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

Graphical Fidelity I Expect This Gen

Alright you bastards, you got me:

gdYAgNs6SddKTQ7L.jpg


(came with a free code for Requiem)
I have a 5070ti aswell. RE9 runs like a dream maxed out with PT. Enjoy, its a great card :)
 
Guys come the fuck on, don't spoil RE9 with your screenshots.

Signaling every post that does
Time for us to create some new rules. I understand everyone wants to show off the game they are playing but this isnt your typical 50-100 hour open world game.

With that said, its probably best you take a break from this thread until you beat the game. Cant really expect people to not post screenshots in a thread like this.
 
Time for us to create some new rules. I understand everyone wants to show off the game they are playing but this isnt your typical 50-100 hour open world game.

With that said, its probably best you take a break from this thread until you beat the game. Cant really expect people to not post screenshots in a thread like this.
They can be put in spoilers...
 
UE5 in shambles



The rain effect is fantastic.







This is why you start your game off with a bang. So many developers (especially western developers) get this wrong and start off with a tutorial or an ugly looking chapter.

Everyone on twitter is talking about this area in the game. No one is talking about how the subsequent area dont look nearly as good. I miss the days of Sony first party where every game opened with an insane looking setpiece with next gen visuals. Nowadays, almost every game starts off with the pacing of a funeral.


Dark and wet is another type of "cheating" to achieve realistic effects.

 
Crimson Desert runs at native 4k 60 fps with ray tracing on and ultra settings on a 7900xtx.



This is basically a 4080 equivalent. Pretty damn impressive. Probably means they will be able to do 1440p on base consoles with RT on and medium settings. We are basically looking at Demon Souls remake levels of performance in an open world game with all these insane cpu systems.
 
The water tech in Crimson tech is insane. the way the waves go up and then wash down the rocks is nothing short of spectacular. It feels like an actual simulation we were all hoping from this gen's CPUs.

Rain looks amazing too.

It's really great to see devs go above and beyond like this. Especially after seeing other devs like Sucker Punch and Kojima phone in last year trying to make excuses about how the consoles are weak.
 
Something about the grass not having shadows and all the grass being the same colour takes away from the visual authenticity in Crimson Desert. Apart from foliage, the other stuff is looking good so far.
 
Crimson Desert is the most impressive game of the gen so far. Simply because it looks as good as it does and its made by some random studio with no pedigree. They have put themselves on the damn map. Very impressive they've made their own engine from scratch too.

Also that DF video was right to say its the best looking night/rain scenes since TLOU 2.
 
This talk about old/new drivers in RE9 is 100% real.

new driver:

19VXegi.jpeg


old driver:

YKVPRJm.jpeg


Over 33% better performance on old driver (581.47). Super interesting stuff, are they intentionally limiting performance on Ada or there is something else going on?
 
The water tech in Crimson tech is insane. the way the waves go up and then wash down the rocks is nothing short of spectacular. It feels like an actual simulation we were all hoping from this gen's CPUs.

Rain looks amazing too.

It's really great to see devs go above and beyond like this. Especially after seeing other devs like Sucker Punch and Kojima phone in last year trying to make excuses about how the consoles are weak.

Yup, looks like fluid simulation but my brain can't comprehend how or why they would put that in such a massive open world. If it's cheated it's kudos to the artists because I am fooled.

Seems like 2 decades ago in the age of PC physics, it basically stopped for PS3 potatoes and coats of paints upon coats of paints and now South Korea is flexing on everyone else with their engines. If Crytek had not dwindled down, graphics and more importantly physics could have shaped the modern graphics quite differently.
 
This talk about old/new drivers in RE9 is 100% real.

new driver:

19VXegi.jpeg


old driver:

YKVPRJm.jpeg


Over 33% better performance on old driver (581.47). Super interesting stuff, are they intentionally limiting performance on Ada or there is something else going on?
I'm still on 581.29 and the game runs pretty well all maxed at 4k DLSS quality on my 9800x3d and 5070ti (40 to 60 fps with no framegen, double that with it).

