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Graphical Fidelity I Expect This Gen

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 just insist on your "overall look"-mumbo jambo as if that wasn`t highly subjective "feels" instead of "facts" stuff.

Yo Einstein, I didn't even mention Yotei. Nice comprehension skills.
 
Yep, in this thread we seek more than just good art direction.

Elden Ring can look phenomenal at times but in game tech is piss poor.

I'm talking about high fidelity, not good art direction. And even high fidelity is not correlated 1:1 with the latest tech. That's your fundamental misconception here.
 
And this is why you need UE5.
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Lords of Fallen looks worse than that on the main fucking path.
 
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.
Isn't it the same for literally every RE Engine game release thus far?
They have some insane art in them which covers the technical limitations of the engine itself to the point where everyone is running around screaming how great these games look despite them having a load of technical issues and rather simplistic rendering in places.
 
Requiem is not using any nextgen hair tech, shadows, veilguard, fifa and some others all do better.
UE5 would make it look like an artifacting mess. Resi's hair looks better than most games, they have a good strand based system. AC, VG and Fifa are all examples of the best hair lol and Resi looks decent in comparison. GTA 6 looks like the best from what we've seen so far though.
 
I'm talking about high fidelity, not good art direction. And even high fidelity is not correlated 1:1 with the latest tech. That's your fundamental misconception here.

But tech is usually collerated to fidelity.

You won't get ultra high geometric density without mesh shaders and/or tech like nanite for example. You won't get realistic real time lighting without (at least) RTGI+RTAO etc.
 
Demon's Souls rock textures! Been playing it recently, absolutely phenomenal looking game.

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Thats good and all, but i really dont see a souls game here if i didnt know its the remake. Why? Cause theres no "soul", wheres the original artwork? Faces of npcs and enemies were changed. Also music and soundeffects were completly changed. i really like demons souls the original spent hours over hours, but after finishing remake i never touched it again.
 
Thats good and all, but i really dont see a souls game here if i didnt know its the remake. Why? Cause theres no "soul", wheres the original artwork? Faces of npcs and enemies were changed. Also music and soundeffects were completly changed. i really like demons souls the original spent hours over hours, but after finishing remake i never touched it again.

No Soul? Those screenshots are atmospheric as fuck.

Original game always looked like trash. I agree that BP made some weird changes in some places but overall DeS remake was great (still among top looking games).
 
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UE5 would make it look like an artifacting mess. Resi's hair looks better than most games, they have a good strand based system. AC, VG and Fifa are all examples of the best hair lol and Resi looks decent in comparison. GTA 6 looks like the best from what we've seen so far though.
Are you sure this is not a ue5 console related problem because of bad upscaling?

I don't think i saw hairs so bad to be distracting tbh.

Maybe they were slightly fuzzy sometimes but artifacting mess?

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RIPD looks amazing. The interiors in this game are holy shit levels of quality. Shades of silent hill 2. Maybe even better. The rocks, the debris, the bookshelves, and wallpapers, just everything is super detailed. they just couldnt match this level of fidelity in the larger wide linear open world levels which is where mesh shader support wouldve come in handy. its all nice and cool to have those photorealistic ladders and alleyways in the intro, but if its limited to one tiny linear area with no gameplay and if you dont see visuals like that in other city based areas than whats the point really.

They also go ham on smoke/atmospheric fog effects in these linear areas. It is so good to see stuff like this in games. We need more volumetric effects everywhere. its what gives these games a cg look.

Requiem is not using any nextgen hair tech, shadows, veilguard, fifa and some others all do better.
This is next gen tech. You couldnt do that last gen. Several developers tried last gen on PC, witcher 3 and ryse of tomb raider, and failed miserably. Awful performance, and really low quality strand based animations. This is leagues ahead of both those games.

It's no Fifa or Dragon Age but its still next gen.

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...
i think it will easily beat AC shadows. But yes, its doing native 4k 60 fps on a 30 tflops card because its not pushing every next gen feature and photorealistic foliage.

I dont even know why people are so impressed by this anyway. I was able to run Mafia at native 4k dlaa just the other week on my 5080 which is only 13% faster than this card. i will download some other UE5 games and see how well they run natively.
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 dont have any issues with path tracing in racoon city. Im running at 4k dlss performance. I dont even know where to enable ray reconstruction. Probably a driver issue.
 
But tech is usually collerated to fidelity.

You won't get ultra high geometric density without mesh shaders and/or tech like nanite for example. You won't get realistic real time lighting without (at least) RTGI+RTAO etc.

I didn't say it isn't correlated, I said it isn't correlated 1:1.

Even particular RESULTS of tech, which are GENERALLY correlated with fidelity (ultra high poly counts, per your example) aren't 100% correlated with fidelity. Making chain link fences out of geometry, for example: almost totally irrelevant to any kind of normal idea of a high fidelity representation of some given scene.

