Graphical Fidelity I Expect This Gen

Its not puzzleing if ya follow the money and always expect the usual Kojima fan delusions. People will be spitting the same nonsense with the next Naughty Dog Release.
I have far more faith in ND then in other devs.

At least they don't have cross-gen games. Hopefully they'll improve their tech to current levels (and I would have preferred a new Uncharted or Last of Us, but I love sci-fi, so we'll see).
 
ds2 looks incredible on oled. Screenshots dont
and yes, gameplay looks incredible too. And cutscenes are all real time.

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Im not gonna gaslight you and deny that the top shot isnt excellent looking but I just cant get excited about "cutscenes" anymore. Id much rather just watch films with offline prerendered quality CGI at that point. Gushing over non interactive cutscenes is a waste of time when it comes to "games".
 
Lazy? Are you sure they're lazy? This game has more development time, work & budget went into it than both SW Outlaws & Dune Awakening combined, let's not get crazy, just point out the graphical inconsistencies & reliance on traditional techniques rather than calling the whole product lazy or calling the developers of this product lazy.

I understand your frustration, but uttering the word "lazy" ain't it, it makes us look like 4Channers or something...
I mean you said it, with the budget and time that went into this thing, it should look way better. We should not be seeing last gen lighting, last gen asset quality, last gen draw distance, last gen foliage, last gen rain and sandstorm effects for a game with SIX long years of development. They were helped by GG and Sony XDEV too.

Obviously a lot of work went into the game. It's clear they all worked every day for six years. Cutscenes artists, level deisgners, combat designers, writers, programmers, everyone clearly worked hard on making this 90+ metacritic game. When we say lazy, we are talking about how the people in charge of upgrading the engine to allow artists and designers to achieve visuals consistent with this gen's standards. RTGI, mesh shaders, and simply a 4kcb 30 fps target wouldve allowed them to push for better lighting and visual fidelity.

Targeting a full fat native 4k 30 fps limits artist creativity. It increases iteration time which in turn increases production time because well, you cant run RTGI at native 4k on the base consoles. Lack of something like nanite results in those poor LODs too which not just makes the game look last gen, but also increases dev time.

Actually, this explains why the game took 6 years despite looking like DS1.1. They were working on last gen design paradigms. Avatar and Star Wars outlaws both took around 6 years but look a generation ahead of whatever this is.

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Im not gonna gaslight you and deny that the top shot isnt excellent looking but I just cant get excited about "cutscenes" anymore. Id much rather just watch films with offline prerendered quality CGI at that point. Gushing over non interactive cutscenes is a waste of time when it comes to "games".
Agreed. Cutscenes are cool when the rest of the game matches them and you have this seamless switching from cutscenes to gameplay with barely any loss to qualify of the visuals. I hate games that have a big difference between cutscenes and in-game visuals, it takes me out of experience and immersion.
 
I get it, you're frustrated, I'm disappointed too, it is an inconsistent game when it comes to visual quality, their reliance on traditional lighting & geometry techniques put a damper on it, but it still has that graphical polish to it that you won't see in 99% of other games even those that use Nanite like Black Myth Wukong, that game can look extremely inconsistent to a very bizarre level honestly, you can feel the Sony money here with DS2, it is much more cohesive visually.

Msamy Msamy sorry if I bothered you, you're a cool person.
Not at all man, it's just this game is a huge disappointed for me, specially for a kojima game
 
I mean you said it, with the budget and time that went into this thing, it should look way better. We should not be seeing last gen lighting, last gen asset quality, last gen draw distance, last gen foliage, last gen rain and sandstorm effects for a game with SIX long years of development. They were helped by GG and Sony XDEV too.

Obviously a lot of work went into the game. It's clear they all worked every day for six years. Cutscenes artists, level deisgners, combat designers, writers, programmers, everyone clearly worked hard on making this 90+ metacritic game. When we say lazy, we are talking about how the people in charge of upgrading the engine to allow artists and designers to achieve visuals consistent with this gen's standards. RTGI, mesh shaders, and simply a 4kcb 30 fps target wouldve allowed them to push for better lighting and visual fidelity.

Targeting a full fat native 4k 30 fps limits artist creativity. It increases iteration time which in turn increases production time because well, you cant run RTGI at native 4k on the base consoles. Lack of something like nanite results in those poor LODs too which not just makes the game look last gen, but also increases dev time.

Actually, this explains why the game took 6 years despite looking like DS1.1. They were working on last gen design paradigms. Avatar and Star Wars outlaws both took around 6 years but look a generation ahead of whatever this is.

