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Graphical Fidelity I Expect This Gen

RE9 PS4 port is still underway! 😭
A cross-gen game is still a fucking cross-gen game, I knew it when it came to Switch 2.

Man F Nintendo and their weak hardware, they're gonna hold back an entire generation, aren't they?


lol what does the switch 2 have to do with anythign? the dev on this game started in 2021 after they shipped Village. Switch 2 wasnt a thing back then.

The game is targeting 1080p 60 fps on consoles with FSR1. They dont even have enough budget left for a better upscaling solution like FSR2 or FSR3. It's got a pixel budget of 4.2 million. Similar to 1440p 30 fps games reconstructed to 4k using FSR2 or TSR. This is as next gen a game as you can get. If they had turned on ray tracing, it might have bottomed out at 720p. This was not designed on switch 2 specs. or PS4. It's just possible to port it to the PS4 because they already have a switch 2 version that can be downgraded a bit and made to run at 30 fps.

Yes! Literally that big area has such a bad disgusting graphical quality it's seriously left me wondering if the game was half finished, the designs are so uninspiring, the pacing is trash, art design is shit. I don't know what people are talking about, that section is so bad, at least to me.
its an ok section that looks mid graphically but not bad looking by any means. Maybe if they had invested in virtualized geometry, they might have been able to push a bit more detail in there, but the chase scene didnt have this issue.

But the areas that follow are absolutely stunning as you can see from Ravion's post above. the chase scene that follows that open world section is some of the best visuals ive seen this gen.

Chase scene gifs
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The lighting is spectacular. The volumetric effects give it a very CG feel. Especially in cutscenes.
 
lol what does the switch 2 have to do with anythign? the dev on this game started in 2021 after they shipped Village. Switch 2 wasnt a thing back then.

The game is targeting 1080p 60 fps on consoles with FSR1. They dont even have enough budget left for a better upscaling solution like FSR2 or FSR3. It's got a pixel budget of 4.2 million. Similar to 1440p 30 fps games reconstructed to 4k using FSR2 or TSR. This is as next gen a game as you can get. If they had turned on ray tracing, it might have bottomed out at 720p. This was not designed on switch 2 specs. or PS4. It's just possible to port it to the PS4 because they already have a switch 2 version that can be downgraded a bit and made to run at 30 fps.


its an ok section that looks mid graphically but not bad looking by any means. Maybe if they had invested in virtualized geometry, they might have been able to push a bit more detail in there, but the chase scene didnt have this issue.

But the areas that follow are absolutely stunning as you can see from Ravion's post above. the chase scene that follows that open world section is some of the best visuals ive seen this gen.

Chase scene gifs
02i6IEF.gif


YLsulJ2.gif

The lighting is spectacular. The volumetric effects give it a very CG feel. Especially in cutscenes.
I have to play it further, but man it needed virtualized geometry REAL BAD!

Plus it's how non-busy things are (except the city section), they didn't utilize CPU much, it it's possible to run it on a base PS4 from freaking 2013, then it damn sure isn't a next-gen game by any means.

Also I mentioned Switch 2 on a tangent, I should have clarified that, but it'll be a console that will hold back gaming until 2035 even with PS6 present unless if devs leave it out for good.

Yeah those GIFs you shared do look fantastic I gotta say that.
 
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I love the look of this game.



Great AO in the shadowed regions. Beautiful sunset lighting with volumetric effects. Thick lush forests with proper AO.

Returnal also looks much better than the first game.

 
Not at all. Path tracing is light and its reflections. The less light and the simpler the scene architecture, the less noticeable it is.
Path tracing is so weird because when it first came out and i ran some tests in cyberpunk, i was like whats the difference? At best, we got some better distant shadows, but because the game was already designed around baked lighting, the city didnt get any major upgrades during daytime. Now after sunset, you start seeing reflections, the RTGI off of the neon lights glow a bit more and hit other surfaces nearby, the car reflections and light bounce add a whole new layer to the visuals, and on and on it goes.

PT also surprisingly helps the indirectly lit alleyways and underpasses during day time that for whatever reason didnt get proper AO and shadow coverage when they baked in the lighting. maybe they ran into vram budgets of last gen consoles. its around 5 gb with ray tracing, and 7 with path tracing which leads me to believe they targeted last gen vram targets for it and left those areas without properly shadowed textures. games like callisto are full of these indirectly lit areas and they look fine.

the last lab area in resident evil 9 is amazing with path tracing. the way those bright areas bounce lighting off Grace's jacket is nothing short of spectacular. I have never seen anything like this. let's hope with path tracing next gen, games go back to these scifi areas with a lot of different light sources because thats when path tracing truly starts making a difference.
 
