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Graphical Fidelity I Expect This Gen

adamsapple

Or is it just one of Phil's balls in my throat?
Here are a couple of really good comparisons showing just how much better the hair look with virtual shadow maps on. Epic really needs some quality control on these games. VSMs should be standard in every UE5 game.

uoXo5Yl.jpeg
4mKPaV1.jpeg

Is this why the hair always look like they're glowing in the PS5 screens people are posting? The console version doesn't have VSM?
 

SlimySnake

Flashless at the Golden Globes
Is this why the hair always look like they're glowing in the PS5 screens people are posting? The console version doesn't have VSM?
No version has vsm. They cause some blocky shadows in cutscenes. Probably why bloober left them out because the performance hit isn’t that bad.
 

ZehDon

Member
They'd probably do the same if everything was basically a PC, why optimise for 4 or 5 SKU's? Just tweak some .ini settings on each console version.

I'm not calling for exotic hardware (mostly due to price), but devs are definitely taking the easy route these days.
Doubtful. When looking at the last vestiges of the old guard, we see development houses like id and games like Doom Eternal. Each of its multiplatform versions were given their own optimisation pass, allowing each version on each console to represent the best-in-class on that hardware. Not only is id tech extremely capable, the developers took the care to make sure each version was as solid as they could realistically get it.
 

kevboard

Member
It still boggles my mind how nanite solves geometry, lumen lighting, vsm for shadows, and now megalights. We're really reaching the peak graphics era, just need the devs to catch up. And it being broadly available, means that even indie/smaller games can look stellar. Super exciting times.

none of of these things solve anything.
not in the here and now at least. if you have infinite GPU power... maybe...

at this point, in most games, using any of these is often a sign of devs just pressing a button to get easy results to the detriment of performance.

Nanite is only even remotely good if you use extremely high polygon counts. and even then you can often get better performance by not using Nanite. Nanite is a shortcut for devs that allows them to not needing to do proper LODs.


Lumen often looks like absolute shit, especially software lumen, which has a blotchy and unstable look in indirect lighting conditions nearly 100% of the time. while Software Lumen reflections look like absolute crap as well, heavily relying on Screen Space Reflection overlays, and therefore defeating the reason to use RT in the first place.
and games like Silent Hill 2, which have nearly 100% static lighting, should never even think about using Lumen GI, yet they do, due to the aforementioned easy shortcut it is compared to manually adjusting lighting and baking the GI.

and Megalights still has to proof itself.

Unreal Engine 5 often leads to devs using quick and fast solutions that run worse, instead of proper optimisation to run well and look exactly as good or even better than using Nanite or Lumen.
while this isn't UE5's fault, it is clearly influencing developers to go down that path, because it's simply easier and therefore cheaper.
 
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mrqs

Member
none of of these things solve anything.
not in the here and now at least. if you have infinite GPU power... maybe...

at this point, in most games, using any of these is often a sign of devs just pressing a button to get easy results to the detriment of performance.

Nanite is only even remotely good if you use extremely high polygon counts. and even then you can often get better performance by not using Nanite. Nanite is a shortcut for devs that allows them to not needing to do proper LODs.


Lumen often looks like absolute shit, especially software lumen, which has a blotchy and unstable look in indirect lighting conditions nearly 100% of the time. while Software Lumen reflections look like absolute crap as well, heavily relying on Screen Space Reflection overlays, and therefore defeating the reason to use RT in the first place.
and games like Silent Hill 2, which have nearly 100% static lighting, should never even think about using Lumen GI, yet they do, due to the aforementioned easy shortcut it is compared to manually adjusting lighting and baking the GI.

and Megalights still has to proof itself.

Unreal Engine 5 often leads to devs using quick and fast solutions that run worse, instead of proper optimisation to run well and look exactly as good or even better than using Nanite or Lumen.
while this isn't UE5's fault, it is clearly influencing developers to go down that path, because it's simply easier and therefore cheaper.

I know this forum post you're referring to. The kid is also a YouTuber or something. Might be true, but I've seen devs counter it a few times already. I think the future will tell!

Even though all these technologies have problems, which I agree with, it's the first step to infinite geometry, lighting, lights, etc., for any video game. The gold era for gaming is still not here, but technologies like that empower devs to not be concerned about some aspects (like bake lighting, etc.) that might be a drawback to some teams.

Results speak for themselves, and early results from UE5 games using these technologies show a pretty clear step up compared to in-house engines.
 

SlimySnake

Flashless at the Golden Globes
Really impressed by the level of detail in Silent Hill 2. It may not be using nanite, but its still very high quality and the stunning lighting only helps.

SnKowFd.gif


RCvdke0.gif


I have never been this impressed by literal garbage lol. Sucks that the second big area the apartments are a fucking stutter fest. cant believe they released the game in this condition. hopefully the rest of the game is mostly set in bigger areas. the game performs fine there.
 

GymWolf

Member
Yeah the game stutter a lot in some zones, i'm actually noticing this more than i did in jedi survivor or hogwarts in hogsmeade.
 

mrMUR_96

Member
none of of these things solve anything.
not in the here and now at least. if you have infinite GPU power... maybe...

at this point, in most games, using any of these is often a sign of devs just pressing a button to get easy results to the detriment of performance.

Nanite is only even remotely good if you use extremely high polygon counts. and even then you can often get better performance by not using Nanite. Nanite is a shortcut for devs that allows them to not needing to do proper LODs.


Lumen often looks like absolute shit, especially software lumen, which has a blotchy and unstable look in indirect lighting conditions nearly 100% of the time. while Software Lumen reflections look like absolute crap as well, heavily relying on Screen Space Reflection overlays, and therefore defeating the reason to use RT in the first place.
and games like Silent Hill 2, which have nearly 100% static lighting, should never even think about using Lumen GI, yet they do, due to the aforementioned easy shortcut it is compared to manually adjusting lighting and baking the GI.

and Megalights still has to proof itself.

