Digital Foundry's Best Game Graphics of 2025

Found the video that you're talking about:



It's wild that even a gtx 1060 in traditional raster is more powerful than a Switch 2 in docked mode. I think the switch 2 is slightly weaker than the rtx 2050 mobile? According to techpowerup, my gpu is 1385% faster lmao.


Funny thing is that is with zero optimization done for the GTX1060 (obviously). It was even hitting 60fps at 4k lol. Imagine if this was an official optimized PC port, it would probably be hitting a lot higher than it already is, even at 4k.
Not only that but gpu usage isnt close to 100%, even at 4k.
The game is basically a Switch game uprezzed for Switch 2.

By the way that isnt the vid i saw. The one i saw had gtx1060 only at different resolutuions, and it was hitting 200fps at 1080p.

I cant find the vid i saw a few days ago, i guess it was taken down for copyright or somehting. But yeah at 1080p with the framerate unlock mod it was hitting 200fps a lot of the time. I mean even in the vid you posted it was hitting 60fps at 4k with 50-60% gpu usage, meaning if the card was being maxed out a GTX1060 would be hitting 100-120fps at 4k in a Switch 2 game lol.

Eh, this is disingenuous.

The 1060 first of all was running at FSR Quality at 4K. Which means it's actual resolution would be 1440p.

Second, the 1060 is not maintaining a steady 60fps at all. Many drops, even as low as into the 30s.

Third, Switch emulation is CPU limited, not GPU. So the most important hardware here is the Ryzen 7600x (a very capable CPU), not the GPU.
 
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So if you like realistic lighting you're a bell end, ok a lot of devs are bell ends I suppose! Even Kojima as he has moved to UE5 with OD, for the superior lighting in his atmospheric horrior game I'd wager.

RTGI is not like intstalling a light-bulb!

It doesn't "just work" in the sense that simply employing the technology isn't guaranteed to produce perfect results in all situations.

If you switch the lighting pipeline everything needs to be reimplemented and re-checked! Its a huge amount of work, and in this case for what benefit exactly? To make a game that looks beautiful already, have slightly more convincing propagation and shadow detail... Stuff that most players do not give a toss about!

The reason I'm dismissive is that the end product is what matters, not the tech used to achieve it. Doubly so when its additional work extending the dev process rather than speeding it up.
 
RTGI is not like intstalling a light-bulb!

It doesn't "just work" in the sense that simply employing the technology isn't guaranteed to produce perfect results in all situations.

If you switch the lighting pipeline everything needs to be reimplemented and re-checked! Its a huge amount of work, and in this case for what benefit exactly? To make a game that looks beautiful already, have slightly more convincing propagation and shadow detail... Stuff that most players do not give a toss about!

The reason I'm dismissive is that the end product is what matters, not the tech used to achieve it. Doubly so when its additional work extending the dev process rather than speeding it up.

Proper RTGI implementation absolutely blows away any prebaked lighting solution. Not even in the same ballpark.

And as developmental workflows migrate towards RTGI, it will indeed save a ton of development time. It's this weird middle area we're in now (where many games have to offer traditional lighting on top of RT/PT/RTGI) where it's adding to dev time. But that's why we're seeing some games like DOOM and others only offering RTGI with no fallback lighting option.
 
Have not watched the video but Doom gfx was disappointing when it was released. Are they basing it simply because of PT just like IJ ? Personally I would give AC Shadows.
 
Have not watched the video but Doom gfx was disappointing when it was released. Are they basing it simply because of PT just like IJ ? Personally I would give AC Shadows.
Yes. They also said that because the RTGI runs at 60 fps on base consoles, and even on the series s, while AC shadows drops RTGI for the 60 fps and Series S versions, Doom wins.

Of course, that argument makes no sense because Path tracing cant run on 99% of the GPUs on PCs, and 100% of the consoles. Also, the RTGI in Doom != RTGI in AC Shadows which is far more extensive and has way better lighting overall.

