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Graphical Fidelity I Expect This Gen

Elden ring was the blandest game from has put out, wish people would stop referencing it as being the pinnacle of anything other than recycled ideas held together by open world slop
Either you didn't play it at all or you are one of those streamers that do blindfolded runs of Elden Ring. In that case I think that's really impressive, I don't know how you do that. Much respect, sir 🫡

Ah the word of the year 2025 is being used again as well: slop.
Now if there is a game that actually looks like the output of a lengthy prompt describing all popular open world games from the last 10 years then it is the one releasing next week.
 
I don't know why Elden Ring has returned in conversation, but I will say that on the bar of low quality to high, Fromsoft represents the middle graphical tier (to me), which is where a lot of Japanese developers are.

I think you will start seeing Fromsoft games looking like that Demon's Souls Remake around Mid gen PS6 or PS7.

They will always need 1.5x or 2x the power to reach the type of fidelity that you want them to reach.
 
Name a few.

Off the top of my head, I'll say Keeper, INSIDE, South of Midnight, Expedition 33, Bioshock games, etc.. etc..


For more grounded/realistic art direction there's Uncharted 4, The Last of Us/TLoU II, Red Dead Redemption 2, Alan Wake 2, Control, etc.. etc..


They aren't hard to find. If anything, Elden Ring's art direction is overrated at this point with how many weirdos there are claiming that it's somehow unmatched.
 
I guess I just transcended from Graphics Whore to Visual Art Enthusiast.
Because that image makes my balls tingle (and not because of the naked dude with a pot on his head)

Yes, I'm sure the game has art direction and I'm sure that went further then : "place a forest here. What kind of forest you ask? The one with trees" (right?)
But normally I have an opinion about art style (if it speaks to me or it doesn't), but in this case I just feel nothing.

I don't think it's ugly. I don't think it's pretty. It just…is.
Nah I get it...

but man... MANNNNN.. I just get mad at how much better I would like the game if it had competent tech. It would be so much better. I just dont know hwy From Software just doesnt put any effort into their technology like at all.

I respect the hell out of studios that excel at both. I think Game Science (Black Myth: Wukong devs) are right up there with the best of the best in terms of nailing both.

Cant wait for Black Myth 2
 
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Off the top of my head, I'll say Keeper, INSIDE, South of Midnight, Expedition 33, Bioshock games, etc.. etc..


For more grounded/realistic art direction there's Uncharted 4, The Last of Us/TLoU II, Red Dead Redemption 2, Alan Wake 2, Control, etc.. etc..


They aren't hard to find. If anything, Elden Ring's art direction is overrated at this point with how many weirdos there are claiming that it's somehow unmatched.
Oh I actually agree that those are all great art directed titles.

And as the weirdo who probably sparked this sentiment right here, I want to clarify I never said that Elden Ring was unmatched in that regard. Just one of the better examples.

Now if I would specifically look at art direction for open world games I would say it is definitely at the top.
The Witcher 4 demo was also a great looking environment, Death Stranding 2 comes to mind as well. Horizon Forbidden West.

I guess there are a lot. Crimson Desert is not going to join that list, despite it rendering the assets real good.
Again, all the animated foliage and the viewing distance while also rendering lots of characters and do physics at a decent framerate is incredibly impressive.
 
I think it is impressive what this game shows, but I just don't like the look of it.

It's like there's no art direction at all.

For instance, Crimson Desert is technically way ahead of something like Elden Ring, but I much prefer looking at the latter.
I can understand what you say, but i like both for different reasons.
 
Not that there arent other studios that are in the same league, but ER is top notch in the art department, Bloodborne is awesome too, but all of their other games have far less variety and even worse tech. (Chinese games also have great artstyles, but most will have anime graphics)

Some of my ER shots:
T5R1x2.png

q5VE71.png

sAIKzk.png

sAgjsC.png

3TKe6H.png

FuIR21.png

3M1hAP.png

Bloodborne + DS3 are good and all, but theyve obviously aged up more in all aspects:
UvQjVD.png

UvV2zZ.png
 
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Not that there arent other studios that are in the same league, but ER is top notch in the art department, Bloodborne is awesome too, but all of their other games have far less variety and even worse tech. (Chinese games also have great artstyles, but most will have anime graphics)

Some of my ER shots:
T5R1x2.png

q5VE71.png

sAIKzk.png

sAgjsC.png

3TKe6H.png

FuIR21.png

3M1hAP.png

Bloodborne + DS3 are good and all, but theyve obviously aged up more in all aspects:
UvQjVD.png
All that at 60 fps without mods….
 
