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Graphical Fidelity I Expect This Gen

Saros just has one good looking level. Biome 2. The rest are outdoors and kind of ugly.

Sonys run of mid tier graphics continues.

Great fucking game though.
Art direction is great. I ain't following the story, but visual world building carries it well

Another example of a taxing game not able to run UE5 to its full potential. Gears E-Day showcase next month. Very interesting how much the Coalition will be able to get out of it. It has been 7 years since Gears 5 and they are the Unreal Engine masters
 
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Art direction is great. I ain't following the story, but visual world building carries it well

Another example of a taxing game not able to run UE5 to its full potential. Gears E-Day showcase next month. Very interesting how much the Coalition will be able to get out of it. It has been 7 years since Gears 5 and they are the Unreal Engine masters
But the one level looks great so what gives?

Its clear sometimes its a developer issue and blaming the engine for artists and devs not looking consistently great is lame.
 
They have great fucking materials in Crimson Desert.
Yep. This game is doing so many things right and pushing the bar in so many different areas. The cloth materials are so fucking detailed and you only really see them during cutscenes. Like they didnt really have to go this hard on getting these details right. The metal materials you can notice during gameplay because they shine so well.

I mean this screenshot looks absolutely mind blowing because everything in here looks just right. This feels pre-rendered or path traced. The wooden table, chairs, the candle sticks and other silver cups, the pots and pans, everything looks like it should. its taking PBR to the next level.

PThAXF2.jpeg


A short 15-20 hour game like Returnal has like a 3 hour level that looks next gen while everything else looks last gen. Crimson on the other hand keeps impressing with new tech and new visual elements 150 hours in. Every new areas brings something new. It looks next gen 90% of the time. Simply because they invested in virtually every single area, materials, lighting, asset quality, water quality, foliage draw distance, draw distance in general, stunning NPC variety, everything.
 
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NXGamer confirmed usage for VSMs for selected shadows and he also sees nanite in this game. But it seems that usage is limited to some objects.
 


NXGamer confirmed usage for VSMs for selected shadows and he also sees nanite in this game. But it seems that usage is limited to some objects.

He also points out some other neat stuff like ray traced cube maps. idk how DF missed stuff like the Nanite and VSM usage. Never watched this guy before but he inspires more confidence than DF lately.

edit: maybe I'm late to this but how tf did DF botch their Cyberpunk 2077 PS5 Pro coverage so badly.... bloated 30min video yet they got the RT reflections completely wrong.
 
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He also points out some other neat stuff like ray traced cube maps. idk how DF missed stuff like the Nanite and VSM usage. Never watched this guy before but he inspires more confidence than DF lately.

edit: maybe I'm late to this but how tf did DF botch their Cyberpunk 2077 PS5 Pro coverage so badly.... bloated 30min video yet they got the RT reflections completely wrong.
It wasn't in the version they played. The rt reflections were added on the day one patch.
 
He also points out some other neat stuff like ray traced cube maps. idk how DF missed stuff like the Nanite and VSM usage. Never watched this guy before but he inspires more confidence than DF lately.

edit: maybe I'm late to this but how tf did DF botch their Cyberpunk 2077 PS5 Pro coverage so badly.... bloated 30min video yet they got the RT reflections completely wrong.
Digital Foundry has been very safe lately, they just do not inspire confidence & integrity like before, and one of the main reasons was when we were close to Switch 2's release, they were right to have early assumptions about the system's capabilities & they mostly rung true, it's like whenever they analyze games, they use very safe wording in an effort to try and placate everyone around them, they gloss over so much and report wrong or incomplete information.

The way they responded towards the hate that came after their DLSS 5 hands-on impressions video was absolutely deflating & very disappointing (they tried it themselves where the very few tried it hands-on so they should have some sort of authority here), they literally backtracked from their original excitement to "oh you don't like it? Well OK, it is bad!" I was like "where the fuck is your spine dude?!" But whatever, after their absolutely shameful backtrack on DLSS 5, I stopped watching them.
 
Digital Foundry has been very safe lately, they just do not inspire confidence & integrity like before, and one of the main reasons was when we were close to Switch 2's release, they were right to have early assumptions about the system's capabilities & they mostly rung true, it's like whenever they analyze games, they use very safe wording in an effort to try and placate everyone around them, they gloss over so much and report wrong or incomplete information.

