GymWolf
Gold Member
Mh wilds, It must be a cutscene, a ps5 would catch fire trying to simulate appropriate melty cheese physics in real timeIs this in game? What is this? Monster hunter?
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Mh wilds, It must be a cutscene, a ps5 would catch fire trying to simulate appropriate melty cheese physics in real timeIs this in game? What is this? Monster hunter?
"You can communicate to a new cybercity. Did you see the movie The Matrix? Same interface. Same concept. Starting from next year, you can jack into The Matrix!"
One day baby, one day.
Crazy Ken was a bit ahead of time
So are the cutscenes in this game prerendered? Strange of Capcom to do that now, especially when they always had among the best realtime cutscenes regardless of gen.Mh wilds, It must be a cutscene, a ps5 would catch fire trying to simulate appropriate melty cheese physics in real time
I have no idea, but that melty simulation look so far beyond anything we ever had in gaming that i would be surprised if it was in real time.So are the cutscenes in this game prerendered? Strange of Capcom to do that now, especially when they always had among the best realtime cutscenes regardless of gen.
they are not massive leaps but they are powerful enough for 1440p 30 fps games. I dont know why they had to go native 4k this gen. thats a 4x leap in resolution when last gen they took a 2x going from 720p to 1080p. Xbox settled for 900p so a 1.5x leap.
But lets face it, only cross gen games and sony developers did that. Ghosts might also be native 4k so yes, maybe thats the reason that particular game doesnt have the next gen leap we were expecting from sony devs. That said, most games in the last 2 years have targeted 1440p and still havent delivered anything close to matrix awakens or that OG PS5 demo. Wukong, Hellblade 2, and to a lesser extent some other UE5 games but the vast majority of games target 1440p giving us a 1.75x res boost, but dont seem to be able to get us that next gen leap like UE5 games and demos do.
There is also a problem with simply reusing assets. Say what you will about starfield but they did not reuse any shaders. every material, every asset, every object just looked new and shiny. But AC shadows, ghost of tsushima, ff7 rebirth, dragons dogma 2, spiderman 2, are all using last gen materials and assets. I dont get that part. whats the point in using RTgi when your materials are still last gen? i LOVE the draw distance in spiderman 2 and the lighting in many different lighting conditions, but the assets are such a minor upgrade that it feels lazy for a game 5 year in development with a $385 million budget.
ghosts feels like DLC because it looks very similar despite the visual upgrades that will become apparent closer to launch when we see more footage. i honestly dont care who is responsible. the fact of the matter is that even first party devs are reusing assets and refusing to use the tech cerny put in there for them.
Even if the PS7 in theory could push graphics that are close to real life, unless AI gets to a level where it can actually make the game in its entirety, it would take 20 years and 1000 developers to make a world look like that.maybe ps7 earliest;p
You're missing the point, you can have PS2/3 level assets underneath and have AI draw a photoreal image on top, no need for lots of developers and time. It can't be done in real time for now but the result is better than anything you can do with traditional rendering.Even if the PS7 in theory could push graphics that are close to real life, unless AI gets to a level where it can actually make the game in its entirety, it would take 20 years and 1000 developers to make a world look like that.
yeah, AI will change the way game engines and even gaming hardware is designed. We dont know yet just how it will happen, but it will be a paradigm shift.You're missing the point, you can have PS2/3 level assets underneath and have AI draw a photoreal image on top, no need for lots of developers and time. It can't be done in real time for now but the result is better than anything you can do with traditional rendering.
This is crazy tbh. I never realized just how blurry TLOU2 was in the 1440p mode.
The fact that this kind of stuff is showing up on youtube is just crazy. 1440p in other games doesnt look this blurry. But 4k and i guess 4k PSSR quality reconstruction seems to have brought back that texture detail.
I always thought the next step for DLSS would be essentially using an AI to make up the rest of the photoreal detail that wasn't there to begin with. It could even allow for a brand new lineup of remasters.yeah, AI will change the way game engines and even gaming hardware is designed. We dont know yet just how it will happen, but it will be a paradigm shift.
I am curious to see what nvidia is cooking up for the 5000 series. if they stick with the traditional increasing CUs model then we are likely a decade away from AI taking over traditional rendering techniques. But if they somehow manage to leverage AI to help offload some rendering load from the shader cores than we might be in for some really interesting results and bigger leaps than previously thought possible.
This is crazy tbh. I never realized just how blurry TLOU2 was in the 1440p mode.
The fact that this kind of stuff is showing up on youtube is just crazy. 1440p in other games doesnt look this blurry. But 4k and i guess 4k PSSR quality reconstruction seems to have brought back that texture detail.
Not impressed.
“Oooh look this almost 5 year old PS4 game is slightly crisper when you literally zoom in 3x! $700 please ”
Lame
I always thought the next step for DLSS would be essentially using an AI to make up the rest of the photoreal detail that wasn't there to begin with. It could even allow for a brand new lineup of remasters.
Agree to disagreeI've always noticed, and it's because ND never used any reconstruction techniques in their games. Similar situation to FF7 Rebirth.
Lol it's just a data point, and there's nothing slight about going from 1440p to 4k output on a large 4k display.
One day baby, one day.
