Negotiator101
Member
Does a bear shit in the woods?I chose this screenshot for this very reason. Most of the time the hair does not look that great.
I have no doubt GTA 6 will destroy the competition, including CD.![]()
Does a bear shit in the woods?I chose this screenshot for this very reason. Most of the time the hair does not look that great.
I have no doubt GTA 6 will destroy the competition, including CD.![]()
Art direction is great. I ain't following the story, but visual world building carries it wellSaros 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.
But the one level looks great so what gives?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
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.They have great fucking materials in Crimson Desert.
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.
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.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.
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.
Looks great
Meanwhile guerilla gives you thisThe water looks insane, like one of the best waters I have seen in a game
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.
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.
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…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.
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%.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.
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.
To simplify & dumb it down: this is your failed strawman attempt. Be better next time.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%.
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.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%.
As to the rest... like you said, we shall see
Interesting post. Personally, I thought there's no chance in hell these are cubemaps.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!
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Well, those are great PCSS shadows no matter what. I honestly can't distinguish them from RT ones.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.
So, base PS5 has RT GI in all three modes and RT reflections reserved for its 30fps mode: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!
At what minute can i see this fantastic water?
At what minute can i see this fantastic water?
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.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.
I know you love black fags with a passion, but that sea doesnt look any better than 4 years old crossgen forbidden west sea...
I was just expecting best water in the business from a freakin pirate game where water is the main course after all the praisesIt 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:
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Assassin’s Creed Black Flag Resynced – Deep Dive into Parkour, Stealth & Combat
Learn more about Resynced's modernized ground gameplay.www.ubisoft.com
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.
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.I know you love black fags with a passion, but that sea doesnt look any better than 4 years old crossgen forbidden west sea...
Well, no game has better water physics than Crimson. Video from RDR2 dev:And i dont see any evidence of better water physics than crimson.
I was just expecting best water in the business from a freakin pirate game where water is the main course after all the praises
Especially when a 4 years old crossgen sea look like this
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.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.
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 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.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 guess we'll see when it releases.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![]()
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'll see when it releases.
I recall Origins had nice water physics, or heavy displacement at least. Same for Valhalla.
Exellent geometry on those tiles
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.
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%.
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!
![]()
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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
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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:
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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!
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?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.
This looks absolutely amazing to me. I literally said wow when i first saw it.
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?
Nah, you people are just easy to please as usual.Same here. Papito Gymwolf needs an urgent eye check up and he should stop watching this thread in his nokia phone too
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