The way they responded towards the hate that came after their DLSS 5 hands-on impressions video was absolutely deflating & very disappointing (they tried it themselves where the very few tried it hands-on so they should have some sort of authority here), they literally backtracked from their original excitement to "oh you don't like it? Well OK, it is bad!" I was like "where the fuck is your spine dude?!" But whatever, after their absolutely shameful backtrack on DLSS 5, I stopped watching them.
:messenger_fire::messenger_ok:💯
 
He also points out some other neat stuff like ray traced cube maps. idk how DF missed stuff like the Nanite and VSM usage. Never watched this guy before but he inspires more confidence than DF lately.

edit: maybe I'm late to this but how tf did DF botch their Cyberpunk 2077 PS5 Pro coverage so badly.... bloated 30min video yet they got the RT reflections completely wrong.

If SlimySnake SlimySnake snake is right, both DF and devs are responsible for this.

For example, final trailer for the game clearly had SW lumen reflections (you can see SDFs in the reflection):

cZ3DviaTgtDrnFMJ.jpg


So those "RT cubemaps" could be SW lumen reflections. It would make more sense to use existing (in the engine) tech than to port/create something new. Both DF and NXG are speculating about a lot of things, they rarely have devs talking to them what exactly is happening in their games.
 


Bullshit!

- Xbox Series X = 16GB.
- Xbox Series S = 10GB.
- This makes Series S 37.5% less than Series X.

30% less is pretty close to 37.5%. It's fucking over for PS6. Not to mention the vast CPU & GPU power disparities, even storage speed differences. PS6 Portable is WEAKER than base PS5 in almost everything.
 
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Bullshit!

- Xbox Series X = 16GB.
- Xbox Series S = 10GB.
- This makes Series S 37.5% less than Series X.

30% is close. It's fucking over for PS6. Not to mention the vast CPU & GPU power disparities.
PS6 Portable is WEAKER than base PS5 in everything.


It's rumored to have 24GB of memory so it will have that advantage over PS5...
 


Water in this video looks absolutely amazing, beautiful. And you're allowed to go underwater everywhere now?

Exellent geometry on those tiles. RT relfections on puddles, and those appear to be RT shadows too? If not, whatever PCSS solution they're using looks great. Individual shadows for blades of grass, love to see it.

Noticed many portions of the video are 30fps. There's PlayStation buttons, and video thumbnail says PS5 Pro.. I would be very impressed if that's base PS5 Quality Mode.
 
After finishing Crimson Desert, I started playing Death Strading 2, the game looks really good and has some fantastic animations.

Here some screenshots in 4K Ultrawide with DLDSR, max Settings and Reshade:

RL7iBjf.jpeg

zok6RpT.jpeg

XtLqL7U.jpeg

pLyCWbv.jpeg

tWPdLX8.jpeg

HYBQaX5.jpeg
 


Bullshit!

- Xbox Series X = 16GB.
- Xbox Series S = 10GB.
- This makes Series S 37.5% less than Series X.

30% less is pretty close to 37.5%. It's fucking over for PS6.

24 GB is 20% less than 30 GB. Not 30%. At least get the math right before calling bullshit. If that's still pretty close, you might as well declare 0% is pretty close to 37.5%.

The only bottleneck on paper is going to be the CPU. And if games are less CPU bound next gen due to new programming paradigms like GPU work graphs, none of it matters. Just drop the resolution and frame rate to rock bottom, disable path tracing and use AI upscaling.
 
24 GB is 20% less than 30 GB. Not 30%. At least get the math right before calling bullshit. If that's still pretty close, you might as well declare 0% is pretty close to 37.5%.

The only bottleneck on paper is going to be the CPU. And if games are less CPU bound next gen due to new programming paradigms like GPU work graphs, none of it matters. Just drop the resolution and frame rate to rock bottom, disable path tracing and use AI upscaling.
My Most probable amount is 32GB, which would mean it's 25% lower, that's still a substantial amount! I was only taking "30%" at face value according to the headline. BUT…

25% is much closer to 37.5% than 0% and I believe using a Strawman here (like you did) is disingenuous. I wouldn't declare 0% is pretty close, I would declare the 25% difference is a lesser difference than 37.5% as it is still simulating 66% of the effective bottleneck between Series S RAM & Series X RAM. That's still a hefty amount.

