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Graphical Fidelity I Expect This Gen

Looking at path tracing visuals and the NPCs in the crowd and so on, I think it has the same effect as Cyberpunk 2077 overdrive, it's really transformative when it comes to believable NPCs

I mean, it doesn't even look like the same character

ok8aatFT7o8ee7XO.jpg


Lighting is so much more coherent too, a generational leap, even against RT.

VS1NtLATIsEwSxzD.jpg


KsQA5pzUgf7azwee.jpg


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Path tracing fixes also all the bubbling of the RT mode. Not a good RT implementation here imo but PT is now such a league above in visual fidelity I never trade it for RT.

nvidia literally sends their engineers to these studios to implement path tracing. im surprised it took this long.

Yea but I mean it's all hardware agnostic with DXR so it's really a first and I doubt it'll last. Probably modded in the span of 48h.

It seems like it really wants to force FG too so I don't know if ampere cards can even turn it on? Might be a case like Indiana Jones.
 
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Apparently path tracing in RE requiem is locked for only Nvidia. First time I see this.


Lol at that 5060 ti vs 5070 at 4K PT because the higher Vram. I'm in the same boat with my 4070 vs 4060 ti, a big fail on my part, but fuck, the 4080 was almost double the price of the 4070, I thought it was bit much.
 
Lol at that 5060 ti vs 5070 at 4K PT because the higher Vram. I'm in the same boat with my 4070 vs 4060 ti, a big fail on my part, but fuck, the 4080 was almost double the price of the 4070, I thought it was bit much.

I think you chose correctly. I went with the 5070ti because I really couldn't justify the price difference for such little performance gain on the 5080. The price/performance delta on Nvidia cards are mostly all out of wack.
 
Didn't play HFW, did it follow the character during gameplay and not just cutscene like the first horizon?
yeah they created a lighting rig around the character that was on at all times providing realtime lighting and proper shadows. im sure it was expensive, but this game is doing 120 fps on base consoles, im sure they had gpu power left for it.
 
Hero lighting a la HFW wouldve fixed this particular scenario. i have no idea why third person games dont do this.
I don't think that would have necessarily made it look better. Sometimes it bugs out or idk, but the character would end up looking very out of place like this:

z72yWYerQMPBvEs0.jpg


Horizon needed this because of its day/night cycle; here in RE, they could have used other cheaper stuff, seeing it's static. And even the environment is static, no interaction beyond the boxes and scripted stuff, so they had even more power available.

And as much as I like path tracing, imo in Requiem it's a bit overkill. The RT could have been enough if more polished, it looks a bit rushed. Maybe I'm mistaken and hands-on will be different, but this is my takeaway after seeing the comparisons.
 
First time I see this.
Was the case with CP2077, was the case with RT in WD Legion, and I'm sure I'm forgetting something.
These advanced RT features are developed on Nvidia and with Nvidia's direct help usually, and they also tend to perform really badly on other IHVs so it's not surprising.
 
Looking at path tracing visuals and the NPCs in the crowd and so on, I think it has the same effect as Cyberpunk 2077 overdrive, it's really transformative when it comes to believable NPCs

I mean, it doesn't even look like the same character

ok8aatFT7o8ee7XO.jpg


Lighting is so much more coherent too, a generational leap, even against RT.

VS1NtLATIsEwSxzD.jpg


KsQA5pzUgf7azwee.jpg


5Ob80WDBJiQLdkbS.jpg




Path tracing fixes also all the bubbling of the RT mode. Not a good RT implementation here imo but PT is now such a league above in visual fidelity I never trade it for RT.



Yea but I mean it's all hardware agnostic with DXR so it's really a first and I doubt it'll last. Probably modded in the span of 48h.

It seems like it really wants to force FG too so I don't know if ampere cards can even turn it on? Might be a case like Indiana Jones.


Pathtracing is transformative. This week I did a quick replay of Re2 Remake and I tried PT with reframework and it looked INSANE and I am not exaggerating. The changes in lighting are incredible.

Capcom should go back to previous games and add it along with DLSS
 
Looking at path tracing visuals and the NPCs in the crowd and so on, I think it has the same effect as Cyberpunk 2077 overdrive, it's really transformative when it comes to believable NPCs

I mean, it doesn't even look like the same character

ok8aatFT7o8ee7XO.jpg


Lighting is so much more coherent too, a generational leap, even against RT.

