I've figured a long time ago there's no point in discussing this with you.
Should be obvious to anyone gifted with thinking abilities why a manually crafted game like Part I, which doesn't rely on new rendering automations or pre-made scanned real world assets from a pre-existing library (and made in
one year development time joint with another studio) "
looks virtually identical" to Part II (a game that looked a whole generation above other games running on PS4,
six years development time), running
at twice the framerate at more than twice the resolution, four times if we count Fidelity..
That's their Engine, the same one they perfected in the last 17 years and their artists know inside out, and that was just ported to PC (with disastrous results).
It's obvious they thought RT implementation on
the machine they make games for would have meant more sacrifices than gains at 60fps, something that's being perfectly shown by other games more and more each passing day.
So all I could tell you is to go back cheerleading for Star Wars: Outlaws, Spider-Man 2, Alan Wake 2, Jedi Survivor and Wukong in their versions
on the same machine Part I runs at native 1440p and rock solid 60fps while looking the way it does:
Or to keep posting that retarded 240p interior shot gif with flashlight turned off, ignoring for some reason the fact those dark interiors are supposed to showcase their light bounce features (along with the other thing no other rasterized game has, like their capsule AO), which are by the way still light years ahead not only full current gen games like Dead Space and Callisto Protocol, but even some games
using ray traced flashlight bouce like current gen Resident Evil games:
As if I would post this from the "most advanced looking game" Alan Wake 2
maxed out as a perfect showcase of the fact it looks infinitely worse than
Naughty Dog PS3 games.
And just to be clear, this is not the pathetic 847p version with broken reflections they had the guts to ship on the same machine Part I runs on, but the PC maxed out version:
Or I would post this as a complete representation of your praised Outlaws:
Because this how these games look and run on the same Part I machine.
Another one, you keep posting Silent Hill 2, I guess you're lucky to completely ignore how that game looks on Performance Mode on PS5 compared to Part I, with that entirely cut back lighting, awful IQ and broken reflections on an Engine 15 years newer than Naughty Dog's.
Callisto Protocol? The corridor game that
doesn't even have shadows in its 60fps mode, and a PBR implementation where every material looks and behaves the same? The same game without bounce lighting?
Insomniac uses Ray Tracing? Well maybe they shouldn't if their games ultimately look the way they do on PS5, as Senua posted a few posts above, when they looked like this last-gen instead:
Yes, Demon Souls looks amazing, but for the same exact reasons Naughty Dog games do. Art and tech going hand in hand at 1440p and 60fps.
But as always your posts are a total decontextualized mess, almost as if there's not a single thought behind.
The worst possible kind of graphics whore, plays games on PC (at 30fps even) with "pay-to-win" automatic features like Ray Tracing or photogrammetry scanned assets and wonders why another game on PS5 result of countless man hours and artistry in manually crafting each corner doesn't look "as good", ignoring the fact those same fucking games on PS5 not only don't have Ray Tracing 9 times out of 10, but run at awful framerate at sub 1080p native resolutions..
And this is really *chef kiss
Like, what the hell is so vital that PS5-like RT could bring to a game like Part I aside from lower resolution and worse framerate?
Their Engine has since 2016 a perfect artifact-free AO, Part I has sun PCSS shadows no one could distinguish from RT ones since they share the same principles, they use perfectly baked GI with their static time of day enviroments mixed with their unique capsule AO to visually dynamically interact with them in a way not many RT games allow even:
And as always they use their insane real-time dynamic GI simulation in every interior where dynamic lighting is required:
If they called their shadows and dynamic GI "Ray Tracing" would have made a single difference to you?
Maybe they should have reworked their entire pipeline to allow for RT reflections for those two or three puddles with already carefully placed cubemaps aligned with SSR:
But I'm sure there's a good reason they haven't yet because I'm not here in my room pretenting to know better than them.
So yes, I'd gladily take another million of these masterpieces from John (someone who is not only for damn sure more worthy of respect, but genuinely instesting and educational to listen to), covering these kind of marriages of art
and tech, made with the end user experience always in mind, instead of the retardation that is pretending high end PC RT features at 60fps on a $500 machine from 2020, or even more retardation like wanting devs to not focus on something that should be basic and the norm like 60fps, only to pursue
little pieces of tech clearly too demanding for these machines.