Whatever they're doing, having a lesser system will hold back, it will add another layer of restriction. This one is even worse than Series S. 💀

I don't think devs would want to drop frame rate to rock bottom on the newly soon to be released (2027?) PS6 Portable, they'll use it as the main baseline if it sells a lot…we'll see.
 
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My Most probable amount is 32GB, which would mean it's 25% lower, that's still a substantial amount! I was only taking "30%" at face value according to the headline. BUT…

25% is much closer to 37.5% than 0% and I believe using a Strawman here (like you did) is disingenuous. I wouldn't declare 0% is pretty close, I would declare the 25% difference is a lesser difference than 37.5% as it is still simulating 66% of the effective bottleneck between Series S RAM & Series X RAM. That's still a hefty amount.

Whatever they're doing, having a lesser system will hold back, it will add another layer of restriction. This one is even worse than Series S. 💀

I don't think devs would want to drop frame rate to rock bottom on the newly soon to be released (2027?) PS6 Portable, they'll use it as the main baseline if it sells a lot…we'll see.
Good to see that my strawman made you come down from 30% to 25%. May be I'll add a few more strawmen next time so we can agree on the actual number, which is still 20%. :messenger_tongue:

As to the rest... like you said, we shall see




Water in this video looks absolutely amazing, beautiful. And you're allowed to go underwater everywhere now?

Exellent geometry on those tiles. RT relfections on puddles, and those appear to be RT shadows too? If not, whatever PCSS solution they're using looks great. Individual shadows for blades of grass, love to see it.

Noticed many portions of the video are 30fps. There's PlayStation buttons, and video thumbnail says PS5 Pro.. I would be very impressed if that's base PS5 Quality Mode.


It all looks beautiful, but I got really curious about the bolded. As far as I can tell, ALL the footage so far seems to be missing RT reflections. Neither the puddles nor the oceans show RT. Wherever the reflections seem stable, they point to static geometry in the reflection, so everything you see is likely high quality cube maps for static objects blended with SSR for dynamic objects.

Exhibit A - notice the puddle reflection change with the passing lady and her occluding boobs!

AgWUKY7c9L1fbqk2.gif
GlL5E3iU7jyZeqBe.gif



And for long distance, the cube maps seem to be missing altogether, so it's entirely SSR.

Exhibit B - The mast occluding the building in the distance

orWfNfBPCT2ymeJh.gif
eNGHREAAbJKD2Xi2.gif



And it's not RT shadows. You can tell with how unnaturally sharp a lot of complex shadow patterns are. So any softening is definitely PCSS. It's particularly visible with the tall palms. The more definitive way to tell that it is not RT shadows is the presence of shadow pop in.

Exhibit C:

OWTlSUnzPACdyEup.gif
NouByGd7ejd3yV3u.gif



Overall, the blemishes are still very subtle, so none of these are a knock on the final result. But I think this is footage from PC (may be even maxed out), with PS5 controller, but with RT reflections off for reasons unknown. Or they have selectively implemented RT reflections only in some areas for performance reasons and we just get a mixture of different techniques in the final game. Hard to say for sure. 30 fps may just be a matter of video encoding. The shadow maps are a bit too clean without visible shadow aliasing and extremely precise (like PC ultra settings), so I'm a little skeptical that it is console footage.

Another side observation is it looks like they haven't been able to add foliage to their micropolygon/virtual geometry system yet. Was missing in AC shadows as well. Noticed some shrubs popping in while analyzing the footage. Again, very subtle and LoD seems quite well tuned to be unnoticeable for the most part.

But if this is indeed PC footage, we don't know how all this translates to console, especially shadow quality and LoD. TBD!
 
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24 GB is 20% less than 30 GB. Not 30%. At least get the math right before calling bullshit. If that's still pretty close, you might as well declare 0% is pretty close to 37.5%.
To simplify & dumb it down: this is your failed strawman attempt. Be better next time.

Good to see that my strawman made you come down from 30% to 25%. May be I'll add a few more strawmen next time so we can agree on the actual number, which is still 20%. :messenger_tongue:

As to the rest... like you said, we shall see
I think there's a bit of misreading here on my part, headline stated "less than 30%" and I based my comment only on 30% number, but how much "less" than 30%? We still don't have an inkling of how much PS6 will have, it's all guesstimates! I think 32GB makes sense here.

If it's 30GB like your 20% differential suggests here, the same concern applies. I don't think PS6 will be flying away with Path Tracing so Portable can just "turn it off" like you suggested, base PS6 will have extended use of RT.

