• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

Graphical Fidelity I Expect This Gen

well...


probably for the best. the delay might mean we would get a bigger jump and probably a 50 tflops gpu instead of a 30-35 tflops gpu.

not that any of this matters since the cross gen period might last until 2032 or later anyway.
 
the leak said they had some of the features already implemented in 2023.

Wolverine-AI-upscaling.jpg


The wolverine face animations and shaders are a massive leap over spiderman's faces. We can also see snow deformation in the trailer, and lighting is already a big leap over spiderman 2. i think they are very close to getting all these things done.

hHyRLII.gif


dFHFMw5.gif
Outside of GTA VI and SSM Cory game (hopefully) this my Most anticipated game this gen
 
probably for the best. the delay might mean we would get a bigger jump and probably a 50 tflops gpu instead of a 30-35 tflops gpu.

not that any of this matters since the cross gen period might last until 2032 or later anyway.
K KeplerL2 correct this statement on other theard, saying that ps6 will have most important and major features from rdna5 not like ps5 case.
 
K KeplerL2 correct this statement on other theard, saying that ps6 will have most important and major features from rdna5 not like ps5 case.
Im not too worried about his statement. They said the same thing about the PS5 being RDNA1.5 and it basically kept up with the XSX despite having fewer tflops.

As long as it has a GPU with path tracing support, it should be fine. I just know that even my 5080 struggles to run path traced games at 60 fps so unless you want path tracing at 30 fps, its probably not going to become the norm next gen on consoles.

if the extra couple of years helps them go from a 5080 to a 5090 then go for it. i really dont want to pay $900 for a console.
 
Im not too worried about his statement. They said the same thing about the PS5 being RDNA1.5 and it basically kept up with the XSX despite having fewer tflops.

As long as it has a GPU with path tracing support, it should be fine. I just know that even my 5080 struggles to run path traced games at 60 fps so unless you want path tracing at 30 fps, its probably not going to become the norm next gen on consoles.

if the extra couple of years helps them go from a 5080 to a 5090 then go for it. i really dont want to pay $900 for a console.
Yes, I think I agree with you, hopefully they learned from ps5
 
Im not too worried about his statement. They said the same thing about the PS5 being RDNA1.5 and it basically kept up with the XSX despite having fewer tflops.

As long as it has a GPU with path tracing support, it should be fine. I just know that even my 5080 struggles to run path traced games at 60 fps so unless you want path tracing at 30 fps, its probably not going to become the norm next gen on consoles.

if the extra couple of years helps them go from a 5080 to a 5090 then go for it. i really dont want to pay $900 for a console.

Yeah, Path Tracing is probably for PS6 Pro.
 
a bit off-topic but have you guys noticed that the cutscenes in most Capcom games, especially in the RE series, are always pre-rendered, albeit cleverly at 60fps?
which makes it difficult to tell real-time and pre-rendered cutscenes apart, at least not until you finish the game first and unlock some outfits to put it to the test
personally speaking, it detracts from the visual experience for me.
Resident-Evil-Requiem-Leon_02-1024x576.jpg

RE9 looks great, and I really wanna believe that all the scenes in its impressive trailer were all in-game, but I know that can't be true
I was first fooled by such cutscenes in RE2 Remake, the game's opening scene with the truck

I believe SlimySnake SlimySnake encountered a similar issue playing Final Fantasy 16 as well
the epic opening scene must now feel less impressive in retrospect [I haven't played it yet but I intend to, the gifs you posted motivated me]
 
Last edited:
Yeah, Path Tracing is probably for PS6 Pro.

I think it'll be for the 30/40fps modes, in the main. And then just comprehensive high quality RT features for performance modes. The good thing is, from what I understand at least, that games don't need to be designed around PT specifically. As long as the base solution is still ray traced, then bolting on PT should be fairly trivial.
 
I think it'll be for the 30/40fps modes, in the main. And then just comprehensive high quality RT features for performance modes. The good thing is, from what I understand at least, that games don't need to be designed around PT specifically. As long as the base solution is still ray traced, then bolting on PT should be fairly trivial.