Its a shame Leons sections outside the care centre have none of that...
Yeah... I have just arrived at the choppa and don't want to leave 'cause I know Raccoon City is not my cup of tea. Nevertheless, up to this point the game was great and totally worth it. So, I'm OK with it.
 
yeah, that one area is ok. its also the opening area. everything else is drab and ugly. and im talking about the art style.

i much prefer bloodborne and dark souls 3. sekiro has its moments as well, but this shit was fugly 99% of the time. not as bad as dark souls 2 but somewhere between dark souls 2 and dark souls 3.

Elden ring was the blandest game from has put out, wish people would stop referencing it as being the pinnacle of anything other than recycled ideas held together by open world slop
you have my axe.
 
Not that there arent other studios that are in the same league, but ER is top notch in the art department, Bloodborne is awesome too, but all of their other games have far less variety and even worse tech. (Chinese games also have great artstyles, but most will have anime graphics)

Some of my ER shots:
T5R1x2.png

q5VE71.png

sAIKzk.png

sAgjsC.png

3TKe6H.png

FuIR21.png

3M1hAP.png

Bloodborne + DS3 are good and all, but theyve obviously aged up more in all aspects:
UvQjVD.png

UvV2zZ.png
who is in their league? ER is miles above of any game I've played art direction wise
 
We can all agree that tech of FS games is absolutely garbage, 1/10 quality. But art is purely subjective here, I think they are among best developers (9/10).
in terms of game design, very few come close, but they took a step back with Elden Ring. The open world felt aimless. The castles felt like a shallow husk of the castles in dark souls 3, dark souls 1, and demon souls. The open world just felt ubisofty. their games never had any story but they were fairly linear so you knew to keep going forward. here, there is no story and no direction so you just run around killing people until you get bored.

Demon Souls, Dark Souls and Bloodborne worked so well because of that metroidvania style design of unlocking shortcuts, getting stronger, and figuring out the maze like level design. elden ring had none of that. i have a platinum in Bloodborne and Demon Souls. ive beaten dark souls 3 and sekiro like 5 times each. I just couldnt get into Elden Ring. its so shallow in terms of level design. the entire mystique of from's tight and hand crafted game design thrown out the window for a ubisoft style open world filled with ridiculous enemies and terrible bosses. Yes, lets make bosses even harder by having them hover in the air for 29 seconds and have 5-10 hit combo attacks. it worked in sekiro because you could just parry everything but here? in a stamina oriented game? Dumb dumb dumb.
 
in terms of game design, very few come close, but they took a step back with Elden Ring. The open world felt aimless. The castles felt like a shallow husk of the castles in dark souls 3, dark souls 1, and demon souls. The open world just felt ubisofty. their games never had any story but they were fairly linear so you knew to keep going forward. here, there is no story and no direction so you just run around killing people until you get bored.

Demon Souls, Dark Souls and Bloodborne worked so well because of that metroidvania style design of unlocking shortcuts, getting stronger, and figuring out the maze like level design. elden ring had none of that. i have a platinum in Bloodborne and Demon Souls. ive beaten dark souls 3 and sekiro like 5 times each. I just couldnt get into Elden Ring. its so shallow in terms of level design. the entire mystique of from's tight and hand crafted game design thrown out the window for a ubisoft style open world filled with ridiculous enemies and terrible bosses. Yes, lets make bosses even harder by having them hover in the air for 29 seconds and have 5-10 hit combo attacks. it worked in sekiro because you could just parry everything but here? in a stamina oriented game? Dumb dumb dumb.

I agree with some points but I still had a blast with the main game. And I think they executed open world Dark Souls formula very well, it's one of their best games.

I have strong negative relation with Shadow of the Erdtree, felt like a cheap cash grab compared to main game and their previous DLCs...
 
who is in their league? ER is miles above of any game I've played art direction wise
ER is in my top 3, but theres many beautiful games art-wise that id say are like at least 90% as good.