I think the question needs a more elaborate observation. Either developers rely more on pre-baking assets than relying on more real-time solutions (like RT) or vice-versa is heavily dictated by the Portable, unless if they don't give a rat's ass about it and proceed to run whatever it can run & ship it, then yeah, my concern may fade away a bit. And that's only on the RT part, there's the CPU question lol...
 
It all looks beautiful, but I got really curious about the bolded. As far as I can tell, ALL the footage so far seems to be missing RT reflections. Neither the puddles nor the oceans show RT. Wherever the reflections seem stable, they point to static geometry in the reflection, so everything you see is likely high quality cube maps for static objects blended with SSR for dynamic objects.

Exhibit A - notice the puddle reflection change with the passing lady and her occluding boobs!

AgWUKY7c9L1fbqk2.gif
GlL5E3iU7jyZeqBe.gif
Interesting post. Personally, I thought there's no chance in hell these are cubemaps.

Assassins-Creed-Black-Flag-Resynced-Deep-Dive-Gameplay-Soc.gif


Screenshot-2026-05-06-095504.png


Time-Stamped 4K:



As I've never seen such high resolution cubemaps, surely not in a free-roam like this, so distinctively depicting individual leaves.
It's also noticeable in the video how all the ivy geometry, along with its shadows, is present within the reflection, while the walls on which it grows have the typical low-resolution textures reserved for large surfaces.
They look just like Cyberpunk RT reflections.

So I'd say it's just a matter of a SSR layer on top of the RT, which is not uncommon practice.

As for the ocean, there's a chance RT reflections are reserved for close distance?

And it's not RT shadows. You can tell with how unnaturally sharp a lot of complex shadow patterns are. So any softening is definitely PCSS. It's particularly visible with the tall palms. The more definitive way to tell that it is not RT shadows is the presence of shadow pop in.
Well, those are great PCSS shadows no matter what. I honestly can't distinguish them from RT ones.

Even the reflections photo I posted above, what I see there on the ground is impeccable. Countless, and very accurate looking, variations on those edges.

Overall, the blemishes are still very subtle, so none of these are a knock on the final result. But I think this is footage from PC (may be even maxed out), with PS5 controller, but with RT reflections off for reasons unknown. Or they have selectively implemented RT reflections only in some areas for performance reasons and we just get a mixture of different techniques in the final game. Hard to say for sure. 30 fps may just be a matter of video encoding. The shadow maps are a bit too clean without visible shadow aliasing and extremely precise (like PC ultra settings), so I'm a little skeptical that it is console footage.

Another side observation is it looks like they haven't been able to add foliage to their micropolygon/virtual geometry system yet. Was missing in AC shadows as well. Noticed some shrubs popping in while analyzing the footage. Again, very subtle and LoD seems quite well tuned to be unnoticeable for the most part.

But if this is indeed PC footage, we don't know how all this translates to console, especially shadow quality and LoD. TBD!
So, base PS5 has RT GI in all three modes and RT reflections reserved for its 30fps mode:

Screenshot-2026-05-05-235405.png

No mention of RT Shadows, but if those are indeed just very well implemented PCSS, this could be indeed base PS5 footage. Well, a veeery impressive base PS5 footage imo. Afterall, Uncharted 4 had very good PCSS in its Madagascar open level, ten years ago on PS4.

In any case, this all bode really well for PS5 Pro version. And of course PC.
 
Raytracing in Shadows was magnificent. Very good looking and very clean. Much more than the typical raytracing from a UE5.

I am excited and at the same time confident that raytracing in AC4 Remake will look great
 
Not seeing the fantastic part tbh, it looks good but not better than the best water we had this gen, i bet the physics is also nowhere near crimson water physics.
It looks much better than at reveal, at least. The foam is no longer as extremely low res as it was.

Somehow they made a LOT of improvements in no time:


Very impressive.
As for the water, I would agree it's not necessarily better than the best ones we've seen this Gen, but still think it looks beautiful.
With those caustics and the subsurface scattering I know it has (that was already impeccable in the original), there's going to be plenty of water eye candy in this game.
 
It looks much better than at reveal, at least. The foam is no longer as extremely low res as it was.