Has there been a downgrade on special effects ?

I remember the werewolf fight inside a grotto from long ago had much better sword effects.
Can't find it anywhere unfortunately...
It look like they worked 6 months top on the combat, it looks very barebones in many aspect, i smell a delay.
 
Has there been a downgrade on special effects ?

I remember the werewolf fight inside a grotto from long ago had much better sword effects.
Can't find it anywhere unfortunately...
the game was downgraded earlier this year. the footage you are talking about was from 2025 and xbox is hiding it from the search engines. took me a while to find this.



from the screenshots released, it seems like the game is 1080p 30 fps on the xsx. so its pushing the GPU hard and something had to give. visual effects are typically the second thing to go after resolution and i doubt they want to go below 1080p. Lets hope the PC release adds these effects back in.
 
the last lab area in resident evil 9 is amazing with path tracing. the way those bright areas bounce lighting off Grace's jacket is nothing short of spectacular. I have never seen anything like this. let's hope with path tracing next gen, games go back to these scifi areas with a lot of different light sources because thats when path tracing truly starts making a difference.
Agreed, the lighting there was incredible.

Clear inspiration


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Info on tech

this is what happens when the developer isnt risk averse and decides to set a new bar in graphics rendering instead of blaming the hardware for not being powerful enough.

Agreed, the lighting there was incredible.

Clear inspiration


http___cdn.cnn_.com_cnnnext_dam_assets_191212214917-02-blade-runner-2049-wallace-corporation-hq.jpg


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yep.

last hallway spoiler

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best graphics ever.
 
This has the potential to be the game of the generation.

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Where`s this screenshot from? Because the lighting in this is leagues ahead of every actual gameplay material we`ve seen.

Turn the volume to zero and tell me what you think of the water interaction with the character at 1:30:44



Best I´ve seen since RDR2. Unfortunately the massively visible lod transitions and pop in on the wall on the way to the pond are souring it.
 
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Where`s this screenshot from? Because the lighting in this is leagues ahead of every actual gameplay material we`ve seen.


Best I´ve seen since RDR2. Unfortunately the massively visible lod transitions and pop in on the wall on the way to the pond are souring it.
Crimson only has rtgi from what i know, no PT.
 
Saw it on twitter from some rando user saying its from the PS5 version.
okay, comparing this to the PC gameplay material we`ve gotten so far I´ll go with
La Believe GIF

or it was a really lucky light situation, because especially the foliage shadowing/self-shadowing looks far ahead of the gameplay material we`ve gotten so far.
 
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The whole thing could be fake...

From reeee:


Yeah this isn't official at all. The very first bullet point is already incorrect, the game doesn't make much use of tessellation and subdividing triangles, if at all. The engine heavily uses parallax occlusion mapping to fake 3d depth for flat surfaces like stone walls and pebbled roads, it's pretty much applied to every build material looking at the footage. You can actually see the POM effect fade in and out in any of the recent videos.


I let the experts decide how true that is.
 
I miss ray tracing in the Raccoon City part of RE9. I understand there was a lot of noise in this section but it was worth the trade off imo. I hope there's a patch soon. Not sure if it's a bug or they intentionally turned it off.
 
Crimson Desert
I miss ray tracing in the Raccoon City part of RE9. I understand there was a lot of noise in this section but it was worth the trade off imo. I hope there's a patch soon. Not sure if it's a bug or they intentionally turned it off.

its a bug you can fix it by doing a couple of things, check online
 
These should be good quality pc pics

 

lol RE0 and REmake footage in this video still looks amazing with their pre-rendered environments all these years later. I cant wait to see the RE0 remake with path tracing because all those lights are going to look absolutely amazing in those areas. Code Veronica is next and it has a lot of drab locations that may not pop in path tracing like RE0 might.
 
I never realized how cinematic this game was. Production value looks real high. What an impressive beast of a game. To look as good as it does, to the combat it has, the sheer size and content of it all - for them to still deliver on high level production value is top tier dev in the industry type stuff.

