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Graphical Fidelity I Expect This Gen

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These looks absolutely ridiculous.
 
Broken is a strong word, i had way less problems at launch with days gone than with your average bethesda\ubisoft game, maybe because i played on pro so performances were better but bug wise it wasn't that bad.

Some reviewers fucked up the game because it wasn't woke enough and deacon had a libido for his wife, they even fucking lied about a joke inside the game, or they never even played the game to completition.

Days gone was definitely not worse than ds1 or spiderman, i think only horizon and gow and tlou2 were better as far as first party but different taste and all.
Yep, Days gone was not broken at launch. The version they sent the reviewers was. But they told the reviewers that the bugs will be fixed by launch which they were. This apparently happens all the time and critics are supposed to take their word for it and not dock points but because of the non woke content, the reviewers began inventing new reasons to hate the game. Like non black zombies, straight romance, etc.

The game was very well received by the fans. I was surprised to see it do millions on YouTube. It ended up selling 7.5 million, right up there with bloodborne.
 
Ok there is a section in requiem that is straight up tlou2 abby part with the kid while they are trying to find meds in the tall buildings...

But with much better fidelity.
 
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I love the lighting here. Just perfect. Zero flaws.

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Jesus... chrometic aberration is strong on this one.

This whole area has perfect lighting, but how is that CA not bothering you? It makes the image look lower in resolution, I'm guessing it's 4K no?

I'm not seeing the egregious CA here

lol i love it. It gives it that cinematic touch. The last few levels in the game benefit a lot from this. I was in heaven. Literal porn for a graphics whore like me.

This is going to be my most giffed game ever. I'm going to give it a few days to let you guys finish the game of course. What a fantastic game. We've had a lot of very good looking games this gen, but few have had gameplay this good. I hate play almost every game on my top 10 graphics list. Alan Wake 2, Hellbalde 2, Avatar, Outlaws, Mafia, even AC Shadows towards the end of the campaign, all absolutely bored me to death. But this game has to be the best game ive played this gen that also looks next gen as fuck. Wukong, Silent Hill 2, and Jedi Survivor. That's about it. Capcom continues to deliver great RE games one after another, but this time they brought out the fancy graphics. Not perfect in every level. But when it hits and it hits like 70% of the time, it hits hard.

Similar shot with no CA, just for reference:

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Ok there is a section in requiem that is straight up tlou2 abby part with the kid while they are trying to find meds in the tall buildings...

But with much better fidelity.
lol i thought the same thing. I have PTSD from that level it looked so bad.

I even posted some screens of it on the very first page of this thread here to show just how bad it looked. I think Path tracing is really helping that area in Requiem. You can see the limitations of ND's baked GI solution. The textures are pretty bad too, but the lighting, shadows and AO are all MIA.

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Schrier said that they had to scrap some of Abbys sections and redo them after they focus tested poorly. My guess is that their artists didnt have time to light these areas properly.
 
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lol i thought the same thing. I have PTSD from that level it looked so bad.

I even posted some screens of it on the very first page of this thread here to show just how bad it looked. I think Path tracing is really helping that area in Requiem. You can see the limitations of ND's baked GI solution. The textures are pretty bad too, but the lighting, shadows and AO are all MIA.

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Schrier said that they had to scrap some of Abbys sections and redo them after they focus tested poorly. My guess is that their artists didnt have time to light these areas properly.

Yeah it looks much better in RE9:

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Even pools of blood that are created by killing zombies have their own PT reflections, ha!

Gun models

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Why are we over exaggerating RE9 graphics? Are we still living in the past? That most objects in the game are completely static? All the Ray traced lighting for static environments is not what I'd call next generation. I like the game but it certainly doesn't have the best character models we've seen and the largely static environments are quite disappointing.
I wouldve loved to have seen some destruction and physics especially in these incredibly detailed environments. All those fancy looking wine bottles in the many bars in the game, and you cant shoot them off like you could in MGS2 in 2001. Same goes for chairs and other lab equipment in the many many labs in the game.

That said, we are seeing just what ray tracing and path tracing can do for a game with static environments and lack of day night cycles like this. Put it simply, you get much higher AO and shadows coverage which grounds each object and asset, as well as much better reflections on every material which helps them stand out a lot more. This was a game designed around base consoles, and shouldve had all the lighting data baked into the textures. And yet the difference between the ray tracing version on the pro and the base consoles is already huge. path tracing takes ray tracing to another level.
 