I don't know what the hell they're doing (and by the way: frame gen introduces some weird tearing on my side).
 
Native 4k, 60fps, RTGI and reflections, no upscalers and no framegen on a last-gen 2022 gpu

SWYxvjI.gif


SOdhXiX.gif
It looks amazing, and I'm really curious to see if more capable hardware can clean up the image.

We need DLSS on this.

It's running on an old gpu, sure, but it's the best AMD gpu from that era. Still a raster beast. It's encouraging though for raytracing on lesser hardware (and consoles).

Can't wait for it. RE9 and this in a couple weeks' time is good stuff.
 
The water tech in Crimson tech is insane. the way the waves go up and then wash down the rocks is nothing short of spectacular. It feels like an actual simulation we were all hoping from this gen's CPUs.

Rain looks amazing too.

It's really great to see devs go above and beyond like this. Especially after seeing other devs like Sucker Punch and Kojima phone in last year trying to make excuses about how the consoles are weak.
The fact that they doing all this impersive stuff alongside some better rt techs implementations than UE5 on their iwn inhouse engine is truly impressive, sony first party studios except insomniac should have done that long ago, i know that many studios switched to UE5 to lower time and development cost and have great looking games but I really prefer that any studio that have their own tech to improve it instead of switch to UE5, also the sadest part about BluePoint shut down is that they have really great inhouse engine
 
Native 4k, 60fps, RTGI and reflections, no upscalers and no framegen on a last-gen 2022 gpu

SWYxvjI.gif


SOdhXiX.gif
Despite being technically last gen, it was their flagship GPU that is still more powerful than their most powerful current gen GPU, the 9700xt.

It's a pretty powerful GPU that was over 2.5x more powerful than the PS5 when it came out. One that trades blows with the 4080 and is within 15% of the 5080.

I think this is just another case of a non-nvidia sponsored ray tracing game designed around console hardware RT capabilities which is why its so performant. Games like cyberpunk made people think AMD GPUs cant handle ray tracing, but hardware lumen, snowdrop, dunia and anvil ray tracing is all very performant on consoles and higher end AMD GPUs.
 
Despite being technically last gen, it was their flagship GPU that is still more powerful than their most powerful current gen GPU, the 9700xt.

It's a pretty powerful GPU that was over 2.5x more powerful than the PS5 when it came out. One that trades blows with the 4080 and is within 15% of the 5080.

I think this is just another case of a non-nvidia sponsored ray tracing game designed around console hardware RT capabilities which is why its so performant. Games like cyberpunk made people think AMD GPUs cant handle ray tracing, but hardware lumen, snowdrop, dunia and anvil ray tracing is all very performant on consoles and higher end AMD GPUs.

Most AMD sponsored games with RT have low quality implementations. If you compare CP RT to RT from FC6 or older RE games you will see massive difference in quality.

Avatar was AMD sponsored and did A LOT of RT but for the long time it looked really bad when it comes to stability (low ray counts and shit denoiser), only recently game got RR that fixed many of those isses.

Path Tracing on the other hand completely kills AMD GPUs, RDNA is dogshit in it and we have to wait until RDNA5 to see performance being fixed.

iek8QuNp7cECrJDc.jpg


Edit: low vram kills xx70 nvidia GPUs as well, lol.
 
Last edited:
Crimson Desert runs at native 4k 60 fps with ray tracing on and ultra settings on a 7900xtx.



This is basically a 4080 equivalent. Pretty damn impressive. Probably means they will be able to do 1440p on base consoles with RT on and medium settings. We are basically looking at Demon Souls remake levels of performance in an open world game with all these insane cpu systems.


Impossible. Can't have current gen graphics at 60fps with good image quality. Another dream dead. Last gen trash it is.
 
Most AMD sponsored games with RT have low quality implementations. If you compare CP RT to RT from FC6 or older RE games you will see massive difference in quality.

Avatar was AMD sponsored and did A LOT of RT but for the long time it looked really bad when it comes to stability (low ray counts and shit denoiser), only recently game got RR that fixed many of those isses.

