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Graphical Fidelity I Expect This Gen

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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If that is indeed from the PS5 version, then wow.

Wow. This looks fkn incredible. 😮‍💨
 
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Uh.....none of that is in the shot you posted bud.
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Unless the meaning of dynamic objects somehow changed for video games.
Days gone doesn´t rely on baked alone. It also uses SSGI and a probe system and the sun/moonlight is treated as dynamic.
That can yield good results here and there and completely break in others.
Fun fact, lighting here is without SSGI (high settings) and shadows on medium (doesn't make much of a difference though)
 
There is too much pop-in for my taste though but perhaps on PC we'll find an hidden setting to push it further.
Safe bet it's gonna be a typical Lodmultipler setting only accessible through an good old graphics config ini file , either accessible through game folder directly or we have to wait for genius modders to show the magic lol
 
Not really something that's gonna blow anyone's mind graphically but just wanted to make a note of how cleaner Fatal Frame 2's IQ looks just by a simple film grain toggle.


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Finally finished Avatar after almost 2 and a half years. The final few missions were very action packed but it made me realize how little the combat had changed from the very first mission despite me putting in close to 40 hours in the game leveling up, unlocking skills and acquiring different weapons. It's such a bad game in that respect. Same thing with Star wars outlaws, they just dont know how to add gameplay mechanics that give you more tools and abilities.

That said, I am glad i suffered through that mediocrity because the first DLC looks absolutely amazing. It opens with this realtime cutscene i have posted here before, but its magical seeing it live. I didnt have ray reconstruction enabled but just wow. Literally the first cutscene thats third person and actually moves the camera around. What a novel idea!

The actual gameplay is great too. yes, the distant mountains dont look too hot but there is so much beauty here to admire. The colors, the plants, the plains. The dusk lighting. Just so fucking pretty. They also pull back the camera a bit in some scenes. Water looks amazing here as well. Ray reconstruction doing the work fixing the noisy reflections.

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Such a big upgrade over the final area in the base game. Man that was ugly.
 
Just finished Resident Evil Requiem, what a great experience, and a technical masterpiece. Near photorealism in many cases.
Some screenshots in 4857*1920P (with DLDSR) Ultrawide, Path Tracing, Reshade and No filmgrain mod:

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Path Tracing is transformative, but the No Filmgrain mod is absolutely necessary for a good image quality, and ReShade is the cherry on the top.
 
Just finished Resident Evil Requiem, what a great experience, and a technical masterpiece. Near photorealism in many cases.
Some screenshots in 4857*1920P (with DLDSR) Ultrawide, Path Tracing, Reshade and No filmgrain mod:

IvSNMpw.jpeg

ZEQuRqR.jpeg

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b1vFe8Q.jpeg

bFwpYsI.jpeg

M3PS43H.jpeg

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Path Tracing is transformative, but the No Filmgrain mod is absolutely necessary for a good image quality, and ReShade is the cherry on the top.

Leon looks old and young at the same time. :messenger_grinning_smiling:
 
PT here is also transformative.
Even a little too much actually. Wish there was an option while using PT to keep Capcom RT version of some of the cutscenes because, as impeccable as it is in gameplay and on paper more physically accurate, PT on his own is too crude at this point in time to match the devs artistic efforts.

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Just because of how insane Path Tracing is, looks to me the mode was left a little "on his own" in terms of care compared to the regular version. There's a bit of shadows issues at times exclusive to PT because of this.

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About the game itself, thought it was a decent release visually. At times a little too last gen in nature, but with some esquisite treats here and there. I legit found most of the cutscenes looking pre-rendered in the regular RT. SSS on that hair strand does wonders. This is on a mere PS5 Pro:

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And some gameplay.

