amigastar
Member
Yes, it looks lovely, I've seen youtuber saying it looks bad which i don't understand.One of the best looking games this whole generation.
Yes, it looks lovely, I've seen youtuber saying it looks bad which i don't understand.One of the best looking games this whole generation.
I'm still amazed how much difference DoF makes in FS games, first time I played ER on PS5 I thought the erd tree use low res bitmaps:
![]()
![]()
Turns out, it doesn't - they are just blurred by DoF. This is also the first time I'm testing nvidia smooth motion (frame generation in the driver) and it works... surprisingly well.
I hate that this games forces Chromatic Aberration and if you want to remove it you have to mod it and then you are forced to play offline. Fuck From Software for that shit
I dont kiss and tell, but im from polish smalltown and even here u got mountains of women racking up bodycount like john wick in his movies![]()
This sound too accurate to be coincidental. Did you meet someone at a 2026 NYE party in Miami like Topuria ?
BF4 had an atrocious campaign too but it was, I believe, the last big military FPS to use real-world factions/nations in its premise. There was a huge Chinese backlash iirc and ever since we get watered-down nonsense revolving around fictional, nonsensical entities like "Pax Armata" "Avalon" "Konni" etc. On top of that, political and social consciousness grew among the game developer class to the point where I don't think they could tell a gritty, grounded war story even if they tried. And honestly, I'm not sure where is left for the realistic military FPS campaign to go. Not many or any great examples since the original Modern Warfare trilogy. CoD went into fantasy land, BF followed (except there was never a good BF campaign in the first place). I liked Modern Warfare from 2019 but even that game pulled a lot of its punches, you could tell this kind of content had to be handled differently than the PS360 gen. I don't even know what I would want out of this kind of campaign anymore. Feels like their time came and went.So much wasted potential. We need a story driven, graphically impressive, mature and heavy 15 hour campaign. Naughty dog style but FPS. At 5 hours long, I don't mind the length but if your game is that short then there's no excuse to not go all out.
Never saw any info of epic admitting it being prerendered, but saw plenty gamers claiming its realtime and pretty sure epic claimed its real time too, hell i thought it was realtime back in mid 2020 before ps5 launch too, but now its obviously cgi/bullshot trailer/prerendered/false advertising.
Look at those fuckers lie tru their teeth straight to our faces:
Hell in video description u got clearly written:
Turns out most impressive part of the demo was cgi aka bullshot
Its like woman claiming she has only 7bodycount, then u find out that number is for 2026 only and resets every year(new year new me bs- im spiritual now- then what happened to last 10 years u were physically fucking all other dudes tho? Their penises were very real and not ghosts).
Really cant wait for gta6 here to actually experience those crazy graphics(even if its 30fps with dips at below 1080p native res ai upscaled to something more reasonable), altho not even sure whats gonna come out sooner, gta6 or witcher4(logically gta6 is likely getting delayed to 2027 coz fuck devs unions, witcher4 no clue here, could be 2027, could be even 2030 ).
the last great military FPS campaign was the COD2 in 2005. Halo 3 had some epic large scale battles a couple of years later but unfortunately COD4 came out with its focus on navy seals/smaller engagements and that was the end of that. they tried to fake some setpieces in MW2 but i wasnt buying it.Battlefield 6 single player looks downright amazing at times.
Sound design really good.
Gunplay itself is great.
It's a shame it's so goddamn uninspired and generic. I'm like 5 missions in and there's been just 1 setpiece. Zero ambition. Haven't even hopped on a turret yet. It's been all small scale street fights. Except, way less polished than any COD game.
(But the game looks amazing on a base ps5. Frostbite really giving ue5 a run for its money.)
So much wasted potential. We need a story driven, graphically impressive, mature and heavy 15 hour campaign. Naughty dog style but FPS. At 5 hours long, I don't mind the length but if your game is that short then there's no excuse to not go all out.
I'm curious to think why you weren't "buying" stuff like the DC setpiece battles in MW2. You can certainly see the cracks going back now, but they still outdid anything in CoD2. I like CoD2 but it's extremely monotonous without any real sense of pacing, and most of the "battles" were limited to a few streets and city blocks start to finish. Most of the CoDs for the rest of that generation had more impressive moments than CoD2, and CoD1 had better variety and pacing (especially counting its expansion pack).the last great military FPS campaign was the COD2 in 2005. Halo 3 had some epic large scale battles a couple of years later but unfortunately COD4 came out with its focus on navy seals/smaller engagements and that was the end of that. they tried to fake some setpieces in MW2 but i wasnt buying it.