Unreal Engine 5 often leads to devs using quick and fast solutions that run worse, instead of proper optimisation to run well and look exactly as good or even better than using Nanite or Lumen.
while this isn't UE5's fault, it is clearly influencing developers to go down that path, because it's simply easier and therefore cheaper.
You have such a ridiculous bias against ue5 it's unreal (lol). Developers are gonna cut corners or run into budget issues regardless of engine. UE5 provides a great starting point for devs and they end up looking better than they would otherwise. Nanite is clearly providing a huge jump to geometry quality compared to games without it, and cutting down on work needing to be done for LODs is a huge productivity boost for devs. Software lumen can look quite weak with artifacts, but has improved vastly with new versions of the engine especially with hardware becoming the default. The fact that small low budget teams can put out games with visuals like sh2 and black myth is a great show for UE5 considering these are built on old versions of the engine and newer versions have fixed a lot of issues these games have. Take a look at hellblade 2 for a dev who combined UE5 with proper care for optimisation and attention to detail. Even teams like CDPR and Halo devs(with the massive weight financial backing of Microsoft)are moving to UE5 due not being able to keep up with UE5's features.
 

SlimySnake

Flashless at the Golden Globes
You have such a ridiculous bias against ue5 it's unreal (lol). Developers are gonna cut corners or run into budget issues regardless of engine. UE5 provides a great starting point for devs and they end up looking better than they would otherwise. Nanite is clearly providing a huge jump to geometry quality compared to games without it, and cutting down on work needing to be done for LODs is a huge productivity boost for devs. Software lumen can look quite weak with artifacts, but has improved vastly with new versions of the engine especially with hardware becoming the default. The fact that small low budget teams can put out games with visuals like sh2 and black myth is a great show for UE5 considering these are built on old versions of the engine and newer versions have fixed a lot of issues these games have. Take a look at hellblade 2 for a dev who combined UE5 with proper care for optimisation and attention to detail. Even teams like CDPR and Halo devs(with the massive weight financial backing of Microsoft)are moving to UE5 due not being able to keep up with UE5's features.
I am all for baking in lighting and not using nanite. Callisto is a great example of a game using both of those features to produce a stunning looking next gen game. But thats an exception. its an extremely polished game which is roughly 8 hours long. In an era where everything is either open world or 20-30 hours long, its an exception, not the norm. We have seen from other UE4 games this year alone like FF7 Rebirth, Suicide Squad both of which look a gen behind UE5 games released this year. It's not an accident. Oh and Callisto uses RT reflections and RT shadows to really enhance its rendering. DF found that the reflections are so high quality that they reflect light from across the room even on non-reflective surfaces like walls. Thats almost getting into GI light bounce category. Alan Wake 2 is another great example, but thats about it.

Lumen is the future. Lumen is basically software GI which is something Epic promised last gen but took out of UE4 when they realized last gen consoles didnt have the GPU power to run it. Realtime GI can handle AO really well. Everything feels more grounded compared to baked GI. We have seen examples time and time again of realtime GI producing a far more consistent image. Even ND cant bake everything right. Especially now that they are making very long games. It leads to some very uneven looking areas. Especially indoor ones. But even in outdoor areas, the dynamic GI can have striking differences under some time of day changes.

vYucm5h.gif


qdX25Ne.gif


I used to be a big proponent of baking in lighting and shadows into textures, but the last couple of years have opened my eyes. The results speak for themselves. The consistency speaks for itself. These games with Lumen, especially lately have some really good lighting that holds up under any lighting condition. Unlike say TLOU1, GOW Ragnorak, HFW, Ratchet and Spiderman 2. Ratchet, HFW and Spiderman 2 can stand toe to toe with the best looking games this gen, but you can see that the consistency is not there. Ratchet's open world levels look like crap. Spiderman 2 only looks great when you are flying or swinging. HFW looks next gen around 50% of the time and dated the other 50%.

And it's not just Lumen, games like Starfield, Forza 8, Avatar and Star Wars outlaws use their own form of sofware GI (massive uses RT cores to accelerate it but its essentially software ray tracing like Lumen), and they are all far more consistent than games with baked lighting.

With Silent Hill 2, a team like bloober has managed to match and maybe even top an AAA studio like Remedy. Look at the material work on this cop car. Reminded me of that cop car in Alan Wake 2. I think this might look even better.

vZk9TFA.gif
 
I am all for baking in lighting and not using nanite. Callisto is a great example of a game using both of those features to produce a stunning looking next gen game. But thats an exception. its an extremely polished game which is roughly 8 hours long. In an era where everything is either open world or 20-30 hours long, its an exception, not the norm. We have seen from other UE4 games this year alone like FF7 Rebirth, Suicide Squad both of which look a gen behind UE5 games released this year. It's not an accident. Oh and Callisto uses RT reflections and RT shadows to really enhance its rendering. DF found that the reflections are so high quality that they reflect light from across the room even on non-reflective surfaces like walls. Thats almost getting into GI light bounce category. Alan Wake 2 is another great example, but thats about it.

Lumen is the future. Lumen is basically software GI which is something Epic promised last gen but took out of UE4 when they realized last gen consoles didnt have the GPU power to run it. Realtime GI can handle AO really well. Everything feels more grounded compared to baked GI. We have seen examples time and time again of realtime GI producing a far more consistent image. Even ND cant bake everything right. Especially now that they are making very long games. It leads to some very uneven looking areas. Especially indoor ones. But even in outdoor areas, the dynamic GI can have striking differences under some time of day changes.

vYucm5h.gif


qdX25Ne.gif


I used to be a big proponent of baking in lighting and shadows into textures, but the last couple of years have opened my eyes. The results speak for themselves. The consistency speaks for itself. These games with Lumen, especially lately have some really good lighting that holds up under any lighting condition. Unlike say TLOU1, GOW Ragnorak, HFW, Ratchet and Spiderman 2. Ratchet, HFW and Spiderman 2 can stand toe to toe with the best looking games this gen, but you can see that the consistency is not there. Ratchet's open world levels look like crap. Spiderman 2 only looks great when you are flying or swinging. HFW looks next gen around 50% of the time and dated the other 50%.