Nobody Wants to Die
SZCrJ0.png

CDPR (very old)
C280M3.png

Ubisoft Massive (with the "assistance" to James Cameron)
FOAKSM.png

Ubisoft Massive (with the "assist" to Georce Lucas)
Y5BXh9.png

fEwtT2.png

UvsF8r.png

PMDOPz.png

Uv3AQk.png

UvqeJ0.png
Asobo
qCSr9o.png

Kuro
UvBdZQ.png

Games Science (Wukong)
o2gLuD.png

Wuchang
NnjMsK.png

NzzOH7.png

f0DEnF.png

f0NWiQ.png
Remedy (sorry i cant find better pics, but someone will)
FXqmoP.png

Saber with Space Marine 2 (and Fatshark with Darktide is even better imo)
ezSlm2.png

Theres more like Mundfish (Atomic Heart), 4A with Metro, Crytek of old, Crystal Dynamics with Guardians of the Galaxy and Avalanche with Hogwarts Legacy, Ninja Theory, Ember Lab with Kena, even Ghost of Tsushima + Horizon have some great designs, but the gap gets bigger or they dont get as consistent and i dont want to post too much and waste my time going through my screenshots that bad.

If theres one thing thats not lacking in the industry its great artists and designers, but yeah From is among the very best, but the tech kind of lets them down.
 
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T4keD0wN T4keD0wN those were some amazing shots.

Look, my issue isn't that Elden Ring sucks, it's just that in comparison to the tightly paced and bespoke feeling of the other fromsoft games, Elden Ring feels more like procedurally generated content than art for the sake of art.
 
T4keD0wN T4keD0wN those were some amazing shots.

Look, my issue isn't that Elden Ring sucks, it's just that in comparison to the tightly paced and bespoke feeling of the other fromsoft games, Elden Ring feels more like procedurally generated content than art for the sake of art.
I see, i think i get what you mean, ER is really big and outside of the major landmarks feels weaker, i agree that something like Bloodborne definitely feels far more consistent.
 
ER is in my top 3, but theres many beautiful games art-wise that id say are like at least 90% as good.

Nobody Wants to Die
SZCrJ0.png

CDPR (very old)
C280M3.png

Ubisoft Massive (with the "assistance" to James Cameron)
FOAKSM.png

Ubisoft Massive (with the "assist" to Georce Lucas)
Y5BXh9.png

fEwtT2.png

UvsF8r.png

PMDOPz.png

Uv3AQk.png

UvqeJ0.png
Asobo
qCSr9o.png

Kuro
UvBdZQ.png

Games Science (Wukong)
o2gLuD.png

Wuchang
NnjMsK.png

NzzOH7.png

f0DEnF.png

f0NWiQ.png
Remedy (sorry i cant find better pics, but someone will)
FXqmoP.png

Saber with Space Marine 2 (and Fatshark with Darktide is even better imo)
ezSlm2.png

Theres more like Mundfish (Atomic Heart), 4A with Metro, Crytek of old, Crystal Dynamics with Guardians of the Galaxy and Avalanche with Hogwarts Legacy, Ninja Theory, Ember Lab with Kena, even Ghost of Tsushima + Horizon have some great designs, but the gap gets bigger or they dont get as consistent and i dont want to post too much and waste my time going through my screenshots that bad.

If theres one thing thats not lacking in the industry its great artists and designers, but yeah From is among the very best, but the tech kind of lets them down.
I genuinely feel most of these have good but not great art direction. Fromsoft is on a level of its own imo - particularly with Bloodborne and Elden ring - there's something truly original to the way they look that is rare in videogames. The graphics are not great but the main thing that kept me going in Elden ring was wanting to see what the next place looked like. I do think valve software is pretty good artistically as well tho in a different way
 
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Not that there arent other studios that are in the same league, but ER is top notch in the art department, Bloodborne is awesome too, but all of their other games have far less variety and even worse tech. (Chinese games also have great artstyles, but most will have anime graphics)

Some of my ER shots:
T5R1x2.png

q5VE71.png

sAIKzk.png

sAgjsC.png

3TKe6H.png

FuIR21.png

3M1hAP.png

Bloodborne + DS3 are good and all, but theyve obviously aged up more in all aspects:
UvQjVD.png

UvV2zZ.png
Look at these Elden Ring screens, it's always the same pattern.

