Graphical Fidelity I Expect This Gen

Maybe off-topic, I just returned for another playthrough of Elden Ring's DLC, Shadow of the Erdtree, my God this game looks absolutely phenomenal, nowhere near the top tech-wise of course. It just looks so pretty, no one can cook like From Software when it comes to artistic impression & depth, at least to me.

Yes I used Reshade to make it look spicier color-wise.

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When I think of games with great "art style" this is the top of the list. Honestly don't give a fuck about technical shit if the games art is THAT good. But very few/nobody else is that good artistically - GOY isn't even close so I don't really get that excuse
 
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Lmao, I think this thread might be responsible for Ghost of Yotei getting RTGI last minute...
Wouldn't be surprised if nixxes is currently porting over the game to PC and they are the ones who added in RTI to the port and then backported it to the console version. They have all caught up on ports so my guess is they are now working alongside these studios. Insomniac's blog said that Nixxes are involved with the Wolverine development. Remember Nixxes added a bunch of RT effects in Returnal and Spiderman ports.

Maybe we will get RT reflections and RT shadows on PC. I will probably wait for the PC port.
 
All I know is that I spent 40 hours killing people I knew nothing about. It was like 'go there, kill target' and repeat 50 times.
i was in love with the game's world and combat for the first 30-40 hours but then my uplay pass was expiring so i started killing off the 12 templars. One of the most boring and excruciating exercise in gaming ive ever undertaken. every mission was the same. go to a brand new region, brand new characters with no personality, poor acting, and investigate. kill some people. go talk to someone. kill some more people and thats it. its all so poorly executed it makes me wonder just wtf happened to ubisoft studios that made AC2, Brotherhood and Unity.

They need to keep the story short. You can have a 100 hours of side content but main content needs to be paced better. The opening few hours were legitimately good with some excellent montages especially the yasuke introduction.

The new Hex game is supposed to be more linear but it was delayed from this year. I really hope Ubisoft comes around because simply having 100 hours of competent gameplay and exceptional graphics isnt enough when you are taking 5+ years to make these games.

P.S Yes, i enjoyed the combat a lot. Yasuke and the chick both play completely different with lots of depth, and it was great to switch back and forth whenever i started getting bored. but after 40 hours, i had seen everything and its time to move on but the game just wouldnt let me.

Yeah, but you know this scene here is a cutscene and while they may be in engine, IDK exactly, they are kind of enhanced.
I say this because I had a weapon equipped and immediately in the cutscene it was the default weapon.

But in general the lighting is really good, I like how it interacts with her, even though it's not the most detailed model.





The best area IMO is the town in the 1st half or so of the game, later areas aren't quite as good and others that look a bit flat.

ah that sucks. the lighting in the gameplay shots does look a little flat.


This is not even running on a high end pc (RTX xx80 or xx90). Its not even close lol.

ACS has no art
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Exquisite cinematography. Wonderful scenery. Like truly wonderous. I have rarely felt this way about an open world game. Maybe RDR2 was the last one that left me in awe with its sheer technical wizardry along with immaculate cinematography. The season switches in the video showcases the amount of work the artists must have put in to make every season look as good as it does. That's like doing 4x the work. You cant just leave that up to programmers lol. That's all artists. Cream of the crop.
 
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P.S Yes, i enjoyed the combat a lot. Yasuke and the chick both play completely different with lots of depth, and it was great to switch back and forth whenever i started getting bored. but after 40 hours, i had seen everything and its time to move on but the game just wouldnt let me.
Yes, this. The combat is more than decent, I would say it's quite good and people are downplaying it hard just because Ubi. It's in fact better or at least the same as some similar games that are higher rated.
ah that sucks. the lighting in the gameplay shots does look a little flat.
Yeah, but these shots are the worst, what's bad is that the forest area is a fair chunk. It's clear they made some cuts with the textures and geometry.

You have a scene like this and at first glance it looks good.

But then you move a bit the camera and you get some mush.
 
I love the art direction! I honestly think this is one of the best looking games I've ever seen, but it falls apart hard in certain areas where it shouldn't on current gen much more powerful PS5 hardware, like animations, geometry, texture resolution, RTGI detail etc., that's my issue...
The more i play the more im getting hung up on those things too. Also the feeling that it still looks more similar to Tsushima then improved ..

Im also constantly wondering about the rtgi ...most of the time i don't see it doing anything. Even on Atsu, she doesn't seem to react to light bounce like other games with excellent rtgi (shadows and outlaws on ps5). If you flip between the default Fidelity non-rt mode and the RT mode its very hard to notice a difference in lighting ...weird

Also, the rocks ....why Sucked punch? Why would they leave them low geometry like this?
 