Gifs credit - A Abysse

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Saw it on twitter from some rando user saying its from the PS5 version.
If that is indeed from the PS5 version, then wow
 
Every small sidequest is mocapped, no characters standing there like ac games (or most games really).

At least at the beginning of the game, i saw the raw numbers and there are hundredssss of quests, i honestly doubt they are all mocapped, but if they are...

Facial animations are not as good as FW or even cyberpunk but otherwise we could have the new champion of mocap for chitchats in an open world.

The budget is probably beyond huge if you include creating an engine from zero.

This feels like rockstar trying to make a fantasy game in the era when they made like gta4\rdr1\gta5 still not on the level of perfection of rdr2\gta6 but far beyond anyone else.
 
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Every small sidequest is mocapped, no characters standing there like ac games (or most games really).

At least at the beginning of the game, i saw the raw numbers and there are hundredssss of quests, i honestly doubt they are all mocapped, but if they are...

Facial animations are not as good as FW or even cyberpunk but otherwise we could have the new champion of mocap for chitchats in an open world.

The budget is probably beyond huge if you include creating an engine from zero.

This feels like rockstar trying to make a fantasy game in the era when they made like gta4\rdr1\gta5 still not on the level of perfection of rdr2\gta6 but far beyond anyone else.
Yea its going to be HIGHLY impressive, and seriously looks like its a bar raiser for the industry. . Its a shame GTA6 is also out this year, because i think this will cloud over all other open world games this gen... But at the same time... It wont even win GOTY, or be the most impressive open world of the year lol

Speaking of budget.. DO we know the budget of this? Sony tried to get it as a timed exclusive, PA said no, so probably not something they want to play around with
 
Yea its going to be HIGHLY impressive, and seriously looks like its a bar raiser for the industry. . Its a shame GTA6 is also out this year, because i think this will cloud over all other open world games this gen... But at the same time... It wont even win GOTY, or be the most impressive open world of the year lol

Speaking of budget.. DO we know the budget of this? Sony tried to get it as a timed exclusive, PA said no, so probably not something they want to play around with
No idea but if i have to guess we probably surpass the budget of a spiderman 2, so like more than 200mil, and i'm really flying low, the game look like a 3-400+ mil affair if you consider the money to make a new engine which is not free, it absolutely dwarf sp2 in size, scope and pretty much everything except maybe...cutscene direction...
 
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Yea its going to be HIGHLY impressive, and seriously looks like its a bar raiser for the industry. . Its a shame GTA6 is also out this year, because i think this will cloud over all other open world games this gen... But at the same time... It wont even win GOTY, or be the most impressive open world of the year lol

Speaking of budget.. DO we know the budget of this? Sony tried to get it as a timed exclusive, PA said no, so probably not something they want to play around with

Some Korean websites recently reported that they spent around 350 billion South Korean won. I think that's almost $240 million. R&D + labor.

 

Excellent video.

I've been admiring this very path traced sink at 7:50 myself for quite a while:
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I cannot agree more with Alex's quote:
'...The pixel-accurate path trace visuals really do remind me of those oh so perfectly rendered backgrounds from 2002's Resident Evil remake, except here we see them running in real time and at 4K...'

The only thing I'd add is that the game's assets and texture detail are clearly meant to be observed in 3rd person. Switching to 1st person view and getting too close make them fall apart quickly.
 
Not at all. Path tracing is light and its reflections. The less light and the simpler the scene architecture, the less noticeable it is.
To show it off ("realtime" PT)requires showcsing its effects on dynamic objects not just showing a static enviromenf that can look just as good with baked PT. What exactly am I suppose to be noticing in scenez like that?
Realtime or baked they can look identical with the exception of realtime speculaflr response off surface....which would require video with a moving camera. Showing static images of enviroments with zero dynamic objects show none of its obvious improvments.

This is why DF is so fucking lame they normalized showing PT static enviroments jnstead of showing video of dynamic objects moving through them which is night and day. This isnt just an issue when showinf of PT but plan old RTGI as well.
 
huh this is also getting PT support. Man im loving all these PT games thats coming this year. Im glad i went with the 5070ti instead of the 9070xt



Why did you consider AMD GPU over NVIDIA?

EDIT: I have been anticipating Directive 8020 since the 1st trailers, looks good.
 
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I miss ray tracing in the Raccoon City part of RE9. I understand there was a lot of noise in this section but it was worth the trade off imo. I hope there's a patch soon. Not sure if it's a bug or they intentionally turned it off.
 
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