Gotta disagree here, cod ww2 (launched nov 2017)had very good singleplayer camplaign.the last great military FPS campaign was the COD2 in 2005.
Gotta disagree here, cod ww2 (launched nov 2017)had very good singleplayer camplaign.
So there are two big setpieces in MW2, the big white house raid (or was it the capitol?), and the DC suburb battle you have the russians. the rest of the game is literally just you and a bunch of other dudes going in and taking out a few bad guys. it plays out more like a spec ops game than a full blown world war 2 game.I'm curious to think why you weren't "buying" stuff like the DC setpiece battles in MW2. You can certainly see the cracks going back now, but they still outdid anything in CoD2. I like CoD2 but it's extremely monotonous without any real sense of pacing, and most of the "battles" were limited to a few streets and city blocks start to finish. Most of the CoDs for the rest of that generation had more impressive moments than CoD2, and CoD1 had better variety and pacing (especially counting its expansion pack).
If you were talking about the reboot trilogy I'd agree. But in MW2 there's two separate DC suburb levels and then two or three levels for the actual battle around the capitol and white house. It's a decent chunk of the game. Probably makes up more of the game than CoD4's middle east levels did. Some of the "spec ops" missions escalate into pretty big battles too. And then MW3 opened with the insane NYC levels and was full of big battles throughout, overall larger scale than either CoD4 or MW2. I get what you're saying because you mentioned CoD2 which was that 100% of the time, but striking a balance did wonders for the pacing and storytelling. It makes me even angrier that they screwed up the reboot trilogy so badly.So there are two big setpieces in MW2, the big white house raid (or was it the capitol?), and the DC suburb battle you have the russians. the rest of the game is literally just you and a bunch of other dudes going in and taking out a few bad guys. it plays out more like a spec ops game than a full blown world war 2 game.
Yes.Battlefield 6 single player looks downright amazing at times.
Sound design really good.
Gunplay itself is great.
It's a shame it's so goddamn uninspired and generic. I'm like 5 missions in and there's been just 1 setpiece. Zero ambition. Haven't even hopped on a turret yet. It's been all small scale street fights. Except, way less polished than any COD game.
(But the game looks amazing on a base ps5. Frostbite really giving ue5 a run for its money.)
So much wasted potential. We need a story driven, graphically impressive, mature and heavy 15 hour campaign. Naughty dog style but FPS. At 5 hours long, I don't mind the length but if your game is that short then there's no excuse to not go all out.
Gotta disagree here, cod ww2 (launched nov 2017)had very good singleplayer camplaign.
First 2 gifs are not base ps5 footage, 3rd one is spidey2 and im sorry, it doesnt look impressive at all compared to end sequence of UE5 demo, it looks gamey/realtime with low texture cardboxes buildings, not cgi, hell its cutscene where u got no controll over ur character and it still looks way worse from the matrix demo u actualy control ur character, thats colorado canion of gap in visual quality - its like claiming running tetris at 16k 240fps is impressive, its not coz tetris looks like shit by modern visual quality standardsNo no, the demo is still realtime running on ps5 but the last part of the demo, aka the flying section, was a scripted cutscene that was not player controlled but it was definitely rendered on the ps5. It was mentioned in one of the dev interviews that the part wasnt being controlled. Doesnt exactly mean it was pre-rendered. they did something similar for a scene in the matrix demo where Neo and Trinity get multiplied and they said that specific part had to be a video file not because of some GPU limit but some other bottleneck.
We have seen several scenes like that since. Hellblade 2 has several chapters that end and a fly through takes you to the next without cutting. The matrix awakens demo was patched on PC with a Superman mod and i was able to fly really fast through the entire level with no pop-in. Wukong has a scripted scene/cutscene similar to the original ps5 demo as well and Wukong doesnt even use nanite for its foliage. The entire final chapter lets you fly on that cloud as well in very fast speeds. And while spiderman 2 isnt using nanite, it delivers on the promise of that flying demo several times throughout the game.