Yeah I expect RTGI to be the norm in 60fps modes - adding PT should be relatively easy for "quality mode".
 
Im not too worried about his statement. They said the same thing about the PS5 being RDNA1.5 and it basically kept up with the XSX despite having fewer tflops.

As long as it has a GPU with path tracing support, it should be fine. I just know that even my 5080 struggles to run path traced games at 60 fps so unless you want path tracing at 30 fps, its probably not going to become the norm next gen on consoles.

if the extra couple of years helps them go from a 5080 to a 5090 then go for it. i really dont want to pay $900 for a console.
No matter when a PS6 will launch, it will not beat a 5080, let alone a 5090. Not even in RT or PT.
 
I'm not well versed in all the tech, but if path tracing is still a resource hog next gen would it not be better for Sony to use lumen over path tracing, or even use some other tech that wouldn't bring the frames down that path tracing will.
 
a bit off-topic but have you guys noticed that the cutscenes in most Capcom games, especially in the RE series, are always pre-rendered, albeit cleverly at 60fps?
which makes it difficult to tell real-time and pre-rendered cutscenes apart, at least not until you finish the game first and unlock some costumes to put it to the test
personally speaking, it detracts from the visual experience for me.
Resident-Evil-Requiem-Leon_02-1024x576.jpg

RE9 look great, and I really wanna believe that all the scenes in its impressive trailer were all in-game, but I know that can't be true
I was first fooled by such cutscenes in RE2 Remake, the game's opening scene with the truck

I believe SlimySnake SlimySnake encountered a similar issue playing Final Fantasy 16 as well
the epic opening scene must now feel less impressive in retrospect [I haven't played it yet but I intend to, the gifs you posted motivated me]
I don't think they are pre-rendered in RE, at least they don't seem that way to me. In fact, the character models in the latest RE9 trailer didn't impress me at all; maybe it was the stream, idk.
But I mean, all cutscenes are faked more or less anyway. There are always fake lights, higher quality character models, assets, textures, animations.

Yeah, FF16 is full of pre-rendered cutscenes. I took some screens for comparisons and I think there are 3 or more different character models, assets and effects, depending on the cutscene.
But none can top FF7 Rebirth cutscenes, there's such a jarring difference between pre-rendered and normal it's not even funny.
 
I don't think they are pre-rendered in RE, at least they don't seem that way to me. In fact, the character models in the latest RE9 trailer didn't impress me at all; maybe it was the stream, idk.
But I mean, all cutscenes are faked more or less anyway. There are always fake lights, higher quality character models, assets, textures, animations.

Yeah, FF16 is full of pre-rendered cutscenes. I took some screens for comparisons and I think there are 3 or more different character models, assets and effects, depending on the cutscene.
But none can top FF7 Rebirth cutscenes, there's such a jarring difference between pre-rendered and normal it's not even funny.
what caught my attention in the RE9 trailer was the lighting and the density in most of the city/street shots, the character models , I agree, were nothing special
I was willing to give it the benefit of the doubt but then I saw the option to choose the resolution of the pre-rendered cutscenes in RE4 remake [both 4K and 1080p rendered at 60fps]
the opening shot in RE7 was also a case of pre-rendered cutscenes, despite being perfectly achievable in-game
as far as I know, the only game in the series without anything pre-rendered was RE8. outside of the RE series, DMC5 was also entirely real-time
 
Last edited:
I'm not well versed in all the tech, but if path tracing is still a resource hog next gen would it not be better for Sony to use lumen over path tracing, or even use some other tech that wouldn't bring the frames down that path tracing will.
There are lvls to it, even rt isnt plain rt, u got reflections, shadows, global ilumination. Think of it this way, base ps5 (not xss, its simply too weak gpu wise even for 30fps rt mode) has rt in cp2077, yet its super barebones if we compare it to rt on ultra pc settings and after that is psycho/path tracing.