And it's not just Lumen, games like Starfield, Forza 8, Avatar and Star Wars outlaws use their own form of sofware GI (massive uses RT cores to accelerate it but its essentially software ray tracing like Lumen), and they are all far more consistent than games with baked lighting.

With Silent Hill 2, a team like bloober has managed to match and maybe even top an AAA studio like Remedy. Look at the material work on this cop car. Reminded me of that cop car in Alan Wake 2. I think this might look even better.

vZk9TFA.gif
What I've never really understood was why devs never make the sun actually bright like real life. Battlefield 3 is probably the closest non RT'd game to what I mean. The lighting in that game is still better than many games that have come out even this year.
 

SlimySnake

Flashless at the Golden Globes
Splinter Cell Remake will be on Snowdrop. Lets fucking go.

From Tom Henderson:

The Splinter Cell Remake is making progress at Ubisoft despite rumors that the game has been quietly canceled.

Insider Gaming has learned that the game is being developed under the codename North. In addition to the codename, sources have confirmed that the game is being built in the Snowdrop Engine. Previous Splinter Cell games used Unreal Engine 2 and 2.5.

Snowdrop has been used to develop games like Tom Clancy's The Division 2, Avatar: Frontiers of Pandora, and Star Wars Outlaws.
 

AMC124c41

Member
I am all for baking in lighting and not using nanite. Callisto is a great example of a game using both of those features to produce a stunning looking next gen game. But thats an exception. its an extremely polished game which is roughly 8 hours long. In an era where everything is either open world or 20-30 hours long, its an exception, not the norm. We have seen from other UE4 games this year alone like FF7 Rebirth, Suicide Squad both of which look a gen behind UE5 games released this year. It's not an accident. Oh and Callisto uses RT reflections and RT shadows to really enhance its rendering. DF found that the reflections are so high quality that they reflect light from across the room even on non-reflective surfaces like walls. Thats almost getting into GI light bounce category. Alan Wake 2 is another great example, but thats about it.

Lumen is the future. Lumen is basically software GI which is something Epic promised last gen but took out of UE4 when they realized last gen consoles didnt have the GPU power to run it. Realtime GI can handle AO really well. Everything feels more grounded compared to baked GI. We have seen examples time and time again of realtime GI producing a far more consistent image. Even ND cant bake everything right. Especially now that they are making very long games. It leads to some very uneven looking areas. Especially indoor ones. But even in outdoor areas, the dynamic GI can have striking differences under some time of day changes.

vYucm5h.gif


qdX25Ne.gif


I used to be a big proponent of baking in lighting and shadows into textures, but the last couple of years have opened my eyes. The results speak for themselves. The consistency speaks for itself. These games with Lumen, especially lately have some really good lighting that holds up under any lighting condition. Unlike say TLOU1, GOW Ragnorak, HFW, Ratchet and Spiderman 2. Ratchet, HFW and Spiderman 2 can stand toe to toe with the best looking games this gen, but you can see that the consistency is not there. Ratchet's open world levels look like crap. Spiderman 2 only looks great when you are flying or swinging. HFW looks next gen around 50% of the time and dated the other 50%.

And it's not just Lumen, games like Starfield, Forza 8, Avatar and Star Wars outlaws use their own form of sofware GI (massive uses RT cores to accelerate it but its essentially software ray tracing like Lumen), and they are all far more consistent than games with baked lighting.

With Silent Hill 2, a team like bloober has managed to match and maybe even top an AAA studio like Remedy. Look at the material work on this cop car. Reminded me of that cop car in Alan Wake 2. I think this might look even better.

vZk9TFA.gif
Another point pro real-time GI is the amount of time baking the lighting takes and how much slower it makes the development pipeline. When you bake everything you have to leave PCs overnight to do the baking, seeing any changes you've made to lighting takes hours and guess what, if someone moves a bush, a tree, etc you have to rebake the whole thing. It wastes a lot of time/money besides having the obvious visual limitations in the final product.
 
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Another point pro real-time GI is the amount of time baking the lighting takes and how much slower it makes the development pipeline. When you bake everything you have to leave PCs overnight to do the baking, seeing any changes you've made to lighting takes hours and guess what, if someone moves a bush, a tree, etc you have to rebake the whole thing. It wastes a lot of time/money besides having the obvious visual limitations in the final product.

This this this ...lumen, real time gi, rt gi is better than baked gi all day every day EVEN in static time of day conditions. There's a level there that can't be reached by baked lighting once you know what you're looking at. It comes down to objects being more grounded in the environ due to proper lighting. Ambient occlusion is a big part of this as well as light bounce. Silent Hill 2 def has this going for it. SW Outlaws indoor areas everything looks more grounded than even LoU2. Black Myth everything just looks more 'correct'. Im only on PS5 but have drooled over images of Cyberpunk using rt gi for a while.

Baked lighting will hold us back even in static conditions with the best devs.
 
Is this why the hair always look like they're glowing in the PS5 screens people are posting? The console version doesn't have VSM?

Son of a bitch ...the first thing i noticed on ps5 was that his hair didn't look as good as the trailers ...nice false advertising from Sony/konami. All the "ps5" demos looked great.

I love the look of this game but the 30 fps mode feels like crap to play...two Sony exclusive remakes in one weak with crappy performance has me really fed up with console gaming. I couldn't even summon the will to pre order the Pro today.
 