Path Tracing on the other hand completely kills AMD GPUs, RDNA is dogshit in it and we have to wait until RDNA5 to see performance being fixed.

iek8QuNp7cECrJDc.jpg


Edit: low vram kills xx70 nvidia GPUs as well, lol.
yeah, but you cant run cyberpunk ray tracing on consoles. I believe they just had RT shadows on there. No RT reflections or GI, not even the low quality ones. Meanwhile Avatar, AC Shadows, Outlaws, RE Engine RTGI in Village, Dragons Dogma 2, and now RE9 is just as performant across both despite offering ray traced gi, and reflections. Far Cry 6 only had RT reflections and shadows i believe. Dunia never got a RTGI patch.

I think the same thing is happening with path tracing. We know from the DF interviews with nvidia and Machine Games/ID software that its being implemented by the same few nvidia engineers who go from studio to studio hacking together a path tracing implementation in a couple of months with no thought behind optimizing. Yes, the quality wont be the same since they are effectively just brute forcing it without any care in the world while real game developers have to mess around with bvh quality, number of items in the bvh and other common sense optimizations that would undoubtedly reduce the quality.
 
yeah, but you cant run cyberpunk ray tracing on consoles. I believe they just had RT shadows on there. No RT reflections or GI, not even the low quality ones. Meanwhile Avatar, AC Shadows, Outlaws, RE Engine RTGI in Village, Dragons Dogma 2, and now RE9 is just as performant across both despite offering ray traced gi, and reflections. Far Cry 6 only had RT reflections and shadows i believe. Dunia never got a RTGI patch.

I think the same thing is happening with path tracing. We know from the DF interviews with nvidia and Machine Games/ID software that its being implemented by the same few nvidia engineers who go from studio to studio hacking together a path tracing implementation in a couple of months with no thought behind optimizing. Yes, the quality wont be the same since they are effectively just brute forcing it without any care in the world while real game developers have to mess around with bvh quality, number of items in the bvh and other common sense optimizations that would undoubtedly reduce the quality.

True, we have yet to see path tracing dony by "AMD sponsored" team. We will see how it compares.

I think the biggest problem of PT on AMD GPUs is lack of hardware accelerations that are present on Ada and Blackwell, those things are coming to RDNA5.
 


Y'all remember this absolutely incredible looking game announced way back? I had no idea it was from Pearly Abyss, the Crimson Desert devs. Looks like they just abandoned this to put all effort into Crimson Desert.

This game still looks absolutely sublime
 
Last edited:
The fact that they doing all this impersive stuff alongside some better rt techs implementations than UE5 on their iwn inhouse engine is truly impressive, sony first party studios except insomniac should have done that long ago, i know that many studios switched to UE5 to lower time and development cost and have great looking games but I really prefer that any studio that have their own tech to improve it instead of switch to UE5, also the sadest part about BluePoint shut down is that they have really great inhouse engine
Yep. Coding to the metal used to be a thing Sony developers loved to talk about. They did some fantastic things with the emotion engine, the cell processor (albeit after a rough first couple of years) and even the PS4. I still marvel at the chase scene in Uncharted 4 and just the raw fidelity of HZD.

What the Crimson Desert devs are doing is digging in deep and getting the most out of the console hardware. Forget ray tracing, i dont think any of the first party developers have utilized the IO cerny so much time on during the road to the show. It is supposed to allow them to push an insane amount of data that would at the very least result in more detail and richer levels. I believe BP had talked about loading in like 4GB of data every second as you rounded a corner and you could tell just by looking at the insane level of detail in that game. Something we just havent seen from sony studios since.

No IO usage. No RT usage. No primitive/mesh shader support. No fancy CPU simulations or physics. Nothing. They havent used ANYTHING from this gen's hardware.

