Now seems like a good time to have a fresh round of discussions. Not bad for PS5 running 60fps in real time, no?
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And again, What about Last of us part 1 Do you think is a huge leap Over part 2? What about the shadows or the specular rendering?
Let's not ruin how nice the PS5 game looks by reminding ourselves how good it could look if they had 100x more power
OOHH YEAH SO STUNNING! You should post a video so we can all see that awesome fidelity pop in and out of the sceneHorizon wins. Fatality.
Next year, we are getting REM4KE which also looks cross gen despite Capcom trying to fool us. FF16 which looks cross gen. FF7 which looks cross gen and unbashedly cross gen too since they came out and said they are literally reusing the character models from the PS4 version. No shame. lol Forspoken doesnt look next gen but its doing some fancy stuff with magic spells and physics. Starfield has some incredible looking next gen vistas but the main game looks fairly cross gen. But those are two games that gets me excited for next year. Dont see Spiderman releasing next year either. So yeah, next gen will start in 2024. 4 years after launch.
Horizon only have lots of fine grass. Everything else diesnt look particularly great. It has fog everywhere covering half of the screen.![]()
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Horizon wins. Fatality.
The more I play Horizon the more I'm asking myself why it's bumming me out visually. I think there was a downgrade implemented post launch when they toned down the "sharpening filter". I think that hurt the visuals and there must have been some other cutback that I can't put my finger on. I'm talking about the 30 fps mode btw. I remember around launch being really impressed by the detail of the textures, of the ground, the rocks etc buy now I have to look harder to see that. Did they add a layer of AA or did they reduce the resolution? Not sure.Horizon only have lots of fine grass. Everything else diesnt look particularly great. It has fog everywhere covering half of the screen.
The difference isnt as stark as you would like it to be.
Horizon only have lots of fine grass. Everything else diesnt look particularly great. It has fog everywhere covering half of the screen.
The difference isnt as stark as you would like it to be.
Horizon only have lots of fine grass. Everything else diesnt look particularly great. It has fog everywhere covering half of the screen.
The difference isnt as stark as you would like it to be.
Did someone kicked her pussy in the second pic?Now seems like a good time to have a fresh round of discussions. Not bad for PS5 running 60fps in real time, no?
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Not to mention how any single character is detailed enough to be a protagonist in 95% of other games, even charas with one line of dialogue.Horizon has a huge, believable open world. TLOU has some of the most artificial feeling, linear level design. The scope is simply not the same. The shots thatSlimySnake picked for Horizon are not even that impressive. The later jungle and forest section with ruins of downtown SF is the cream of the game.
Not to mention how any single character is detailed enough to be a protagonist in 95% of other games, even charas with one line of dialogue.
Is it so wrong to ask for a little more than just "the shadows" what about em, are they higher res, are their more sources of the shadows, did you notice some new method of softening them based on distance? Are there more objects casting them that were previously casting none? But okay, we can forget about it.They are more accurate and realistic... What are you asking for a technical whitepaper comparing the two games? If you don't agree then so be it.
That's the problem, I'm analyzing the results while you're focusing on the power of the machines that are rendering them. The only reason you're \ championing the fidelity of the CG shot vs the PS5 is because you favor the power differential of whatever hardware generated the CG.
I guarantee you most others would choose the PS5 shot.
I played it launch with the sharpening maxed out and I was in shock at how bad the game looked after you left the first valley. Then you reach the jungle and the beach and it looks stunning again. The game is very shiczo in that regard. But trust me when I say it was like that since launch. the Sharpening only affects foliage filled areas which still look stunning. The desert and barren lands looked atrocious back then and still do today.The more I play Horizon the more I'm asking myself why it's bumming me out visually. I think there was a downgrade implemented post launch when they toned down the "sharpening filter". I think that hurt the visuals and there must have been some other cutback that I can't put my finger on. I'm talking about the 30 fps mode btw. I remember around launch being really impressed by the detail of the textures, of the ground, the rocks etc buy now I have to look harder to see that. Did they add a layer of AA or did they reduce the resolution? Not sure.