Look at base ps5 rt mode(30fps/quality):

(basically only rt shadows enabled and better quality screen space reflections vs perf mode, thats it)
And fully pathtraced maxed out pc version:

Thats same game but if u include that settings bump and IQ+ 30fps to solid 60fps+ it feels like full console generation jump
 
a bit off-topic but have you guys noticed that the cutscenes in most Capcom games, especially in the RE series, are always pre-rendered, albeit cleverly at 60fps?
which makes it difficult to tell real-time and pre-rendered cutscenes apart, at least not until you finish the game first and unlock some outfits to put it to the test
personally speaking, it detracts from the visual experience for me.
Resident-Evil-Requiem-Leon_02-1024x576.jpg

RE9 looks great, and I really wanna believe that all the scenes in its impressive trailer were all in-game, but I know that can't be true
I was first fooled by such cutscenes in RE2 Remake, the game's opening scene with the truck

I believe SlimySnake SlimySnake encountered a similar issue playing Final Fantasy 16 as well
the epic opening scene must now feel less impressive in retrospect [I haven't played it yet but I intend to, the gifs you posted motivated me]
I would say 99% of their scenes are real-time. You can check this by changing the outfit and it will show up in the screen.

The re7 opening drive was cg yes.

Some studios prerender scenes that take you from one level to the other instantly. They are still rendered in engine but just spliced together instead of waiting for levels to load. thats probably what you saw in RE2 and RE4. RE9 seems to have realtime cutscenes.

But none can top FF7 Rebirth cutscenes, there's such a jarring difference between pre-rendered and normal it's not even funny.
thats because FF7 Rebirth uses CG cutscenes for its ending and other big setpiece heavy cutscenes. They do not use inengine character models or anything in-engine like FF16 did for its pre-rendered cutscenes. Same is true for that Gears Reboot trailer. They are using inengine assets, but its pre-rendered so it will still look somewhat close to the final game.

I just love the look of the character models in the Rebirth CG scenes. The colors pop so much more, the hair physics are amazing, and facial skin shaders are godly. Just pure CG perfection. I think they couldve gotten there had they targeted 1440p instead of native 4k on the PS5. thats 5 extra tflops they couldve used to do better hair, better skin shaders and just overall better lighting. Maybe not 1:1 with the cg scenes, but i think the character models with better hair and cloth physics wouldve come very close if they had tried.

the director was in the news just today for saying that the PC is lead platform and the PS5 Pro is a mid range hardware. That leads me to believe that they might be upgrading the visuals a little bit for the third game. they've chosen to stick with UE4 but ive played some great looking UE4 games this gen. I really hope they prioritize upgrading the rock assets, character models and indirect lighting.
 
Last edited:
a bit off-topic but have you guys noticed that the cutscenes in most Capcom games, especially in the RE series, are always pre-rendered, albeit cleverly at 60fps?
which makes it difficult to tell real-time and pre-rendered cutscenes apart, at least not until you finish the game first and unlock some outfits to put it to the test
personally speaking, it detracts from the visual experience for me.
Resident-Evil-Requiem-Leon_02-1024x576.jpg

RE9 looks great, and I really wanna believe that all the scenes in its impressive trailer were all in-game, but I know that can't be true
I was first fooled by such cutscenes in RE2 Remake, the game's opening scene with the truck

I believe SlimySnake SlimySnake encountered a similar issue playing Final Fantasy 16 as well
the epic opening scene must now feel less impressive in retrospect [I haven't played it yet but I intend to, the gifs you posted motivated me]
No they aren't lol. They're almost entirely real-time.

What you're probably doing is mistaking real-time cutscenes which employ the fully cinematic lighting model, and the ones which use the gameplay lighting model.

We know RE cutscenes are all real-time because you can literally mod the character models and the modded models are in the cutscenes..
 
I'm not well versed in all the tech, but if path tracing is still a resource hog next gen would it not be better for Sony to use lumen over path tracing, or even use some other tech that wouldn't bring the frames down that path tracing will.
Sony is a gen behind everyone so yeah, next gen they will likely use software based realtime GI we see in software lumen, KCD2, forza 8 and starfield and target higher framerates and resolutions.

Path tracing is currently mostly only being supported by Nvidia engineers who go from studio to studio essentially doing the implementation for those studios who already have ray tracing pipelines involved. I believe they had like one engineer go to ID Tech and two over at Machine Games and they were able to integrate their path tracing code into the game without much issues. IIRC it took like a couple of months of work.