![]()
![]()
![]()
You can literally fly at higher speed in the Matrix demo on PS5 which is more complex than the desert terrain shown in the first UE5 demo, and not talking about the latest Witcher 4 demo running at 60.
"I doubt you could even imagine it.I'm still amazed how much difference DoF makes in FS games, first time I played ER on PS5 I thought the erd tree use low res bitmaps:
![]()
![]()
Turns out, it doesn't - they are just blurred by DoF. This is also the first time I'm testing nvidia smooth motion (frame generation in the driver) and it works... surprisingly well.
That scene is in wukong btw. And wukong's 30 fps mode runs at 1440p 30 fps.First 2 gifs are not base ps5 footage, 3rd one is spidey2 and im sorry, it doesnt look impressive at all compared to end sequence of UE5 demo, it looks gamey/realtime with low texture cardboxes buildings, not cgi, hell its cutscene where u got no controll over ur character and it still looks way worse from the matrix demo u actualy control ur character, thats colorado canion of gap in visual quality - its like claiming running tetris at 16k 240fps is impressive, its not coz tetris looks like shit by modern visual quality standards
TLDR: My qualm with the demo wasnt that UE5 isnt impressive and that things cant be done on it, just that base ps5 cant run that shit at 1440p30 realtime like they claimed(at least endsequence/fast travel, aka most impressive stuff, that was the thing that screamed next gen to me back in mid 2020).
Look at DF written article from may 2020 on that UE5 tech demo reveal, they all praise this shit and claim its ps5 running in real time:
![]()
This is next-gen: see Unreal Engine 5 running on PlayStation 5
A genuine generational leap that must be seen to be believedwww.digitalfoundry.net
We had plenty of trailers since then when devs put simple but truthfull disclousure, something akin to: "ingame footage combined with cutscenes/in engine/cgi", in that UE5 tech demo there was not a peep about cutscenes, not to mention whole sequence at the end not being rendered real time on ps5 at all
The reason for that was simple, early parts of the demo were very impressive but gave away how weak ps5 actually is, so the devs needed something with big oomph, something that would hype up the masses, so they produced cgi sequence that was actually breathtaking and very impressive and claimed its running real time on ps5 which obviously wasnt the case
Early parts were totally believable, but they werent that impressive, hell we even got nasty comeback of ps4 exclusive "feature":
![]()
Where player is put in tight space so impressive next room has time to load, with that in mind ofc console is too weak to run real time endsequence that is straight cgi, maybe would only be doable at that quality on rtx 5090(and even here im not 100% sure, its that impressive).
Its simple- if ps5 would be able to run endsequence in real time it wouldnt need to get ps4 "classic" feature of tight space there![]()
"I doubt you could even imagine it.
That which commanded the stars, giving life its fullest brilliance.
The Elden Ring, oh Elden Ring!
Shattered, by someone, or something...
Don't tell me you don't see it. Look up at the sky.
It burns!"
OMG Elden Ring, my favorite game of all time. Just look at it!!
matrix runs at 1080p 30 fps which was their target for hardware lumen. it actually goes above that at times. its dynamic just like the PS5 UE5 demo which was 1440p 30 fps most of the time but did fluctuate according to Epic themselves.Its not 1440p30 tho, is it? native its well below 800p, and obviously we saw dips well below 30 too in the matrix demo, i dont claim UE5 isnt impressive/gorgeus etc, my claim is base ps5 cant run real time endsequence of that may 2020 UE5 demo, and i am right since it was completely faked cgi, thats why it was so impressive, and back in mid 2020 we all thought ps5 is capable of running it real time- we got lied it can, by the devs/ue5 makers themselfs.
The discussion here feels like a lot of people are tired of the same old visuals and want something that truly raises the bar. I agree - I don't want just "better than before", I want anew era of graphics
, with living, detailed worlds, not just smoother ones.
this is what i wanted at the start of the gen. especially given the big upgrade in CPU and massive upgrade in SSDs. But clearly its not a priority for devs who just want to copy paste what the ubisoft style open worlds they had been working on last gen.The discussion here feels like a lot of people are tired of the same old visuals and want something that truly raises the bar. I agree - I don't want just "better than before", I want anew era of graphics
, with living, detailed worlds, not just smoother ones.