VS1NtLATIsEwSxzD.jpg


KsQA5pzUgf7azwee.jpg


5Ob80WDBJiQLdkbS.jpg




Path tracing fixes also all the bubbling of the RT mode. Not a good RT implementation here imo but PT is now such a league above in visual fidelity I never trade it for RT.



Yea but I mean it's all hardware agnostic with DXR so it's really a first and I doubt it'll last. Probably modded in the span of 48h.

It seems like it really wants to force FG too so I don't know if ampere cards can even turn it on? Might be a case like Indiana Jones.

She still look like a weird porcellain doll without pores even with pathtracing tho...
 
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Games still got ways to go before actual photorealism but her in pure raster is almost like those starfield npcs with those eyes, in pt she is defo at least generational difference, That new Silent Hill tho, thats another jump but again lets wait for launch/actual gameplay like always ^^
 
Hero lighting a la HFW wouldve fixed this particular scenario. i have no idea why third person games dont do this.
and there are so many variations of it, just like in real-life cinematography, with reflective/bounce boards and rim lights,
eye/hair lights and all types of key and directional lights even for characters on the move

but damn the character in the path-traced version looks like a totally different model , much more pleasant on the eyes
 
Was the case with CP2077, was the case with RT in WD Legion, and I'm sure I'm forgetting something.
These advanced RT features are developed on Nvidia and with Nvidia's direct help usually, and they also tend to perform really badly on other IHVs so it's not surprising.

Wut? They were all available to AMD for those games

I remember the controversy that it was bugged on AMD side and was probably favourable for them in performances. Then patched.

 
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Pathtracing is transformative. This week I did a quick replay of Re2 Remake and I tried PT with reframework and it looked INSANE and I am not exaggerating. The changes in lighting are incredible.

Capcom should go back to previous games and add it along with DLSS
It really is. Cant wait to play this with PT.
 
John says that this game has the best character render ever seen in a videogame

Someone, quick, call an ambulance for GymWolf GymWolf and SlimySnake SlimySnake

OMG I literally said it yesterday in my own comment below before DF's video, I also said maybe the only one that may rival or exceed it is Hellblade 2 but DF seems to say they're the best ever in a video game haha.

Here's my comment:
Also Leon's model fidelity looks absolutely phenomenal, maybe the best character model I've seen in gaming except Hellblade 2. Especially with Path Tracing, looks as if he's lit by hand-placed lighting typically seen in cutscenes & directed shots, but even better and more accurate DURING GAMEPLAY, which is THE one sticking point in video games that I disliked a lot.
 
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I heard they're both in suicide watch after watching the video
Yeah they're big haters of RE9, game looks phenomenal in many ways, yeah it may not be a full current-gen game but it seriously has next-gen moments on PS5 Pro or even better on PC with Path Tracing, it achieves lighting & reflections quality on PC that rivals what's expected from PS6. 😭😭

I've seen Switch 2 version too, it looks so much worse and that's expected.
 
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Do i look like a guy who gives a flying fuck about what digital fraud says?

I know man, you know me I like to joke around

That being said, tomorrow I will play the game and see if that statement makes sense because I believe Hellblade 2, Death Stranding 2 and Horizon Forbidden West have better character rendering but we'll see
 
I know man, you know me I like to joke around

That being said, tomorrow I will play the game and see if that statement makes sense because I believe Hellblade 2, Death Stranding 2 and Horizon Forbidden West have better character rendering but we'll see
I'm gonna check by myself sooner or later, if i finish my replay of the ascent and there is nothing to play until crimson, i'm gonna use requiem as a time killer.
 
I don't think that would have necessarily made it look better. Sometimes it bugs out or idk, but the character would end up looking very out of place like this:

z72yWYerQMPBvEs0.jpg


Horizon needed this because of its day/night cycle; here in RE, they could have used other cheaper stuff, seeing it's static. And even the environment is static, no interaction beyond the boxes and scripted stuff, so they had even more power available.

And as much as I like path tracing, imo in Requiem it's a bit overkill. The RT could have been enough if more polished, it looks a bit rushed. Maybe I'm mistaken and hands-on will be different, but this is my takeaway after seeing the comparisons.
yeah there are some edge cases where it breaks. I dont mind though, even at its worst it looks kinda cool lol.

The problem isnt day/night cycles or static enviornments. Games with baked lighting have lighting data baked into the textures. They cant do that on a character that is constantly moving around. Even in games with realtime gi, the lights dont bounce around enough for characters to get that light bouncing off of their faces/clothes etc.

here is a comparison between DS2, same baked lighting, open world with day night cycle, same engine, and HFW. You can see just how bad Sam's character model looks here without the lighting rig.