A lot of new gameplay material and I honestly see where their lofty performance targets come from, especially when I see the so-so RTGI.
Assets, models, geometry density etc are still great overall considering the ridiculous scope, but scene for scene...meh. Quite a bit of shadow and lod popin, too.

Sorry Anchorman GIF by reactionseditor
 
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I wouldve loved to have seen some destruction and physics especially in these incredibly detailed environments. All those fancy looking wine bottles in the many bars in the game, and you cant shoot them off like you could in MGS2 in 2001. Same goes for chairs and other lab equipment in the many many labs in the game.

That said, we are seeing just what ray tracing and path tracing can do for a game with static environments and lack of day night cycles like this. Put it simply, you get much higher AO and shadows coverage which grounds each object and asset, as well as much better reflections on every material which helps them stand out a lot more. This was a game designed around base consoles, and shouldve had all the lighting data baked into the textures. And yet the difference between the ray tracing version on the pro and the base consoles is already huge. path tracing takes ray tracing to another level.

Yep, difference between PT and RT in this game can be pretty monumental in some scenes:



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Inengine RT barely works in some scenes.
 
I wouldve loved to have seen some destruction and physics especially in these incredibly detailed environments. All those fancy looking wine bottles in the many bars in the game, and you cant shoot them off like you could in MGS2 in 2001. Same goes for chairs and other lab equipment in the many many labs in the game.

That said, we are seeing just what ray tracing and path tracing can do for a game with static environments and lack of day night cycles like this. Put it simply, you get much higher AO and shadows coverage which grounds each object and asset, as well as much better reflections on every material which helps them stand out a lot more. This was a game designed around base consoles, and shouldve had all the lighting data baked into the textures. And yet the difference between the ray tracing version on the pro and the base consoles is already huge. path tracing takes ray tracing to another level.
The irony is that rtx should help making destruction easier because the light is not baked or some shit.

Mayne in the nextgen we are gonna have pt and destruction.
 
If it looks like that with RT, i wonder how it looks without...

I tested it and in some scenes there is not much difference. Raster looks worse overall but there are some elements (like metal) that just look horrible with RT denoiser they use, and they look better with raster.

In the end it's similar to CP2077 raster->RT->PT differences

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The irony is that rtx should help making destruction easier because the light is not baked or some shit.

Mayne in the nextgen we are gonna have pt and destruction.
destruction isn`t just a power issue, though. Anything beyond superficial destruction adds a tremendous amount of complexity to the level design/balancing ai pathfinding ect ect.
 
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The irony is that rtx should help making destruction easier because the light is not baked or some shit.

Mayne in the nextgen we are gonna have pt and destruction.
the fact that the base consoles dont even have rtgi shows that the game was designed around baked lighting, and thats probably why they couldnt use destruction. it wouldve broken all their shadows.
 
destruction isn`t just a technological issue, though. Anything beyond superficial destruction adds a tremendous amount of complexity to the level design/balancing ai pathfinding ect ect.
Edit sorry i misread your post, i agree.
Destruction open a new can of worm on term of level design etc.
 
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destruction isn`t just a power issue, though. Anything beyond superficial destruction adds a tremendous amount of complexity to the level design/balancing ai pathfinding ect ect.
i've never bought this excuse. Having finished Requiem, there is nothing here that wouldve added a tremendous amount of complexity just adding some destruction to some furniture and pots and plants. The levels are fairly linear. Most of the game is set indoors in tiny rooms and hallways. As for ai path finding, its 2026, if your AI cant find its way around some broken furniture on the ground then you need to invest in some new AI logic. Have them walk on top of it, animate some new animations for that. They took five years to make this game. This should be plenty of time to add some new animations and AI routines.
 
i've never bought this excuse. Having finished Requiem, there is nothing here that wouldve added a tremendous amount of complexity just adding some destruction to some furniture and pots and plants. The levels are fairly linear. Most of the game is set indoors in tiny rooms and hallways. As for ai path finding, its 2026, if your AI cant find its way around some broken furniture on the ground then you need to invest in some new AI logic. Have them walk on top of it, animate some new animations for that. They took five years to make this game. This should be plenty of time to add some new animations and AI routines.
I have no idea what it would take to get destruction and physics back into more games. Hardware power has never really been the issue, look at games like Bad Company on PS360 and Tears of the Kingdom on Switch. I think devs just struggle to find gameplay utility for it, and I suspect even simpler implentations of this stuff can cause a lot of knock-on effects on other aspects of the game that devs just don't want to deal with. As long as the average gamer doesn't care I don't see things changing no matter how powerful the hardware and lighting tech gets. My problem is that as fidelity keeps improving, my cognative dissonance gets worse and worse as environments aren't becoming any more reactive and interactable. But apparently the masses don't care even though they did twenty years ago.

