Graphical Fidelity I Expect This Gen

Horizon is top notch when it comes to texture details and amount of high frequency stuff on screen, Death Stranding 2 looks worse in my opinion.

Biggest problem of HFW is lack of good real time GI and this can be easily fixed by adding RT into the engine... It was said many times before, even smaller developers were able to add RT into their engines.
Kinda disagree.

It has a lot of shit rocks and shit textures.

I can post shitload of pics of horizon with very meh textures.


Looking better than sushi2 has zero praising value, tlou2 on ps4 look better.
Days gone on pc look better.
 
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Kinda disagree.

It has a lot of shit rocks and shit textures.

I can post shitload of pics of horizon with very meh textures.


Looking better than sushi2 has zero praising value, tlou2 on ps4 look better.
Days gone on pc look better.

There are some mid or bad textures like in every game but general quality is v. high, better than most games. Another flaw is comically low shadow cascade draw distance, DS2 have the same problem.
 
Yeah another classic last-gen shenanigans
Some things are probably harder to implement in an "old" engine and the results (the performance) are not worth the effort.

Same as what you see when they try to add RTGI / reflections in older titles: even on good modern hardware the engine often struggles. That's why we see some remake perform poorly or inexpectedly.
 
Horizon is top notch when it comes to texture details and amount of high frequency stuff on screen, Death Stranding 2 looks worse in my opinion.

Biggest problem of HFW is lack of good real time GI and this can be easily fixed by adding RT into the engine... It was said many times before, even smaller developers were able to add RT into their engines.
It can't be easily fixed at all, RTGI is expensive and other things would suffer because of it.
 
It can't be easily fixed at all, RTGI is expensive and other things would suffer because of it.
Yes, tracing against foliage too can be very expensive on the GPU but if anyone can pull it off it would be GG. I know they said they were experimenting with RT but was canned due to cross gen support, I think it's very likely we'll see it in their next title.
 
It can't be easily fixed at all, RTGI is expensive and other things would suffer because of it.

Of course it is expensive but it's the only way forward for open wold games with dynamic TOD. If ACS can have (near) 60fps on PS5 Pro with RTGI in massive open world game on bloated, unoptimized Ubisoft engine then for sure GG can make it happen on Decima.

But that would require dropping native resolution below 1080p.
 
Went through all my captured footage and found a couple of areas that did look legitimately great in Death Stranding 2. One of them was an area covered in perpetual rain/timefall but defeating the boss opened it up and it looked very close to photorealistic.

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I have a couple of other boss battles and cutscenes i will post later. The finale is amazing.
 
So to look good you have to cover 90% of the screen in snow, nice :lollipop_grinning_sweat:

Not sure if i'm gonna be able to convince my balls to continue my run, the game is as turdish as the first one gameplay wise and the story\characters are still pure kojima cringe, i think 20 hours was enough to have my fill.

Hopefully i get a decent discount for yotei or the next big sony game bringing back this thing to the gamestop.
 
NVIDIA Updates RTX Neural Texture Compression SDK with Shader Model 6.9 Support and Performance Improvements


NVIDIA has released beta version 0.7 software suite RTX Neural Texture Compression (RTXNTC) — a technology that uses neural networks to compress texture materials. The solution is aimed at significantly reducing the volume of game data and more efficient work with textures during loading and rendering.


RTXNTC 0.7 Beta


The updated version of the SDK adds preliminary support for Shader Model 6.9 via new driver and porting part of DirectX 12 Cooperative Vector logic to the standard Microsoft Agility SDK — previously, custom NVIDIA extensions were used. In addition, now the transformation of weights for inference is performed directly on GPU, which speeds up the execution of operations.

Also implemented custom extensible glTF specification "NV_texture_swizzle", designed to describe NTC storage of materials. In addition, the feedback mode has the ability to batch transcoding of tiles, and in the sample mode, the stability and performance of inference have been improved. The logic of color channel matching and the overall quality of the LibNTC library code have also been improved.

Although the SDK is optimized for NVIDIA graphics, it can also be used on GPU Intel and AMD, including Linux platforms. According to the developers, RTXNTC will continue to develop as a universal tool for future games and 3D scenes, with an emphasis on compression without loss of visual quality.

 
So to look good you have to cover 90% of the screen in snow, nice :lollipop_grinning_sweat:

Not sure if i'm gonna be able to convince my balls to continue my run, the game is as turdish as the first one gameplay wise and the story\characters are still pure kojima cringe, i think 20 hours was enough to have my fill.

Hopefully i get a decent discount for yotei or the next big sony game bringing back this thing to the gamestop.
Just run through the story missions.
 
