ChiefDada
Gold Member
These looks absolutely ridiculous.
Sorry about that but this is literally from the first couple of hours.weren't you complaining about posting RE9 photos without a spoiler tag earlier on? Can we please make sure we're using spoiler tags, yes it looks great, but I'm getting more and more shown to me before I've even bought it.
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.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.
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.
I'm not seeing the egregious CA here
lol i thought the same thing. I have PTSD from that level it looked so bad.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.
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.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.
If it looks like that with RT, i wonder how it looks without...Yep, difference between PT and RT in this game can be pretty monumental in some scenes:
Inengine RT barely works in some scenes.
The irony is that rtx should help making destruction easier because the light is not baked or some shit.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.
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.
If it looks like that with RT, i wonder how it looks without...
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.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.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.
Edit sorry i misread your post, i agree.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.
That scene is in the trailer (for a few seconds).weren't you complaining about posting RE9 photos without a spoiler tag earlier on? Can we please make sure we're using spoiler tags, yes it looks great, but I'm getting more and more shown to me before I've even bought it.
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.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 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.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.
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.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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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)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.
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.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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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.
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.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.
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.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.
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.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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you can cut trees down. insane how long it took a dev to implement this in a game after BOTW did it in 2017.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.
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.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.
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.
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.
Yeah i know about that.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.
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.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.
They had something but not enough, you can destroy some trees, rocks, wood structures but everything disappear almost immediately.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.
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 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.
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.
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.They had something but not enough, you can destroy some trees, rocks, wood structures but everything disappear almost immediately.
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.
This is a graphical fidelity thread full of graphics whores, what do you think.Are we just talking about the path traced version?
The game is among the best in both regards with the usual highs and lows.Compare the models to other games and yes they're good but not the best and same with the environment'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.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.