• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Graphical Fidelity I Expect This Gen

SlimySnake

Flashless at the Golden Globes
Indy is a B game from a B studio made on a dated C tier engine. UE5 might allow B tier teams to make A tier games, but they chose not to use it.

Bethesda and these zenimax studios need a kick up the ass. One of the worst acquisitions ever. Hopefully, MS's other acquisitions like obsidian and playground games have a better showing next year. Fable looks legit amazing. Avowed looks somewhat decent but its obsidian and those guys dont believe in graphics.
 

Buggy Loop

Member
Indy is a B game from a B studio made on a dated C tier engine. UE5 might allow B tier teams to make A tier games, but they chose not to use it.

Bethesda and these zenimax studios need a kick up the ass. One of the worst acquisitions ever. Hopefully, MS's other acquisitions like obsidian and playground games have a better showing next year. Fable looks legit amazing. Avowed looks somewhat decent but its obsidian and those guys dont believe in graphics.

ID tech engine C tier?

parks and red sigh GIF


It'll perform S-tier unlike fucking UE5 F-tier stutter fucking mess with graphical features that barely make it above 2015 games but kneecaps 4090's.

I know this is the graphical thread but I simply do not agree one bit. Not everything has to be nanite/lumen. Doom 2016 still looks amazing to me after all those years.
 

SlimySnake

Flashless at the Golden Globes
ID tech engine C tier?

parks and red sigh GIF


It'll perform S-tier unlike fucking UE5 F-tier stutter fucking mess with graphical features that barely make it above 2015 games but kneecaps 4090's.

I know this is the graphical thread but I simply do not agree one bit. Not everything has to be nanite/lumen. Doom 2016 still looks amazing to me after all those years.
lol i didnt even know it was the id TECH engine. I figured they were using some kind of internal engine. Was the original PS4 wolfenstein game also on ID Tech.

ID Tech is amazing. Looks great in Doom Dark Ages. I am just not seeing it in this game.
 

Buggy Loop

Member
lol i didnt even know it was the id TECH engine. I figured they were using some kind of internal engine. Was the original PS4 wolfenstein game also on ID Tech.

ID Tech is amazing. Looks great in Doom Dark Ages. I am just not seeing it in this game.

An engine is not necessarily pushed to limits, there's budget allocations, workforce, etc. In an age where games bloat up in costs and studio closes, I'm not surprised we don't see "Last of us part 2" in every modern games.


178628be91e4c3fda2071a843fb685ddc0415773.gif


I think it looks fine. The best? No. It won't be used in this thread as a benchmark for sure.

If we compare Nazi vs Nazi, seems like a massive upgrade from Wolfenstein 2.

Wolf2_ArticleDashboard_Milkshake_619x499.png


DQ4IK232DZFV3OVHNQFIFTLSZM.jpg


And Wolfenstein 2 looked mighty fine I'll say.

We haven't see the PC full ray tracing as far as I know either, which is "path tracing". Nvidia made the promotion that it's coming, but no footage, that I'm aware of.
 

SlimySnake

Flashless at the Golden Globes
An engine is not necessarily pushed to limits, there's budget allocations, workforce, etc. In an age where games bloat up in costs and studio closes, I'm not surprised we don't see "Last of us part 2" in every modern games.
I dont know about that. A fucking C-tier team like Bloober outshined TLOU2 in many aspects. A no-name chinese studio outshined SSM. Without UE5, they dont do that.

And thats the point, an engine is supposed to elevate these smaller B tier studios. We can see how ID Software is utilizing ID Tech to the max in Doom Dark Ages, but other studios are not. And thats my issue with it.

The cutscenes do look good and i will admit that i didnt know about Path tracing support on PC. I was wondering why ID Software went through the trouble of adding amazing RT effects in Doom Eternal only to leave it out in Indiana Jones.
 
Last edited:
Realistically speaking, how many chance has gta6 to look EXACTLY like the reveal? And when i say exactly i mean down to the smallest microdetails.

Are a 2 billion dollars budget, infinite manpower and 10+ years in the oven enough to bruteforce these weak ass consoles?
If they're targetting 30fps on base consoles with no performance mode you can bet your ass it'll look the same if not better than the reveal trailer. Luckily I don't feel like Rockstar is afraid of releasing a 30fps only game in 2025.
 
Last edited:

Buggy Loop

Member
Oh come on... something like Wukong is "barely above 2015 games"???
Pop Tv Cell Phone GIF by Schitt's Creek's Creek

Yes UE5 is heavy, but downplaying its feature set is ridiculous....

And I've stated many times that Wukong is pretty much the only one flexing what UE5 strengths provide, when we're talking about full fledged games of course, not a 4h demo like Hellblade 2.