Insomniac's blog said that Nixxes are involved with the Wolverine development.
On the PS Blog, it's on Saros that Nixxes work and not Wolverine.

Nixxes are working closely with Housemarque's creative, gameplay, art, and production leadership on key elements of the art and gameplay in Saros. They have been an amazing collaborator, and you can see their stunning work in this gameplay first look.

It's also interesting to note that Nixxes contributes to the gameplay and art but absolutely not to the technical side.

They seem to be becoming also a support studio rather than one that only does ports.
 
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Yep, the lesson Sony is going to learn from Yotei is to create more low-risk, lower budget, less ambitious sequels and to not bother themselves with trying to push the bar forward.


Wonderful
 



Yep, the lesson Sony is going to learn from Yotei is to create more low-risk, lower budget, less ambitious sequels and to not bother themselves with trying to push the bar forward.


Wonderful

The nintendo way.

I am not too fussed actually. they make like one AAA game a year. sometimes not even 1. (2024 only astro bot was released) There are dozens of third party developers and new developers who are continuing to take advantage of the hardware and technological advances. Why would i care about one publisher who releases at most 2 games a year?

its time to treat sony like nintendo. irrelevant to next gen gaming.
 
Just throw hardware at it. That is the PC way. Console owners were bitching about Metaphor but it looks pretty good at 4k and with quadrupled LOD.

Well at least as good as PS3 textures can look at least lol.
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While Yotei's graphics are a bit of a mixed bag and let down in several specific areas, what do you guys think of the actual game? Without spoilers please.

I'm only 4 hours in but it seems like they've I put a lot of effort into the story telling and design of open world approach, lots of little smart changes and trying to be more like Elden Ring and Breath of the Wild in terms of having a more intuitive open world layout ....

Am I correct in thinking this? Or does it settle into something more in line with the Ubi formula and Tsushina?

i'm seeing some opposite opinions on this from Youtubers
 
I ended up double dipping Silent Hill f on PS5 Pro and PC, the latter after seeing the RenoDX HDR and the Epic settings mods. Of course even without the mods the game stutters like an absolute bitch on my PC (RTX 4070 Super). So I either have to contend with the worst shadow strobing i've ever seen on the Pro or yet another compromised release on PC.

The graphical fidelity I expect is no longer path-tracing or 120fps or virtualized geometry in every game - it's to finally get a bare minimum level of standards from AAA devs...
 
Also, yeah bitrate absolutely matters. This game can look very very good even without the upcoming patch. Do NOT open below if you don't want major environmental exploration spoiler.

@0:37 in particular is stunning

Ive reached the top of Yotei Mountain when the sun was rising, and it was the most breathtaking scene of any game this generation, for me.

I've played some of DS 2 (havent finished it), AC Shadows, you name it. None came close to that view.
 
There's no contest. That's a real shame that the story and the world itself are lame as fuck.
Right?! Might be the worst designed open world ive ever played there's just nothing interesting to do outside of main quests and combat ...such a shame. Valhalla's world is even more interesting and packed with activities and characters.

The combat is good but sadly on console if i want to enjoy the graphics I have to play at 30 fps where the combat takes a nosedive. All of the sudden you start having hit detection issues and mistiming parries like crazy.
 
I know, I squarely went with the joke, he was implying that I am too blind to the point I can't see the actual technical superiority that AC Shadows possesses, he was negging me in a way, even though I have already stated that AC Shadows is technically superior compared to Yotei in many ways, but some would want to act childish & vindictive, not knowing that part of his or others' praise around AC Shadows also come from its art-style and/or the usage & distribution of those said assets, because art-work & art-style play a major role in heightening graphical fidelity, not everything has to be real-time or "accurate" for us to denote that under "graphical superiority" exactly, we can, for better or worse, dissect which one is more superior technically, but that line gets blurred more than we would like to admit, I am also not implying that we cannot tell if there's a difference between game A or game B, it's just that the differences begin to fade, and another fact that compounds this issue is that both of the aforementioned titles excel at different things entirely.

Alan Wake 2 pre-baking? Anyone? Ghost of Yotei has way more advanced lighting through the use of RTGI, than the *supposed* "Next-gen game." You see how easy you can flip that? Alan Wake 2 uses a last-gen model of lighting, but it damn sure looks better than Yotei's lighting still even though it is nowhere near it technically.

