Come on lol. If it wasn't a PS Studios game nobody would even be talking about it.
Yeah sure, we totally only criticize mediocre tech if there is a Sony logo somewhere.If it weren't a PS studios game CrazyTake and the loonies wouldn't have been talking bs about it in the first place.
Impressive next gen character models and lightning?
Yeah sure, we totally only criticize mediocre tech if there is a Sony logo somewhere.
I don't know why I'm still surprised by the level of nonsense in fanboy agendas time and time again.
Says the guy who thinks low polygon assets somehow climb the technological prowess ladder if they are pastel coloured....Ok Blind Lemon Jefferson.
Says the guy who thinks low polygon assets somehow climb the technological prowess ladder if they are pastel coloured....
Yeah I agree. What you're talking about is the geometric density & textures resolution not being up to snuff. I say a game like Demon's Souls running on base PS5, achieves higher resolution, much more dense geometry & textures, better animations, better effects, better volumetrics & way better lightning quality than RE9 Requiem base PS5 version (since it doesn't use RT which is absurd)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:
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The atmospheric rendering reminds me a lot of TLOU2:
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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?:
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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:
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not this:
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This explains why you are having so many issues with ue5 games. You are probably playing them at medium settings and 720p internal resolutions.I need a better GPU
my 3060ti is crying in the corner... but at least their baked GI is pretty good I guess.
This explains why you are having so many issues with ue5 games. You are probably playing them at medium settings and 720p internal resolutions.
This explains why you are having so many issues with ue5 games. You are probably playing them at medium settings and 720p internal resolutions.
because its virtually identical to every other game engine out there? ive mentioned this a million times. you just choose to ignore it. Avatar, Outlaws, Alan Wake 2, Cyberpunk, AC Shadows, Kingdom Come all run at 30 fps 1440p internal resolution on consoles before being reconstructed to 4k just like virtually every single UE5 game on consoles.how do you not understand that the performance to visuals ratio is completely fucked on UE5?
I prefer Profiterole.Wow Crimson Tiramisu Dessert looks really good RTX5080 sisters we are so back!
What BluePoint was able to achieve here with a relatively small team is truly remarkable.Yeah I agree. What you're talking about is the geometric density & textures resolution not being up to snuff. I say a game like Demon's Souls running on base PS5, achieves higher resolution, much more dense geometry & textures, better animations, better effects, better volumetrics & way better lightning quality than RE9 Requiem base PS5 version (since it doesn't use RT which is absurd)
Just look at these images I took…
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as always your screenshots look way better than what i play on my tv lolJust started playing Resident Evil Requiem after the RE Framework Mod got available, this mod enables Ultrawide Cutscenes and it is also possible to remove the ugly filmgrain and use ReShade.
Here some screenshots in 4857*1920P (with DLDSR) Ultrawide, Path Tracing, Reshade and No filmgrain mod:
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This game looks absolutely amazing with Path Tracing, the amount of detail on objects and the lightning is one of the best, if not the best on the market right now. ReShade and removing film grain with the mod is also adding a lot.
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:
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not this:
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Someone on Twitter compared RE9 Rasterized VS Path Tracing, every setting is the same, this is the same character model, all the difference here is the lighting & shadowing.
The poster stated: "This isn't a comparison between the PS5 and the Pro; in reality, it's a comparison with all the same PC settings, but with path tracing active on one and disabled on the other. It's just a comparison so you can see that RT isn't like many people say on social media like "pure marketing."
They added:
"Lighting is EVERYTHING in a video game. Bad lighting can make your character with perfect CGI-level modeling turn into something plasticky and look like it's from PS3. So enough with selling smoke claiming that Ray tracing is marketing or as I've seen others say, a technique for "saving work" XDDD"
Someone on Twitter compared RE9 Rasterized VS Path Tracing, every setting is the same, this is the same character model, all the difference here is the lighting & shadowing.
The poster stated: "This isn't a comparison between the PS5 and the Pro; in reality, it's a comparison with all the same PC settings, but with path tracing active on one and disabled on the other. It's just a comparison so you can see that RT isn't like many people say on social media like "pure marketing."
They added:
"Lighting is EVERYTHING in a video game. Bad lighting can make your character with perfect CGI-level modeling turn into something plasticky and look like it's from PS3. So enough with selling smoke claiming that Ray tracing is marketing or as I've seen others say, a technique for "saving work" XDDD"
True, just not in a technical way...It's one of the best looking console games of the generation.