Everyone's probably playing the improved 60 fps mode but I was always playing the fidelity mode. Aside from this issue I think you're right about the cross gen limitations being there if you really think about it. The lods, the fog, etc. It's certainly not the most impressive ps5 game, thay would be Ratchet easily.
These videogames really need physics badly. The character and the world looks like detailed textured clay with color, there’s really nothing moving in the frames. Her bows look like one clay object with no physics, her bags notta (the bag getting contact from her forearm is nonexistent), and obvious clipping. This is what I’m still expecting to improve (these developers teased us with physics in the Samaritan and Agni Philosophy demo almost a decade ago) with the next wave of big budget videogames using software technology built for today’s/tomorrow hardware.
(*Pulling in a conversation from the Avatar delay thread rather than push off on a tangent over there...)
I think at some point, we're going to have to face that the gen we are have is the gen that we're here for...
Matrix Awakens is a nice taste of some really amazing new tech that's nearly ready for production use, but it's also an exploitation of the limitations of that technology right now (flat buildings and static objects with limited interaction). It's not so next-gen that it makes everything else obsolete or makes you wonder why everybody else hasn't been releasing games of that caliber since Nov 2020 next-gen console launch. You can see how it pulls off what it's capable of, and you can see the seams of how it's still working with in-progress technology. It also packages 30GBs of assets into a product with practically no gameplay or rich audio material. When developers actually use UE5, they will have to package a product that can actually be shipped on discs and a download, thus they will need to compromise and work within limitations.
For sure Nanite and Mesh Shaders and cool stuff like that (plus some of the ML-trained techniques being pioneered, some of which have already been delivered in small doses) will be a step above the first games of this generation, but those technologies are still not ready for prime time; PS5 / Xbox Series might be the first gen to not launch with bleeding-edge experimental technology attempts the way Ryse and Killzone Shadow Fall, or Peter Jackson's King Kong and MotorStorm, or Tekken Tag Tournament and Luigi's Mansion and Halo did way back when, but technology is different now, and the advancements of these consoles are not front-and-center leaps the way they were in the past. It's taking time to use them in practical applications. (And perhaps the proliferation of cross-gen is hindering the jump-into-the-fire rapid adoption of these new techniques unlike previous gens, but I'm a doubter that this is actually holding next-gen tech usage back, partly because fallback approaches are generally still available depending on how the game is built, also because even the "true next-gen" games still aren't using these new technologies so something else must be holding them up?) UE5 gave the impression that the future was ready to be delivered in 2020, yet still in 2022, it's still a little out of reach when we're talking full production efforts, especially ones built for the ground up with these new approaches.
So you saying that everything "looks cross gen", that's striking me as disingenuous. This is what games this gen look like and will look like. New techniques will come along that improve things (and already have come along and already have improved things,) but this so-called "true next-gen" you're expecting to overwhelm you once developers forget that PS4 and Xbox One exist, I don't think that's coming. You can do a lot with cross-gen products (and with PC in the mix, you generally have to,) and the evolution of this gen will likely remain on pace whether or not past-gen consoles hang around.
What I do think cross-gen (or "past-gen thinking") is holding back is in game design. That also is a thing that will take time, but we had R&C Rift Apart as a near-launch game, yet we've been through an E3-type announcement cycle and still it's hard to point to any 2022/2023/2024 games (maybe Avatar, if it lives up to its promises) which actually use the power of these consoles in ways not done before. The SSDs do not seem to be tapped for anything but erasing level load times, and the physics capabilities of these machines have yet to enjoy a showcase killer-app game. We have indie designers with radical rapid deployment opportunities, and professional game studios with funding like never before, but neither side has really provided the software examples to point to as "THIS IS NEXT-GEN!", regardless of the enjoyability of the games themselves. Nobody has anything close to the 2019 Robo Recall Chaos demo (and frustratingly, Epic has never released this demo/project file to see how it was made or what tricks it uses for its realtime effects.) Those are the boundaries which need pushing. We can argue about what "looks cross gen" or doesn't, but if only new-gen consoles could start showing things never seen before or depth of complexity in levels never so detailed out before, the graphic quality would be a minor manner of taste and technical analysis.
(*Pulling in a conversation from the Avatar delay thread rather than push off on a tangent over there...)