Point is no dev seems to be handling it themselves, its just nvidia paying devs to let them market path tracing. for it to become more widely adopted next gen, devs will have to do it themselves and if the consoles arent as powerful as a 5080 (roughly 35-40 ps5 tflops) then it might just be too expensive to run.

There are lvls to it, even rt isnt plain rt, u got reflections, shadows, global ilumination. Think of it this way, base ps5 (not xss, its simply too weak gpu wise even for 30fps rt mode) has rt in cp2077, yet its super barebones if we compare it to rt on ultra pc settings and after that is psycho/path tracing.

Thats same game but if u include that settings bump and IQ+ 30fps to solid 60fps+ it feels like full console generation jump
yep, honestly its pretty impressive so many devs have been able to get RTGI working on base consoles. Yes, it came at the expense of rt shadows and rt reflections in some cases, but still very impressive considering this was AMD's first shot at ray tracing.

the good thing with path tracing is that if you enable it, you enable everything, rtgi, reflections, shadows, and AO. so in a way, you are freeing up other GPU and CPU resources that might otherwise have gone into expensive screenspace shadows and reflections. Its more expensive today, but im sure when devs go into themselves, they might be able to make it more performant than it currently is. The 1 bounce ray mod for cyberpunk PT already improved performance with very little degradation. Who knows maybe Cerny and AMD engineers have spent the last few years looking at path tracing and ensured they design the GPU around path tracing instead of just blasting it with more Compute Units to get better standard rasterization performance.
 
There was extra gameplay footage in the Silent Hill Transmission for Silent Hill Townfall. Looks absolutely insane.

Ingore the pixel crawling. Thats due to me reducing the size of the gif.

4I9xpIC.gif


This basically what Marvel 1943 was promising. I will take some more gifs from this transmission video and post them. The peaking mechanic is excellently animated and the foggy outdoor areas look so much more detailed than even Silent Hill 2.
 
Last edited:
There was extra gameplay footage in the Silent Hill Transmission for Silent Hill Townfall. Looks absolutely insane.

Ingore the pixel crawling. Thats due to me reducing the size of the gif.

4I9xpIC.gif


This basically what Marvel 1943 was promising. I will take some more gifs from this transmission video and post them. The peaking mechanic is excellently animated and the foggy outdoor areas look so much more detailed than even Silent Hill 2.
SH Townfall might just be the most graphically impressive title coming out this year. Even more incredible, the footage in the trailer was BASE ps5 footage. It looks pre-rendered.
 
SH Townfall might just be the most graphically impressive title coming out this year. Even more incredible, the footage in the trailer was BASE ps5 footage. It looks pre-rendered.
wtf? wow. is the transmission footage captured on the base ps5?

this looks like hardware lumen. maybe the work cd project did on UE5 to get hardware RT running at 800p 60 fps also benefited the 30 fps resolution targets. looks so clean.
 
wtf? wow. is the transmission footage captured on the base ps5?

this looks like hardware lumen. maybe the work cd project did on UE5 to get hardware RT running at 800p 60 fps also benefited the 30 fps resolution targets. looks so clean.
Not sure about the transmission. I'm pretty sure even the stream didn't label the gameplay as running on base, I was 100% sure we were looking at prerendered, I only saw it when I went back to YT to re-watch the trailer on the official channel. Really blown away with this one. And it seemingly appeared out of nowhere. Konami basically quit video gaming altogether a few years back, for them to come back swinging this hard and putting first party devs to shame with their titles would have never been on anyone's bingo card!
 
Last edited:
Not sure about the transmission. I'm pretty sure even the stream didn't label the gameplay as running on base, I was 100% sure we were looking at prerendered, I only saw it when I went back to YT to re-watch the trailer on the official channel. Really blown away with this one. And it seemingly appeared out of nowhere. Konami basically quit video gaming altogether a few years back, for them to come back swinging this hard and putting first party devs to shame with their titles would have never been on anyone's bingo card!
I think its because konami isnt really developing these games themselves. this is done by a studio created by an ex-rockstar guy. Silent Hill F was done by some random Taiwanese Studio, and we know Bloober graduated to a new level with SH2. I think konami is mostly serving as a publisher with these games. MGS delta on the other hand was developed internally by ex-KojiPro devs who had previously worked on the series with Virtuous in a support role.