They are just a bunch of morons thats all. Doom is as mid looking as Ghosts 2, DS2, and Indy.
 
Ghost of Yotei, the little PS3 game that could.
Dude, it's a marvel on ps5 pro mode(GI at 60 fps), believe me. Yeah sure it has flaws and the collisions with the ground is awful where AC Shadows has precision, more physics and objects interactivity, but replaying both I was suprised how Yotei stack up better in other departments with very vast lowlands literally absent in AC Shadows which seems too much "dense" and "tiny" in the open areas, where the horse ride in minuscle courtsides paths. I say tech wise AC Shadows is ahead for different reasons but artistically Ghost of Yotei made better stuff.
 
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Surprised that Yotei made it. Seems like a pity inclusion to let Sony have a second slot. DS2 looks awesome, but it's the only really good looking PS game this year.

Yotei is just too uneven and AC: Shadows blows it away in every aspect.
Pity? They included Metroid Prime, and this vomit on screen in their top ten.

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Compared to those games, Ghosts 2 looks like a PS9 game.
 




im very surprised some nintendo games made it on Digital Foundry.

0:00:00 Introduction
0:02:09 Honourable Mentions: Kirby Air Riders, Mario Kart World, Star Wars Outlaws (Switch 2), Fast Fusion
0:11:45 Routine
0:16:35 Earthion
0:20:00 Silent Hill f
0:25:50 Mafia: The Old Country
0:32:18 Metroid Prime 4: Beyond
0:39:00 Ghost of Yōtei
0:46:11 Dying Light: The Beast
0:56:32 Top Three Discussion
- Death Stranding 2
- Assassin's Creed Shadows
- DOOM The Dark Ages

Videogames need a massive improvement in animation work. A lot of those titles are still animating like PS3/Xbox 360 titles, they look horrible to me.
 
Surprised that Yotei made it. Seems like a pity inclusion to let Sony have a second slot. DS2 looks awesome, but it's the only really good looking PS game this year.

Yotei is just too uneven and AC: Shadows blows it away in every aspect.
I'm not. Outside maybe on base ps5 is redimesioned for the forced 30 fps with raytracing and people play it mostly with backed lighting for the 60 fps glory but it's definitely more impressive than what was the prequel if I can say, especially the LOD in the landscape, all considered. AC Shadows for example has a very evident popin issues in the LOD at 60 fps.
I suspect a lot here misinterpreting the minimalist and simplistic artistic design of Ghost of Yotei with dated graphic.
 
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Surprised that Yotei made it. Seems like a pity inclusion to let Sony have a second slot. DS2 looks awesome, but it's the only really good looking PS game this year.

Yotei is just too uneven and AC: Shadows blows it away in every aspect.
Yotei to me crushes everything in that video, there's actual animation work especially where it matters the most -the gameplay, which is non existent in a lot of those other titles.
 
Dayum AC Shadows stomps on Yotei. A multiplat stomping an exclusive. Thats embarrassing.
I beg to disagree. I own both. There is stuff where Ghost of Yotei is absolutely remarkable. AC Shadows point more on realism fidelity where Yotei is more like a paint draw.
 
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Yes, at the end of the video

Also from the site

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Christmas bonus two years in a row 😉
I think only games that can be played in 120fps on their consoles should be allowed to be part of the list.

*runs away*

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It is gorgeous and deserved a mention but I personally don't think it wins
Dayum AC Shadows stomps on Yotei. A multiplat stomping an exclusive. Thats embarrassing.

Yotei to me crushes everything in that video, there's actual animation work especially where it matters the most -the gameplay, which is non existent in a lot of those other titles.
Nah
 
RTGI is not like intstalling a light-bulb!

It doesn't "just work" in the sense that simply employing the technology isn't guaranteed to produce perfect results in all situations.