DanielG165

Member
Man, replaying through RE Village again has made me remember just how GOOD the interior spaces are. A lot of these places, like Lady D’s castle, the rundown cabins, and the house of Benevinento are genuinely photorealistic. They’re pretty static in terms of interaction, but from a pure fidelity aspect, they’re some of the best in the industry still.
 

SlimySnake

Flashless at the Golden Globes
Man, replaying through RE Village again has made me remember just how GOOD the interior spaces are. A lot of these places, like Lady D’s castle, the rundown cabins, and the house of Benevinento are genuinely photorealistic. They’re pretty static in terms of interaction, but from a pure fidelity aspect, they’re some of the best in the industry still.
yeah, village had some stunning lighting and asset quality. at least indoors in the castle. RE4 felt like a step back. I believe they used RT reflections and a very crude form of RTGI to simulate better AO and bounce lighting.

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Whoreish graphics with fancy pants ray tracing is all well and good but when will enemy ai evolve? It's been decades of the same stupid ai. 😅
Wrong thread?

Actually sophisticated self-learning enemy AI will most likely end up being a on/off feature in the near future, since really good AI in any combat encounter will be like setting every game's difficulty on extreme, and the Stealth genre will dig an even deeper grave for itself if this happens.
 

Jesb

Member
Man, replaying through RE Village again has made me remember just how GOOD the interior spaces are. A lot of these places, like Lady D’s castle, the rundown cabins, and the house of Benevinento are genuinely photorealistic. They’re pretty static in terms of interaction, but from a pure fidelity aspect, they’re some of the best in the industry still.
Yeah I agree here. I’m actually on my 2nd playthrough and the game has its moments of being a stunner still. I’m really interested to see how much RE9 is gonna knock our socks off. I expect that to set the benchmark again like RE7 did when that released. There are some things that show its age in Village, but there are so many parts that are stunning as you mentioned. I’m at the factory and a lot stunning areas here.
 

SlimySnake

Flashless at the Golden Globes
Yeah I agree here. I’m actually on my 2nd playthrough and the game has its moments of being a stunner still. I’m really interested to see how much RE9 is gonna knock our socks off. I expect that to set the benchmark again like RE7 did when that released. There are some things that show its age in Village, but there are so many parts that are stunning as you mentioned. I’m at the factory and a lot stunning areas here.
they were targeting 60 fps in the rt modes which is why they used very low quality rt effects. RE engine has improved a lot since, but it's not built for open worlds and the next one is supposedly open world.

the dragon's dogma and monster hunter wilds teams were never known for their graphical prowess, but neither did many of the B dev teams using UE5 to some stunning effects. I think the engine needs another big upgrade to get that level of fidelity in an open world. Maybe some kind of mesh shader or nanite support.
 
they were targeting 60 fps in the rt modes which is why they used very low quality rt effects. RE engine has improved a lot since, but it's not built for open worlds and the next one is supposedly open world.

the dragon's dogma and monster hunter wilds teams were never known for their graphical prowess, but neither did many of the B dev teams using UE5 to some stunning effects. I think the engine needs another big upgrade to get that level of fidelity in an open world. Maybe some kind of mesh shader or nanite support.
REX Engine can't arrive soon enough, last time they talked about it sounded real ambitious.
 

SlimySnake

Flashless at the Golden Globes
REX Engine can't arrive soon enough, last time they talked about it sounded real ambitious.
wow. reading up on this and they specifically mention the need to efficiently handle more and more assets. apparently the number of assets have increased by 5x since RE7.

they are piece-mealing in the new features so not sure if asset streaming makes it in in-time for RE9 but good to see they are aware of the issues. sounds like they want it to be more than just an inhouse engine too. something other studios can potentially license.
 

SlimySnake

Flashless at the Golden Globes
Another point pro real-time GI is the amount of time baking the lighting takes and how much slower it makes the development pipeline. When you bake everything you have to leave PCs overnight to do the baking, seeing any changes you've made to lighting takes hours and guess what, if someone moves a bush, a tree, etc you have to rebake the whole thing. It wastes a lot of time/money besides having the obvious visual limitations in the final product.
The insomniac tech director said that their entire city bake used to take 7 days and this gen they were able to bring it down to a mere 4 days lol.

He also said that 1/3rd of the game disc was lighting data. And its not just disc space, their artists and programmers had to worry about compressing and compressing that data and ensure it streamed in. you make lighting fully dynamic and you free up those resources so they can do other work.

He did say that RTGI in a fast moving city like this wouldve been too noisy but its something they wont ignore for future games. Looks like wolverine will support realtime gi as well. Even they know its the future.

omhl7omm9y9c1.png
 
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GymWolf

Member
Wrong thread?

Actually sophisticated self-learning enemy AI will most likely end up being a on/off feature in the near future, since really good AI in any combat encounter will be like setting every game's difficulty on extreme, and the Stealth genre will dig an even deeper grave for itself if this happens.
And that's why we have different difficulty modes to chose, so people can have the dumb ia or the human like ia.
 

mrMUR_96

Member
Splinter Cell Remake will be on Snowdrop. Lets fucking go.

From Tom Henderson:


Hell yeah, as it's supposedly going to be a linear game, I hope they can avoid some of the weak points from Outlaws and Avatar. They should be able to spend a lot more time focusing on cutscenes and character rendering and have generally better texture quality.
 
And that's why we have different difficulty modes to chose, so people can have the dumb ia or the human like ia.
Unfortunately, the way our current in-game enemy AI works, instead of being human-like at harder difficulties, they are simply setting toggles on for the same type of route based enemy AI we normally see in these games.

For example in stealth games, an enemy perfectly spotting you from hundreds of feet away or an entire base being alerted after one guy spots you isn't really human-like AI design. Same with that same enemy suddenly having 100% perfect aim. It's all just toggles set to 'on' once player difficulty is increased. Stealth games just do this to make things feel more difficult, but 9 times out of 10 most players will come out of the experience thinking 'this is bullshit' and say that the game isn't that good.