I should say I'm using fidelity here as a shorthand for graphical beauty in high fidelity games. Or what most people just consider "graphics". Which is to say, how good a game looks paying minimal regard to art design.
 
This topic is for the highest fidelity, not just high fidelity.

Pretty much any decent looking game since the ps4 era can be considered high fidelity.

But for the HIGHEST fidelity, you kinda need the latest tech.

You need pathtracing for the best lights and shadows
You need nanite or virtualized geometry for nextgen geometry especially in stuff that is a bitch to render like rocks
You need metahumans (or nextgen face scanning tech) for the best faces, no wonder both guerrilla and kojima asked to use metahumans in their games
 
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Voice actress is quite fine

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But they will obviously find ways to make her ugly.
The 4th harry potter movie was fine, she is smoking hot.

But yeah between woke sony and santa monica dogshit face rendering prowess, i expect her to look like the creature that follows you in re9 requiem...
 
RIPD looks amazing. The interiors in this game are holy shit levels of quality. Shades of silent hill 2. Maybe even better. The rocks, the debris, the bookshelves, and wallpapers, just everything is super detailed. they just couldnt match this level of fidelity in the larger wide linear open world levels which is where mesh shader support wouldve come in handy. its all nice and cool to have those photorealistic ladders and alleyways in the intro, but if its limited to one tiny linear area with no gameplay and if you dont see visuals like that in other city based areas than whats the point really.

They also go ham on smoke/atmospheric fog effects in these linear areas. It is so good to see stuff like this in games. We need more volumetric effects everywhere. its what gives these games a cg look.


This is next gen tech. You couldnt do that last gen. Several developers tried last gen on PC, witcher 3 and ryse of tomb raider, and failed miserably. Awful performance, and really low quality strand based animations. This is leagues ahead of both those games.

It's no Fifa or Dragon Age but its still next gen.


i think it will easily beat AC shadows. But yes, its doing native 4k 60 fps on a 30 tflops card because its not pushing every next gen feature and photorealistic foliage.

I dont even know why people are so impressed by this anyway. I was able to run Mafia at native 4k dlaa just the other week on my 5080 which is only 13% faster than this card. i will download some other UE5 games and see how well they run natively.

I dont have any issues with path tracing in racoon city. Im running at 4k dlss performance. I dont even know where to enable ray reconstruction. Probably a driver issue.
Next gen without any hair physics? Semantics and all but this is like the bare minimum to call something nextgen, can it be nextgen if past gen fifa beats it?

So it's gonna beat shadows without pushing any nextgen tech except the water? How so? Like in term of interactivity?
People are probably impressed by the fact that run well while being a huge open world with apparently a lot of interactivity, and because they can shit on ue5 in the meantime, no matter if this game look much worse than hfw on pc detail wise, let alone the best ue5 titles.


Ray reconstruction is already on automatically if you use path tracing, you cant disable it.


Bojji Bojji did you upgraded the dlss and rr versions with swapper? I'm starting to think that i have problems because i upgraded, maybe sometimes it is better to leave the current version...
 
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I dont understand why one guy is allowed to derail the thread repeatedly. We already have had one regular cowboylou banned from this thread because of this, I dont want others to get banned after falling for clear trolling and fanboyism.

Let's put these people on ignore to avoid future derails, and get mods to lift the ban on CowboyLou CowboyLou .
 
One thing I really hope for Nvidia to improve is Pathtracing ghosting. In Requiem Pathtracing looks spectacular, but there is too much ghosting trails when moving the camera under certain conditions. It needs to look cleaner

There must be a way to fix this
 
One thing I really hope for Nvidia to improve is Pathtracing ghosting. In Requiem Pathtracing looks spectacular, but there is too much ghosting trails when moving the camera under certain conditions. It needs to look cleaner

There must be a way to fix this
It's funny how we are having all different experiences with this game.
 
This topic is for the highest fidelity, not just high fidelity.

Pretty much any decent looking game since the ps4 era can be considered high fidelity.

But for the HIGHEST fidelity, you kinda need the latest tech.

You need pathtracing for the best lights and shadows
You need nanite or virtualized geometry for nextgen geometry especially in stuff that is a bitch to render like rocks
You need metahumans (or nextgen face scanning tech) for the best faces, no wonder both guerrilla and kojima asked to use metahumans in their games

I mean, not that there aren't parts of that which I agree with, but didn't someone above just post screens of Demon's Souls showing remarkably detailed geometry on rocks/rock-like surfaces? And that game leveraged nothing more than modern i/o tech to make that possible.