If you switch the lighting pipeline everything needs to be reimplemented and re-checked! Its a huge amount of work, and in this case for what benefit exactly? To make a game that looks beautiful already, have slightly more convincing propagation and shadow detail... Stuff that most players do not give a toss about!

The reason I'm dismissive is that the end product is what matters, not the tech used to achieve it. Doubly so when its additional work extending the dev process rather than speeding it up.

DS2 would benefit A LOT from RTGI.

Ibv9O5z.jpeg
 
So they aren't doing their own top tens this year? Preferred the older albeit pretentiously named format where each of them had "The _____ Collection" and presented their favourites.
 
This list is supposed to be 'best graphics' of 2025 but we got switch 1/2 games on this list and honorable mentions like mario kart world and kirby air riders 'wtf'. List is completely invalid and pointless when you're pulling shit like this and lying through your teeth. Those games look good artstyle wise, but artstyle and pure graphics should be separated.
 
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People saying PS5's Yotei looks like a PS3 game...when Tsushima never got those accusations on the PS4 says everything i need. The way people still can't handle the game is amazing in here lmao.
 
People saying PS5's Yotei looks like a PS3 game...when Tsushima never got those accusations on the PS4 says everything i need. The way people still can't handle the game is amazing in here lmao.
That's not it man. Elden Ring is arguably my favorite game of all time, art direction is amazing, but even I can admit that technically it looks terrible and at least a generation behind. I don't remember, did it end up in DF's best game graphics list?
 
A far more open DS2 looking indisputably technically superior to HB2, which is the most linear title you could probably get, is incredibly impressive.

For this gen, I'd say both DS2 and Demon's Souls remake are the ones to beat from a pure graphical showcase perspective. As impressive as some UE5 games can be, none can shake that "we all look the fucking same" tackiness this engine has.


Maybe not exactly fair, as this is carefully curated pre-baked lighting, but this scene in UC4 still looks visually more realistic than anything I have ever seen in all my years of gaming. Not even Cyberpunk 2077 with path tracing can touch it.

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A far more open DS2 looking indisputably technically superior to HB2, which is the most linear title you could probably get, is incredibly impressive.

For this gen, I'd say both DS2 and Demon's Souls remake are the ones to beat from a pure graphical showcase perspective. As impressive as some UE5 games can be, none can shake that "we all look the fucking same" tackiness this engine has.


Maybe not exactly fair, as this is carefully curated pre-baked lighting, but this scene in UC4 still looks visually more realistic than anything I have ever seen in all my years of gaming. Not even Cyberpunk 2077 with path tracing can touch it.

Oac4cVlgAf1bFs24.jpg
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There it is.

Fuck off lmao.
 
If it really is about the best graphics as most of you guys want it to be and not about the best graphics considering the platform DS2 and Yotei shouldn't be on the list. The top 10 would consist only of PC games with path tracing.
 
If it really is about the best graphics as most of you guys want it to be and not about the best graphics considering the platform DS2 and Yotei shouldn't be on the list. The top 10 would consist only of PC games with path tracing.

PT is a bit of cheat code IMO. CP 2077 probably has most impressive gfx this gen with PT in night. F1 25 looks amazing in night as well. So does pretty much any game even older games like Minecraft and Quake 2 rtx. PT pretty much transform those games.
 
Racing games always get overlooked.

Sad but true. Also this is probably being regarded as just a yearly sports game, so even though the advancement here is huge, many will treat it as disposable.

Also whenever I bring this game up everyone assumes you need a supercomputer to run it with path tracing. It's extremely playable maxed out on a 4070 Super at 1440p, which is nowhere near a top card any more.
 
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A far more open DS2 looking indisputably technically superior to HB2, which is the most linear title you could probably get, is incredibly impressive.

For this gen, I'd say both DS2 and Demon's Souls remake are the ones to beat from a pure graphical showcase perspective. As impressive as some UE5 games can be, none can shake that "we all look the fucking same" tackiness this engine has.