I think at some point, we're going to have to face that the gen we are have is the gen that we're here for...
Matrix Awakens is a nice taste of some really amazing new tech that's nearly ready for production use, but it's also an exploitation of the limitations of that technology right now (flat buildings and static objects with limited interaction). It's not so next-gen that it makes everything else obsolete or makes you wonder why everybody else hasn't been releasing games of that caliber since Nov 2020 next-gen console launch. You can see how it pulls off what it's capable of, and you can see the seams of how it's still working with in-progress technology. It also packages 30GBs of assets into a product with practically no gameplay or rich audio material. When developers actually use UE5, they will have to package a product that can actually be shipped on discs and a download, thus they will need to compromise and work within limitations.
For sure Nanite and Mesh Shaders and cool stuff like that (plus some of the ML-trained techniques being pioneered, some of which have already been delivered in small doses) will be a step above the first games of this generation, but those technologies are still not ready for prime time; PS5 / Xbox Series might be the first gen to not launch with bleeding-edge experimental technology attempts the way Ryse and Killzone Shadow Fall, or Peter Jackson's King Kong and MotorStorm, or Tekken Tag Tournament and Luigi's Mansion and Halo did way back when, but technology is different now, and the advancements of these consoles are not front-and-center leaps the way they were in the past. It's taking time to use them in practical applications. (And perhaps the proliferation of cross-gen is hindering the jump-into-the-fire rapid adoption of these new techniques unlike previous gens, but I'm a doubter that this is actually holding next-gen tech usage back, partly because fallback approaches are generally still available depending on how the game is built, also because even the "true next-gen" games still aren't using these new technologies so something else must be holding them up?) UE5 gave the impression that the future was ready to be delivered in 2020, yet still in 2022, it's still a little out of reach when we're talking full production efforts, especially ones built for the ground up with these new approaches.
So you saying that everything "looks cross gen", that's striking me as disingenuous. This is what games this gen look like and will look like. New techniques will come along that improve things (and already have come along and already have improved things,) but this so-called "true next-gen" you're expecting to overwhelm you once developers forget that PS4 and Xbox One exist, I don't think that's coming. You can do a lot with cross-gen products (and with PC in the mix, you generally have to,) and the evolution of this gen will likely remain on pace whether or not past-gen consoles hang around.
What I do think cross-gen (or "past-gen thinking") is holding back is in game design. That also is a thing that will take time, but we had R&C Rift Apart as a near-launch game, yet we've been through an E3-type announcement cycle and still it's hard to point to any 2022/2023/2024 games (maybe Avatar, if it lives up to its promises) which actually use the power of these consoles in ways not done before. The SSDs do not seem to be tapped for anything but erasing level load times, and the physics capabilities of these machines have yet to enjoy a showcase killer-app game. We have indie designers with radical rapid deployment opportunities, and professional game studios with funding like never before, but neither side has really provided the software examples to point to as "THIS IS NEXT-GEN!", regardless of the enjoyability of the games themselves. Nobody has anything close to the 2019 Robo Recall Chaos demo (and frustratingly, Epic has never released this demo/project file to see how it was made or what tricks it uses for its realtime effects.) Those are the boundaries which need pushing. We can argue about what "looks cross gen" or doesn't, but if only new-gen consoles could start showing things never seen before or depth of complexity in levels never so detailed out before, the graphic quality would be a minor manner of taste and technical analysis.
IMO the slew of UE5 games using Nanite and Lumen which are coming in a post pandemic World around late 2024 will blow people away more in terms of World detail and lighting. We already have amazing character models. The next Witcher, Stalker, Hellblade, Kingdom Hearts, Gears, GTA, Forza, Avatar, The Callisto Project, and Black Myth all / will all look a massive step above AAA PS4/XBO games.
People already have rose tinted glasses about the way last gen games on base machines (95% of the install base) looked and ran especially the late gen games like Cyberpunk and Avengers. Almost down to 720p and sub 30fps for large chunks of gameplay. PS5 and Series consoles are a momentous leap in resolution, framerate, sound and loading times.