I don't get the fascination with RE:R's graphics. Yes, path tracing looks awesome, but other than that, it just looks like your typical modern resident evil game. I've seen way better games.
Probably the best "bad spot" from a game ive ever seen tbh.And this is why you need UE5.
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Man, if that's the low point, then RE9 is already leagues above most of the UE5 titles clogging up the industry.And this is why you need UE5.
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Someone on Twitter compared RE9 Rasterized VS Path Tracing, every setting is the same, this is the same character model, all the difference here is the lighting & shadowing.
The poster stated: "This isn't a comparison between the PS5 and the Pro; in reality, it's a comparison with all the same PC settings, but with path tracing active on one and disabled on the other. It's just a comparison so you can see that RT isn't like many people say on social media like "pure marketing."
They added:
"Lighting is EVERYTHING in a video game. Bad lighting can make your character with perfect CGI-level modeling turn into something plasticky and look like it's from PS3. So enough with selling smoke claiming that Ray tracing is marketing or as I've seen others say, a technique for "saving work" XDDD"
Re games usually struggled with raised blacks.Re9 is an OLED perfect game if there ever was one. They've struggled with crushed blacks and HDR in the past, but it seems to have been a focal point this time around.
Demon's Souls rock textures! Been playing it recently, absolutely phenomenal looking game.And this is why you need UE5.
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True, just not in a technical way...
Probably the best "bad spot" from a game ive ever seen tbh.
Surprised nobody is pointing out that crimson can run that well because the fidelity and assets seems noticeably worse than other engines, but i guess it's still impressive to have all those features at 4k60 on a 4080 without dlss or framegen.
If yt is not pulling an ac shadow we are gonna have some laugh when the game finally release, even digital fraud never mentioned texture details or character models once in their video...they were all about rtx, water, rain and other stuff, kinda suspect...
About requiem, yeah the first levels were the best graphically but it constantly looks good enough so i'm not too mad, the second city for now is the lowest point, it just looks ok\good.
BUT:
Aggressive film grain
Ray reconstrution\pt boiling\noising
Make the iq and image stability very bad on my end, it feel like i'm playing at 1440p with a dirty screen, not 4k.
Does disabling pt and rr improve the iq? I'm kinda over the fancy light if it make the game look more clean.
I tried but preset E introduce weird artifacts around the hairs when i move the character and flashlight ghosting, i heard many people have the same thing but not everyone, the absolute magic of pc gaming...For PT noise - you can always try to force E preset or ray reconstruction though nvidia inspector (only thing that work right now for this game) for global profile.
Video I posted above (Daniel Owen) tests this and results are noticeable better than standard D preset the game uses.
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Rocks are the hardest thing to render, they are the easy way to kniw if a game has virtualized
I tried but preset E introduce weird artifacts around the hairs when i move the character and flashlight ghosting, i heard many people have the same thing but not everyone, the absolute magic of pc gaming...
I heard before that ray reconstruction is usually super noisy but only now i'm realizing how bad it is...
Before this game i never understood what boiling relative to graphic even meant but now i fucking understand.
P.s. wait a moment what do you mean global profile? I changed it just for requiem...
It doesn't work if not done globally? Maybe that's why i had the hair artifacts...
Game specific profile settings should overwrite the global ones.P.s. wait a moment what do you mean global profile? I changed it just for requiem...
It doesn't work if not done globally? Maybe that's why i had the hair artifacts...
once again ignoring the individual differences in taste and perception.The point is it's putting the cart before the horse. Tech is good if it meaningfully improves visuals. If you need to pore over some rocks to see just how many edges there are in order to see if x technology is being used, and therefore that a game is "next gen" and therefore good looking, you're lost.
A game looks good if it looks good. Tech is useful if it facilitates that. At least in regards to graphical fidelity.
once again ignoring the individual differences in taste and perception.
Some people look at yotei and think "what a pretty picture" while others immediately see the botched lighting, low poly assets and last gen look in general. Most casuals would either not even see those flaws or simply overlook them while I perceive them as very intrusive.
That´s just how it is and that`s why we´re largely discussing objective tech here, not subjective perception.
But I`ve tried to explain this to you multiple times now while you come around with your "overall look"-mumbo jambo as if that wasn`t highly subjective "feels" instead of "facts" stuff.
UE5 would probably do a far worse job with the hair thoughAnd this is why you need UE5.
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Requiem is not using any nextgen hair tech, shadows, veilguard, fifa and some others all do better.UE5 would probably do a far worse job with the hair though