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Dude, the part I highlighted is laughable quality for even AA devs, nevermind AAA game with 6 years production. Embarrassing.

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I have no dog in this fight but can we at least use screens without massive amounts of compression?

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Playing through the game now, IMO much of the visual draw behind the game is the overall IQ. Essentially the best of PS4 level tech
 
I've noticed a lot of people get tricked by cutscenes - if you make your cutscenes look incredible - you can scale down quite a lot during gameplay and if it looks roughly similar and has a good transition people somehow fill in the blanks and imagine the graphics from the cutscene is what they're getting during gameplay.
 
No, what i was asking is, when you said "a generation ahead", you meant compared to ds1 right?
lol i meant miles ahead of ds1. not spiderman miles.

Agreed. Cutscenes are cool when the rest of the game matches them and you have this seamless switching from cutscenes to gameplay with barely any loss to qualify of the visuals. I hate games that have a big difference between cutscenes and in-game visuals, it takes me out of experience and immersion.
i said something like this for TLOU1 remake. Realtime has lost its meaning because realtime cutscenes in modern ND games look way better than gameplay, even more so than the uncharted cutscenes did and they were pre-rendered. i had the same issue with FF7 Rebirth. Cutscenes look straight up CG at times, and then you go into gameplay and wonder wtf just happened.

They are blasting these cutscenes with like a million light sources they cant during gameplay. they are using exceptionally high quality character models they cant use in gameplay. they mostly use closeups for these cutscenes whereas the main game is about these massive vistas their game simply cant handle.

i mean wtf is this? This is barely a generation above MGSV.

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I have no dog in this fight but can we at least use screens without massive amounts of compression?

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Playing through the game now, IMO much of the visual draw behind the game is the overall IQ. Essentially the best of PS4 level tech
I am using the standard ps5 capture. i am playing this on the Pro too.
 
lol i meant miles ahead of ds1. not spiderman miles.


i said something like this for TLOU1 remake. Realtime has lost its meaning because realtime cutscenes in modern ND games look way better than gameplay, even more so than the uncharted cutscenes did and they were pre-rendered. i had the same issue with FF7 Rebirth. Cutscenes look straight up CG at times, and then you go into gameplay and wonder wtf just happened.

They are blasting these cutscenes with like a million light sources they cant during gameplay. they are using exceptionally high quality character models they cant use in gameplay. they mostly use closeups for these cutscenes whereas the main game is about these massive vistas their game simply cant handle.

i mean wtf is this? This is barely a generation above MGSV.

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the key is lighting
 
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Another thing I'm seeing which I really don't like is the intersection of geometry. Just look at the grass coming out of the rocks. It's just kinda placed under the rock and cuts right through, one rudimentary edge against another, no significant shading, additional asset placement or way to properly seat the grass in the rocks. There's also shots of small rocks floating up out of the ground on the outer rim of craters and they just cleanly come through the rock with no effect. It looks so cheap and gamey. Then there's large rock edges against other rock edges with no proper blending. Even worse is the intersection of pretty much anything against those god awful ground textures in the green areas. Add in poor anisotropic filtering and it compounds the overall impression.

I expected cutscenes to be stronger, but they really cherry-picked those gameplay shots in the trailers cause the more I see gameplay-wise, the worse the impression gets.

I watched the DF video on the big screen in 4K HDR and simultaneously seeing those visuals in some shots while hearing him praise it as some of the best visuals this gen felt comical. The one redeeming thing in that video (outside his solid production/presentation) is that he did acknowledge mid-field detail being poor, but then I'd argue it goes way beyond just that.


Once again, I reckon this is a PS4/5 cross-gen game, they canned the PS4 version after moving it back and it sounds like Kojima did a lot of reworking too, so it wouldn't surprise me if there just wasn't time to further polish what is already a last gen game at its core.

At least I sure hope this is the case, cause if this is a sincere, full-fledged, smooth-going attempt to make a proper current gen game that was conceived as such from the off; and this is the best KojiPro + Decima/GG could come up with, then I have little hope.

If it is as I suspect I can only hope Horizon 3 which is no doubt gonna be a cross-gen period game, guns for 30/40fps-only on PS5 knowing a PS6 version can cover the 60fps angle in the same timeframe. And, that the engine has seen significant upgrades for Horizon which were not tapped at all on this game.
 
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Game looks like the PS4 sequel to DS1 we never got:

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Biggest difference is color tint. There are upgrades obviously but they are much closer to Uncharted -> Uncharted 2 than between Uncharted 3 -> Uncharted 4 (generation difference). Overall game looks decent but it's definitely not close to the best looking PS5 games.
 