Crazy Ken was a bit ahead of time
We don’t NEED to be going native 4k to begin with, 1440p upscaled to 4K is fine just like TLOU2. 30 fps is fine for cinematic type games most of the time but 60 fps is better sometimes. Base model PS4 was 1.84 TFLOPS in a different architecture, meaning PS5s ~10TFLOPS equals ~15TFLOPS? in PS4 architecture. The problem is lack upscaling tech usage and old engines. The Matrix Awakens and Hellblade 2 are PLAYABLE on current gen hardware meaning games can look CGI like today. The problem is that devs are using old ass engines rooted in old rendering methods. Lack of geometry and GI in PS4 era games is the number one issue. Today infinite geometry and RTGI is NEEDED for that next gen leap. With upscaling technology, enough resources should be free to allow that leap. If TLOU 2 can be done on PS4 with 1.84 TFLOPS then something way better looking can be done on PS5 with 10TFLOPS. Hellblade 2 the current graphics benchmark, runs on a Series S, keep that in mind.The truth is very simple and I think anyone that looked at these consoles specs already knew it from the beginning. These consoles are not massive leaps, it's a miracle as is that Epic is getting infinite light sources to work on 10.3 TFLOPS, because it's legitimately not that big of a leap. Nintendo of all manufacturers will leapfrog this by almost a factor of 2x legitimately, which is literally unseen in this industry to date. You've said it yourself many times, target 4k, double the framerate and that's literally it... Going 4k takes four times more power, and doubling the frames brings that up to five times. With 5.5 times TFLOPs, what the hell were we expecting to begin with?
Why? How long did The Matrix Awakens Demo take to make?Even if the PS7 in theory could push graphics that are close to real life, unless AI gets to a level where it can actually make the game in its entirety, it would take 20 years and 1000 developers to make a world look like that.
Its funny how this post was made nearly 2.5 years ago and so many things from this list are still true. the only thing thats changed is that sony studios are no longer the kings of graphics and other third parties have taken over.
there are still remasters and remakes being announced. open world games still follow the same gta3 mission structure. no destruction or physics. zelda totk still has the best physics. aaa games are taking forever to make and are reusing assets. i honestly dont understand how spiderman 2 and ghosts 2 can look so similar after 5 years of dev time. especially since spiderman 2 is reusing the same city and ghosts is reusing the same generic japanese wilderness.
i am playing astro bot right now. its such a joyful game. i am feeling things i didnt know i could feel. a huge jump from the disastrous star wars outlaws which literally broke me. but despite the fancy physics and the feels, i cant help but feel that its the same exact mario game ive been playing since the 90s. i liked mario 3d worlds and was meh on mario odyssey, but honestly, i think even nintendo hasnt innovated in the platfomer genre since mario 64.
I remember when this was a big thing(Destructible environments), same with being able to shoot off a knee, arm etc in Soldier Of Fortune and cars destructions like in Burnout games. Now it seems everyone focuses on graphics if they have got a budget and we are ending up with most games looking almost same, same with gameplay design. This generation is driven by remakes, remasters etc. because developers and publishers are afraid that 300M-400M USD project will fail, that’s why we are not seeing to many new ideas, innovation - everyone is playing it safe.
- Every AAA game looks the same.
- AAA Games take 5-7 years to make.
- Everything is a fucking secret.
- Gaming culture is an embarrassment.
- There hasn't been any new game mechanics/formulas introduced in AAA gaming since the PS360 era.
- The PS360 era was the last time game design evolved. Its been the exact same since then with better graphics.
- Why are 99% of Open World games still following the basic GTA 3 mission structure and design formula?
- What happened to destructible environments and physics?
- Why the FUCK does BOTW have some of the best physics in gaming? On that weak ass console?
- Speaking of graphics, only a few studios actually make great looking games now. 80% of them are under Sony control.
- Why does every Japanese character-action game look like some anime ass shit with putrid visuals?
- Why does FROM have amazing art design and shit ass tech? Why can only select few companies achieve both?
- Why is nothing as cool as the last 40 minutes of Top Gun: Maverick
- Why do so many indie games use the same artstyle?
- Why are there so many remakes?
- Why are there so many remasters?
- What the fuck is the difference between the two anyhow? Who really cares? DO you actually care?
It's telling how every factor has simply came crashing down regarding expectations this gen.We don’t NEED to be going native 4k to begin with, 1440p upscaled to 4K is fine just like TLOU2. 30 fps is fine for cinematic type games most of the time but 60 fps is better sometimes. Base model PS4 was 1.84 TFLOPS in a different architecture, meaning PS5s ~10TFLOPS equals ~15TFLOPS? in PS4 architecture. The problem is lack upscaling tech usage and old engines. The Matrix Awakens and Hellblade 2 are PLAYABLE on current gen hardware meaning games can look CGI like today. The problem is that devs are using old ass engines rooted in old rendering methods. Lack of geometry and GI in PS4 era games is the number one issue. Today infinite geometry and RTGI is NEEDED for that next gen leap. With upscaling technology, enough resources should be free to allow that leap. If TLOU 2 can be done on PS4 with 1.84 TFLOPS then something way better looking can be done on PS5 with 10TFLOPS. Hellblade 2 the current graphics benchmark, runs on a Series S, keep that in mind.