Real human-like AI in a stealth game would be much different. There would never be a 'back to normal' state after any suspicion is raised. Routes would be a bit more chaotic (like them needing washroom breaks, smoke breaks, talking to others, drink/food breaks, etc.).

All of these bits of unpredictable chaos would lead to a stealth experience that would be entirely RNG and would simply frustrate any player having back to back bad RNG.

Maybe me saying 'extreme' wasn't the right way to put things. This level of RNG would be an unprecedented difficulty experience.
 
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GymWolf

Member
Unfortunately, the way our current in-game enemy AI works, instead of being human-like at harder difficulties, they are simply setting toggles on for the same type of route based enemy AI we normally see in these games.

For example in stealth games, an enemy perfectly spotting you from hundreds of feet away or an entire base being alerted after one guy spots you isn't really human-like AI design. Same with that same enemy suddenly having 100% perfect aim. It's all just toggles set to 'on' once player difficulty is increased. Stealth games just do this to make things feel more difficult, but 9 times out of 10 most players will come out of the experience thinking 'this is bullshit' and say that the game isn't that good.

Real human-like AI in a stealth game would be much different. There would never be a 'back to normal' state after any suspicion is raised. Routes would be a bit more chaotic (like them needing washroom breaks, smoke breaks, talking to others, drink/food breaks, etc.).

All of these bits of unpredictable chaos would lead to a stealth experience that would be entirely RNG and would simply frustrate any player having back to back bad RNG.

Maybe me saying 'extreme' wasn't the right way to put things. This level of RNG would be an unprecedented difficulty experience.
My point was that being too hard is a shitty excuse when you have multiple difficulty mode to chose and people can literally tailor the experience they want from the game, devs are just not capable of making a realistic human like ia that is fun to play against without being TOO unfair, they just say "it would be too hard for the players" but what they really mean is "it would be too hard for us developers to find a sweet spot because ai is though as nails to develop".

But, i would be down to try real human like ia with rng like you say, both for stealth and combat, just make it optional so masochist players can actually have a non-dumb ia once in a while, it would be very interesting for combat aswell, imagine having enemies with different level of braveness, smartness etc, it would make gunfights super dynamic and unpredictable.

We have games like tlou 2 where you can maintain the hardest challenge but scale single aspects like enemy ia, aggressivity etc, so devs have no excuse anymore other than being lazy.
 
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My point was that being too hard is a shitty excuse when you have multiple difficulty mode to chose and people can literally tailor the experience they want out of the game, devs are just not capable of making a realistic human like ia that is fun to play against without being TOO unfair, they just say "it would be too hard for the players" but what they really mean is "it would be too hard for us developers to find a sweet spot".

But, i would be down to try real human like ia with rng like you say, both for stealth and combat, just make it optional so masochist players can actually have a non-dumb ia once in a while, it would be very interesting for combat aswell, imagine having enemies with different level of braveness, smartness etc, it would make gunfights super dynamic and unpredictable.

We have games like tlou 2 where you can maintain the hardest challenge but scale single aspects like enemy ia, aggressivity etc, so devs have no excuse anymore other than being lazy.
Oh, apologies, I got the wrong impression from our back and forth, I see that you just wanted to rant about devs being lazy instead. I suppose some of them can cut corners around the enemy AI when the importance of budget and time come up.

Regarding my previous post though, I can see a future where they will simply have a setting to apply the human-like AI but also have settings to simply tell it to 'turn down it's senses' in a sense. I think that would be much easier than them individually programming it or recycling enemy AI from past games.
 

GymWolf

Member
Oh, apologies, I got the wrong impression from our back and forth, I see that you just wanted to rant about devs being lazy instead. I suppose some of them can cut corners around the enemy AI when the importance of budget and time come up.

Regarding my previous post though, I can see a future where they will simply have a setting to apply the human-like AI but also have settings to simply tell it to 'turn down it's senses' in a sense. I think that would be much easier than them individually programming it or recycling enemy AI from past games.
Some of them is the understatement of the century unfortunately, 99% of devs cut corners on ia, and even the few that try, usually just upgrade the smoke and mirrors that make enemy look and sound smart but not the base core ia, because they are still super dumb, exploitable and suicidal, tlou2 being a glaring example, i had a dude seeing me in a extremely small room with only one door that he was covering, and he still left after his internal timer told him to do so, even if he clearly saw me, was in alert state and there was one single door in that small room so there was no way for me to escape without being noticed by him, and tlou2 is considered one of the "good" ones :lollipop_squinting:

I can count on one hand the games that have decent ia in the past 10 years.

P.s. is there any other angle to explore about ia being dumb other than devs being lazy or untalented? They develop the games so they are fully responsible for ia, not sure what other angle i can touch on tbh.

If halo and fear or even something like condemned1 did what they did more than 10 years ago, there is no "hardware is too weak" excuse for not having ai that is MUCH better than these games other than devs not being up to the par, because like i said, being too difficult for the players is the shittiest excuse when you have multiple difficulty mode to chose and you can tailor your experience as you want.
 
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P.s. is there any other angle to explore about ia being dumb other than devs being lazy or untalented?
I was curious about your opinion on how much of an impact or non-impact these new AI models and features will have on gaming years from now. Like what do you think might be used and what won’t be?

For example I see the conversational AI advancements being used much sooner than later, especially in RPGs.
 

GymWolf

Member
I was curious about your opinion on how much of an impact or non-impact these new AI models and features will have on gaming years from now. Like what do you think might be used and what won’t be?

For example I see the conversational AI advancements being used much sooner than later, especially in RPGs.
Conversational ai would be super fucking big in some genres of games, but i was more talking about classic ia like in stealth\combat.
I don't even see conversational ia as actual ia, but just a way to make npcs unique and the end of pre-written answers and dialogues.