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IO Interactive revealed that Hitman 2016 cost them $100M to make, Hitman 2 $40M and Hitman 3 $20M . You can see how much money it costs to upgrade the tech for new gen and how much cheaper it is to release games based on that same tech. Therefore nobody should be surprised at Sony's strategy and that of many others.

This is why so many devs who wanna push the tech forward switched to Unreal this gen. It makes no financial sense for them to upgrade their engines for ton of money when they could just use UE5 out of the box with all the bells and whistles. Microsoft also been pretty smart in switching to UE5 with many of their studios. You just focus on making games and don't have to worry about investing a ton of money and time into upgrading your engine.
 
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I've noticed a lot of people get tricked by cutscenes - if you make your cutscenes look incredible - you can scale down quite a lot during gameplay and if it looks roughly similar and has a good transition people somehow fill in the blanks and imagine the graphics from the cutscene is what they're getting during gameplay.
This. 100%
 
Game looks like the PS4 sequel to DS1 we never got:

AEijae4.jpeg
MXLjg8u.jpeg
Qjm90Hg.jpeg
1iFoYj9.jpeg


Biggest difference is color tint. There are upgrades obviously but they are much closer to Uncharted -> Uncharted 2 than between Uncharted 3 -> Uncharted 4 (generation difference). Overall game looks decent but it's definitely close to the best looking PS5 game.
I sincerely cant tell which of these shots are DS1 or DS2???
 
The amount of people blowing their minds over this blatantly up-rezzed PS4 game is puzzling.

Kojima went from showing games like mgs2, which didn't even look possible realtime, to ds2, which doesn't look meaningfully better than games from 6 years ago.
Don't you mean a up-rezzed PSX game? 🥰
 
Honestly I find HFW to be far more graphically impressive than DS2. And I was more impressed with DS1 at the time it came out than with DS2 at this generational juncture
I feel Switch 2 can run these games
 
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Honestly I find HFW to be far more graphically impressive than DS2. And I was more impressed with DS1 at the time it came out than with DS2 at this generational juncture
I feel Switch 2 can run these games
That's what I said since previews maybe we are wrong but honestly to me HFW is more impressive than this one
 
lol i meant miles ahead of ds1. not spiderman miles.


i said something like this for TLOU1 remake. Realtime has lost its meaning because realtime cutscenes in modern ND games look way better than gameplay, even more so than the uncharted cutscenes did and they were pre-rendered. i had the same issue with FF7 Rebirth. Cutscenes look straight up CG at times, and then you go into gameplay and wonder wtf just happened.

They are blasting these cutscenes with like a million light sources they cant during gameplay. they are using exceptionally high quality character models they cant use in gameplay. they mostly use closeups for these cutscenes whereas the main game is about these massive vistas their game simply cant handle.

i mean wtf is this? This is barely a generation above MGSV.

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"Best vegetation ever" lol.
 
Game looks like the PS4 sequel to DS1 we never got:

AEijae4.jpeg
MXLjg8u.jpeg
Qjm90Hg.jpeg
1iFoYj9.jpeg


Biggest difference is color tint. There are upgrades obviously but they are much closer to Uncharted -> Uncharted 2 than between Uncharted 3 -> Uncharted 4 (generation difference). Overall game looks decent but it's definitely not close to the best looking PS5 games.
Thank you for showing a baren interior my friend. 🥰

It really is the height of both games.
 
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DS2 day night cycle lighting has been very underwhelming. Just goes from nuclear bomb daytime to blue night. A low amount of light probe data.

Tried to get a decent shot of this first forest area

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Game seems extra washed out at this TOD. Lowering brightness to 4 helped a bit.
 
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i said something like this for TLOU1 remake. Realtime has lost its meaning because realtime cutscenes in modern ND games look way better than gameplay, even more so than the uncharted cutscenes did and they were pre-rendered. i had the same issue with FF7 Rebirth. Cutscenes look straight up CG at times, and then you go into gameplay and wonder wtf just happened.

They are blasting these cutscenes with like a million light sources they cant during gameplay. they are using exceptionally high quality character models they cant use in gameplay. they mostly use closeups for these cutscenes whereas the main game is about these massive vistas their game simply cant handle.
I don't mean to piss on anyone's opinion or taste, but for me realtime cutscenes never had the most graphical meaning. I mean, yeah, they are realtime, but realtime in that specific cutscene, I think more appropriate is to say it's in engine, but that too doesn't mean very much.
I know I saw a breakdown of a cutscene some time ago, where it goes off camera and it shows how various lights and effects are placed specifically for that cutscene and it also says that the models are higher poly too, something that we can clearly see for ourselves.

