I have a 5070ti aswell. RE9 runs like a dream maxed out with PT. Enjoy, its a great cardAlright you bastards, you got me:
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(came with a free code for Requiem)
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.Guys come the fuck on, don't spoil RE9 with your screenshots.
Signaling every post that does
They can be put in spoilers...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
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.
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.
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).This talk about old/new drivers in RE9 is 100% real.
new driver:
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old driver:
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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?
It looks amazing, and I'm really curious to see if more capable hardware can clean up the image.Native 4k, 60fps, RTGI and reflections, no upscalers and no framegen on a last-gen 2022 gpu
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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 engineThe 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.
That's what we should have got long ago from sony first party but here we areNative 4k, 60fps, RTGI and reflections, no upscalers and no framegen on a last-gen 2022 gpu
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Despite being technically last gen, it was their flagship GPU that is still more powerful than their most powerful current gen GPU, the 9700xt.Native 4k, 60fps, RTGI and reflections, no upscalers and no framegen on a last-gen 2022 gpu
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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.
RE Engine RTGI:That's what we should have got long ago from sony first party but here we are
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.
RE Engine RTGI:
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Black Desert Engine RTGI:
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Snowdrop RTGI:
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Anvil RTGI:
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UE5 RTGI:
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Sony First party RTGI:
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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.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.
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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.
If someone told me this is the next generation of global illumination 6 years from now, it would be hard to believe them. On high/medium settings:RE Engine RTGI:
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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.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
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
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 ps6Yep. 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.
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.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.
Yotei's graphics were a mistake
It's one of the best looking console games of the generation.
It's one of the best looking console games of the generation.
Crimson Desert runs at native 4k 60 fps with ray tracing on and ultra settings on a 7900xtx.
This is basically a 4080 equivalent
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.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:
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.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.
Next gen trash:
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Gotta love PT reflections in everything:
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Lighting is so coherent with PT:
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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?