For me AI is more how enemies\npcs react in real time to the player stimulus more than what they say, that's why i don't really consoder tlou2 enemies calling dead names as actual ia, because it doesn't really change how the enemies move and think or how dumb they are, it's just a neat thing for immersion but has zero value when it comes to artificial behaviour, conversational ia is gonna be the same.

Unless they integrate conversational ai with actual behaviour change so you can hear enemy having a non-scripted discussion and the ia following through, something like:

Enemy 1: i think i heard something over there
Enemy 2: yo chickenshit, why don't you go check by yourself instead of telling me that
Enemy 1: come with me dude, i only have a pistol with me, you have a machine gun
Enemy 2: i bet 10 dollars that you are not brave enough to check by yourself
Enemy 1: are you ready to lose your money?

And then the enemy search for you with the other dude laughing or trolling him.



How fucking cool it would be if enemies had (better written) random dialogues like these and the ia acting accordingly, we are probably like 20 years away from something like this :lollipop_grinning_sweat:
 
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Really impressed by the level of detail in Silent Hill 2. It may not be using nanite, but its still very high quality and the stunning lighting only helps.

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I have never been this impressed by literal garbage lol. Sucks that the second big area the apartments are a fucking stutter fest. cant believe they released the game in this condition. hopefully the rest of the game is mostly set in bigger areas. the game performs fine there.

Silent Hill 2 does the dirty, grimy look so well
Conversational ai would be super fucking big in some genres of games, but i was more talking about classic ia like in stealth\combat.
I don't even see conversational ia as actual ia, but just a way to make npcs unique and the end of pre-written answers and dialogues.

For me AI is more how enemies\npcs react in real time to the player stimulus more than what they say, that's why i don't really consoder tlou2 enemies calling dead names as actual ia, because it doesn't really change how the enemies move and think or how dumb they are, it's just a neat thing for immersion but has zero value when it comes to artificial behaviour, conversational ia is gonna be the same.

Unless they integrate conversational ai with actual behaviour change so you can hear enemy having a non-scripted discussion and the ia following through, something like:

Enemy 1: i think i heard something over there
Enemy 2: yo chickenshit, why don't you go check by yourself instead of telling me that
Enemy 1: come with me dude, i only have a pistol with me, you have a machine gun
Enemy 2: i bet 10 dollars that you are not brave enough to check by yourself
Enemy 1: are you ready to lose your money?

And then the enemy search for you with the other dude laughing or trolling him.



How fucking cool it would be if enemies had (better written) random dialogues like these and the ia acting accordingly, we are probably like 20 years away from something like this :lollipop_grinning_sweat:

That would be amazing actually ...does rdr2 have something like that but really basic? Like arthur at camp drinking coffee and an npc comments based on what he's doing at the time ..?
 

GymWolf

Member
Silent Hill 2 does the dirty, grimy look so well

That would be amazing actually ...does rdr2 have something like that but really basic? Like arthur at camp drinking coffee and an npc comments based on what he's doing at the time ..?
Yeah but they it's still pre-written stuff, like they can't over what the devs have wrote for them to say.
Guardians of the galaxy and some other game does that.

It's a double edged sword because ai can glitch and spew non-sensical bullshit or just sound too much like chatgpt instead of a real human, but it would still be an upgrade over npcs that repeat one line of dialogue.
Also talented developers obviously have better writing than what ai can come up, so maybe use normal writing for primary and secondary characters, and leave ai conversation for enemies, and tertiary\unimportant npcs.
 
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DanielG165

Member
That would be amazing actually ...does rdr2 have something like that but really basic? Like arthur at camp drinking coffee and an npc comments based on what he's doing at the time ..?
Yeah, members at the camp will comment on a variety of things regarding you (Arthur). If you kill a big animal and bring it back to camp, your crew will mention how monstrous it is, how much food they’ll have, how you managed to kill something so big etc. If you haven’t bathed in a while, they’ll have a more negative opinion towards you, and make comments on how you really need a bath. If you haven’t paid money to the camp in a while, you’ll get some snarky comments.

Hell, if Arthur has been away from camp for several days, someone will literally come looking for you to see if you’re alright, and will ask if you want to ride back to camp with them, or have them go back by themselves and tell the others you’re okay. That’s just your gang members. The AI in RDR2 is still really impressive.
 

GymWolf

Member
Yeah, members at the camp will comment on a variety of things regarding you (Arthur). If you kill a big animal and bring it back to camp, your crew will mention how monstrous it is, how much food they’ll have, how you managed to kill something so big etc. If you haven’t bathed in a while, they’ll have a more negative opinion towards you, and make comments on how you really need a bath. If you haven’t paid money to the camp in a while, you’ll get some snarky comments.

Hell, if Arthur has been away from camp for several days, someone will literally come looking for you to see if you’re alright, and will ask if you want to ride back to camp with them, or have them go back by themselves and tell the others you’re okay. That’s just your gang members. The AI in RDR2 is still really impressive.
Geez, why do rockstar games take 10 years to be made? (And thank god for that)

The mistery continue...
 
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AMC124c41

Member
The insomniac tech director said that their entire city bake used to take 7 days and this gen they were able to bring it down to a mere 4 days lol.

He also said that 1/3rd of the game disc was lighting data. And its not just disc space, their artists and programmers had to worry about compressing and compressing that data and ensure it streamed in. you make lighting fully dynamic and you free up those resources so they can do other work.

He did say that RTGI in a fast moving city like this wouldve been too noisy but its something they wont ignore for future games. Looks like wolverine will support realtime gi as well. Even they know its the future.

