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Graphical Fidelity I Expect This Gen

I hope people look at Crimson Desert's performance on high end PC cards, and realize that UE5 isnt really that expensive. I have never had to run any UE5 game at 4k dlss performance just to hit 60 fps,

With ray reconstruction right?

You also never played an UE5 game anywhere near this open world scale

There's a reason they are almost rewriting/changing nearly the entire engine for Witcher 4, it probably ran like dogshit. I hope they pull it off but until then, it's a lot of hopes and dreams. I doubt it'll be anywhere near the crimson desert resolution on PS5 pro
 
I'm still disappointed with this current gen.
Its not a real upgrade like we have with other generations in the past. I fear its even going to get worse with next gen. Smaller and smaller. Unless something like dlss5 is adapted, we get stuck in those little visual upgrades
Cant be helped, bro, hardware advancements slowed down to a crawl, ppl blame nvidia for focusing on AI(rightfully so) but if intel and amd werent spinning their wheels they would at least somewhat catch up by now and its so not the case.
PS6 gonna have roughly what amd is capable of, on 3nm and console form factor, we heard credible leaks of 160W powerdraw, so even if we are generous af and give sony/amd benefit of the doubt of rdna5 making wonders- at best ps6 gonna be at the lvl of 5080, likely not even that :messenger_pensive:

There is a reason Crimson Desert doesnt hold stable 60 no matter the mode even on pr0(its zen2 archi, downclocked and downvolted, from 2019), not to mention older/weaker consoles, series s be damned to 7th cicrcle of hell 🔥🔥🔥
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As much as I like Crimson Desert graphics, the game has serious LOD problems, things load in front of you like people, buildings, lights etc. It can be quite immersion breaking

RDR2 did not have this problem at all and I played a 100 hours of that game recently.
 
Seeing DLSS 5 got me hyped in a way, so I booted up Matrix Awakens demo, still the best looking thing we got this generation aside from the not good image quality especially after playing some PSSR 2.0 supported games.

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Also this got me thinking, which one looks more realistic or more "next-gen?" DLSS 5 Grace or UE5 Trinity here? (Talking strictly graphics, not stylizations).

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I think Grace looks much superior especially the hair rendering & response to lighting.
 
You have never played a UE5 game that is open world either

Just saying
Yes, we have. Not only does Where Winds Meet have a large open world, it has a completely separate multiplayer component in that same world. It runs a hell of a lot better, looks consistently better overall than PT in this game and significantly better than this game with RR off because it doesn't have a ton of graphical issues like this game does. This game has higher highs with PT, but it's constantly shitting the bed with boiling and shimmering and random shadows popping up, terrible lod and crazy issues with HDR and DLAA. Or just DLSS being completely broken and terrible in this game in general.
With ray reconstruction right?

You also never played an UE5 game anywhere near this open world scale

There's a reason they are almost rewriting/changing nearly the entire engine for Witcher 4, it probably ran like dogshit. I hope they pull it off but until then, it's a lot of hopes and dreams. I doubt it'll be anywhere near the crimson desert resolution on PS5 pro
RR doesn't account for the terrible performance when using it. They spaghetti coded the shit out of this game. On top of that they completely neutered the way the game looks with it off, which was totally unnecessary. They also added a bunch of graphical features that have nothing to with RR with you enable the RR setting, some of which are also unnecessary or should be other options completely.

So, we can pretend that the game runs and looks like it does because they had to make trade offs, or because RR is just that demanding, or we can accept the fact they vibe coded the crap out of this game and did a terrible job in the process. Every time one of their files gets unencrypted we get a glimpse how terribly made this stuff is compared to how it should have been. It's a pig with lipstick on.
 
Yes, we have. Not only does Where Winds Meet have a large open world, it has a completely separate multiplayer component in that same world. It runs a hell of a lot better, looks consistently better overall than PT in this game and significantly better than this game with RR off because it doesn't have a ton of graphical issues like this game does. This game has higher highs with PT, but it's constantly shitting the bed with boiling and shimmering and random shadows popping up, terrible lod and crazy issues with HDR and DLAA. Or just DLSS being completely broken and terrible in this game in general.

RR doesn't account for the terrible performance when using it. They spaghetti coded the shit out of this game. On top of that they completely neutered the way the game looks with it off, which was totally unnecessary. They also added a bunch of graphical features that have nothing to with RR with you enable the RR setting, some of which are also unnecessary or should be other options completely.

So, we can pretend that the game runs and looks like it does because they had to make trade offs, or because RR is just that demanding, or we can accept the fact they vibe coded the crap out of this game and did a terrible job in the process. Every time one of their files gets unencrypted we get a glimpse how terribly made this stuff is compared to how it should have been. It's a pig with lipstick on.

So imagine how shit UE5 is then if it keeps getting lower resolution, worse lighting and lower performances on consoles for a fraction of the scope this game has

Where the winds meet 😂
 
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So imagine how shit UE5 is then if it keeps getting lower resolution, worse lighting and lower performances on consoles for a fraction of the scope this game has
You think it's because it's shit or because it's so accessible and prevalent that developers can pump out half assed work and still have a decently looking game? And worse lighting is debatable. The lighting in this game is completely inconsistent and it's as bad as, or worse than, any UE5 game I've seen without RR turned on.