Is it though? The games look awful in their 60 fps modes since almost all of the non-sony games drop to 720p just to hold that 60 fps average.This gen make 60fps mainstream on consoles and it's fucking great,
AI generated visuals that aid traditional graphics + path tracing. This is the future that all graphics vendors are betting on.The discussion here feels like a lot of people are tired of the same old visuals and want something that truly raises the bar. I agree - I don't want just "better than before", I want anew era of graphics
, with living, detailed worlds, not just smoother ones.
Is it though? The games look awful in their 60 fps modes since almost all of the non-sony games drop to 720p just to hold that 60 fps average.
I went back to FF7 rebirth this weekend to finish up the final few chapters and figured since i now have the pro, at least the game will look better in the 60 fps mode. Played it for three days with the game looking like utter garbage, literally blurry, with the worst textures ive seen since the ps2 era, just plain awful. What my dumbass didnt realize was that these japanese devs didnt default to the PSSR mode, they have a fourth separate mode called Versatility that has to be enabled manually. It looks so much better now. i can finally see the texture detail. Everything doesnt look like a 240p image upscaled to 4k. it's sharp and clean. Characters dont look like ico and yorda from ps2.
I know FF7 rebirth is the worst case scenario, but these 60 fps modes are the main reason why so many console owners think UE5, Snowdrop, Anvil and Northlight games look last gen.
Dof and blur are the first thing i turn off in every game.I'm still amazed how much difference DoF makes in FS games, first time I played ER on PS5 I thought the erd tree use low res bitmaps:
![]()
![]()
Turns out, it doesn't - they are just blurred by DoF. This is also the first time I'm testing nvidia smooth motion (frame generation in the driver) and it works... surprisingly well.
Nah, it sucks big time on PC as well. Terrible performance and stuttery mess at 4K with the most basic ray tracing there is. How could they add ray tracing without any upscaling I'll never know.Elden Ring engine sucks (on consoles) but damn, that art makes it look 10/10 in places.
World at War's campaign was also pretty good. The contrast between fighting the Germans and the Japanese is amazing. I'm just sad that they did one early war mission for each theatre and then jumped straight into late war battles.the last great military FPS campaign was the COD2 in 2005. Halo 3 had some epic large scale battles a couple of years later but unfortunately COD4 came out with its focus on navy seals/smaller engagements and that was the end of that. they tried to fake some setpieces in MW2 but i wasnt buying it.
Bungie went away and 343i just couldnt cope with the expectations. Raven, Treyarch, IW and Sledgehammer decided to copy Modern Warfare 1 instead of making a real war game. DICE soon followed. i was so fucking disappointed by BF1's campaign missions I wanted to riot.
It's a travesty that for the past 20 fucking years, we havent had a real war game. Sledgehammer tried with World War 2 but its so small in scale and scripted, i didnt feel like i was playing a war game. probably a 60 fps limitation. But most probably just a lack of ambition and desire to make a real full scale war game.
doesnt help that sony studios, rockstar, and other A tier studios like Bioware have gone full open world trying to copy ubisoft for some reason and lost what made games special. PS2 had LOTR games that were more epic in scale than the trash we are getting now.
Consoles also use RTXGI, but a lower settings variant of it.I asked in the Arc Raiders thread but I'm more likely to get an answer here: Arc Raiders uses the same RTXGI system on consoles as PC, right? I was playing with a couple friends and one of them was complaining about the lighting on PS5, then they looked up PC comparisons and said it looked more like the "static" non-RTXGI option. I find that hard to believe, considering Embark had no issues implementing their RTXGI solution in The Finals, but I don't own any consoles to compare for myself and I can't find any word online either confirming or denying.
Nah, it sucks big time on PC as well. Terrible performance and stuttery mess at 4K with the most basic ray tracing there is. How could they add ray tracing without any upscaling I'll never know.
Thanks. I watched that vid but I can't remember it saying anything about the console versions. DF never covered the console versions since they care a lot less about analysis vids than they used to.Consoles also use RTXGI, but a lower settings variant of it.
Even the maxed out PC version has a lot of issues indoors. Watch the DF PC review. It shows several indoor areas that just dont work.
They are Japanese. Japanese devs have an aversion to common sense.Nah, it sucks big time on PC as well. Terrible performance and stuttery mess at 4K with the most basic ray tracing there is. How could they add ray tracing without any upscaling I'll never know.
Are you talking about the saviours of modern gaming by any chance?They are Japanese. Japanese devs have an aversion to common sense.