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Just finished Resident Evil Requiem, what a great experience, and a technical masterpiece. Near photorealism in many cases.
Some screenshots in 4857*1920P (with DLDSR) Ultrawide, Path Tracing, Reshade and No filmgrain mod:

IvSNMpw.jpeg

ZEQuRqR.jpeg

4ys30Z3.jpeg

b1vFe8Q.jpeg

bFwpYsI.jpeg

M3PS43H.jpeg

DmPpDC7.jpeg

bjcPk4Z.jpeg

PPwaUNi.jpeg



Path Tracing is transformative, but the No Filmgrain mod is absolutely necessary for a good image quality, and ReShade is the cherry on the top.

The final area of RE9 is just insane.
 
Finally finished Avatar after almost 2 and a half years. The final few missions were very action packed but it made me realize how little the combat had changed from the very first mission despite me putting in close to 40 hours in the game leveling up, unlocking skills and acquiring different weapons. It's such a bad game in that respect. Same thing with Star wars outlaws, they just dont know how to add gameplay mechanics that give you more tools and abilities.

That said, I am glad i suffered through that mediocrity because the first DLC looks absolutely amazing. It opens with this realtime cutscene i have posted here before, but its magical seeing it live. I didnt have ray reconstruction enabled but just wow. Literally the first cutscene thats third person and actually moves the camera around. What a novel idea!

The actual gameplay is great too. yes, the distant mountains dont look too hot but there is so much beauty here to admire. The colors, the plants, the plains. The dusk lighting. Just so fucking pretty. They also pull back the camera a bit in some scenes. Water looks amazing here as well. Ray reconstruction doing the work fixing the noisy reflections.

jKa8l6L.gif



6RPqrpO.gif


iVXc7SQ.gif



Such a big upgrade over the final area in the base game. Man that was ugly.

God I wish Ubisoft games were actually good because their tech is incredible. AC Shadows looks amazing but it's such a fucking soulless drag. What a waste.
 
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I wish Capcom had included a dynamic resolution scaling option in RE9 for guys like me who need a rock-solid fixed frame rate.
I'm playing at max settings on a 4070 Ti Super at 4K with DLSS/Balanced preset to maintain an overall stable 30 FPS.
At the very beginning in Wrenwood it's a bit too much for my GPU, so a decent DRS implementation could scale down the resolution a little bit or (theoretically) switch to DLSS performance briefly to keep 30 FPS.
In other, less demanding sequences, on the other hand, it would have enough power to dynamically ramp up from 4K DLSS/Balanced to 4K DLSS/DLAA.
 
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"Yes, we both support AMD FSR Ray Regeneration and Nvidia DLSS Ray Reconstruction"

Didn't know that, that's good!
Unless nvidia release the new version of ray reconstruction you can't use dlss 4.5 AND RR at the same time.


The fuckers at nvidia have one week to solve this.
 
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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.
They are gaslighting us now ??
Thanks for the infos, i knew it was weird i couldn't find the old vid...
Yeah, what went wrong here?: :messenger_neutral:
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Looks like 2007 Crysis maxed with a bit more vegetation variety.
I think this video is the textbook definition of "this is not the flex you think it is"
Maybe techwise it is very impressive but it doesn't really translate visually.
 
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How's the noise and artifacts in the PT mode for RE9? I'm holding off buying it because of the issues I've heard. Hoping for a patch or some kind of tweak.

It's absolutely tolerable, especially when you switch RR preset to E (can be done in DLSS swapper) - but even with default D it's million times better than RT high mode denoiser.

Cyberpunk still fucking slaps, I'm absolutely stunned that 2020 game can looks this good with Path Tracing:

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How's the noise and artifacts in the PT mode for RE9? I'm holding off buying it because of the issues I've heard. Hoping for a patch or some kind of tweak.
Pt mode uses ray reconstruction by default. You can't even turn it off. There are no issues with it. The issues set with the standard ray tracing mode which does not have the option to turn on ray reconstruction. There is nothing to fix in the path tracing version.
 
Pt mode uses ray reconstruction by default. You can't even turn it off. There are no issues with it. The issues set with the standard ray tracing mode which does not have the option to turn on ray reconstruction. There is nothing to fix in the path tracing version.
It does seem like there's some boiling issues with RR, but I guess it's quite minor if you didn't notice it.
 