I also noticed this in FF16, where some were impressed by cutscenes, and yeah, they were nice, but some of those weren't even in engine and also this game has like 3 or 4 different character models depending on the situation.
- There are the ones for gameplay and just run around side content
- Those for the more important side quests
- Then the ones for the major story cutscenes
- And maybe there is another set for the pre rendered ones, I tired of keeping track of them.

That's why I always liked the Cyberpunk way, where you could move around and the only thing they modified is the time of day and location and even if lights or props were specifically set for that cutscene, when it ended those were still there.

I mean, yeah, cutscenes are nice, amazing when there's good cinematography, but if all that disappears when there's the actual gameplay, it's just ok. Even in Hellblade 2, not the cutscenes impressed me, but the gameplay graphics.
 
That is wild. I'd try setting it to PNG format, should be a lot better. IIRC JPEG is able to capture HDR while PNG can't but is higher quality.
PNG is like 12-20 MB, it is bigger than most gifs i make. It completely kills pages. I capture everything as jpegs even on PC. No amount of PNG clarity is going to save this last gen game.

I watched the DF video on the big screen in 4K HDR and simultaneously seeing those visuals in some shots while hearing him praise it as some of the best visuals this gen felt comical. The one redeeming thing in that video (outside his solid production/presentation) is that he did acknowledge mid-field detail being poor, but then I'd argue it goes way beyond just that.
Yes, near field detail isnt anything to write home about either. their textures for rocks are just from the ps4 era. we saw the same thing in spiderman 2. the textures and building level of detail was simply last gen.

At least spiderman 2 had some great lighting and draw distance in some scenarios. Not to mention fast traversal and ray tracing that actually utilize the tech in the ps5. i have no idea wtf kojipro were doing for 6 years? even the gameplay feels like DS1.1.

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It saddens me that even Kojima and decima played the lazy and exeedingly safe approach with their game. Honestly this was pretty much the last hope Sony studios had of showcasing a technical showstopper to sell the pro and it honestly trades blows with HFW at best. The fall from technical leaders to 60fps crossgen dealers is hard to watch. Even small indie studios have implented more ambition in their engiines like black desert etc that implemented both micropolygon tech and rtgi and this is basically Sonys best and its basically ps4tech amped up.
Exactly.
 
Is there a lore reason why everyone in this thread is receiving royalty checks from Epic? Is Tim Sweeney their pimp?
Its not just Tim Sweeney. We get checks from Ubisoft massive, Ubisoft Quebec, remedy, rockstar, Respawn, cd project, and several other studios who didn't use ue5 and still managed to produce next gen graphics.
 
Am i going crazy or the models during the cutscene look more realistic indoors than outdoors?!

Is it a problem of the light system?

Overall, the game looks better when you play live but stil not a huge upgrade over hfw.

It's aight, with the cutscene being the only standout, for now at least.
 
Indeed Plague Tale Requiem is current gen, and one of the best looking games of current gen at that
It definitely punch above its weight.

one of the best tho, i'm not sure.

It sound comical to say, but looking comparable to ds2 is not the huge flex you think it is, at least not in this topic :lollipop_grinning_sweat:
 
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I never claimed it was comparable to DS2, in fact i think it looks much better than DS2.
We can argue about the locations looking better but character wise, the game lose against ds2.

It's a matter of priorities, if you are more into character models, ds2 win. If you are more into locations, plague win, i think they are comparable and i only played 3 hours of ds2.

I still have to play requiem aswell, i only played the first one.
 
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Thank you for showing a baren interior my friend. 🥰

It really is the height of both games.

Both DS1 and 2 have completely different environments (mexico inspired vs. Iceland) so you can't compare them 1:1. But inside those structures looks almost identical, if there was a generation difference you would see it here. Just like UC4 is looking better than UC3 in every possible aspect.
 
It's not an equal comparison. DS2 aims for photorealism, Plague Tale does not. It's a stylistic game. While it does use PBR materials as does pretty much almost everything, it's not aiming for realism.
Kinda unfair to compare only the area where plague has an advantage.

Maybe they are just not as good with character rendering and especially faces?

Look at space marine 2, great looking locations, early ps4 human models and faces, and they are clearly aiming for realistic graphic on that game.

I think they clearly tried to have realistic faces


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