Basically it's mixing two randoms colors (not one, not three, two) that are ultra saturated, and populating the image with dozens of tower shaped structures. Every. Single. Time.

This is extremely poor art direction, only made to please beotians with zero knowledge whatsoever in the field.
 
Imagine tesVI match this graphics on next gen consoles

There was a rumor/leak a short while ago that pointed to the fact that Bethesda might be trying to go for a more realistic, grounded art style with ES6, similar to the ESO cinematics (would recommend watching them to see the type of feeling they give). Here is a sample:

butt-hurt-brodslin.gif

argonian-elder-scrolls.gif

eso-knight.gif

e5da11847a66e87c7a3c47bb2cca55ec9a2eae72.gif

cef2ff4b78ba15bf68df4dfc892738a3.gif



Somewhat less contrast-y, more 'movie-like' in tone.

Honestly it feels like a natural evolution from Skyrim.
 
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Eyes on GTC tomorrow?! Something interesting. It's posted by GeForce account so it's gaming-related.

I bet it'll be a Neural Rendering + Path Tracing demo showcasing photorealistic or movie-like visuals running on a supposed "Quad-Rubin" GPU or whatever they may call it, only to be announced that it's running in real-time on a single RTX 6090 at 120+FPS next year.
 
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Not that there arent other studios that are in the same league, but ER is top notch in the art department, Bloodborne is awesome too, but all of their other games have far less variety and even worse tech. (Chinese games also have great artstyles, but most will have anime graphics)

Some of my ER shots:
T5R1x2.png

q5VE71.png

sAIKzk.png

sAgjsC.png

3TKe6H.png

FuIR21.png

3M1hAP.png

Bloodborne + DS3 are good and all, but theyve obviously aged up more in all aspects:
UvQjVD.png

UvV2zZ.png
Not to mention Shadow of the Erdtree as well, I say they upped it a notch from base game too, both artistically & technologically.

Bloodborne is also an amazing game art-wise, it's really special. But From Software were on a complete straight crack when they made Elden Ring & its DLC, nothing touches it, not even their previous work IMO.
O5jQ7ZvtGrqOdYq6.jpeg
OCuU3sY2WiP5VMl4.jpeg
EFi4nqdUnAXcDvrH.jpeg
qLmHfyj9uvzRQtMu.jpeg
2FASjL13A5QPlEYk.jpeg
hPa9HtqXedHVPT2Y.jpeg
TFS4RC5zOGJPPJv0.jpeg
 
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Im surprised no one has posted the DF interview with Pearl Abyss on the tech used. Lots of interesting info here:

No grass in the RT bvh.

Digital Foundry: What objects, materials and textures are included into the games bounding volume hierarchy and how far does it go into the distance?

Pearl Abyss:
Almost all objects except grass and very small objects, including terrain, buildings, props, trees and characters are included in the ray tracing acceleration BVH. However, due to limitations in memory budget and raytracing performance, the distance of raytracing BVH is limited to 100-150m. The objects at distances above the BVH are represented using SDFs up to about 2km. Since the Hit Shader divergence is critical to ray tracing performance, we use simplified representations of original materials. For complex multi-texturing on characters, we bake them into a single texture for each character. The emissive materials are included in the raytracing BVH to represent indirect reflections.

Mesh shader usage on distant trees.
Digital Foundry: Trees extend very far into the distance, how is the extreme LOD achieved?

Pearl Abyss:
We use SpeedTree assets for tree meshes. However, to represent distant trees, we build 3D imposters rendered in 8x8 directions. The tree imposters are also baked into Proxy LODs, the final LOD that represents our world. Since the Proxy LODs have no distance limit on systems above the recommended spec, so tree imposters also have no distance limit.

Digital Foundry: Does the game take advantage of mesh shading at all for LOD/Culling?

Pearl Abyss:
The tree imposter explained above is implemented using mesh shaders on available hardware. There are also other techniques that utilize mesh shaders.
No RT Shadows at launch due to lack of current support for rendering shadows for moving trees and high RT cost.
We also have a ray tracing-based directional light shadow implementation but it's not shipped for several reasons such as high demand for ray tracing budget and missing animated tree updates. We may consider including ray-traced direction light shadows in a future update.

