Xtib81
Member
Denial is real. Almost every new game either doesn't support the pro or has serious issues with pssr.GI at 60 fps but but but Pro is a shitty hardware
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Denial is real. Almost every new game either doesn't support the pro or has serious issues with pssr.GI at 60 fps but but but Pro is a shitty hardware
Yeah, do a Cyberpunk and stick coloured lights everywhere and it makes for a very flashy and convincing gay disco effect.
Agree to disagree, everything they do can be used as console war ammo (and it has been unless you lived in a cave), from framerate to resolution to everything, so adding a comparison is no biggie, i would want to know how a supposedly nextgen game stacks against other nextgen games.Depends on the review's objective. Imagine game reviews talking about Zelda and Elden Ring every time they review an open world game or Sekiro every time they review an action game. That's not the purpose of a review. Do you review food at one restaurant by talking about another restaurant? Or sex with your partner based on your experience with exes? That's the most immature, lazy, low IQ type of review.
Comparative analysis between different games of the same generation is meant for awards and bragging rights. Not reviews. Not to say any of these reviewers actually understand this nuance, but most people do understand that it's just not appropriate.
Sound like a retarded excuse when everything they say is already used as console war ammo.They don't wanna get involved into console wars, that's the excuse they've used in the past anyway. I think comparisons are interesting, who cares what zealots do with the outcome?
You can choose which objects to trace rays against in the bvh structure. think of it like how insomniac excluded far away objects and various cars and trees in the miles reflections then in spiderman 2 added them back in for richer reflections thanks to optimizations to their RT performance allowing them to add more and more things to trace against.Is that even possible for an RTGI technique to distinguish between MC and NPC? What would happen when they interact/fight? This could very well be an issue of lower quality NPC models with sub surface scattering turned off and not related to RTGI. I can certainly see it in effect on NPCs in cutscenes. Will need to see some on/off footage for NPCs during gameplay as well.
They used to console war compare all the time when Xbox was on top and/or more powerful hardware in practice.Sound like a retarded excuse when everything they say is already used as console war ammo.
Reducing the quality of your review because you fear fanboys is just stupid.
Also, how the fuck can be used as console war ammo when you do a comparison between let's see, yotei, wukong and shadows? one is a sony game, the others are third party, nobody is asking them to compare yotei to a mcirosoft game if they don't want to do it.
they dont do comparisons because they are idiots. their videos have become very one note. Alex just exists to either fawn over path tracing in the 1-2 path traced games every year, or spend the rest of the year bitching about stutters. Instead of actually taking the time to appreciate the tech in games thats not path tracing.Sound like a retarded excuse when everything they say is already used as console war ammo.
Reducing the quality of your review because you fear fanboys is just stupid.
Also, how the fuck can be used as console war ammo when you do a comparison between let's see, yotei, wukong and shadows? one is a sony game, the others are third party, nobody is asking them to compare yotei to a mcirosoft game if they don't want to do it.
Agree to disagree, everything they do can be used as console war ammo (and it has been unless you lived in a cave), from framerate to resolution to everything, so adding a comparison is no biggie, i would want to know how a supposedly nextgen game stacks against other nextgen games.
This is something that plagues all games. I hope one day it's eradicated and that every step feels genuine without clipping into objects.
A PS4 game with limited RTGI on top still looks like a PS4 game now with limited RTGI on top.
Most of shots shown in the video are awfully flat lit, have low quality geo and generally look previous gen.
It is good though that they've at least added some RT.
We can agree on that. What are your thoughts on the comparison I made though? If the NPCs are being lit different between RT and non-RT in the cutscene, are they switching BVHs between cutscene and gameplay? In either case, that would have nothing to do with hand placed hero lights.You can choose which objects to trace rays against in the bvh structure. think of it like how insomniac excluded far away objects and various cars and trees in the miles reflections then in spiderman 2 added them back in for richer reflections thanks to optimizations to their RT performance allowing them to add more and more things to trace against.