Maybe not exactly fair, as this is carefully curated pre-baked lighting, but this scene in UC4 still looks visually more realistic than anything I have ever seen in all my years of gaming. Not even Cyberpunk 2077 with path tracing can touch it.

Oac4cVlgAf1bFs24.jpg
Zk2Yzo9MmoueahGY.jpg
QMzCip7xMsh2WpDY.jpg
EAGghgAAoHJFW0H4.jpg
747940.jpg
 
Sad but true. Also this is probably being regarded as just a yearly sports game, so even though the advancement here is huge, many will treat it as disposable.

Also whenever I bring this game up everyone assumes you need a supercomputer to run it with path tracing. It's extremely playable maxed out on a 4070 Super at 1440p, which is nowhere near a top card any more.

F1 25 vs 24 there is not much differences, assets quality is same as well. The game looks amazing in night due to PT.
 
What I want to know is why F1 25 on PC with path tracing has just been forgotten from all graphical discussions. My own screenshots:


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Good example. IIRC I think DF actually did separately talk about F1 25 and its graphics on PC in other videos. But the fact that it's not mentioned in this video while some technically outdated titles for some fucked up reason are, just shows that we shouldn't exaggerate DF's "expertise" here without some context. In the end of the day they're just stupid human beings with subjective opinions like the rest of us.
 
DS2 would benefit A LOT from RTGI.

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Nah, we saw what RTGI did for Ghosts 2. Not much. There are unreal engine 5 games with software GI that have vastly better lighting.

DS2 needed a complete lighting overhaul. It needed way better geometry, materials, draw distance, volumetric effects, and foliage. Slapping RTGI on these visuals would result in slightly better AO, and maybe some orange hue in the surrounding rock areas. They need better more reflective materials when building the ground level textures, rocks, and other pebbles and smaller rocks on the ground to have RTGI bounce off lighting that gives it that next gen look.

Here are a couple of examples that i could find. Expedition 33 and Avowed arent even the top tier UE5 games, but you can easily see that the lighting doesnt appear flat. In Exp 33's world you see the volumetric fog inherit the red/pink hue of the trees and foliage. In Avowed, you see the wooden planks and ships bounce off sunlight making that entire environment pop in ways you just dont see in DS2 even with direct sunlight.

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The only time DS2 impresses is when you get to the mountains, and their snow shaders properly bounce off the sunlight. The rock textures they use up on those snowy mountains are also way better than the ones used in the rest of the open world. Resulting in some of the best visuals ive seen this gen. But thats like 20% of the game. That along with that fireworks level, and character models in cutscenes that do look next gen probably means the game deserves an honorable mention, but thats it.
 
Proper RTGI implementation absolutely blows away any prebaked lighting solution. Not even in the same ballpark.

And as developmental workflows migrate towards RTGI, it will indeed save a ton of development time. It's this weird middle area we're in now (where many games have to offer traditional lighting on top of RT/PT/RTGI) where it's adding to dev time. But that's why we're seeing some games like DOOM and others only offering RTGI with no fallback lighting option.

So nothing ever looked really good prior to the introduction of RTGI ?

Sorry but I'm just tired of this false argument that just because a certain technique exists, that it should be mandatory to employ it, no matter how well other existing solutions perform or the cost of the implementation.

Global illumination methods have been around forever. Anything you can calculate real-time can definitionally be pre-calculated and stored for rapid retrieval. Generally the only thing lost through pre-baking is flexibility and precision, but again, RT GI has its own drawbacks particularly in terms of computational cost.

Insisting it should be employed in everything "just because" it can improve results is missing the whole point of the exercise: To create a convincing illusion.

There needs to be cost/benefit analysis to justify implementation, and a lot of the time the benefit isn't that great. Especially because for that precision to shine you need to have the assets and very hq materials system to showcase it.
 
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