Water simulation is built up of 250k particles.
Digital Foundry: Water Rendering is really unique with more than just standard mesh displacement we usually see, it falls back onto itself too fill in areas now recessed - how is this achieved?

Pearl Abyss:
It's a particle simulation that solves the Shallow Water Equation. It simulates up to 250,000 particles near the camera. The particles collide with boundary conditions such as terrain height and shoreline SDFs, and also collide with each other. When particles collide with an obstacle, the pressure between them is increased, causing the upper particles to rise. These particles then fall back down due to gravity.
 
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Im surprised no one has posted the DF interview with Pearl Abyss on the tech used. Lots of interesting info here:

No grass in the RT bvh.



Mesh shader usage on distant trees.

No RT Shadows at launch due to lack of current support for rendering shadows for moving trees and high RT cost.


Water simulation is built up of 250k particles.

Damn now I'm wondering if I should just get a ps5 pro
 
Look at these Elden Ring screens, it's always the same pattern.

Basically it's mixing two randoms colors (not one, not three, two) that are ultra saturated, and populating the image with dozens of tower shaped structures. Every. Single. Time.

This is extremely poor art direction, only made to please beotians with zero knowledge whatsoever in the field.
What the hell is a beotian and what field do you speak of
 
whyE1JmDqHjr8cfM.jpg

Unless the meaning of dynamic objects somehow changed for video games.

Fun fact, lighting here is without SSGI (high settings) and shadows on medium (doesn't make much of a difference though)
Hahaha Oooopps. I clearly need to turn the brightness up on my phone. I sincerly didnt see them.

I guess the lighting looks ok. Hardly a replacement for pathtracing though and difficult to see the full quality of coverage with a static shot.
 
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Path Tracing is the biggest factor in bringing you these types of visuals. Also Matrix demo's action-filled cutscenes are the closest to those. Very close I'd say.
Matrix isn't using path tracing though. Just plain old hardware lumen. The very first version of it too. They have improved it since.

They just got a bunch of Hollywood artists and filmmakers who are in a completely different league compared to the talent in the gaming industry.
 


Eyes on GTC tomorrow?! Something interesting. It's posted by GeForce account so it's gaming-related.

I bet it'll be a Neural Rendering + Path Tracing demo showcasing photorealistic or movie-like visuals running on a supposed "Quad-Rubin" GPU or whatever they may call it, only to be announced that it's running in real-time on a single RTX 6090 at 120+FPS next year.

Still waiting for him to release the rc demo. Last years big upgrade was pure garbage, barely made a difference in Alan wake 2. In fact, i haven't seen anything cool to come out of these keynotes in years. The 2018 one where they revealed rtx was cool. Since then it's been all AI nonsense.
 
I think it is impressive what this game shows, but I just don't like the look of it.

It's like there's no art direction at all.

For instance, Crimson Desert is technically way ahead of something like Elden Ring, but I much prefer looking at the latter.
100% my take away.

Absolutely zero art direction. Makes my interest almost zero. Reshade hopefully can fix "some" of this issue...but still why?
 
Im surprised no one has posted the DF interview with Pearl Abyss on the tech used. Lots of interesting info here:
[...]
Mesh shader usage on distant trees.

No RT Shadows at launch due to lack of current support for rendering shadows for moving trees and high RT cost.
That is also exactly the same problem CP2077 has with RT & PT enabled. They have never been able to implement any "fix" for that, and all shadows for vegetation are static.
 
There was a rumor/leak a short while ago that pointed to the fact that Bethesda might be trying to go for a more realistic, grounded art style with ES6, similar to the ESO cinematics (would recommend watching them to see the type of feeling they give). Here is a sample:

butt-hurt-brodslin.gif

argonian-elder-scrolls.gif

eso-knight.gif

e5da11847a66e87c7a3c47bb2cca55ec9a2eae72.gif

cef2ff4b78ba15bf68df4dfc892738a3.gif



Somewhat less contrast-y, more 'movie-like' in tone.

Honestly it feels like a natural evolution from Skyrim.
Hopefully they will go that way, also I think some other that Bethesda work with Microsoft first party(the coalition) support to implement tech like the one's on UE5 on their engine
 
Matrix isn't using path tracing though. Just plain old hardware lumen. The very first version of it too. They have improved it since.

