Myuni
Member
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.
The Avowed gif looks great, and I get what you mean.
But Exp33?
To me that's a blurry mess (maybe 'cause I don't comprehend the art style).
The vegetation feels very artificial. Grass does not cast shadows, no AO at all. It's somewhat disconnected from the terrain, lighting is just wrong/nonexistent there.