Matrix targets 30fps yes, just misses the target constantly, and about resolution, they use some smart reconstruction technique on top of black bars, so its far from native 1080p30 there:matrix runs at 1080p 30 fps which was their target for hardware lumen. it actually goes above that at times. its dynamic just like the PS5 UE5 demo which was 1440p 30 fps most of the time but did fluctuate according to Epic themselves.
i check their steam page regularly. thats where they post new gifs and dev info. they dont seem to have a high enough budget to market the game to other websites. its also only releasing on PC at first so clearly they are very limited in their budget. apparently the game was set to have a huge base building and MP component that they cancelled when they laid off half the team last year.Anyone have any more footage or a release date for Samson?!
Might be the most visually impressive open world GTA-esque game we get this year
![]()
Matrix targets 30fps yes, just misses the target constantly, and about resolution, they use some smart reconstruction technique on top of black bars, so its far from native 1080p30 there:
So 2 examples output res are: 2560x1055 at 24fps, and 2880x1200 at 30fps, just internal res before tsr is still 1/3rd of that( u can see crazy flicker as a sideeffect)
Lets not lie to ourselfs base ps5 is anything special in 2026, hell even ps5pr0 isnt that strong either, ofc smart and techsavy devs can make beatiful games on it but there are always serious caviots, 1440p30 stable had 0 caviots
Thats base ps5 gpu, roughly 2070s tier, thats not even modern midrange gaming pc grade, 5% stronger from old trusty lowend rtx 3060 which launched back in feb 2021 with 330$ msrp (ofc it was middle of cryptoboom so actual streetprice was nothing close to that)
![]()
AMD Radeon RX 6700 Specs
AMD Navi 22, 2450 MHz, 2304 Cores, 144 TMUs, 64 ROPs, 10240 MB GDDR6, 2000 MHz, 160 bitwww.techpowerup.com
Yeah, I'm not making excuses for console, I'm on PC.But you can get 60fps easily, on consoles it's not possible. And I didn't saw any stuttering on PC without RT.
Engine is terrible overall, but at least you can control how i behaves on PC (consoles have auto settings that scale with load but NEVER targets locked 60fps).
Yeah, I think so, man, but such basic things that a modder can make, at this point it's intentional.They are Japanese. Japanese devs have an aversion to common sense.
well the decision to stick with UE4 shows that it is an intentional choice, they are just intentionally stupid. UE4 simply cannot handle the game's scale. They are trying to push these really detailed hub worlds with lots of different objects but the engine simply cant handle it at ps4 level graphics quality. Forcing them to downgrade assets to ps3 quality just to be able to run it. They saw that it didnt work in Rebirth, and decided to stick with it for the next game which lets face it, will have a long 3-4 year dev cycle anyway.Yeah, I'm not making excuses for console, I'm on PC.
I was saying stuttering with RT enabled.
Yeah, I think so, man, but such basic things that a modder can make, at this point it's intentional.
Fuck me, I dread when I think about FF7 Remake part 3.
Reminds me a little of Jedi Survivor. Obviously a more consistently great-looking game than Rebirth, but you could just feel the engine falling apart at the seams.well the decision to stick with UE4 shows that it is an intentional choice, they are just intentionally stupid. UE4 simply cannot handle the game's scale. They are trying to push these really detailed hub worlds with lots of different objects but the engine simply cant handle it at ps4 level graphics quality. Forcing them to downgrade assets to ps3 quality just to be able to run it. They saw that it didnt work in Rebirth, and decided to stick with it for the next game which lets face it, will have a long 3-4 year dev cycle anyway.
it's stubborness. it's laziness. it's definitely intentional. people use to upgrade their own engines back in the ps3 days, and yes it took them a year, but they did it because well, it was a new game that they charge full price for. nowadays, they are like nah, too much work. p.s i was watching a Sucker Punch documentary on how they wasted 2 years just prototyping their next game because the engine had to be rebuilt for the ps3.
the airship in the third game will break the game's visuals even more. The LOD management that will be required to render everything out in the distance couldve been easily solved by nanite. Now they will have to micromanage it themselves. Not to mention the vram requirements are going to be much higher as well. in the end, all this vram and LOD management, and baking in lighting is only going to be more work for their designers.
Dof and blur are the first thing i turn off in every game.