They just got a bunch of Hollywood artists and filmmakers who are in a completely different league compared to the talent in the gaming industry.
I may have not been clear. I mentioned it as a great example of reaching the quality of that specific GIF and it is thanks to really good (and old as of now) HW Lumen solution. Extensive use of Ray Tracing can bring some real good images as well.
 
Hopefully they will go that way, also I think some other that Bethesda work with Microsoft first party(the coalition) support to implement tech like the one's on UE5 on their engine
In terms of graphics, fidelity, and how a game looks overall, I think Bethesda of modern times needs to prioritize character animations if they ever want to get anywhere near those gifs.

They have convinced me that they can get there graphically with Starfield. That game had some really high highs. But it's animations…

They are still stiff. Like, almost near Mortal Kombat-levels of stiff. And the further gaming goes up the graphical ladder, the more their awkward animations stick out compared to their peers. Even the way their main character animates still feels like their upper and lower halves aren't fully connected, in that early original-Xbox game type of way.
 

Inside the AI-Powered Rendering Tech Polyphony Digital Is Building for Gran Turismo's Future


NeuralPVS replaces that zone-based lookup with a neural network that learns the relationship between a camera position and which objects should be visible. Instead of snapping to the nearest precomputed zone, the network takes the camera's exact coordinates and outputs a visibility prediction for every object in the scene. The result is a smooth, continuous visibility field rather than a patchwork of discrete zones. Objects transition in and out of visibility gradually as the camera moves, rather than flipping on and off at arbitrary zone boundaries.
 
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Everyone wants path tracing and ray tracing. Meanwhile I just want games to look like this.

I think Path Tracing should be the base for every game at some point. Then devs can post process, color correct and change stuff as they please to achieve their artistic vision.
 
I don't know why Elden Ring has returned in conversation, but I will say that on the bar of low quality to high, Fromsoft represents the middle graphical tier (to me), which is where a lot of Japanese developers are.

I think you will start seeing Fromsoft games looking like that Demon's Souls Remake around Mid gen PS6 or PS7.

They will always need 1.5x or 2x the power to reach the type of fidelity that you want them to reach.

First time i heard that From is mid bar. To me they have good art direction and their designs are awesome but graphics wise they didn't improve from Dark Souls 1. Bloodborne was improvement but they quickly went back to worse graphics with DS3 and Elden Ring.

I really hope that their next game will finally cut out old gen and will be ps5/xboxwhogivesfuck only thus graphics improvements.
 
I'm almost done with another playthrough of RE4 Remake. I'm using a mod that pushes the ray tracing further, and even though it's not as impressive as Requiem, I love how clean everything looks, no ghosting or weird trails when moving the camera.

I really love the path tracing in Resident Evil Requiem, but I hope Nvidia is working on a new version of Ray Reconstruction to improve the nasty ghosting and boiling. In some areas it can look pretty terrible unfortunately
 
RE9 with path tracing makes a huge difference to immersion imo. Having light acting how it does in real life just works so much better on a subconscious level. Absolutely bricking it in the Grace first person view sections.
Gore is so much more impactful when you're so immersed too, I felt so bad for the random infected civilian woman in the first Leon section.
So many small details just look so much better, even things like opening doors to a wardrobe and each shelf just has such a realistic gradient of light on each level, really is next generation stuff.
PS6 gen is gonna be so disappointing if they don't use PT, complete game changer, it really solves things look "gamey" and is so convincingly offline CG-like.
 
RE9 with path tracing makes a huge difference to immersion imo. Having light acting how it does in real life just works so much better on a subconscious level. Absolutely bricking it in the Grace first person view sections.
Gore is so much more impactful when you're so immersed too, I felt so bad for the random infected civilian woman in the first Leon section.
So many small details just look so much better, even things like opening doors to a wardrobe and each shelf just has such a realistic gradient of light on each level, really is next generation stuff.
PS6 gen is gonna be so disappointing if they don't use PT, complete game changer, it really solves things look "gamey" and is so convincingly offline CG-like.

I agree. Pathtracing should be the way in the next console generation. But like I said above, they need to find a solution for the ghosting.
 
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