Oh, and btw, if this thread really were for JUST the highest fidelity games, we wouldn't be discussing console exclusives AT ALL, would we? And yet loads of you spend huge amounts of time ripping certain console games to shreds (imo quite unjustly, but whatever). So your claim is disingenuous, isn't it?
 
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Next gen without any hair physics? Semantics and all but this is like the bare minimum to call something nextgen.
it has physics. difference between this and the fifa tech is that the latter applies to a lot more hair. the hair in re4 and requiem definitely have physics.
So it's gonna beat shadows without oushing any nextgen tech except the water? How so?
it has RTGI just like ac shadows. its just lacking virtualized geometry which only applied to non-foliage objects in ac shadows. this game is doing other things with physics and cpu that are just as next gen as virtualized geometry in ac shadows.
 
You don't have to explain your need to know whether or not I'm a furry.
My need is to make sense of your antagonizing attitude.
You seem to somewhat know about the topics covered here but your smartass tone and furry name make me pin you as a resetera reject with a huge chip on his shoulder. If by miracle you were not, just remember the debates here aren't that important and you don't have to convince anyone of anything. We are arguing for the sake of discussion. The industry won't change its way because of us, no matter how many gif SlimySnake SlimySnake posts.
 
My need is to make sense of your antagonizing attitude.
You seem to somewhat know about the topics covered here but your smartass tone and furry name make me pin you as a resetera reject with a huge chip on his shoulder. If by miracle you were not, just remember the debates here aren't that important and you don't have to convince anyone of anything. We are arguing for the sake of discussion. The industry won't change its way because of us, no matter how many gif SlimySnake SlimySnake posts.

It's a bit rich to get this kind of preaching about civil conduct when about 80% of my genuine opinions in this thread attract about a dozen antagonistic "LOL" emojis each. Generally speaking I try to treat anyone with the level of respect they've earned.
 
Next gen without any hair physics? Semantics and all but this is like the bare minimum to call something nextgen, can it be nextgen if past gen fifa beats it?

So it's gonna beat shadows without pushing any nextgen tech except the water? How so? Like in term of interactivity?
People are probably impressed by the fact that run well while being a huge open world with apparently a lot of interactivity, and because they can shit on ue5 in the meantime, no matter if this game look much worse than hfw on pc detail wise, let alone the best ue5 titles.


Ray reconstruction is already on automatically if you use path tracing, you cant disable it.


Bojji Bojji did you upgraded the dlss and rr versions with swapper? I'm starting to think that i have problems because i upgraded, maybe sometimes it is better to leave the current version...

I have everything on default, just lowered resolution from 50 to 45% in nvidia app.
 
My need is to make sense of your antagonizing attitude.
You seem to somewhat know about the topics covered here but your smartass tone and furry name make me pin you as a resetera reject with a huge chip on his shoulder. If by miracle you were not, just remember the debates here aren't that important and you don't have to convince anyone of anything. We are arguing for the sake of discussion. The industry won't change its way because of us, no matter how many gif SlimySnake SlimySnake posts.

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it has physics. difference between this and the fifa tech is that the latter applies to a lot more hair. the hair in re4 and requiem definitely have physics.

it has RTGI just like ac shadows. its just lacking virtualized geometry which only applied to non-foliage objects in ac shadows. this game is doing other things with physics and cpu that are just as next gen as virtualized geometry in ac shadows.
I´m not convinced.
The pop in in some of the gameplay trailers was quite obvious and the RTGI seems to miss a lot of the foliage and smaller objects. The asset quality also seems to be quite a bit inferior, like f.e. that castle-city with almost perfectly homogeneous materials all over the city, without a hint of blemishes or other deviations. In general the game looks "too clean", as if all assets and materials would miss that last details-pass from the artists that really molds objects into a given scene..
 
I have everything on default, just lowered resolution from 50 to 45% in nvidia app.
If i may aks, why didn't you updated?

Since i have dlss swapper i swap to the most recent version in any game.

Is there a reason why you don't?

Now that i think about it, when you use path tracing with rr you can't use dlss 4.5 but i thought that upgrading framegen, dlss and rr was always a positive because it's the newer version...
 
If i may aks, why didn't you updated?

Since i have dlss swapper i swap to the most recent version in any game.

Is there a reason why you don't?

Now that i think about it, when you use path tracing with rr you can't use dlss 4.5 but i thought that upgrading framegen, dlss and rr was always a positive because it's the newer version...

Funny thing is that just enabling custom resolution swaps in game dlss for the newest files from nvidia app (I think 310.5.2, swapper have even newer .dlls). So I'm not using default files after all (just remembered it hahaha).

Overall, I never have seen any downsides by swapping files. Forcing new dlss presets can show some issues but not files itself.
 
Funny thing is that just enabling custom resolution swaps in game dlss for the newest files from nvidia app (I think 310.5.2, swapper have even newer .dlls). So I'm not using default files after all (just remembered it hahaha).