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Yeah they're big haters of RE9, game looks phenomenal in many ways, yeah it may not be a full current-gen game but it seriously has next-gen moments on PS5 Pro or even better on PC with Path Tracing, it achieves lighting & reflections quality on PC that rivals what's expected from PS6. 😭😭

I've seen Switch 2 version too, it looks so much worse and that's expected.
im a big hater or re9?
 
I very much doubt part 3 will look any better than Rebirth. And outside of cut-scenes that game looks rough, to say the least. RT (and or PT) could help but I don't see they implementing it, unless Nvidia ends up helping them.
 
Lazy developers making excuses.



They are so lazy that they re-used the same excuse they used when they were making FF7 Rebirth lol


They are so lazy that they didn't even upgrade their ancient UE4 version for Rebirth. I wonder if they will use latest UE4 build this time (I doubt it)?
 
Looking at path tracing visuals and the NPCs in the crowd and so on, I think it has the same effect as Cyberpunk 2077 overdrive, it's really transformative when it comes to believable NPCs

I mean, it doesn't even look like the same character

ok8aatFT7o8ee7XO.jpg

funny-happy-happy-happy-cat.gif


Looks more like something has gone extremely wrong with the raster/RT version than it being a path-tracing advantage. She looks like a goblin here. Even PS4 games had eye shadowing.
 
Going from 1080p/30 as the expectation with PS4 to 1440p-2160p/60 as the expectation, plus RT, with PS5 left little extra compute for other things, unfortunately.
Isnt Hellblade somewhere around the pixel budget of 1080p 30 fps with the black bars?

You cant really expect most open world games or wide linear games like TLOU2 to look like Hellblade 2. Just like how The Order was in a league of its own in terms of level of detail and other effects that gave the game a near CG look. That CG look of last gen upgrades to a photorealistic look in Hellblade 2, but most games are not that linear.

I too had really high expectations this gen, especially after the matrix awakens demo, but ive seen 5 years of really talented devs hit up against the limits of modern hardware even while targeting 1440p 30 fps.

That said, honestly we havent seen the kings of graphics make next gen only games this gen. No ND, no GG, No Rockstar, Rocksteady essentially made a cross gen Suicide Squad next gen only, but it was last gen. Crytek is no longer there to give us Ryse on day one. Or Crysis in year 1. PD tied themselves to cross gen. Quantic Dream has been MIA. CD Project impressed with cyberpunk but it still had last gen roots. There is no racing developer like Evolution Studios anymore. When the cream of the crop refuses to participate, it becomes very hard to determine what is really possible with these modern consoles.


This. They HAD to go to 1440p internal resolutions, plus reconstructing to 4k has its own cost. IIRC, i remember running some tests on PC and it was anywhere between 15-30% depending on the game. So you lost 75% rendering 1440p plus another 15-25% trying to get a decent 4k image without losing all that detail. That leaves a little over half the GPU processing cycles to get you that next gen difference.

RT is expensive too. I thought software lumen/realtime software based GI was probably the best way forward for modern consoles. We saw it early on with Demon Souls, Starfield, Forza 8, KCD2, and well, most UE5 games with software lumen, but better lighting isnt everything and the increase level of detail and larger worlds just banged on the GPU even more.

I look at something like Crimson Desert and think maybe thats it. I honestly cant be mad considering the scale they are going for. Cant expect Hellblade 2 caliber graphics in a game like that. The same will be true for GTA6. It's already going for a less photorealistic look than say something like the Matrix Awakens demo. They probably realized early on that they had to stylize their graphics a little bit this gen. Maybe next gen we will get a city like Matrix Awakens.
The thing is that a lot of current titles could pass as last gen titles. The Order 1886 still looks better than most PS5 games, maybe not technically better, but looks CGI literally, If you take RT away from the games they should look MUCH better. Going from PS4 Pro to PS5 is a big jump also, 4k checkerboard or upscaled 4k and some RT should produce much better looking titles, all I see is last gen engines that can't produce nanite like geometry required for next gen visuals except UE5, Anvil Next etc. Yotei should look CGI like, what RT features does Sony use in their games? Hardly none, so the games should look much better. I even see UE5 games with rough edges and visible polygons, where is the "Nanite" going, where are the Nanite character models?
 
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