This is a great screenshot game, but in motion it has numerous issues that are impossible not to see. People are so blinded by the scale that they are ignoring the fact that you can find a new issue pop up graphically literally every minute during gameplay. Like I mentioned before, the game has really high highs, but being consistent is better than peaks, and this game is the least consistent, graphically, of any game I've played in recent memory.

The good news is the RenoDX and Ultra+ people are tearing this stuff apart as we speak and will hopefully be able to fix some, or most, of it. Watching them talk about this stuff since release has been eye opening to just how bad a job Pearl Abyss did and why all these graphical anomalies are happening in game.
 
CD is a mixed bag on Pro. It can look excellent at times but there are many shortcomings. Pop in is very visible, the lighting after 5pm looks horrendous, lots of low textures, the ground is fugly and also some shimmering/noise during the night. Of course, Digital Cuckery never mentioned those.
 
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With ray reconstruction right?

You also never played an UE5 game anywhere near this open world scale

There's a reason they are almost rewriting/changing nearly the entire engine for Witcher 4, it probably ran like dogshit. I hope they pull it off but until then, it's a lot of hopes and dreams. I doubt it'll be anywhere near the crimson desert resolution on PS5 pro
ok forget UE5. Lets look at Anvil and Snowdrop. This game's performance with ray reconstruction is too high in comparison. And it doesnt even look as good in terms of image quality. Last night, i was watching a random cutscenes and the entire ground was covered in squiggly lines through out the cutscene. its not that bad during gameplay but its still failing to clean out the image with artifacts especially on moving objects. im hoping for a mod that stops foliage from moving because im pretty sure thats what making the IQ bad.

Whats happened is that they added a lot more ray bounces in the RR mode which made it way more expensive than what RR really is supposed to do which is to resolve detail in the objects in the BVH. They basically tied a higher preset to RR which is nonsense.
 
You think it's because it's shit or because it's so accessible and prevalent that developers can pump out half assed work and still have a decently looking game? And worse lighting is debatable. The lighting in this game is completely inconsistent and it's as bad as, or worse than, any UE5 game I've seen without RR turned on.

Worse lighting is not debatable, Software Lumen is dogshit with light bleeding everywhere, it's THE worst dynamic light technology we have in modern age. I would take even SVOGI from KCD 2 over it. Consoles got way better lighting currently in Crimson Desert than UE5 on consoles, at fractions of scale, at fraction of resolution and fraction of performances.

Without RR turned on it's because it's basically console mode. Should the dev give more granular adjustments between base denoiser and RR? Yes sure. That's an easy fix in a future patch if devs want more granularity.

This is a great screenshot game, but in motion it has numerous issues that are impossible not to see. People are so blinded by the scale that they are ignoring the fact that you can find a new issue pop up graphically literally every minute during gameplay. Like I mentioned before, the game has really high highs, but being consistent is better than peaks, and this game is the least consistent, graphically, of any game I've played in recent memory.

Again, not a single big scale UE5 game to compare to. Nada. Large scale games tend to be buggy for a while after launch.

Even mighty Sony

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And it goes without saying that an open world RPG with a lot of systems is typically harder.

We won't even mention Bethesda.

The good news is the RenoDX and Ultra+ people are tearing this stuff apart as we speak and will hopefully be able to fix some, or most, of it. Watching them talk about this stuff since release has been eye opening to just how bad a job Pearl Abyss did and why all these graphical anomalies are happening in game.

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ok forget UE5.

No? :p

Whole initial argument is over UE5 is it not.

Lets look at Anvil and Snowdrop.

So top line in-house engines from a corporation that, at least used to be, way bigger than Pearl Abyss and had many iterations of engines to get there, ok.

This game's performance with ray reconstruction is too high in comparison.

Ray reconstruction's cost is high yes, but it also trounces a lot of lighting systems at big scales.

And it doesnt even look as good in terms of image quality. Last night, i was watching a random cutscenes and the entire ground was covered in squiggly lines through out the cutscene. its not that bad during gameplay but its still failing to clean out the image with artifacts especially on moving objects. im hoping for a mod that stops foliage from moving because im pretty sure thats what making the IQ bad.

And there's shadow masks glitching at night if your lighting quality is too high. Wobbly ground is displacement maps acting up with RR too.

Most of those look easily fixable.

Just a quick look on FrontiersOfPandora subreddit and glitches and it's quite a fucking mess I would say, even nowadays with flicking bugs and missing/low res textures.


Whats happened is that they added a lot more ray bounces in the RR mode which made it way more expensive than what RR really is supposed to do which is to resolve detail in the objects in the BVH. They basically tied a higher preset to RR which is nonsense.

Right, It's blurring the line between calling it ray tracing and path tracing to be honest. They should add more granularity and leave ray reconstruction be ray reconstruction.

This is not a huge hurdle for the devs if they listen to feedback and they seem to be.
 
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