Overall, I never have seen any downsides by swapping files. Forcing new dlss presets can show some issues but not files itself.
I need to understand why this fucking game iq looks like absolute shit on my end...

Maybe i'm just not used to play with film grain anymore because i always disable it but i swear i had that boiling thing where the image stability is completely fucked at times in some specific points, i don't know how to explain it but i guess it's what people meant when they say boiling textures.

I'm gonna reinstall the game and use the default settings to see if something change, and i'm gonna try pt and rr off.
 
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I need to understand why this fucking game iq looks like absolute shit on my end...

Maybe i'm just not used to play with film grain anymore because i always disable it but i swear i had that boiling thing where the image stability is completely fucked at times in some specific points, i don't know how to explain it but i guess is what people meant when they say boiling textures.

I'm gonna reinstall the game and use the default settings to see if something change, and i'm gonna try pt and rr off.

I think start with RT off and see how it looks with film grain. You will know what thing disturbs you the most (FG or PT noise).
 
I need to understand why this fucking game iq looks like absolute shit on my end...

Maybe i'm just not used to play with film grain anymore because i always disable it but i swear i had that boiling thing where the image stability is completely fucked at times in some specific points, i don't know how to explain it but i guess it's what people meant when they say boiling textures.

I'm gonna reinstall the game and use the default settings to see if something change, and i'm gonna try pt and rr off.
Why haven`t you installed the filmgrain-removal mod by now?
 
I think start with RT off and see how it looks with film grain. You will know what thing disturbs you the most (FG or PT noise).
Rt completely off seems a bit too much, i was thinking no path tracing to start, and without path tracing fucking in the ass the framerate with no lube, i don't even need framegen (and it is not a framegen problem, i tried the game without it already).

Without pt\rr i can use dlss 4.5 perf mode so performances should not be an issue.
 
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This topic is for the highest fidelity, not just high fidelity.

Pretty much any decent looking game since the ps4 era can be considered high fidelity.

But for the HIGHEST fidelity, you kinda need the latest tech.

You need pathtracing for the best lights and shadows
You need nanite or virtualized geometry for nextgen geometry especially in stuff that is a bitch to render like rocks
You need metahumans (or nextgen face scanning tech) for the best faces, no wonder both guerrilla and kojima asked to use metahumans in their games
Honestly if you can achieve a certain level of fidelity without using any of these fancy next gen features like ray tracing, virtualized geometry or metahumans, i dont really care if you dont use them. To me, TLOU2 still has some of the best character models in the business. Callisto isnt using metahumans. Requiem proves you can have an insanely high level of detail in linear environments without using nanite. Callisto, Demon Souls, and Alan Wake 2 all have baked lighting and they look phenomenal at times. The problem is that the lighting starts to fall apart in bigger games with larger areas like in TLOU2 without ray tracing. In Requiem, lack of nanite does not affect smaller more linear areas, but other bigger environments clearly needed it.

The thing is everyone is either making open world games nowadays, or larger games like TLOU2 and requiem that have areas that far exceed the size of previous levels. Thats where those technologies become a bit more necessary.
 


UE5.7.3 | no Ray Tracing + lower settings | 51fps
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UE Vite | Ray Traced GI + higher settings | 64fps
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Vite with RT GI + RT Reflections + DFAO + Tessellation
No dips below 60 fps

5.7 #Lumen With Reflections
Goes as low as 12fps! 5x slower

5.7 No Dynamic GI, No reflections, Shadows/AO of less quality No dips below 50 fps (20% slower)
 
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Maybe i'm just not used to play with film grain anymore because i always disable it but i swear i had that boiling thing where the image stability is completely fucked at times in some specific points, i don't know how to explain it but i guess it's what people meant when they say boiling textures.
I encountered a spot in the game where the boiling was noticeable. I'm playing 4k DLSS performance all settings max - no framegen. I played around with the DLSS settings, and the boiling only went away when switching to native 4k or DLAA. Seems to be tied to DLSS upscaling. If it's really bothering you try lowering the resolution and playing native with framegen instead.
 
I encountered a spot in the game where the boiling was noticeable. I'm playing 4k DLSS performance all settings max - no framegen. I played around with the DLSS settings, and the boiling only went away when switching to native 4k or DLAA. Seems to be tied to DLSS upscaling. If it's really bothering you try lowering the resolution and playing native with framegen instead.
I briefly tried dlaa the other day and it looked like the iq was definitely cleaner but it was beyond heavy, it killed my framerate if used with path-tracing.

I really can't play at lower than 4k, even if i fix the iq by going native and lowering the res, the game is still gonna look like native 1440p and that's a big nono for me.

Maybe i could try native 4k\dlss, framegen and no path tracing, maybe i can reach 60 almost stable...
 
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