Somehow they made a LOT of improvements in no time:


Very impressive.
As for the water, I would agree it's not necessarily better than the best ones we've seen this Gen, but still think it looks beautiful.
With those caustics and the subsurface scattering I know it has (that was already impeccable in the original), there's going to be plenty of water eye candy in this game.
I was just expecting best water in the business from a freakin pirate game where water is the main course after all the praises :lollipop_grinning_sweat:

Especially when a 4 years old crossgen sea look like this


 
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I know you love black fags with a passion, but that sea doesnt look any better than 4 years old crossgen forbidden west sea...
A Guerrilla game with huge emphasis on water, often mentioned as #1 best looking game for years. The fact this looks at least just as good is a great thing.
Actually, I'm expecting to prefer this water over Forbidden West once I'll be playing the game.

And i dont see any evidence of better water physics than crimson.
Well, no game has better water physics than Crimson. Video from RDR2 dev:



It is an exceptional, insane achievement. Don't expect to see anything better this generation. Aside from maybe, and just maybe, GTA VI.
 
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I was just expecting best water in the business from a freakin pirate game where water is the main course after all the praises :lollipop_grinning_sweat:

Especially when a 4 years old crossgen sea look like this




You are speaking to soon. Just wait until the game comes out because Ubisoft never dissapoints with water rendering and weather system. The original black flag still looks amazing to this day and the screenshots and footage we have seen so far looks far superior. Horizon looks great too but I am sure this one is going be look crazy good specially during storms
 
You are speaking to soon. Just wait until the game comes out because Ubisoft never dissapoints with water rendering and weather system. The original black flag still looks amazing to this day and the screenshots and footage we have seen so far looks far superior. Horizon looks great too but I am sure this one is going be look crazy good specially during storms
I'm sure the game is gonna be a looker like shadows but i'm allergic to old ac gameplay so i'm probably gonna skip this one unless there is nothing else to play.
 
I'm sure the game is gonna be a looker like shadows but i'm allergic to old ac gameplay so i'm probably gonna skip this one unless there is nothing else to play.

This is not old ac gameplay, its modernized with the AC Shadows engine, so this will play more like Shadows, combat, parkour, navigation etc
 
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A Guerrilla game with huge enphasis on water, often mentioned as #1 best looking game for years. The fact this looks at least just as good is a great thing.
Actually, I'm expecting to prefer this water over Forbidden West once I'll be playing the game.


Well, no game has better water physics than Crimson. Video from RDR2 dev:



Don't expect to see anything better this generation. Aside from maybe, just maybe, GTA VI.

I mean, expecting a triple A game with huge budget about pirates where water is the main dish to have better water than a game made by a korean dev making their first single player open world is not an absurd request me think...

And no matter how much emphasis horizon had for water, a 4 years crossgen should not go head to head with a 4 years newer nextgen only pirate game, no way to spin this, i dont see 4 years of advancements here, water tech wise.

If there is something where black flag should be first in class, is the damn water tech :lollipop_grinning_sweat:
 
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This is not old ac gameplay, its modernized with the AC Shadows engine, so this will play more like Shadows, combat, parkour, navigation etc
I saw enough of the combat to say that this is the same shitty counter to win, fatality heavy combat of the old ac, no matter how much they refined it, i just despise that type of combat.

Combat is definitely nothing like the last 4 ac games that play like light souls, for better or worse.
 
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I mean, expecting a triple A game with huge budget about pirates where water is the main dish to have better water than a game made by a korean dev making their first single player open world is not an absurd request me think...

And no matter how much emphasis horizon had for water, a 4 years crossgen should not go head to head with a 4 years newer nextgen only pirate game, no way to spin this, i dont see 4 years of advancements here, water tech wise.

If there is something where black flag should be first in class, is the damn water tech :lollipop_grinning_sweat:
I guess we'll see when it releases.

I recall Origins had nice water physics, or heavy displacement at least. Same for Valhalla.
 
I guess we'll see when it releases.

I recall Origins had nice water physics, or heavy displacement at least. Same for Valhalla.
The ac games always had good water tech yes, that's why i was expecting an actual nextgen jump on their water for this game specifically.

I guess we wait and see if it can at least beat rdr2 water...
 
Exellent geometry on those tiles
Take It Personally Michael Jordan GIF


I watched the joraptor video on my phone this morning and i shit you not i saw the flat tiles again
(left side on this pic)
DUokdv8kfQ5F9ADQ.jpg


But after watching it on a bigger screen with better resolution i understand it is more a question of lightning than geometry and it appear to be less detailed only in certain conditions. Gordon agrees with me too.