95% of games we see on PS5 / Series run on engines completely designed around last gen hardware constraints especially the CPU and mechanical HDD. This will change in time as developers evolve their internal engines / get used to Unreal 5 and with it games will include things like many more NPC's, complex physics simulations, much better lighting, improved lod transitions and fast open World traversal that were all just not possible last gen.The idea that developers are making their games shittier because they have to consider the PS4 and Xbox One ports, that's easy to say when pointing to some kitbashed, hyper-lit, gameplay-devoid, limitless "What XX would look like in UE5" fan 'remake'. In reality, however, the process of downporting a game or even supporting a reasonable level of scaling (your basic levels of acceptable min/rec requirements) is not new and is likely not the culprit in why next-gen games are not leaving their predecessors in the dust.
The problem is that many pcs still also have hdds.95% of games we see on PS5 / Series run on engines completely designed around last gen hardware constraints especially the CPU and mechanical HDD. This will change in time as developers evolve their internal engines / get used to Unreal 5 and with it games will include things like many more NPC's, complex physics simulations, much better lighting, improved lod transitions and fast open World traversal that were all just not possible last gen.
PCs have never held back console gaming.The problem is that many pcs still also have hdds.
Expensive gpus are not the norm in the pc space. Developers need to target the minimum most common specs among pc gamers.PCs have never held back console gaming.
SSDs will simply become a requirement like expensive GPUs as devs start targeting next gen specs. Not every game will needs to max out the ssd anyway.
An SSD has been a common minimum spec for at least 5 years on PC.Expensive gpus are not the norm in the pc space. Developers need to target the minimum most common specs among pc gamers.
They never have been. PC specs will simply raise to match and then exceed PS5 GPU requirements just like they did last gen.Expensive gpus are not the norm in the pc space.
An SSD has been a common minimum spec for at least 5 years on PC.
Sorry for the confusion. I meant that people who game regularly on PC have had an SSD for at least the last 5 years.It's a common feature, but I would not say that SSD is not a commonly listed minimum spec.
Here's a sampling of high-spec PC games. Of them, only one requires a SSD, one recommends it, and the rest make no mention.
It could come on more commonly (Forspoken and CoD MW2 and other upcoming games I can think of don't have specs listed yet but that'll be interesting to check; Scorn is coming out and does require a SSD) but right now it's still a potential hurdle. (PC generally has RAM to spare and just loads in bulk that consoles can't handle, but the new way of fast-paging and dumping wouldn't work that way.) I could see more developers committing to SSD hardline requirements if the benefit of game design really warrants it, there's obviously a desire to see that technology maximized (it's mature and abundantly-available tech, but it's been a luxury feature until this gen,) but we're not living in that scenario just yet.
one would hope. The hardcore definitely do. But I don't think steam surveys show ssd vs hdd stats. A lot seem to be on 1060 or weaker cards, also on 4 cores.Sorry for the confusion. I meant that people who game regularly on PC have had an SSD for at least the last 5 years.
Yeah but I had an SSD 15 years ago. SSDs have also been said to be the single best easy PC upgrade for any PC. Low end pre builds have come with SSDs for years now as well.one would hope. The hardcore definitely do. But I don't think steam surveys show ssd vs hdd stats. A lot seem to be on 1060 or weaker cards, also on 4 cores.
Maybe but even many $1000+ pcs can sometimes come with 128GB or 256GB SSD paired with an HDD. Clearly in such cases most games will be on the HDD. edit: or at least they did 1 or 2 years ago.Yeah but I had an SSD 15 years ago. SSDs have also been said to be the single best easy PC upgrade for any PC. Low end pre builds have come with SSDs for years now as well.
Yeah but the SSD is there and available. Doesn't matter if it's small. My first SSD was 60gb.Maybe but even many $1000+ pcs can sometimes come with 128GB or 256GB SSD paired with an HDD. Clearly in such cases most games will be on the HDD. edit: or at least they did 1 or 2 years ago.
I had first ssd in 2011...I feel old
Yeah I was around 2010. It was 400$and 60gb. I didn't even game on PC.I had first ssd in 2011...I feel old
Now seems like a good time to have a fresh round of discussions. Not bad for PS5 running 60fps in real time, no?
