SimTourist
Banned
Well then, this is 1,3 TFlops Xbox One graphics thenLol, the game look so good that you think is CGI![]()
Well then, this is 1,3 TFlops Xbox One graphics thenLol, the game look so good that you think is CGI![]()
Why wouldn't you use RT in a prerendered cinematic? It's an offline render already
I wasn't debating, just explaining why it'll sell like crazy. They have the family segment but also enthusiasts and nostalgics. And they can sell more than one device per family too.I also let my 2yo mess around on my PS5 occasionally.
Things like that don't say much.
If we look at the 1st party libraries, there's a reason Nintendo has 90% family-friendly output, whereas Sony and MS are targeting adults with 90% of their output.
How is this even up for debate?
It's hard to say for sure from this shot. But other signs of CGI are more obvious, like the volumetric smoke from explosions with debris flying everywhere, particles being lit up by light sources, the guy stepping on the puddle with splashes going off with a fluid simulation of sorts, the ground texture detail is far beyond what you see in the game with proper displacement similar to quixel megascansthat's exactly what I am asking.
the reflections have obvious artifacting in them
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why are there, what looks very much like occlusion artifacts in reflections used in a CG prerendered cutscene that uses effects not found during gameplay?
you can see occlusion issues around the reflection of the soldier, the typical "curtain" of occlusion you see with basically any SSR implementation as soon as a character moves in front of a background.
you can see what looks like a fallback cubemap appearing around the guys reflection.
Cool now you can play it on a tiny screen while your wife'ssonboyfriend plays videogames on the TV.
It's hard to say for sure from this shot. But other signs of CGI are more obvious, like the volumetric smoke from explosions with debris flying everywhere, particles being lit up by light sources, the guy stepping on the puddle with splashes going off with a fluid simulation of sorts, the ground texture detail is far beyond what you see in the game with proper displacement similar to quixel megascans
It's not gameplay, they can add effects and up the quality in the cutscenes due the control in the resources budget.It's hard to say for sure from this shot. But other signs of CGI are more obvious, like the volumetric smoke from explosions with debris flying everywhere, particles being lit up by light sources, the guy stepping on the puddle with splashes going off with a fluid simulation of sorts, the ground texture detail is far beyond what you see in the game with proper displacement similar to quixel megascans
It's just the opening cinematic, the rest is probably realtime as you can see in the demo. Doing a transition from space to planet surface like that would be hard to do realtime.Metroid Prime has never used CG, why would it be CG now? It would be jarring for switch 1 too.
Volumetric smoke like that would be hard even for a 5090It's not gameplay, they can add effects and up the quality in the cutscenes due the control in the resources budget.
Other M had CGI cinematicsMetroid Prime has never used CG, why would it be CG now? It would be jarring for switch 1 too.
Other M had CGI cinematics
If you are a person who buys 30 fps games (especially in 2025)
YOU ARE FUCKING DUMB MULE
I wouldn't even play it if they paid me 70USD to complete it in 30 fps
Other M had CGI cinematics
In a cutscene you can do a lot of tricks due the control of the scene, it's not gameplay. Something that looks like volumetric fog or smoke can be a trick.Volumetric smoke like that would be hard even for a 5090
Yeah, I saw a video where they state it has mouse control. I think it was Beatemups?Plus, haven't actually seen any info about it but I assume it'll have the seamless transfer into mouse aiming they showed in Metroid if you place the joycon on a flat surface.
I give upIn a cutscene you can do a lot of tricks due the control of the scene, it's not gameplay. Something that looks like volumetric fog or smoke can be a trick.
Tropical Freeze, their last game, CGI intro cutsceneOther M wasn't made by Retro and is not a Prime game.
I think that Retrostudio hired a few Naughty Dog ex employees specialized in that area. Real Time animation and direction. Going to search for that information.Halo 5's curscenes were real time and looked ridiculous at the time. this wouldn't be the first time a developer uses the fact that they can control every single element and camera move during a cutscene to punch above what you see during gameplay.
the fact that the reflections there are very clearly SSR should instantly make you question why that would be in an offline render where the Devs had basically infinite gpu power to do anything... and they chose to use SSR instead of multiple alternatives, even planar reflections for example would fix these reflections... wouldn't even need to be RT.
so what you initially used as proof it's prerendered, is imo the biggest piece of evidence against it being prerendered
This seems like a cutscene with in game assets, but it isn't how it looks at all times
If you think switch 2 can render that in realtime while the actual gameplay has very primitive rendering with all these features missing then I don't know what to tell you.Halo 5's curscenes were real time and looked ridiculous at the time. this wouldn't be the first time a developer uses the fact that they can control every single element and camera move during a cutscene to punch above what you see during gameplay.
the fact that the reflections there are very clearly SSR should instantly make you question why that would be in an offline render where the Devs had basically infinite gpu power to do anything... and they chose to use SSR instead of multiple alternatives, even planar reflections for example would fix these reflections... wouldn't even need to be RT.
so what you initially used as proof it's prerendered, is imo the biggest piece of evidence against it being prerendered
That's the whole point of making a real time cutscene…. There's a tons of examples.If you think switch 2 can render that in realtime while the actual gameplay has very primitive rendering with all these features missing then I don't know what to tell you.
This is going to sell like crazy on the switch 2? I doubt that but I will bookmark this post just to visit it later.I wasn't debating, just explaining why it'll sell like crazy. They have the family segment but also enthusiasts and nostalgics. And they can sell more than one device per family too.
If you think switch 2 can render that in realtime while the actual gameplay has very primitive rendering with all these features missing then I don't know what to tell you.