5c0wimbb8gip1Hpi.png
 


Bullshit!

- Xbox Series X = 16GB.
- Xbox Series S = 10GB.
- This makes Series S 37.5% less than Series X.

30% less is pretty close to 37.5%. It's fucking over for PS6. Not to mention the vast CPU & GPU power disparities, even storage speed differences. PS6 Portable is WEAKER than base PS5 in almost everything.

Yeah, well, XSS RAM of all things is not what's limiting XSX, and it will be the exact same with PS6's handheld vs PS6.
 
I'm not impressed with Black Flag. It looks good for sure but at the same time it's the AnvilNext, so the same base as 20 years ago (combat animations are super ugly for example). And gameplay wise it feels like I played this game 10 times already, so I'm really not sure what's so exciting about this. It's not like the original game was from 1990 too, meaning this remake is a bit ''too soon'' IMO. They should've done AC1, then 2, then Revelation etc... first. But Black Flag? Really?

Meh.
 
Good to see that my strawman made you come down from 30% to 25%. May be I'll add a few more strawmen next time so we can agree on the actual number, which is still 20%. :messenger_tongue:

As to the rest... like you said, we shall see




It all looks beautiful, but I got really curious about the bolded. As far as I can tell, ALL the footage so far seems to be missing RT reflections. Neither the puddles nor the oceans show RT. Wherever the reflections seem stable, they point to static geometry in the reflection, so everything you see is likely high quality cube maps for static objects blended with SSR for dynamic objects.

Exhibit A - notice the puddle reflection change with the passing lady and her occluding boobs!

AgWUKY7c9L1fbqk2.gif
GlL5E3iU7jyZeqBe.gif



And for long distance, the cube maps seem to be missing altogether, so it's entirely SSR.

Exhibit B - The mast occluding the building in the distance

orWfNfBPCT2ymeJh.gif
eNGHREAAbJKD2Xi2.gif



And it's not RT shadows. You can tell with how unnaturally sharp a lot of complex shadow patterns are. So any softening is definitely PCSS. It's particularly visible with the tall palms. The more definitive way to tell that it is not RT shadows is the presence of shadow pop in.

Exhibit C:

OWTlSUnzPACdyEup.gif
NouByGd7ejd3yV3u.gif



Overall, the blemishes are still very subtle, so none of these are a knock on the final result. But I think this is footage from PC (may be even maxed out), with PS5 controller, but with RT reflections off for reasons unknown. Or they have selectively implemented RT reflections only in some areas for performance reasons and we just get a mixture of different techniques in the final game. Hard to say for sure. 30 fps may just be a matter of video encoding. The shadow maps are a bit too clean without visible shadow aliasing and extremely precise (like PC ultra settings), so I'm a little skeptical that it is console footage.

Another side observation is it looks like they haven't been able to add foliage to their micropolygon/virtual geometry system yet. Was missing in AC shadows as well. Noticed some shrubs popping in while analyzing the footage. Again, very subtle and LoD seems quite well tuned to be unnoticeable for the most part.

But if this is indeed PC footage, we don't know how all this translates to console, especially shadow quality and LoD. TBD!

Nice analysis.

RT shadows can still have pop in, it depends on BVH LOD, and entire shadows are poping in like that (with no resolution changes like with CSMs).

I think they mostly use RT reflections but it's obvious some things are done by SSR.
 
Nice analysis.

RT shadows can still have pop in, it depends on BVH LOD, and entire shadows are poping in like that (with no resolution changes like with CSMs).

I think they mostly use RT reflections but it's obvious some things are done by SSR.
You think it's computationally expensive to add transparency effects into the BVH pipeline? I remember Cyberpunk with Path Tracing added those effects part of the SSR layering on top. Are there games with PT that had all effects without relying on SSR layering?
 
You think it's computationally expensive to add transparency effects into the BVH pipeline? I remember Cyberpunk with Path Tracing added those effects part of the SSR layering on top. Are there games with PT that had all effects without relying on SSR layering?

Many games are not rendering characters in RT reflections because they are super expensive to do in BVH.

So yeah, they are making optimizations like that. As long as it's subtle (not typical SSR artifacts) I'm fine with it. With Black Flag, I hope they won't show SSR in the center of the player vision, game is full of water occluded by ship elements...
 
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