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Yeah, not surprised by those timelines at all. 7 days for a bake and then you need to iterate on your game world so you need to constantly rebake :messenger_grinning_sweat: It has only gotten worse as fidelity has gone up and the expectations are higher which means that bake quality needs to go up as well. We're still some ways away from having RTGI be the default but those asking for lighting to be baked are basically asking for games to be even more expensive and take longer still to develop. We're still stuck in a weird transitional period that will continue for some time to come and devs need to look at the solution that is best for their individual project but migrating to a solution like Lumen and Megalights, etc is inevitable.
 

SlimySnake

Flashless at the Golden Globes
Yeah, members at the camp will comment on a variety of things regarding you (Arthur). If you kill a big animal and bring it back to camp, your crew will mention how monstrous it is, how much food they’ll have, how you managed to kill something so big etc. If you haven’t bathed in a while, they’ll have a more negative opinion towards you, and make comments on how you really need a bath. If you haven’t paid money to the camp in a while, you’ll get some snarky comments.

Hell, if Arthur has been away from camp for several days, someone will literally come looking for you to see if you’re alright, and will ask if you want to ride back to camp with them, or have them go back by themselves and tell the others you’re okay. That’s just your gang members. The AI in RDR2 is still really impressive.
That’s not AI. All of that is scripted by the devs.
 

Gubaldo

Member
Whoreish graphics with fancy pants ray tracing is all well and good but when will enemy ai evolve? It's been decades of the same stupid ai. 😅
Last of us part 1's AI was very good towards the player. but then i noticed that ellie just sneaking in front of them and they are just blind.
otherwise it was one of the best ai's i have seen
 

Kikorin

Member
AI improvement is really difficult and not strictly hardware related. Some of the best AI are still from super old games like FEAR, Halo, Max Payne 3 or Black and White 2. Is not related to do enemies that can outplay the player with things like 100% accuracy (for example the Uncharted series granades that are thrown to the player with insane accuracy), but more to give believable behaviour to enemies, but still make them "dumb" enough to have fun killing them.

I think The Last of Us 2 is a very good compromise, especially in the first hours it gives you the impression to fight a team of enemies that can communicate, but still dumb enough to be fun and not frustrating. After some time you can understand the patterns that regulate the AI in different situations, but I liked the result.

Maybe in future we could have some more dynamic AI that can learn from player's actions. For example, would be fun that if you find a way to exploit an enemy in some way and you start spamming that, AI learn what you are going to do and find a solution to outsmart you.
 

SlimySnake

Flashless at the Golden Globes
AI improvement is really difficult and not strictly hardware related. Some of the best AI are still from super old games like FEAR, Halo, Max Payne 3 or Black and White 2. Is not related to do enemies that can outplay the player with things like 100% accuracy (for example the Uncharted series granades that are thrown to the player with insane accuracy), but more to give believable behaviour to enemies, but still make them "dumb" enough to have fun killing them.

I think The Last of Us 2 is a very good compromise, especially in the first hours it gives you the impression to fight a team of enemies that can communicate, but still dumb enough to be fun and not frustrating. After some time you can understand the patterns that regulate the AI in different situations, but I liked the result.

Maybe in future we could have some more dynamic AI that can learn from player's actions. For example, would be fun that if you find a way to exploit an enemy in some way and you start spamming that, AI learn what you are going to do and find a solution to outsmart you.
Before I say anything, i just want to say good post, agree with nearly everything you said.

Regarding this however:
Maybe in future we could have some more dynamic AI that can learn from player's actions. For example, would be fun that if you find a way to exploit an enemy in some way and you start spamming that, AI learn what you are going to do and find a solution to outsmart you.
MGSV did this. If you were headshot people, they would start wearing helmets. if you were using sleep gas, they would start wearing gas masks. If you go rambo, they would begin wearing armor.

And thats a PS3 game. That's not hard to code in. The real problem is what you described, it's hard to make these games fun. Star Wars outlaws is a great example of this. The enemies have great eye sight and can spot you from far away, but everyone hated that. Mostly because there are no tools in your arsenal to handle such situations, but also because people dont want to play games that are too realistic. They have to be fun. outlaws dev found this out the hard way.

TLOU2 does indeed have great AI.
 

SlimySnake

Flashless at the Golden Globes
Honestly, when i play modern games, I am not thinking about how unrealistic they are. I think the good games do a decent job taking cover, flanking me, and working together to take me down. The only thing I would improve is NPC combat behavior. In TLOU2, you can set your NPCs to be a lot more aggressive by changing some sliders and its pretty decent but honestly, id rather see them have full on fights of their own like in souls games. But again, it's a slider that the devs can change at any point but wont for design and difficulty reasons.

What I really want from AI are the NPC civilian behaviors in open world games. I loved creating havoc in Infamous and GTA games. It was so much fun to fuck around with NPCs. I thought for sure thats what Rockstar would expand upon next but they just scripted everything instead. Random woman gets attacked on the side of the road, tree falls on someone, some railroad worker gets stuck on train tracks. All cool things. Id just like that simulated somehow so they happen organically as you roam the world.

The Watch Dogs car pile up is the perfect example of what I want. You almost never see car crashes in games nowadays. you can cause one, but they dont lead to multi car pile ups. Spiderman also scripts bank robberies and other events and its all so cookie cutter. Why cant we just have a fully living breathing simulation where these things happen organically. Maybe its too hard to design a game around this but I just wish some dev just said fuck it and set all sliders to maximum. Create a mod called Chaos and let us live in that insane world filled with crime, bad drivers, and aggressive NPCs.

I am so tired of these 21st century boring cities. Video games are a form of escapism, i dont want realism from these games, I want something more fun.
 

GymWolf

Member
That’s not AI. All of that is scripted by the devs.
Yep, it's an ingame script more than ai.

Same as mgs5 soldiers wearing helmets, it was not ia, you reach a certain number of headshot and the game switch on helmets, it's hardly real time behaviour, just another script that turn on when something happen, and not even in real time, it change when you pick a new mission.

