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Graphical Fidelity I Expect This Gen

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Everytime i don't play wukong for a few month i forget how beautiful it is...
And the snake being a secret milf is only the cherry on top of the visual cake :messenger_tears_of_joy:
Well i guess i have time for one more cycle until thursday 19th :messenger_sunglasses:

Or should i say thrustday 19th ? Considering we will all be balls deep in Crimson Desert on this date.
 
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.
its also animations, super detailed materials and physics on the individual pieces of armor, cg quality lighting, heavy other visual effects like CA you guys hate so much, etc.
 
Cheap'ish legacy rendering with very sparse RT usage. If not for RTGI it would look awful close to TW3's 2015 release version IMO.
if you look at the pro footage, it does look very much like it.

they are also hiding the base console footage which is using an even worse form of ray tracing according to the specs. Pro was using high and ultra high ray tracing, base consoles use medium.
 
its also animations, super detailed materials and physics on the individual pieces of armor, cg quality lighting, heavy other visual effects like CA you guys hate so much, etc.

CA?

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But hyper realistic lighting will come from PT, and with that you can have destructible environments and realistic physics. No need to bake any lighting on textures!
 
Everytime i don't play wukong for a few month i forget how beautiful it is...
And the snake being a secret milf is only the cherry on top of the visual cake :messenger_tears_of_joy:
Well i guess i have time for one more cycle until thursday 19th :messenger_sunglasses:

Or should i say thrustday 19th ? Considering we will all be balls deep in Crimson Desert on this date.
Wukong is still arguably the second best looking game of the gen after HB2.

Maybe the best parts of re9 stole that second place but it still look better than 98% of other games.
 
RE9 finally accomplishes what I've been waiting for since REmake was released in 2002.
Pompous, photorealistic horror house environments, but now in real-time 3D.
I never want to leave the care center, ever... :messenger_smiling_hearts:

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I still remember playing Frogger on a VCS 2600 on a tiny b/w CRT at my cousin's house in the 80s.
It's completely bonkers being able to experience the evolution of video game graphics over the last 40 years firsthand!
Matt Damon Grandpa GIF
 
But hyper realistic lighting will come from PT, and with that you can have destructible environments and realistic physics. No need to bake any lighting on textures!
The problem with PT is that its way too expensive even on my 5080. like 4x more expensive than standard ray tracing, and ray tracing is already like 2x more expensive than baked lighting. It works fine in a smaller more linear title like resident evil 9, but its very expensive in open areas of indy and doom. i just couldnt get it to run at a solid 60 fps with it dropping into the 30s in the bigger areas.

I understand the need to go with big large open worlds that are more popular than ever before, but i would like to see hellblade 2 quality visuals next gen in open world games. But if they go with path tracing as a standard then there wont be enough headroom available to make the games look like a CG movie. Its using software lumen as well, so you dont even need hardware lumen for near photorealistic visuals.
 
The problem with PT is that its way too expensive even on my 5080. like 4x more expensive than standard ray tracing, and ray tracing is already like 2x more expensive than baked lighting. It works fine in a smaller more linear title like resident evil 9, but its very expensive in open areas of indy and doom. i just couldnt get it to run at a solid 60 fps with it dropping into the 30s in the bigger areas.

I understand the need to go with big large open worlds that are more popular than ever before, but i would like to see hellblade 2 quality visuals next gen in open world games. But if they go with path tracing as a standard then there wont be enough headroom available to make the games look like a CG movie. Its using software lumen as well, so you dont even need hardware lumen for near photorealistic visuals.

Right. At the rate we're going, consoles aren't going to be able to tackle path tracing as the standard across all games until PS7 at the earliest.
 
So we have to hope that nextgen start as late as possible to get the biggest possible jump or the planning is already done and definitive?!
 
So we have to hope that nextgen start as late as possible to get the biggest possible jump or the planning is already done and definitive?!
Seems like its done. MS wouldnt have gone out on GDC last week to announce their new console if they werent planning on releasing it next year.

We can hope that Sony ends up increasing clocks to take them from 20 tflops to 24 tflops similar to what they did with the PS5 which went from 8 to 9 and then finally 10.2 tflops since its first leak. But even if they increase clocks by 20%, we are looking at a 36 PS5 tflops GPU which is basically 3.5x faster.

See below for path tracing performance.
Right. At the rate we're going, consoles aren't going to be able to tackle path tracing as the standard across all games until PS7 at the earliest.

Now MS are saying its like 10x faster in terms of ray tracing and MilD says PS6 is 12x faster so who knows what path tracing performance would be like. We can do some math looking at the AC shadows benchmarks.

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That would mean the 5 ms RT pass will now take only 0.42 ms. But thats just rtgi running at quarter res. Their rt reflections were more expensive since they had to run them at half res.

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So the PS6 would do the reflections in 0.83 ms. Roughly 2.3x than the 4080. 5090 is roughly 1.7x faster than the 4080 so it would do the reflections in 1.1 ms, but this is only ray tracing performance. 5090 is a huge card that has way more raw tflops than either the PS6 or the next gen xbox.

Sounds too good to be true, and it probably is. Sony's numbers come from MiLD who hasnt released the leaked specs like he did for the PS5 pro. And Xbox has lied before. Also, its possible they are just referring to improvements in the tracing time, and the denoising portion remains the same. Though, Xbox did confirm ray regeneration support.
 
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Another gen of compromises.

Nextgen assets
Nextgen lights
Nextgen physics

Pick only 1,5 or 2 at best.
maybe nanite and equivalent techniques will be the norm next gen which would allow devs to push all three.

this gen felt like a transitionary gen, didnt it? Thank god for UE5 games on PC and of course, path tracing. At least PC gamers didnt have to compromise either assets or lighting. just physics because the devs didnt even bother with it this gen.
 
Just found some Avatar ray tracing benchmarks.

RT reflections:

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Doing some simple math gets us 6.4 ms for xsx to run rt at 4k. 10x faster would mean this gets done in 0.64 ms. Sounds too good to be true, but MS might be including the DirectX ray tracing upgrades in their estimates that have been included in nvidia cards for a while now.

P.S RTGI cost in Avatar is similar. So we can probably be done with lighting and reflections in just under 2 ms leaving a lot of room for other things in a 16 ms frametime budget for a 60 fps game. Assuming they are all lying, or i have completely mucked this up, and the real performance is double my calculations, we are looking at 4ms to get everything done at 4k 60 fps. Still, pretty good.

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