insane detail because it has an unlimited budget along with unlimited manpower along with a publisher that gives them as much time as they need even if it's 8 years instead of the usual 5 year AAA development cycle.
no photo mode
no shortcut to hide the hud
i hate when this happens. the game looks nice every now and then thanks to rt gi but i just cannot hide the hud back and forth all the time through options menu
edit: i made hud scale 50% and i can live with this
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okay so what's happening here
tree foliage is not even included in ray traced reflections
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It looks like it suffers from the same issue many PS360 and early PS4 gen games suffered from, which is that in motion it looks amazing but in still screenshots it somehow doesn't look as nice.But hey guys this a defining moment for this gen according to DF
wind and cloth physics look cool but it's a shame they're not being destroyed dynamically
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seems very inaccurate
what I play at is irrelevant as the game wouldn't cast the shadows that should've been there or the tree leaves that should've been there in the reflections even at a higher resolutionAre you playing at 1080p DLSS Balanced? Because IQ looks horrendous in your shots.
Watch DF for their retro stuff, nothing else.But hey guys this a defining moment for this gen according to DF
Does raytracing offer any dlss tricks to his mind or what?Forspoken would be preferable yo!But hey guys this a defining moment for this gen according to DF
I think the thing people have a problem with is how low resolution it is for not looking much different from baked lighting. In my humble opinion, if there's no dynamic time of day, then what's the point of real time global illumination when static lighting works so well for other games? Also, you can have breakable environments without ray traced global illumination.I'm noticing a good amount of people here are feeling down on the new Doom, game is really pushing some of the most impressive tech that is specifically designed for this generation, maps are pretty big, so many enemies on screen & they're impressive looking model fidelity wise, RT Global Illumination & RT volumetrics, probably the best gore system I've seen, geometry density that is 10 times as much as the most complex level in Doom Eternal, and that level in Eternal had an impressive amount of polygon density even for last-gen, wind-simulation through fluid dynamics which is extremely impressive, strand-based system for hair & fur (Doom Guy's fur coat), so much destructible stuff & props. All at 60 FPS. The game is doing some heavy stuff under the hood. Load times are basically non-existent!
I'd say it's one of the most technically accomplished games this generation so far.
Does it lack some stuff like maybe a virtualized geometry system? Yeah and it's obvious of course, the guy from Id Software stated in a Digital Foundry interview that recently released, they're looking into implementing it in their next endeavors.
Not much different from baked lighting? Have you seen DF's tech analysis video? It's pretty big I'd say, not perfect though obviously, now it updates in real-time, this made it so they can add destructible environments without those looking bad, rather than pre-baking by making them static geometry in order to look "good" or "consistent", I'd say that's a generational upgrade.I think the thing people have a problem with is how low resolution it is for not looking much different from baked lighting. In my humble opinion, if there's no dynamic time of day, then what's the point of real time global illumination when static lighting works so well for other games? Also, you can have breakable environments without ray traced global illumination.
But hey guys this a defining moment for this gen according to DF