Example: TLOU 2, the overwhelming praise it gets is majorly due to its anomalous extensive use of precalculated light probes, pre-baking, the use of highly-varied assets, scene composition & custom shader work that are splashed over otherwise low-res textures in many instances, much of this is artist-driven, rather than pure technical capability or potency.

That said though, I do wish Sucker Punch pushed more tech into Ghost of Yotei, geometry on mountains & textures can be poor relative to its other core graphical tenets sadly.
Its about how developers use current technology that matters because TLOU 2 and The Order 1886 look better than most current gen games…
 
It is funny because Yotei landscapes and sense of scale made me think of RDR2.
No game between those two come close to them, especially not shadow (which under a very specific set of conditions is still the best looking game on ps5pro).
During gameplay, yotei obliterates shadows, on ps5 pro at least. Art direction is still miles above anything ubisoft does, outside of carefully curated youtube videos of course.

ANyone here should play yotei to see that tho it lacks technically at certain moment, it is still a juggernaut of visual beauty. Which is what we are supposed to be all gooning for in this thread.

They literally wrote an algorithm to 'direct' each dialogue scene with different camera angles, character movements, facial animations and other dynamic animations based on the dialogue. No manual adjustments required. Which is why every single dialogue sequence felt handcrafted/directed/shot.

No other game since has even tried to do anything different. They just place the camera infront of the NPC and player, and cue the wooden facial animations.
Thanks for the infos, i'll admit i don't remember much of HFW dialogues, but nothing strike me as specifically well directed or out of the "single player sony game" ordinary concerning this game. I wasn't hooked on the feeling i guess.
 
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Downloaded Ghosts of Tsushima to see how it compares against modern games and wow. It looks a lot more dated than i thought. Way more than tlou2 which still holds up today in its outdoor areas. Also, went back to ds2 to see if i was too harsh on it and saw this hilarious draw distance.

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The nintendo way.

I am not too fussed actually. they make like one AAA game a year. sometimes not even 1. (2024 only astro bot was released) There are dozens of third party developers and new developers who are continuing to take advantage of the hardware and technological advances. Why would i care about one publisher who releases at most 2 games a year?

its time to treat sony like nintendo. irrelevant to next gen gaming.
The worst timeline possible.
 
saw quite a few posters in the threads pre-release claiming that the graphics aren't a huge step up, some also claiming that AC Shadows is doing much more technically impressive stuff, etc. (to be fair, it's an easy comparison point given the similar themes and close release dates)

As usual though, one should always wait until you can actually play the game on your own display, uncompressed, before making comparisons and judgments. In my opinion, the visual presentation here is mesmerising and easily clears Shadows, having played both on PS5 Pro.


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Downloaded Ghosts of Tsushima to see how it compares against modern games and wow. It looks a lot more dated than i thought. Way more than tlou2 which still holds up today in its outdoor areas. Also, went back to ds2 to see if i was too harsh on it and saw this hilarious draw distance.

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Yeah, it looks old

Main upgrade for Yotei was how vertical it is compared to Tsushima.

Being in a plainfield and being able to see a big mountain in the distance full of vegetation is beautiful. Makes the world feel big.
 
Thank god GTA 6 exists. Thank you Rockstar for pushing the envelope. It's getting rarer and rarer by the day.
GTA 6 will be so groundbreaking that I don't think even games on PS6 will rival it for quite sometime.

Also what's crazier is if Nvidia strikes a deal with Rockstar for the inevitable PC version, which adds all the sweet Nvidia graphics features like Path Tracing, DLSS 5 by that time and maybe even adding AI Neural Rendering features like RTX Hair, RTX Subsurface Scattering & Neural Materials like in that Zorah demo for all we know, fully showcasing the power of their upcoming RTX GPU line-up.

GTA 6 will be so groundbreaking & will be unrivaled for so many years…unless Witcher 4 does something crazier with UE5.
 
Where you name Yotei as the juggernaut? Nope, thanks, once was enough.
As "A" juggernaut please, the difference matters to me because i did not learn of the word in marvel comics.
Anyway you are exactly who im talking about in the post and although it is amusing to see you act exactly as you are supposed to, it is kind of sad that by doing so you deprive yourself of a great game.
 



Yep, the lesson Sony is going to learn from Yotei is to create more low-risk, lower budget, less ambitious sequels and to not bother themselves with trying to push the bar forward.


Wonderful

I feel like bigger budgets for a lot of Playstation studios just leads to "safer" games like Spider-Man 2 and Horizon Forbidden West. Ghost of Yotei, while not a technical marvel, has evolved as as franchise better than any of Playstation's other sequels this generation. Sucker Punch focused on enhancing the gameplay loop, which more Playstation studios should as well
 
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