Best looking water in games

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feels good on the eyes
 
I was really struck by Witcher 3... They really got the effect of algae on European ponds just right with the slightly green tinge.. really striking
 
Easily sea of thieves. Played for the first time tonight with a crew and had the most fun I have ever had in a coop game. Played for like 5 hours. I'm going to bed just so I can get up and play it all day tomorrow (it's actually today now...)
 
I think it's important to note good looking water relative to the time, not just best water now..

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Morrowind had some nice water in highest settings, Halo too..

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and i remember some xbox game, with flying maybe kind of like crimson skies, but futuristic i think, anyway you spent some of the time in that game VTOLing around some Islands or something, and that had pretty nice water graphics.. i remember the game was pretty but kind of slow paced compared to halo et al... if someone can tell me what that game was I'd be happy...

Age of mythology had pretty great water relative to earlier age of empires games...

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Empire: total war was and remains pretty hawt in naval combat...

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and i remember some xbox game, with flying maybe kind of like crimson skies, but futuristic i think, anyway you spent some of the time in that game VTOLing around some Islands or something, and that had pretty nice water graphics..

Funnily enough I just wanted to post it, you mean Yager right?



Game looked absolutely insane for mid-2003.
 
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Funnily enough I just wanted to post it, you mean Yager right?



Game looked absolutely insane for mid-2003.

Omg man thank you so so so much, been a giant nugget of booger in my nose since i thought of it.. great game
 
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For a city building game / strategy, Anno 1800 is gorgeous and has impressive water.

That game is perfect, imo.. damn near flawless.. perhaps just not broad enough to be a goat contender.. also, well, difficulty of attaining it for some people...
 
This is not my video but look at this modded water in Morrowind at 3:46. It looks beautiful. Thats why i love modding on PC.
 
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I must confess to being impressed recently with Cold War of all things. The water on Armada map on the large scale games is top notch.
 
Half-life 2 was amazing at the time as well, its repeating tile + flatness doesn't hold up today so no point in posting a video but that was definitely a benchmark at the time, a big part of that being the buoyancy of objects - ie how things sank and/or floated. The way it affected light and how things looked from below the surface looking up was super impressive too.

I like this thread, lets keep it going. As SpartanN92 SpartanN92 says, Halo 3 was incredible for so long but the first time I saw AC: Black Flags water during a storm absolutely blew me away. It felt so new and exciting.

Come on devs lets see some fucking top notch physics of all kinds, including water!

If we don't get a good leap in physics quality soon I'm going to ragdoll down some stairs.
 




This is so disappointing


Yeah. To be fair though, water clearly wasn't the focus here and there usually isn't a lot of interaction with it. Because the city is the world basically, while there was a lot more water, Islands etc in Witcher.

Still surprisingly bad water physics. Like, no reactions at all. Shows how hot that game came in.
 
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Where is the best game ever ??




Also, honorable mention to Oblivion, but I can't find a video of vanilla water

I honestly prefer the low settings in that video. The ultra make the water behave and look like jelly. Low has less impressive behaviour, but looks more realistic.
 
That game is perfect, imo.. damn near flawless.. perhaps just not broad enough to be a goat contender.. also, well, difficulty of attaining it for some people...

That's the problem with those awards anyway, the best games are barely reviewed on PC or get any attention because nobody from those review sites cares for them.

This is why those goat awards are nothing but circle jerks of console fanbase solutions. They don't even consider patches or updated content as contender. For example league of legends was a game from the launch year and nothing else same as fortnite etc.

The whole reward shows are nothing but pandering towards console audiences.

Who remembers the first water with bump mapping in freaking 1998 on PC?

Expendable.jpg

Dam i thought it was morrowind where i first saw it.
 
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Who remembers the first water with bump mapping in freaking 1998 on PC?

Expendable.jpg

Expendable!

Fucking great game, blew me away back then, I went to replay it recently but its a bit hard I found. Any tips for that?

The cutscenes are funny too if I remember rightly, especially the end one with the pool scene.
 
I honestly prefer the low settings in that video. The ultra make the water behave and look like jelly. Low has less impressive behaviour, but looks more realistic.

I love me some jelly water tbh but I get what you mean, I think you can tone that effect down without losing it by going down to high.
 
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Replaying HL2, EP1 and EP2 I am amazed by its' beautiful water. Still today, when everybody is talking about raytracing, HL2 used another tech than just SSR, so you always see realtime reflections, even if objects are not in your field of view.
Something similar like HITMAN 2 uses instead of RT I guess.
utc15qf.jpg

With flashlight, which is also visible in reflection
QHmOWy0.jpg

Without looking at the original objects, SSR would fail right now.
g2w9LpN.jpg
Another example I found on YT


I can't remember, if this was already implemented in the old source engine (2004) on release or came with an update, since there are other changes like real object shadows when using the flashlight, which I don't remember from the 2004's release as well.
 
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Replaying HL2, EP1 and EP2 I am amazed by its' beautiful water. Still today, when everybody is talking about raytracing, HL2 used another tech than just SSR, so you always see realtime reflections, even if objects are not in your field of view.
Something similar like HITMAN 2 uses instead of RT I guess.
utc15qf.jpg

With flashlight, which is also visible in reflection
QHmOWy0.jpg

Without looking at the original objects, SSR would fail right now.
g2w9LpN.jpg
Another example I found on YT


I can't remember, if this was already implemented in the old source engine (2004) on release or came with an update, since there are other changes like real object shadows when using the flashlight, which I don't remember from the 2004's release as well.

It can only render to a flat plane, as it's essentially another "camera" in the world, drawing what it sees to a texture, and then rendering that texture with an additional shader which perturbs the normals a bit, usually with a animated normal map which looks like waves. The second camera can decide what objects appear in it's scenegraph, so you can render just the world, or everything in it as well. Its very limited in what it can do, as you get a perfect mirror essentially.
 
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