And that will likely not be seen by end of gen. Game science were insane with geometry. Can only happen in a cheap labour country I believe.

Most of the rest of UE5 games probably kneecap performances by being on nanite rather than mesh with smart LOD techniques. Nanite overdraws a lot and really, pretty much only Wukong showed the case where nanite is needed.

Horizon Forbidden west doesn't have nanite, no Lumen
Avatar does not have nanite, no Lumen

🤷‍♂️

There's a lot of room outside of UE5 for good graphics. Even rasterization, as Decima engine showed.

As for 2015

N8j1.gif


KfAs.gif


KCmPLsq.gif





And MSG5, Star wars battlefront, Witcher 3..
2016 Uncharted 4, Quantum break

Am I supposed to be impressed by the 2024 UE5 status? Graphics have improved, but talk about PLATEAU. Considering the above ran on Jaguar CPUs and under 2 TFLOPs.. I am NOT impressed by the modern hardware requirements for what it brings to the table.

I played Wukong 3 times, 3 times. Impressive geometry, but it ends there. What's the point of Lumen with light bleeding if the level is static?
 
Last edited:

mrqs

Member
any reason why modern games lighting dont look as good as this mod of an older game?



This is path tracing, the heaviest form of tracing to run. Even if every game supported it, about 1% of gamers would be able to run it, as it's only possible on high-end nvidia gpus.

Lighting is getting solved tho, by the time the PS6 comes out, this might be the standard.
 
Last edited:

SlimySnake

Flashless at the Golden Globes
Yep, it's the heaviest engine, and also the best looking one, by far.
It's not even that heavy anymore. they have doubled GPU performance since UE5.1 and almost doubled CPU performance. They can do hardware lumen at 60 fps on consoles now.

The problem is that devs dont want to spend the extra time going back and updating to the latest build. But going forward we will see much lighter games and you definitely wont see the crappy CPU performance we saw in Stalker and Silent Hill 2.
And I've stated many times that Wukong is pretty much the only one flexing what UE5 strengths provide, when we're talking about full fledged games of course, not a 4h demo like Hellblade 2.

And that will likely not be seen by end of gen. Game science were insane with geometry. Can only happen in a cheap labour country I believe.

Most of the rest of UE5 games probably kneecap performances by being on nanite rather than mesh with smart LOD techniques. Nanite overdraws a lot and really, pretty much only Wukong showed the case where nanite is needed.

Horizon Forbidden west doesn't have nanite, no Lumen
Avatar does not have nanite, no Lumen

🤷‍♂️

There's a lot of room outside of UE5 for good graphics. Even rasterization, as Decima engine showed.

As for 2015

N8j1.gif


KfAs.gif


KCmPLsq.gif





And MSG5, Star wars battlefront, Witcher 3..
2016 Uncharted 4, Quantum break

Am I supposed to be impressed by the 2024 UE5 status? Graphics have improved, but talk about PLATEAU. Considering the above ran on Jaguar CPUs and under 2 TFLOPs.. I am NOT impressed by the modern hardware requirements for what it brings to the table.

I played Wukong 3 times, 3 times. Impressive geometry, but it ends there. What's the point of Lumen with light bleeding if the level is static?

You dismiss Hellblade as a 4 hour demo but include The order?

And they cannot get away with releasing a game like Batman AK in 2024. Im sorry but no NPCs? Static time of day? You brought up MGSV which was last gen when it released in 2015 and honestly looked like shit. battlefront and Witcher 3 were great next gen leaps so i will give you that but just like how we have the Order of this gen (hellblade 2), we also have the Batman AK/Witcher 3 of this gen (Avatar) And Wukong i would place next to U4 in terms of the holy shit factor.

by this time last gen, aside from Batman AK which was a UE3 game, we didnt have many UE4 games that impressed. So the fact that we have hellblade, silent hill 2, wukong and even Stalker by year 4, is not that bad in comparison. By next year when 1943, Mafia and Expedition 33 come out, all these games wouldve topped anyway.

Whether or not to use Lumen, especially given the performance cost, is hard to say but i look at the results and im convinced we needed it. Compare Silent Hill 2 with TLOU2, the greatest looking game of last gen. The upgrade is clear. From a team that should be nowhere near ND's level of talent, budget and resources. compare Avatar's lighting to HFW's or even Red Dead's.

I am not saying RT or Lumen is the solution for every game. Space Marine 2. Alan Wake 2. Demon Souls are all stunners with baked GI solutions. But if it lets smaller devs achieve better results than ND and GG then why not. If ND wants they can release a baked GI game that will look better than every game on UE5, i think we all know this but bloober cant. And Machine Games definitely cant.

