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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?!
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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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:

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

Honestly it feels like a natural evolution from Skyrim.
Yes good animation alongside graphics like those gifs would be something incredible
 
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 main problem is within developersi and 60fps, believe me if the developers weren't lazy we would have today many techs like software lumen and many other graphics techs than just ray tracing (as example we didn't see any game utilize the max power of screen space techs whatever it's ssr or ssgi ), the second problem is 60fps (imagine how many games this gen would look like graphically if they didn't target 60fps and stick with 30fps like GTA vi)
 
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.
I think you're gonna have to wait for The Witcher 4 PC version, I bet it'll have even more polygonal density & better more detailed animations than Hellblade 2.
 
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.
Plus 60fps performance modes as the standard for all games on consoles took half the potential of this gen tbh.
 
DLSS 5 is incredible. A fucking photorealistic filter. WTF is even happening.

is this a joke? Im watching the DF video. please dont play with my heart like this. it is fucking insane.
 
DLSS 5 is incredible. A fucking photorealistic filter. WTF is even happening.

is this a joke? Im watching the DF video. please dont play with my heart like this. it is fucking insane.
I told you Neural Rendering will be absolutely huge like you've never seen something like it but you kind of brushed it off because of Alan Wake 2's relatively nascent implementation of a single feature (which is Mega Geometry).

PS6 & Project Helix are banking on it real hard. Mark Cerny said we'll see quantum leaps in visual fidelity with Machine Learned Neural Rendering.
 
I told you Neural Rendering will be absolutely huge like you've never seen something like it but you kind of brushed it off because of Alan Wake 2's relatively nascent implementation of a single feature (which is Mega Geometry).

PS6 & Project Helix are banking on it real hard. Mark Cerny said we'll see quantum leaps in visual fidelity with Machine Learned Neural Rendering.
yeah, jensen proved me wrong.

but a couple of years ago, i posted about this same tech very enthusiastically and people here kinda dismissed it as terrible lol Pretty sure it used Starfield as an example as well. Starfield and Aloy. imgur isnt loading but i had some gifs of it in action. crazy that nvidia took that idea and ran with it.
 
Lighting is definitely better than Indy and Doom. Asset quality is better too. As with youtube, details are going to be blurred out. We have plenty of evidence of the game looking phenomenal with really high quality assets and lighting.

The game has destruction, hair physics, cloth physics, water simulation, fog and smoke simulation, ragdoll physics on everything from NPCs to animals, insane draw distances, lots of big NPC battles not typically seen in modern games, stunning cities, and some of the most breathtaking vistas we've seen this gen. It's getting praise not for one individual thing it does right, its because its getting so many other things right.

If these gifs dont have next gen fidelity i dont know what does:

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DLSS 5 will make these scene lighting possible now!
 
Basically where I'm at. Some of the lighting stuff looks interesting and could probably do wonders to certain games. The characters just weird me out, big no no for me.
its definitely uncanny valley but almost every game nowadays uses face models of real people. I wonder if capcom can just give them a reference model and nvidia can just use that to train on a game by game basis.
 
this bit was absolutely insane because they are literally just bypassing the main game altogether and inserting AI into it realtime. Modding community on suicide watch lol

Hell, remake cash grabs on suicide watch. God of war is getting a remake but if i can plug this into God of War on PC, we dont need devs to go in and manually create next gen assets.
 
Yeah this is it

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The Avatar game with dlss5 will be biblical
honestly, this particular comparison just showcased why AC shadows looks so amazing. Especially when they pan to the left and you see perfect AO under the trees properly darkening the areas under it. God i love the visuals in that game.
 
its definitely uncanny valley but almost every game nowadays uses face models of real people. I wonder if capcom can just give them a reference model and nvidia can just use that to train on a game by game basis.
I don't know, Grace and Leon's faces are not that bad but Starfield and Oblivion characters are not an improvement. Just can't see it.
Would be much better if the filter was more subtle, kinda like how path tracing fleshes out skin detail and the likes in games like CP2077 and Requiem.

But again the lighting is interesting, I don't think I would like it in every game but they said this could be applied to minecraft for example so I'm already picturing this on old games.
Imagine this tech being applied to older games like Need for Speed Underground or Call of Duty 1 or 2.
 
This is what I said a year or two ago. In the future developers and artists will create basic looking levels, and let the AI do the rest and make it pretty/photorealistic.

But I wouldn't have guessed it to arrive so soon.
 
Fucking insane
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this screenshot captured using PSSR 1.0 or what? why is it so blurry lol


Yet most comments I've seen online call it AI slop. This looks super promising imo.
i can kinda see it. especially in that starfield comparison. No one really wants to play AI generated character models, but if done right, we can have artists upload their own photorealistic assets and have the AI use it on NPCs and other textures. The NPC who walks next to Grace in that comparison also looks perfect so at the very least, they should just use it on NPCs which have traditionally always looked like garbage in games.

I don't know, Grace and Leon's faces are not that bad but Starfield and Oblivion characters are not an improvement. Just can't see it.
Would be much better if the filter was more subtle, kinda like how path tracing fleshes out skin detail and the likes in games like CP2077 and Requiem.

But again the lighting is interesting, I don't think I would like it in every game but they said this could be applied to minecraft for example so I'm already picturing this on old games.
Imagine this tech being applied to older games like Need for Speed Underground or Call of Duty 1 or 2.
Oh i agree. See above. And yeah, applying this to PS360 era games, omg i am going to be in heaven. All those bullshot cg trailers like Motorstorm and Killzone 2. lol

BTW, i just got to the point where Richard says that they arent applying a filter per se or changing assets/character models. They are just enabling a new form of photorealistic lighting which is causing such a huge change to Grace's face model. i personally dont believe it. There is no way that character model looks like that. We have the model viewer in the game and it looks nothing like this dlss model.
 
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WHAT. THE. FUCK.

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Literally how grace should have looked instead of the mannequin we had.

Are we sure this is not an april fools??
Fuck me! I'm not even done with RE9 yet, and suddenly the PT version looks like shit! :messenger_grinning_sweat:
I guess I'm a very simple man, but DLSS 5 will be a generational game changer, love what I see there and can't wait for my DLSS 5 RE9 playthrough in fall.
Just hope they can delay WW3 until I have played this and GTA 6! :messenger_beaming:
 
BTW, i just got to the point where Richard says that they arent applying a filter per se or changing assets/character models. They are just enabling a new form of photorealistic lighting which is causing such a huge change to Grace's face model. i personally dont believe it. There is no way that character model looks like that. We have the model viewer in the game and it looks nothing like this dlss model.
And the Starfield characters, Jensen really expects us to believe that just changing the lighting alone would change them that drastically?
I need to see it to believe it, for now it screams of AI filter slop.
 
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