I tried that drifting game some were raving about: it's nice, but it's standard UE5, complete with its shortcomings: ghosting, too much noise, etc.

It's cool that a supposedly small team can produce something with that fidelity. But for a racing game we need much more motion clarity.
 
Played a little bit of tlou1 remake just to see what's up and.. am I tripping or does Tlou2 PS5 look better in gameplay ? I don't know if it's the atmosphere, color palette or something else but the remake looks kinda mid.
 
Played a little bit of tlou1 remake just to see what's up and.. am I tripping or does Tlou2 PS5 look better in gameplay ? I don't know if it's the atmosphere, color palette or something else but the remake looks kinda mid.
You must have missed all my posts mentioning this lol

The lighting is completely off. Especially in Bill's Town and university levels. Pittsburgh is ok, but overall the game looks worse than TLOU2 in almost every metric.

And just like DS2, the cutscenes look amazing.
 
I'll wait with that statement until i play it on my own PC and not watching a dogshit 2k bitrate IGN video
I watched plenty of IGN videos to know when a game looks good or not. People do this with every game they have hope for, they keep waiting for release hoping for a miracle.
 
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I watched plenty of IGN videos to know when a game looks good or not. People do this with ebey game they have hope for, they keep waiting for release hoping for a miracle.
Its not a miracle. Just watch the 9 minute gameplay on IGN and watch it on the official channel. Pretty big difference.
 
Yeah that would be an option.

I still kinda wanna see all the fuckery.

But i hate playing games this way.
I get it, but no point returning it before seeing the best of what the game has to offer. Especially, when literally the story only starts 75% of the way through the game and then ends on a fairly linear fashion anyway. He wants you to play it like this. At least when you get to chapter 9. A straight shot to the end after that despite it taking a good 5-6 hours after that. But all of it is absolutely incredible. Cringe yes, but by design. No one in their right mind is making this game, and no one can get away making something this insane other than Kojima. You almost have to admire the insanity. And no im not calling it genius, its legit nuts but i love it and maybe im insane for liking it because if Neil or Todd Howard did any of this shit, id be like wtf.
 
NVIDIA Updates RTX Neural Texture Compression SDK with Shader Model 6.9 Support and Performance Improvements


NVIDIA has released beta version 0.7 software suite RTX Neural Texture Compression (RTXNTC) — a technology that uses neural networks to compress texture materials. The solution is aimed at significantly reducing the volume of game data and more efficient work with textures during loading and rendering.


RTXNTC 0.7 Beta


The updated version of the SDK adds preliminary support for Shader Model 6.9 via new driver and porting part of DirectX 12 Cooperative Vector logic to the standard Microsoft Agility SDK — previously, custom NVIDIA extensions were used. In addition, now the transformation of weights for inference is performed directly on GPU, which speeds up the execution of operations.

Also implemented custom extensible glTF specification "NV_texture_swizzle", designed to describe NTC storage of materials. In addition, the feedback mode has the ability to batch transcoding of tiles, and in the sample mode, the stability and performance of inference have been improved. The logic of color channel matching and the overall quality of the LibNTC library code have also been improved.

Although the SDK is optimized for NVIDIA graphics, it can also be used on GPU Intel and AMD, including Linux platforms. According to the developers, RTXNTC will continue to develop as a universal tool for future games and 3D scenes, with an emphasis on compression without loss of visual quality.

Geez, already part of DirectX this quickly? They weren't fucking around with those Nvidia demos from earlier.
 
That mafia preview looks really bland even the official feed. The lighting is just off indoors. Zero bounce lighting off walls, poor AO, it's almost like Lumen was turned off.,

That said, ive watched a lot of their behind the scenes videos before this and they all looked amazing. Maybe this was just a bad section of the game.
 
That mafia preview looks really bland even the official feed. The lighting is just off indoors. Zero bounce lighting off walls, poor AO, it's almost like Lumen was turned off.,

That said, ive watched a lot of their behind the scenes videos before this and they all looked amazing. Maybe this was just a bad section of the game.
The lighting is dog pooh and those rocks look like last gen doggoe pooh rocks with nanite nowhere to be see. The game looks worse every time they show it.
 
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Glad everybody's opening their eyes on Mafia, it's nothing to write home about. How did the forum went from sucking this game to trashing it in a month? Lol
 
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Why is this game even brought up in this thread? It looks so cheap and uninspired.
Yes I watched it on 4k after posted it here, definitely underwhelming as fuc. I don't know if they picking only good looking scenes on previous documentary videos, it's definitely disappointing,.DS2 definitely looks better than those last 2 gameplay videos.
 