Title: Some insight from a former Pearl Abyss Engine Team developer

"Leaving a comment here since this is a new channel. I'm an ex-employee from the Pearl Abyss engine team.

The reason development took 7 years is that they basically overhauled the engine every single year to optimize performance and push more polygons. For example, while most engines optimize through culling (simply not rendering what's unseen), the BlackSpace engine (it had a different name when I was there) actually deletes the vertices. They also try new methods to shift tasks typically handled by the CPU over to the GPU.

They use all sorts of 'old-school' techniques like integer-based data, bit-level data, and simplified data structures—stuff you don't really see in modern games anymore. There is zero scripted code in the final execution build. To put it simply, they are absolutely obsessed with performance. It's on a completely different level compared to your typical mass-produced Unreal Engine 5 games.

I wasn't on the content team and I left a while ago, so I can't say for sure if the gameplay loop itself will stay engaging for hundreds of hours (personally, I couldn't play Black Desert for very long). However, I can guarantee the performance, the graphics, and the sheer volume of content. The whole reason they built an in-house engine was to churn out massive amounts of content with a small team.

There are a few more reasons I could get into, but I'm worried about being identified. That's all for now..."
 
Title: Some insight from a former Pearl Abyss Engine Team developer

"Leaving a comment here since this is a new channel. I'm an ex-employee from the Pearl Abyss engine team.

The reason development took 7 years is that they basically overhauled the engine every single year to optimize performance and push more polygons. For example, while most engines optimize through culling (simply not rendering what's unseen), the BlackSpace engine (it had a different name when I was there) actually deletes the vertices. They also try new methods to shift tasks typically handled by the CPU over to the GPU.

They use all sorts of 'old-school' techniques like integer-based data, bit-level data, and simplified data structures—stuff you don't really see in modern games anymore. There is zero scripted code in the final execution build. To put it simply, they are absolutely obsessed with performance. It's on a completely different level compared to your typical mass-produced Unreal Engine 5 games.

I wasn't on the content team and I left a while ago, so I can't say for sure if the gameplay loop itself will stay engaging for hundreds of hours (personally, I couldn't play Black Desert for very long). However, I can guarantee the performance, the graphics, and the sheer volume of content. The whole reason they built an in-house engine was to churn out massive amounts of content with a small team.

There are a few more reasons I could get into, but I'm worried about being identified. That's all for now..."
This what sony first party studios used to do with their engines (basically low level engineering) but currently they stuck with their ps4 achievements
 
Sometimes I forget how insane this game looks.

These are from a Base PS5, bros.

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What the fuck are we in for?

I'm amazed by Crimson Desert, then I see this and i'm like, its not even fair to other devs.

Aren't those bullshots?

Base PS5 version will be 1440p FSR1 (or 2?) and 30fps. It won't look that great...
 
Aren't those bullshots?

Base PS5 version will be 1440p FSR1 (or 2?) and 30fps. It won't look that great...
Who knows, according to R*, they are from the PS5 version 🤌

Likely photo mode shots, they always look better.

But still.

We've never seen what a game with a 2 BILLION dollar budget, unlimited time, and manpower can look like. So we may see some shit thats hard to believe until we see it for ourselves.
 
Forza Horizon 6: We forgot to add atmosphere Edition. I've never seen a game this bland before.


It doesn't help they don't show cars in their car game. Pretty much all photos should have a car in focus with traffic in the background. If we have nothing else to divert our eyes to, we instead critique the enviroments which in a racing game are never up to the level of open world RPG, for example.

The video they released of the Saleen S7 slowy driving around with no traffic at 30fps was just baffling. Why do you wanna make your game look bland?
 
why dont all devs do this then?

Why devs don't add 120Hz modes on PS5 with LFC? Why so many games don't have HDR (or broken HDR)? Why there are no CA/DOF/MB/RB/Vignette toggles in every game?

Motherfuckers are incompetent and lazy bastards - that's why! I'm getting angry thinking about this, haahah.
 
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