The game is coming on the Switch 2 launch day, don't be surprised if the game do some crazy numbers.This is going to sell like crazy on the switch 2? I doubt that but I will bookmark this post just to visit it later.
100% this.you call it primitive, I call it better, especially SSR should never be used in any game ever. it's disgusting and always looks bad.
so them only using it in a controlled environment and a tiny moment, but not during gameplay makes total sense to me.
and what you call volumetric clouds could literally be hand animated meshes and simple billboards that are well placed and angled.
Rise of the Tomb Raider used prerendered 2D elements in cutscenes that were overlayed on top of the real time rendered scenery to enhance the look of the realtime cutscenes.
the amount of stuff you can do whenever the player has no control over the camera is endless.
but I ask again. why would they do all this super high end CGI stuff that you think is impossible to do real-time, but then use shitty Screen Space Reflections instead of literally anything else?
no RT, no planar reflections... hell, they could've mirrored the geometry and animate the scene upside down... or have a convincing cubemap and mirror the soldier's model below the ground (fucking Mario Galaxy and Mario Sunshine do this during gameplay, that's how simple of an effect this is, and it would look better than the SSR used here)
As I stated before, I highly doubt it, especially from the performance we see but the fact that people aren't buying a 500+ system for a 5 year old game.The game is coming on the Switch 2 launch day, don't be surprised if the game do some crazy numbers.
Alright, let's just wait for DF's opinion if you don't believe me.you call it primitive, I call it better, especially SSR should never be used in any game ever. it's disgusting and always looks bad.
so them only using it in a controlled environment and a tiny moment, but not during gameplay makes total sense to me.
and what you call volumetric clouds could literally be hand animated meshes and simple billboards that are well placed and angled.
Rise of the Tomb Raider used prerendered 2D elements in cutscenes that were overlayed on top of the real time rendered scenery to enhance the look of the realtime cutscenes.
the amount of stuff you can do whenever the player has no control over the camera is endless.
but I ask again. why would they do all this super high end CGI stuff that you think is impossible to do real-time, but then use shitty Screen Space Reflections instead of literally anything else?
no RT, no planar reflections... hell, they could've mirrored the geometry and animate the scene upside down... or have a convincing cubemap and mirror the soldier's model below the ground (fucking Mario Galaxy and Mario Sunshine do this during gameplay, that's how simple of an effect this is, and it would look better than the SSR used here)
Forget about the performance, that's irrelevant in the real word, when people buy a new Nintendo console they grab a first party Nintendo game and whatever other game available, i remember that 1 2 Switch sold like a million in a week and the Bomberman did some crazy numbers too. Cyberpunk is a well known game, don't be surprised if CDPR announces two million in the first month.As I stated before, I highly doubt it, especially from the performance we see but the fact that people aren't buying a 500+ system for a 5 year old game.
Alright, let's just wait for DF's opinion if you don't believe me.
Its impressive that this is running on 7 weeks of effort, but its also good that they have some more time. The first gif shows framedrops when the explosion sets in.Offscreen footage
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Fixed that for you.
Yes, that's a given. Everybody knows. It's because it's a different demographic from the other consoles.I wasn't debating, just explaining why it'll sell like crazy. They have the family segment but also enthusiasts and nostalgics. And they can sell more than one device per family too.
Undocked is PS4 Level… Docked PS4 Pro ~ Series S level with a more modern graphic chip.It's nuts that people still think Switch 2 is PS4 level hardware.
You know that's an extremely facetous explanation. Labeling it as PS5 Pro insinuates that it is an ehanced version using the systems additional features/power...that is not what is happening unless you also think boost mode is comparable to official support.the game has a dynamic resolution and unstable performance. so labeling it running on the Pro is IMO an important distinction.
to quote VG Tech:
PS5 in Performance Mode uses a dynamic resolution with the highest resolution found being 3840x2160 and the lowest resolution found being approximately 2062x1160. Pixel counts at 3840x2160 seem to be very rare on PS5 in Performance Mode.
so playing it on PS5 Pro will inevitably result in this highly dynamic resolution to run higher than on base PS5
in essence, the PS5 Pro version is already built into the base version in a sense, given how extreme the resolution fluctuations can be, all the way from native 2160p down to 1160p
Its a different demographic but also a broad demographic. Nintendo is assoiated with kids and women but also with adults and men.Yes, that's a given. Everybody knows. It's because it's a different demographic from the other consoles.
Yes, family-oriented, that's broad by definition.Its a different demographic but also a broad demographic. Nintendo is assoiated with kids and women but also with adults and men.
You know that's an extremely facetous explanation. Labeling it as PS5 Pro insinuates that it is an ehanced version using the systems additional features/power...that is not what is happening unless you also think boost mode is comparable to official support.
With a proper Pro mode RTGI would be on the table, or at least RT reflections.well, what do you think a Pro version would look like? not much different than running this mode on the Pro I bet.
we know that unpatched games can see a performance increase of up to 35%, which is a significant difference, and significant enough to make a difference visually in a game with a wide dynamic resolution range like Cyberpunk.
With a proper Pro mode RTGI would be on the table, or at least RT reflections.
Yeah, performance mode no, at 30 fps with pssr probably possible, but they abandoned it so we'll never knowabsolutely not in perofmance mode, which is the one it is being compared to in the video.
the game is already CPU bound even on the Pro in some scenes. so adding RT to that would destroy perofmance
absolutely not in perofmance mode, which is the one it is being compared to in the video.
the game is already CPU bound even on the Pro in some scenes. so adding RT to that would destroy perofmance
Yeah, performance mode no, at 30 fps with pssr probably possible, but they abandoned it so we'll never know