There's still no excuse for some of these games though. It's a dead horse but Avowed was the one that really shocked me. Beautiful game, UE5 with RTGI, and the most static game I've ever played. Certainly a dev skill/resources issue in at least some cases.
 
Fair enough, it wasn't a critique, just wondering. I hate these effects in movies as well, lol. I just like a clean picture.

Well, the highs in this game are some of the best; the problem for me is in between these highs and there are a fair share of these. Yeah, after Raccoon it picks up again visually, where it feels a bit unfinished or rushed.

But still for me overall it doesn't top AC Shadows, SH2, AW2 or Hellblade 2. These felt more even and they have overall better assets or at least didn't notice such crappy ones.

Also, noticed that in Raccoon the game has the highest Vram usage, probably because it's a big open area and probably it's where the usage is close to that 17 GB that Techpowerup mentioned.
I only could play with path tracing there in 1080p, lol, as it maxed my Vram and it bugged the effects of PT.
Yes exactly! Silent Hill 2's environmental detail is densely packed with geometry and lumen does a great job at next gen lighting (not counting the issue with PSSR)

RE:R does not feel like a step up from that. It's rather average looking on the whole.
 
All this is noise, added by horrible in game denoiser.
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It seems that console version is also missing volumetric lighting, weird.

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RTGI in this game is absolutely broken. I've resorted to using 120Hz mode just to have a good looking game without the textures looking like they're crawling.

I wish they allowed us to keep PSSR enabled with RT disabled.

Hoping for an update but I'm not gonna stop playing it.
 
So how to the base consoles hold up because the Pro version doesn't look much different to the version I'm playing, PC absolutely looks a big improvement though.

RT in PC and PS5 Pro versions can look better or worse than raster depending on the scene (noise can fuck it up). PT is all around the best, but it's also heavy as fuck.
 
Lol you can burn vines by reflecting the sunlight with the sword like childs do with magnifying glass and ants

The game has some crazy interactions alright.
This is the kind of interesting sandboxy interactions that make games entertaining beyond story and gameplay. The more I hear about it, the more it seems GOTY material... guess we'll all find out soon.
 
Watched the previews of Crimson desert. Man, there's so much pop in, I don't understand how that works. You have a crazy draw distance but as the character walks slowly, shit pops right in front of him, even entire characters à la Dragons Dogma 2.
 
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Watched the previews of Crimson desert. Man, there's so much pop in, I don't understand how that works. You have a crazy draw distance but as the character walks slowly, shit pops right in front of him, even entire characters à la Dragons Dogma 2.
I don't think it's doing anything particularly impressive, obviously it's got all the buzz terms RTGI etc but we've seen environment rendering and characters done better.
 
We´re not overexaggerating anything. How many games are playing in a similar league graphically? Some parts of CP2077 at max with mods, some parts of Alan Wake 2, some parts of Wukong, maaaaybe a few spots in AC:Shadows?
Very few overall, and that`s despite a rather high amount of lower quality assets in the mix.
It´s just the state of the art.
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Are we just talking about the path traced version? All versions are the same apart from resolution and lighting difference's. Compare the models to other games and yes they're good but not the best and same with the environment's.

It's obviously the new game syndrome in effect here, not taking anything away from it but it's just a better looking Resident Evil game not next benchmark in video game's.
 
Lol you can burn vines by reflecting the sunlight with the sword like childs do with magnifying glass and ants

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The game has some crazy interactions alright.
you can cut trees down. insane how long it took a dev to implement this in a game after BOTW did it in 2017.

9 years to cut a tree down.
 
Are we just talking about the path traced version? All versions are the same apart from resolution and lighting difference's. Compare the models to other games and yes they're good but not the best and same with the environment's.