Definitely interesting to see them trust these random studios with the IP and yeah, they do deserve credit for supporting these studios with a lot of money and time to ensure the games came out both looking great and playing great. Put the konami head of publishing in charge of Sony and MS studios.
 
a bit off-topic but have you guys noticed that the cutscenes in most Capcom games, especially in the RE series, are always pre-rendered, albeit cleverly at 60fps?
which makes it difficult to tell real-time and pre-rendered cutscenes apart, at least not until you finish the game first and unlock some outfits to put it to the test
personally speaking, it detracts from the visual experience for me.
Resident-Evil-Requiem-Leon_02-1024x576.jpg

RE9 looks great, and I really wanna believe that all the scenes in its impressive trailer were all in-game, but I know that can't be true
I was first fooled by such cutscenes in RE2 Remake, the game's opening scene with the truck

I believe SlimySnake SlimySnake encountered a similar issue playing Final Fantasy 16 as well
the epic opening scene must now feel less impressive in retrospect [I haven't played it yet but I intend to, the gifs you posted motivated me]
Re2make opening is definitly realtime. At least on PC.
 
I think it'll be for the 30/40fps modes, in the main. And then just comprehensive high quality RT features for performance modes. The good thing is, from what I understand at least, that games don't need to be designed around PT specifically. As long as the base solution is still ray traced, then bolting on PT should be fairly trivial.
Will framerate still be an issue though? PC gamers get 200+fps with frame gen. I'd hope console players can get at least 60fps with all the bells and whistles on next gen consoles.
 
a bit off-topic but have you guys noticed that the cutscenes in most Capcom games, especially in the RE series, are always pre-rendered, albeit cleverly at 60fps?
which makes it difficult to tell real-time and pre-rendered cutscenes apart, at least not until you finish the game first and unlock some outfits to put it to the test
personally speaking, it detracts from the visual experience for me.
Resident-Evil-Requiem-Leon_02-1024x576.jpg

RE9 looks great, and I really wanna believe that all the scenes in its impressive trailer were all in-game, but I know that can't be true
I was first fooled by such cutscenes in RE2 Remake, the game's opening scene with the truck

I believe SlimySnake SlimySnake encountered a similar issue playing Final Fantasy 16 as well
the epic opening scene must now feel less impressive in retrospect [I haven't played it yet but I intend to, the gifs you posted motivated me]

Wrong. They are not prerendered
 
Will framerate still be an issue though? PC gamers get 200+fps with frame gen. I'd hope console players can get at least 60fps with all the bells and whistles on next gen consoles.

I don't play on PC but I thought frame gen was only really useful for games already running at 60fps+?
 
No they aren't lol. They're almost entirely real-time.

What you're probably doing is mistaking real-time cutscenes which employ the fully cinematic lighting model, and the ones which use the gameplay lighting model.

We know RE cutscenes are all real-time because you can literally mod the character models and the modded models are in the cutscenes..
I am aware almost all of them are real-time , I was mostly talking about the opening segments. in most cases FPS gives things away
but Capcom has a tendency to use in-engine pre-rendered footage for the opening cutscenes, [RE4, RE7 ]
I'd happily be impressed if RE2's opening cutscene were real-time, that would be nice

overall, it might be a stylistic choice or a loading consideration. or neither
but it is curious because as far as I know they are the only ones who pre-render cutscenes at 60fps
 
Last edited:
There was extra gameplay footage in the Silent Hill Transmission for Silent Hill Townfall. Looks absolutely insane.

Ingore the pixel crawling. Thats due to me reducing the size of the gif.

4I9xpIC.gif


This basically what Marvel 1943 was promising. I will take some more gifs from this transmission video and post them. The peaking mechanic is excellently animated and the foggy outdoor areas look so much more detailed than even Silent Hill 2.
Holy F#@#ing S#%^.
that is most certainly PC footage though

Marvel has yet to deliver but something tells me they will
 
Top Bottom