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Problem is many newer games are 90 100 200+GB, with windows a 128GB or 256GB SSD may not even fit them.Yeah but the SSD is there and available. Doesn't matter if it's small. My first SSD was 60gb.
Here's a tidbit from 2015
I think star citizen has issues running without ssdUnironically, every single game plays just fine running from HDD.
For a PS5 game its not doing anything special. The only visual aspect that the PS5 seems to be used for is 60fps.
Is there any leaked gameplay (even old) in 4k? or they are only potato quality?The fact that this is PS5 and comparable if not better detailed than one generated by an offline render is impressive to me.
I would also welcome input as to how they are handling offscreen reflections here (the other thread I posted to has become an absolute mess, unfortunately):
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Is there any leaked gameplay (even old) in 4k? or they are only potato quality?
No no i was talking in general, i just wanted to know if i can watch some leak in high quality.This is from the gameplay trailer.
Its not comparable to the cgi advert at all. And that reflection could still be ssr or just a high quality cube map.The fact that this is PS5 and comparable if not better detailed than one generated by an offline render is impressive to me.
I would also welcome input as to how they are handling offscreen reflections here (the other thread I posted to has become an absolute mess, unfortunately):
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Its not comparable to the cgi advert at all.
And that reflection could still be ssr or just a high quality cube map.
But apart from that what else is TLOU remake doing better then TLOU2?, Geometric detail looks the same, lighting looks the same, destruction looks similar.
I said the cgi advert, theres not much point in comparing still images. Games are in motion.The two shots aren't comparable? Explain why not, please.
We can only see light reflecting on the puddle, that has been done a million times last gen without RT, is nothing special.By definition, the reflection is NOT SSR. And if by chance it is a take on cubemap implementation, then it is a generational leap in quality and then some.
Geometric detail for models is incremental improvement, Lighting is generational improvement, for destruction, I will take a wait and see approach for now.
I said the cgi advert, theres not much point in comparing still images. Games are in motion.
We can only see light reflecting on the puddle, that has been done a million times last gen without RT, is nothing special.
but a tiny puddle reflection could be anything and does not suggest ray tracing.
This degree of effectiveness.. its a tiny puddle reflection, could just be a high res cube mape, what about this reflection makes it superior to a decent cube map or planer reflection?Of course offscreen reflections have been done before but not to this degree of effectiveness and accuracy with and without RT, depending on the game. You can also see the window frame maintaing detail in reflection with ridiculous accuracy. It's comparable to cyberpunk pc reflections, not kidding.
Lol, why not!? We do this all the time. You can compare the models.
This degree of effectiveness.. its a tiny puddle reflection, could just be a high res cube mape, what about this reflection makes it superior to a decent cube map or planer reflection?
Going by your logic, you must think TLOU remastered has rt reflections too because in this picture we can see offscreen reflections of the trees in the puddle![]()
I mean u can cherry pick a cgi image which compares favourably but all that proves is that a still cherrypicked image compares well, the whole cgi advert has many orders of magnitude more polygons, higher res textures, full path traced lighting and suprior animation, it is worlds apart to the TLOU remake footage.
You say its me with the far fetched answers, when you're the one claiming a superior quality and accuracy of reflections thats based on a second of footage which is so small you cant make out any detail, its just a light reflection. What about is "higher quality and accuracy" then TLOU2?The quality and accuracy, as I've said about a billion times here... Do you not see yourself falling into a continuous pattern of citing far fetched answers to try to disprove my hypothesis of RT use. It's like you're going out of your way to do so. RT is much more likely than what you're suggesting. Planar reflections are much more computationally expensive than SSR and at this quality, I would assume using the RT hardware would be more efficient.
I chose the best like for like shot I could find. I made no comparison to the animations, simply the models; polygon count looks to be similar, but I find the ps5 shot to be using higher quality textures.
You say its me with the far fetched answers, when you're the one claiming a superior quality and accuracy of reflections thats based on a second of footage which is so small you cant make out any detail, its just a light reflection. What about is "higher quality and accuracy" then TLOU2?
TLOU2 can reflect off screen light, this image is not the best quality because the wind is blowing ripples in the puddle so it looks a bit jank in a still.