It's obviously the new game syndrome in effect here, not taking anything away from it but it's just a better looking Resident Evil game not next benchmark in video game's.
I agree with this, a combination of new game syndrome and that this new game is a RE game. Now, don't get me wrong, I like how it looks. Some areas look idiotically good in terms of lighting and maybe on par with everything released, but it's not the best and the character models are not the best either.
 
you can cut trees down. insane how long it took a dev to implement this in a game after BOTW did it in 2017.

9 years to cut a tree down.

It's not like BOTW was the first game to allow you to cut a tree down. It just comes down to what devs are prioritizing or wanting to add to the vision of the game they're building. Nobody wants or needs to cut trees down in Death Stranding 2 or whatever.
 
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It's not like BOTW was the first game to allow you to cut a tree down. It just comes down to what devs are prioritizing or wanting to add to the vision of the game they're building. Nobody wants or needs to cut trees down in Death Stranding 2 or whatever.
If a game wants me to cut a tree down I usually assume it's some survival crafting shit and run for the hills!!
 
It's not like BOTW was the first game to allow you to cut a tree down. It just comes down to what devs are prioritizing or wanting to add to the vision of the game they're building. Nobody wants or needs to cut trees down in Death Stranding 2 or whatever.
i think something like horizon which has giant dinosaur robots should prioritize trees being destroyed. should prioritize foliage catching fire like it does in botw and did in Far cry 2. should prioritize destruction in general.
 
i think something like horizon which has giant dinosaur robots should prioritize trees being destroyed. should prioritize foliage catching fire like it does in botw and did in Far cry 2. should prioritize destruction in general.
They had something but not enough, you can destroy some trees, rocks, wood structures but everything disappear almost immediately.
 
I agree with this, a combination of new game syndrome and that this new game is a RE game. Now, don't get me wrong, I like how it looks. Some areas look idiotically good in terms of lighting and maybe on par with everything released, but it's not the best and the character models are not the best either.
hellblade 2 and death stranding 2 have better character models. I'd say this is on par with tier 2 games like Callisto, Silent Hill 2 (james and laura), TLOU2, Horizon FW etc. But John's gotta John and create a clickbait topic out of nowhere.

i do think people online are falling for those path traced GAMEPLAY character models which do look better than most other games especially DS2 during gameplay. It's the Aloy hero lighting effect. People are finally seeing cutscene quality character models during gameplay and are losing their minds.


Yep, difference between PT and RT in this game can be pretty monumental in some scenes:



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Inengine RT barely works in some scenes.

yep, though i hope these screenshots show what i was talking about earlier when it comes to asset quality in racoon city. its just not up to par with UE5 games. The lighting saves Raccoon city.
 
They had something but not enough, you can destroy some trees, rocks, wood structures but everything disappear almost immediately.
yeah, it was those tiny think trunk trees. i ran into them after i bought the game on PC, and i was like wtf, why werent they used in more spaces? pretty much all of the larger trees dont even have foliage that moves.
 
Are we just talking about the path traced version? All versions are the same apart from resolution and lighting difference's. Compare the models to other games and yes they're good but not the best and same with the environment's.

It's obviously the new game syndrome in effect here, not taking anything away from it but it's just a better looking Resident Evil game not next benchmark in video game's.

I agree with this, a combination of new game syndrome and that this new game is a RE game. Now, don't get me wrong, I like how it looks. Some areas look idiotically good in terms of lighting and maybe on par with everything released, but it's not the best and the character models are not the best either.

There is so much truth to it.
I got a steam refund after playing ~80 minutes, didn't really like the gameplay, and was nitpicking about the occasional graphic hiccups.
On the other hand, there are so many set pieces that look absolutely gorgeous with PT that I'm considering a rebuy just to please my inner graphics whore for the moment.
Fuck me, I have to stay strong! haven't even finished Yotei yet :messenger_grimmacing_
 
Are we just talking about the path traced version?
This is a graphical fidelity thread full of graphics whores, what do you think.
Compare the models to other games and yes they're good but not the best and same with the environment's.
The game is among the best in both regards with the usual highs and lows.
Again there are very very few that can compete on this level.
It's obviously the new game syndrome in effect here, not taking anything away from it but it's just a better looking Resident Evil game not next benchmark in video game's.
No one said it's a benchmark but it is definitely among the cream of the crop of what this gen has produced so far.
 
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