I've always maintained that this hardware jump would be the biggest since the jump from the PS2 to PS3 because we not only had a big jump in CPU, but also SSD and IO upgrades that have been lagging since the cartirdge era. Plus the support for mesh shaders and advanced ray tracing features that would help devs overcome a smallish 8-10x boost in GPU. What they were lacking in raw numbers, they couldve made up for in features had they bothered to utilize them. It is borderline criminal. Seems like GTA6 and Crimson Desert will use every single feature available on these consoles and finally deliver the next gen I once imagined 5 years ago.
 
Last edited:


Y'all remember this absolutely incredible looking game announced way back? I had no idea it was from Pearly Abyss, the Crimson Desert devs. Looks like they just abandoned this to put all effort into Crimson Desert.

This game still looks absolutely sublime

Yeah, they delayed it to focus on Crimson Desert. They told investors it will release after Crimson Desert ships and the entire team will move on to the Doke project.

I think its the right way to go about doing things. We have seen what happens when you try and make two games at once. GG is making a GAAS trash game and it has effectively indefinitely delayed Horizon 3 which will probably not come out until 2030 now. With hiring freezes, layoffs at sony, and games taking forever to make, its good to just focus on one game at a time. We all keep waiting for Corys game thinking its been in development since 2018, but i bet he was just siting in a office with a couple of other guys drawing things on a napkin before finally starting development in late 2022 after shipping ragnorak. otherwise we wouldve seen it by now.
 
Couple hours into RE Requiem and yeah, there is nothing cross-gen about this. Game looks incredible. One of the top games of the generation, even with PT off.


Some of my shots with NO PT for reference:

XYbqqpkKdSUcUJCA.png
4vuRVBb22ImsDq9o.png
oSiAVkyrJqM4Ks8o.png
CP3pOn6aM5UCRK1O.png
BmkgsYLDaWkI15WN.png
vLVe9X2XJVs8efmr.png
 
Last edited:
Just watched that DF video about CD. Game will be super impressive, even more so than titles on Snowdrop engine.

Some developers are just so much above others...

YT video about Ada performance fix:



YtrIIESBtZsAUCHG.jpg
 
Last edited:
Yep. Coding to the metal used to be a thing Sony developers loved to talk about. They did some fantastic things with the emotion engine, the cell processor (albeit after a rough first couple of years) and even the PS4. I still marvel at the chase scene in Uncharted 4 and just the raw fidelity of HZD.

What the Crimson Desert devs are doing is digging in deep and getting the most out of the console hardware. Forget ray tracing, i dont think any of the first party developers have utilized the IO cerny so much time on during the road to the show. It is supposed to allow them to push an insane amount of data that would at the very least result in more detail and richer levels. I believe BP had talked about loading in like 4GB of data every second as you rounded a corner and you could tell just by looking at the insane level of detail in that game. Something we just havent seen from sony studios since.

No IO usage. No RT usage. No primitive/mesh shader support. No fancy CPU simulations or physics. Nothing. They havent used ANYTHING from this gen's hardware.

I've always maintained that this hardware jump would be the biggest since the jump from the PS2 to PS3 because we not only had a big jump in CPU, but also SSD and IO upgrades that have been lagging since the cartirdge era. Plus the support for mesh shaders and advanced ray tracing features that would help devs overcome a smallish 8-10x boost in GPU. What they were lacking in raw numbers, they couldve made up for in features had they bothered to utilize them. It is borderline criminal. Seems like GTA6 and Crimson Desert will use every single feature available on these consoles and finally deliver the next gen I once imagined 5 years ago.
Aside from Insomniac being the only studio on sony that comes this gen, with wolverine,no other sony studio show me any usage of current gen only features, hopefully Cory game as I believe ends with same level as gta vi, for ND I still have very low hopes for them great chance intergalactic will gonna look normal and they gonna full power on upgrading their engine for uncharted 5 on ps6
 
So I checked out RE9 on my 4070Ti Super in its full path-traced glory, and it is undoubtedly stunning at times. Especially the Rhodes Hill Chronic Care Center pleases my eyes:

27yzeBoalNUD5DNU.jpg

7xBe0l72EXMHIIO4.jpg

AjGMZX6FNkEDjf4E.jpg

tnYZmu4S75DPQXYv.jpg



The atmospheric rendering reminds me a lot of TLOU2:

JC1rmeLqofilcXhH.jpg



Sadly, just like many other current-gen games,RE9 graphics fall apart when getting too close to objects. 'Path tracing' is worth nothing when asset quality, materials, and textures are crap. What am I even looking at here?:

yarakJo3Rdy9BIil.jpg

M1MxRHKSTSLEE2Mk.jpg

tJGvNjA8EjcdUY1E.jpg



Again, pretty much every current-gen game still has those issues, and I get it; I should just use 3rd-person view, not zoom in too close, stop nitpicking, and focus on the good stuff.
But what baffles me is that top-tier PS4 games like the aforementioned TLOU2 seem to be less affected. ND did care a lot more about little details.
So I hope that Capcom at least ramps up its next engine iteration and implements proper virtualized geometry.
I wanted this gen to be like this:

WroYQFbSvNjPh65r.jpg



not this:

YIWRrseO46sxaJ2M.jpg
 
Last edited:
Again, pretty much every current-gen game still has those issues, and I get it; I should just use 3rd-person view, not zoom in too close, stop nitpicking, and focus on the good stuff.
But what baffles me is that top-tier PS4 games like the aforementioned TLOU2 seem to be less affected. ND did care a lot more about little details.
So I hope that Capcom at least ramps up its next engine iteration and implements proper virtualized geometry.
While I agree that virtualized geometry would elevate the visuals further I fear that this is more of a budgetary than a technological restriction here.
 
Last edited:
To think it took over six years for in-house engines to finally match what Unreal was pulling at 30 FPS in 2020-2021... Goes to show the magnitude of technical debt these studios had.
 
Last edited:
Next gen trash:

A06MAVf.jpeg


Gotta love PT reflections in everything:

Y8esdcb.jpeg
WvBYUEt.jpeg


Lighting is so coherent with PT:

ffZIb0n.jpeg
S9Op3Vv.jpeg
roMqRbI.jpeg


After GOW Ragnarok (that I replayed recently) - that had zero baked lighting in some levels (Vanaheim) this is like jumping two gens ahead. Can we have lighting like that on PS6, dear developers?
 
But what baffles me is that top-tier PS4 games like the aforementioned TLOU2 seem to be less affected. ND did care a lot more about little details.
So I hope that Capcom at least ramps up its next engine iteration and implements proper virtualized geometry.
I wanted this gen to be like this:
Some assets are great and do hold up to scrutiny. Others not so much. I am pretty sure Capcom uses Quixel Megascans for their games so they must be downgrading these for a reason.

This is by far the best plant ive seen this gen. look at the details on the night vision googles. Just amazing stuff.

jpj6GoJqeTgfZOcE.jpeg


Ktmm0FgPBLNnLcS6.jpeg


While I agree that virtualized geometry would elevate the visuals further I fear that this is more of a budgetary than a technological restriction here.
they are already packing an insane amount of objects and details in every room. i dont even think virtualized geometry would help here since the highest LOD textures never load even when you get up close. i think they are just at the vram limit of consoles and had to downgrade some of the assets in these jam packed levels full of different objects. some of the bar areas, kitchens, dining rooms, and offices are just insane.

P.s i just realized that they dont have ray tracing on base consoles. so yeah, all that baked lighting data is taking up space in the vram which is probably why not all textures look as good as SH2.
 
Next gen trash:

A06MAVf.jpeg


Gotta love PT reflections in everything:

Y8esdcb.jpeg
WvBYUEt.jpeg


Lighting is so coherent with PT:

ffZIb0n.jpeg
S9Op3Vv.jpeg
roMqRbI.jpeg


After GOW Ragnarok (that I replayed recently) - that had zero baked lighting in some levels (Vanaheim) this is like jumping two gens ahead. Can we have lighting like that on PS6, dear developers?

I need a better GPU 😩

my 3060ti is crying in the corner... but at least their baked GI is pretty good I guess.
 
Top Bottom