You are seeing better lighting in cutscenes because devs are able to hand place hero lights everywhere without worrying too much about framerates dropping since they know exactly how the scene will play out. thats why realtime cutscenes in TLOU2, and DS2 look so much better than gameplay.
its entirely possible but cutscenes were likely lit just once for the main version. i doubt the artists created two different sets of lighting data for cutscenes.We can agree on that. What are your thoughts on the comparison I made though? If the NPCs are being lit different between RT and non-RT in the cutscene, are they switching BVHs between cutscene and gameplay? In either case, that would have nothing to do with hand placed hero lights.
They might be doing a switch. I don't know. But the comparison shows that RTGI is affecting NPCs in cutscenes at least.
Exactly. So that follows that RTGI does affect NPCs in cutscenes, which means they are part of the BVH. They could still be removing them from the BVH during gameplay to maintain performance. Just not sure yet, without on/off comparisons.its entirely possible but cutscenes were likely lit just once for the main version. i doubt the artists created two different sets of lighting data for cutscenes.
A PS4 game with limited RTGI on top still looks like a PS4 game now with limited RTGI on top.
Most of shots shown in the video are awfully flat lit, have low quality geo and generally look previous gen.
It is good though that they've at least added some RT.
There is no 40 fps mode though? I wonder if they would add one down the line. Seems a no brainerStill PS5 has RTGI only at 30fps when AC shadows has it at 40fps. A bit disappointing for a first party game.
Very HotWow, Atsu is kinda hot!
Much more attractive than the Orang Utang that voices the character. Well done Sucker Punch for giving us an attractive female protagonist for a change.
What's the resolution in the 40fps mode? Pretty sure Shadows' resolution is quite a bit lower.Still PS5 has RTGI only at 30fps when AC shadows has it at 40fps. A bit disappointing for a first party game.
The Pro seems to be a decent version with PSSR putting work to make RT work at 60fps with similar IQ as native 4K.
every gameplay video they showed looked like something from the ps4 pro though....i'd say 70% of people interested in this game were all expressing disappointment with the graphics so let's not try to make this into a "troll" debateThe thread has been open for almost an hour and barely a page has been left. The haters and trolls who have been fudging the game for months, saying it's for PS4 or posting the worst images possible to make the game look bad and make fools of themselves have no choice but to eat crow. There will be another time.
That is so strangeNice that Pro owners get some RT lighting at 60fps. Would including the NPCs in the RT lighting coverage and not just the player character really have been that much more demanding? The eventual PC version should allow you to get greater coverage.
What does this mean? Digital Foundry footage is fake and the visuals presented are not in the game? People are just saying the game looks great. No matter where the footage comes from.Wait, so now we LIKE Digital Foundry? Make up your mind guys!
So what made should pro users go for? Performance with RT or without RT and a higher resolution?Looks like RTGI only works for Atsu and static geometry, npcs are not covered with it:
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Comparison:
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But even with all that game still look mediocre:
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Also Sony dropped mandate for 1440p resolution in performance modes on base PS5 for their games, 1080p for raster only mode is not so great....SlimySnake
60fps RT mode is 1080p on Pro.
I really love the parts where Atsu is riding the horse at a distance from the camera and you can see the scenery for miles. Photo mode is going to get a work out for sure.
It will be worth it especially next year with GTA6 next year and FSR4 and PSSR integration next year. Good for all of you with ps5 pro. But for me, it looks like I decided to stay with my base ps5 for now.my PS5Pro purchase has been redeemed....so glad ive held on to it for a year with nothing to show for until now
From everything I've seen, performance with RT. Barring a couple of visual oddities, you lose nothing discernible in the process at all. Looks better and plays better.So what made should pro users go for? Performance with RT or without RT and a higher resolution?
Just watched the video.GI at 60 fps but but but Pro is a shitty hardware
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Yeah because the game was in development. The PS4 Pro couldn't do this game@60fps with RTGI.every gameplay video they showed looked like something from the ps4 pro though....i'd say 70% of people interested in this game were all expressing disappointment with the graphics so let's not try to make this into a "troll" debate