And sw outlaws problem was not the enemy sight (inferior to something like mgs5 that was never downgraded to appease casuals), it was the shitty ia and the randomness of the stealth, with mechanics inferior to 15 years old games.

People who actually completed the game before the patch agree that the game was pretty easy because you have a super op tool like the dograt that make you disable 3 enemies at once (i explained to you how).

The major problem was how unreliable the stealth is, now how difficult it was, and i'm not super good when it comes to stealth.

Stupid example: you can make noise to attract enemies into bushes ala horizon\ac, the problem is that 2 things can happen:

The button prompt straight up doesn't work and you punch the enemy instead of a takedown, making more noise that can attract close enemies.
The button prompt work but instead of having the takedown animation when you pull the enemies inside the bush like in the ac games so you can attract multiple enemies, you get the standard animation where the body remain outside of the bush and can be seen by passing enemies.


This is just an example of how fucking random things can go in that game, but it was not hard per se.
 
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SlimySnake

Flashless at the Golden Globes
^I think Horizon is a perfect example of how the AI is good enough but devs just dont use it to make interesting scenarios. Ive seen videos of dinobots fighting each other on youtube. In Days Gone and Far Cry 3, devs would let you lure animals or zombies into enemy outposts causing havoc. Why Horizon doesnt allow for this despite the AI being smart enough to fight each or fight on your behalf is simply a dev decision.

There are just a few encounters where you would see a small skirmish between NPCs and a couple of dinobots. Nah, i want dinobots invading civilians outposts on a regular basis and destroying the whole fucking city. I want to take down tallnecks or trex with the help of NPCs trying to do the same, and not just a few dudes who take part in some trex battles. I want big herds like we saw in the original Horizon E3 demo.

All these open worlds feel so empty and boring. Even horizon ones which are filled with enemies to fight but because every fight plays out the same, there is no point engaging them anymore.
 

GymWolf

Member
^I think Horizon is a perfect example of how the AI is good enough but devs just dont use it to make interesting scenarios. Ive seen videos of dinobots fighting each other on youtube. In Days Gone and Far Cry 3, devs would let you lure animals or zombies into enemy outposts causing havoc. Why Horizon doesnt allow for this despite the AI being smart enough to fight each or fight on your behalf is simply a dev decision.

There are just a few encounters where you would see a small skirmish between NPCs and a couple of dinobots. Nah, i want dinobots invading civilians outposts on a regular basis and destroying the whole fucking city. I want to take down tallnecks or trex with the help of NPCs trying to do the same, and not just a few dudes who take part in some trex battles. I want big herds like we saw in the original Horizon E3 demo.

All these open worlds feel so empty and boring. Even horizon ones which are filled with enemies to fight but because every fight plays out the same, there is no point engaging them anymore.
I don't think the hardware is ready for massive groups of dinobot destroying a city, maybe something on a smalled scale.

You can do that in days gone with hordes and enemy camps, but they just kill the enemies, no destruction.
 
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SlimySnake

Flashless at the Golden Globes
I don't think the hardware is ready for massive groups of dinobot destroying a city, maybe something on a smalled scale.

You can do that in days gone with hordes and enemy camps, but they just kill the enemies, no destruction.
i would be fine with that. just kill the NPCs. keep the essential ones alive. like i said, days gone had this tech on PS4. Thats all AI. They just dont want to do it for whatever reason.
 

GymWolf

Member
i would be fine with that. just kill the NPCs. keep the essential ones alive. like i said, days gone had this tech on PS4. Thats all AI. They just dont want to do it for whatever reason.
I told you why i think they don't do it.

Sony open worlds are safe and sanitized, the more interactivity, ia shanenigans you bring to the table, the more chance you have to get glitches, bad perf etc. They don't wanna turn into the next cyberpunk or ubisoft or bethesda game where you have literal bugs compilations on yt.

They want their open world to be super polished, that's their strenght and curse.

I'm never gonna say this enough, but it's not a case if days gone was the less polished sony open world game last gen, it was the one that tried dynamic stuff more than any other sony open world combined, it can't be just a coincidence.

The zeldas have great physics but they also didn't wanted to try their fortune with elaborate npcs interaction inside or outside cities, their npcs are super basic, because nintendo also care about polish.
 
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SlimySnake

Flashless at the Golden Globes
What I've never really understood was why devs never make the sun actually bright like real life. Battlefield 3 is probably the closest non RT'd game to what I mean. The lighting in that game is still better than many games that have come out even this year.
thats because day time lighting usually sucks. Even in movies, directors do color grading to make it more orange or straight up use the mexican filter just to avoid the boring lunch hour look no one likes in real life. I was actually watching Jackfrags play BF3 the other day and it still looks great for a 2011 game, but the day time lighting is still kinda boring compared to say BF1's lighting which is very orange in the desert levels and tries to mimick saving private ryan's saturated look in the urban city levels like Amiens. I think it's by design since BF3 is supposed to be set in modern times while BF1 is trying to emulate the war torn grounded look.

That said, I dont blame you for preferring the look of BF3. I'd suggest checking out the Ghost recon Wildland and Breakpoint games, both of which have similar day time lighting. Division games too. Especially the first one, but the division games also grade their lighting a bit more to be more cinematic than realistic.
 

SlimySnake

Flashless at the Golden Globes
Honestly, this is great to see. OG Japanese Silent Hill 2 devs praising the remake devs.

I dont know if lumen was necessary to get that kind of indirect lighting right, but im sure it helped. Hardware Lumen makes it look even better on PC. Hoping PS5 Pro uses that in at least the quality mode so console peeps can enjoy it too.



First Game Science, now Bloober. This year has been full of surprises. I legit thought Black Myth was vaporware, and bloober's Medium was pretty fucking bad too. Crazy times we live in. Both games are legit great games to play unlike avatar, starfield, outlaws and hellblade 2 which makes their graphics accomplishment so much more easier to enjoy.
 
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