Glad everybody's opening their eyes on Mafia, it's nothing to write home about. How did the forum went from sucking this game to trashing it in month? Lol
Because the change on showed gameplay quality is disappointing truly don't know how game is downgraded on less than one month something definitely wrong with this and not just ign bullshit bitrate youtube quality
 
You must have missed all my posts mentioning this lol

The lighting is completely off. Especially in Bill's Town and university levels. Pittsburgh is ok, but overall the game looks worse than TLOU2 in almost every metric.

And just like DS2, the cutscenes look amazing.
Speaking of TLOU, I'm playing now part 2 on PC and I'm getting a strange impression that after you start as Abby the game doesn't look as good as the parts with Ellie.

Is it just me or is there something to this?
 
Speaking of TLOU, I'm playing now part 2 on PC and I'm getting a strange impression that after you start as Abby the game doesn't look as good as the parts with Ellie.

Is it just me or is there something to this?
My guess is that their daytime lighting isnt that great and kind of exposes the low res textures and models. Day 2 and Day 3 with Abby will look great because Seattle goes back to being covered in dark skies or rain.
 
There's something fishy going on with Mafia. It looked really good on earlier trailers, maybe not best of the best but really good for a budget game. I don't believe they faked/pre-rendered those trailers so what they are showing now is possibly footage from a console performance mode or the game was indeed downgraded to hell and back because.

As for the animations, it's to be expected. Budget games always suffer in the animation department. A Plague Tale Requiem is another example of a game that looks good but have poor animations.
 
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As for the animations, it's to be expected. Budget games always suffer in the animation department. A Plague Tale Requiem is another example of a game that looks good but have poor animations.
I wonder about this though, do some of these stidios lack budget to make good animations or is it a case of them not having skilled animators. In Mafia remake some of the animations like walking animations were really good, but then orher ones were really poor like climbing abominations. Bloober is another one that has struggled to make good animations, even though lot of the other aspects of their games are very impressive. Lile Silent Hill 2 remake doesn't have great animations, but the bigger problem is animation blending in that game where it looks like animations were pasted together instead of being blended. Also how are some of these studios having worse animations than free preset ones in UE or ones you can buy? It's baffling. I think some of these studios just lack good animators and probably don't have enough budget to outsource animations.
 
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I wonder about this though, do some of these stidios lack budget to make good animations or is it a case of them not having skilled animators. In Mafia remake some of the animations like walking animations were really good, but then orher ones were really poor like climbing abominations. Bloober is another one that has struggled to make good animations, even though lot of the other aspects of their games are very impressive. Lile Silent Hill 2 remake doesn't have great animations, but the bigger problem is animation blending in that game where it looks like animations were pasted together instead of being blended. Also how are some of these studios having worse animations than free preset ones in UE or ones you can buy? It's baffling. I think some of these studios just lack good animators and probably don't have enough budget to outsource animations.

I think good animations are a ton of work so you either gotta have a lot of animators or give the ones you have a lot of time. And then it becames a budget problem. I'm sure having talented people involved helps a bunch but in the end it will still demand time. Motion Matching aims to help with the blending part of the equation but it's unclear at this point how much it will help these smaller studios.
 
I think good animations are a ton of work so you either gotta have a lot of animators or give the ones you have a lot of time. And then it becames a budget problem. I'm sure having talented people involved helps a bunch but in the end it will still demand time. Motion Matching aims to help with the blending part of the equation but it's unclear at this point how much it will help these smaller studios.
I think having skilled people goes a long way. Expedition 33 devs are a small team, but animation quality is pretty good. That's a team of 34 people, which in comparison to Bloober that employs 200 people is very small. Hangar 13 that's making Mafia employs 200+ people, which is far bigger than than a lot of teams that output far better animations. I would also imagine the likes of Bloober and Hangar 13 don't operate on smaller budgets than many devs out there that employ less people.
 
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God, the more I see of the game the worse it looks. It's gone from a no-brainer day one purchase to something I'll likely skip unless it gets glowing reviews.
Happens all too often. Initial reveal starts off as very impressive, and in each subsequent showing the visuals are downgraded. This has got to stop. It's just harming the confidence we have in the industry. Doesn't the Devs/marketing depts realise this??

If anything the first showing can be rather rough, but then with each new showing we should see improvements as we get closer to release...and these improvements will drive enthusiasm and sales momentum.

Just a lack of common fucking sense.
 
I'm late to the party with this but I'm genuinely not sure how Yōtei is leveraging the PS5 other than better draw distance. It honest to god looks like a straight asset flip in almost every way. A Sony first party studio really got mogged by Ubisoft. Surprising.
 
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