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Graphical Fidelity I Expect This Gen

Your "good" is another man's "old"
Outside of very static or very abstract scenery baked lighting just looks bad nowadays because we can actually compare now.
It's high time we ditch lighting systems that only look good/accurate in specific situations.
It's up to the art team to create great looking environments and fine tune the lighting to make their games look their best.

"real time" lighting doesn't always mean it's better. Even real life looks like ass sometimes.
 
It's up to the art team to create great looking environments and fine tune the lighting to make their games look their best.

"real time" lighting doesn't always mean it's better. Even real life looks like ass sometimes.
There is no "fine tuning" static lighting anywhere outside of completely static environments....
 
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Hero. Lighting.

This is an issue with most games.

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I get that path tracing and ray tracing is how we move forward with real time graphics. It makes sense, but since our consoles are underpowered for those technologies, we end up getting games that have horrible image quality, running at 720p internal resolution and then trying to upscale to 4K with artifacts, flickering and smearing all over the screen. How in the world does that look any good? It makes me feel like we've regressed in graphical fidelity in favor of doing things in real time that don't NECESSARILY NEED TO BE real time. That's all I'm saying.
 
Your "good" is another man's "old"
Outside of very static or very abstract scenery baked lighting just looks bad nowadays because we can actually compare now.
One thing that stood out to me in RE9 was just how many wall textures had reflections on them. And i dont mean mirror reflections. Just a light sheen bouncing off sunlight. So many games last gen would be lacking this altogether. RE9 does have some excellent wallpaper textures especially in racoon city, but the way the sunlight bounces off of them gives them that next gen look most other games just lack. SH2 did this really well as well.

its entirely possible to bake those in but so many games dont bother. I would like to know why. Is it because they are technically reflections?

Just went back to RE4 to see how it looked in 2023 and man it looks rough lol

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Wait, so you're saying RE9 is not static?

Player and enemies aren't static. With PT they look like they belong to the environment, they don't "glow" in any way:

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You also have realistic shadows and reflections (even pools of blood have reflections) everywhere. Full suite that makes the game looks next gen.

vs. state of the art for PS4 gen - Uncharted, where anything dynamic and not baked in the lighting stick out like a sore thumb:

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I get that path tracing and ray tracing is how we move forward with real time graphics. It makes sense, but since our consoles are underpowered for those technologies, we end up getting games that have horrible image quality, running at 720p internal resolution and then trying to upscale to 4K with artifacts, flickering and smearing all over the screen. How in the world does that look any good? It makes me feel like we've regressed in graphical fidelity in favor of doing things in real time that don't NECESSARILY NEED TO BE real time. That's all I'm saying.
Consoles are just budget hardware. They get "good enough", and if that isn't good enough for someone then he's always free to upgrade to a capable PC. Most Devs have really been reluctant with stressing the console hardware, so I'm glad about every single one with more ambition.....Or budget like Capcom to simply implement several systems.
 
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Player and enemies aren't static. With PT they look like they belong to the environment, they don't "glow" in any way:

roMqRbI.jpeg
NBz89Rd.jpeg
O8irGOv.jpeg

bZP5JXp.jpeg


You also have realistic shadows and reflections (even pools of blood have reflections) everywhere. Full suite that makes the game looks next gen.

vs. state of the art for PS4 gen - Uncharted, where anything dynamic and not baked in the lighting stick out like a sore thumb:

TwLgzgZ.jpeg
Those path tracing screenshots look great, but it's not achievable on my PS5 Pro :-(

Also, I'm hoping that Naughty Dog's true PS5 game will look a lot better than that Uncharted: Lost Legacy screenshot.
 
Those path tracing screenshots look great, but it's not achievable on my PS5 Pro :-(

Also, I'm hoping that Naughty Dog's true PS5 game will look a lot better than that Uncharted: Lost Legacy screenshot.

In theory PS6 should be able to run it on the same settings - it's in the same ballpark as my GPU (assuming that PT performance will be as good as on Nv).

Even without PT, games with lumen and RTGI show massive differences already - but too bad low ray counts and shimmering sometimes outweigh those benefits...
 
In theory PS6 should be able to run it on the same settings - it's in the same ballpark as my GPU (assuming that PT performance will be as good as on Nv).

Even without PT, games with lumen and RTGI show massive differences already - but too bad low ray counts and shimmering sometimes outweigh those benefits...
That's my exact point. Often times by using all of these expensive features means we get worse performance, lower image quality, artifacts, smearing, shimmering and it just makes me not want to play the game.

Meanwhile, I can boot up AC:Unity and it looks AMAZING, yet it's all recalculated lighting. Obviously it doesn't have stuff like Nanite for LoD issues, but at least it's pretty clean looking and in my opinion, still looks excellent today.
 
That's my exact point. Often times by using all of these expensive features means we get worse performance, lower image quality, artifacts, smearing, shimmering and it just makes me not want to play the game.

Meanwhile, I can boot up AC:Unity and it looks AMAZING, yet it's all recalculated lighting. Obviously it doesn't have stuff like Nanite for LoD issues, but at least it's pretty clean looking and in my opinion, still looks excellent today.

Yeah, many games even on PC show super low precision, there should ALWAYS be option to use uber settings for stuff like that - for futureproofing.

Real time lighting is the way forward but devs shouldn't cut everything else to such a degree that in the end game looks so bad that no one notices any good lightning, hahaha. UE5 games on consoles sometimes end up like that (720p shimmering mess). Maybe they should just leave advanced effects on current gen only in 30fps modes...

My SS still look decent but they are nowhere near how they look on HDR OLED when I play. Capturing HDR gameplay is absolute shit on Windows (PS5 converts pics nicely to SDR). I end up with two files, .jxr is washed out and .png has crushed blacks.

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