Lumen and nanite performance have been doubled since release of UE5.1. Both on the GPU and CPU. If Stalker had released on the latest build, it would not be having those CPU related drops. Those are 1:1 the same shit we saw in the matrix awakens demo and Alex found that the CPU performance has gone by 80% in that demo. And that was before the 5.5 release which has improve performance even more.
 
Last edited:

SlimySnake

Flashless at the Golden Globes
P.S looking at those games above, it's a shame that Crystal Dynamics has been MIA all gen. I fucking LOVED Rise of Tomb Raider. Not just for its visuals but also for the gameplay. But the fact that they are MIA this gen is not UE5's fault.

Same goes for Frostbite games. we've had two frostbite games release this gen, Dead Space and Dragon Age, and Im sorry but even with RT present, they dont provide the same leap we saw with battlefront 2. Now UE5 games have indeed given us that leap. Snowdrop games too. So it's more on Frostbite to deliver.

Ready At Dawn is gone and Sony didnt bother replacing them with a studio that really pushed the PS5. is that UE5's fault or Sonys for not releasing anything next gen worthy like Uncharted 4 and The order last gen?

UE5 is letting Konami bitch slap a first party studio in a sports game of all games. And it had to be 60 fps. UE5 handles it just fine.

TXisf9q.gif


4kxvLVp.gif
 

SlimySnake

Flashless at the Golden Globes
Probably been mentioned a hundred times already but I just fired up HFW on the Pro for the first time and it looks nuts! Like holy shit!

GG are gods.
I NEED to know whats going on with HFW on the Pro. They clearly upped the settings. It looks insane. Especially in fidelity mode. I shouldve done a side by side comparison before i returned my pro. My only regret with this machine.
 
I NEED to know whats going on with HFW on the Pro. They clearly upped the settings. It looks insane. Especially in fidelity mode. I shouldve done a side by side comparison before i returned my pro. My only regret with this machine.

I'm guessing it's some technology being used on either Horizon 3 or Death Stranding 2 (or even both?) and they've back ported to HFW - they weren't clear about whether it used an ML pass but my hunch is it doesn't, I've never seen such a pristine image on console before.

Regardless it looks very promising for future titles!
 

SlimySnake

Flashless at the Golden Globes
This is path tracing, the heaviest form of tracing to run. Even if every game supported it, about 1% of gamers would be able to run it, as it's only possible on high-end nvidia gpus.

Lighting is getting solved tho, by the time the PS6 comes out, this might be the standard.
I have played cyberpunk in PT and it looks nothing like this. These are the same mods we saw last gen in GTA5. They are changing the look of the game by fucking with gamma settings that would break the game in many other areas, adding reflections on everything, and are upping the traffic and pedestrian density by so much it would break most CPUs.

Not to mention the fact that they are literally using hundreds of mods.

Some GTA5 mods look better than OG Cyberpunk.





Full disclosure. ive tried downloading some of the mods in GTA5 and Witcher 3 and they never look as good.
 

SlimySnake

Flashless at the Golden Globes
I'm guessing it's some technology being used on either Horizon 3 or Death Stranding 2 (or even both?) and they've back ported to HFW - they weren't clear about whether it used an ML pass but my hunch is it doesn't, I've never seen such a pristine image on console before.

Regardless it looks very promising for future titles!
No no. im not talking about the image quality. they are using their own custom checkerboard reconstruction here and yes, its great. As good as DLSS or PSSR in demon souls.

I was talking about like shadows settings or AO. Even some lighting seems to be bumped up. Went back to HFW on PS5 last week and while it was still impressive, i wasnt blown away like I was on the Pro. I need to know what settings they bumped up on the Pro.

The draw distance and fog is still there along with the same problems with interiors so its no Avatar, but there has definitely been an upgrade to visuals that make it look closer to the OG Horizon teaser at the PS5 reveal.
 

GymWolf

Member
I NEED to know whats going on with HFW on the Pro. They clearly upped the settings. It looks insane. Especially in fidelity mode. I shouldve done a side by side comparison before i returned my pro. My only regret with this machine.
Any example so i have an excuse to replay with my physical copy of fw that i traded at GS for a discless ps5 pro?! :messenger_pensive:
 
Last edited:
No no. im not talking about the image quality. they are using their own custom checkerboard reconstruction here and yes, its great. As good as DLSS or PSSR in demon souls.

I was talking about like shadows settings or AO. Even some lighting seems to be bumped up. Went back to HFW on PS5 last week and while it was still impressive, i wasnt blown away like I was on the Pro. I need to know what settings they bumped up on the Pro.

The draw distance and fog is still there along with the same problems with interiors so its no Avatar, but there has definitely been an upgrade to visuals that make it look closer to the OG Horizon teaser at the PS5 reveal.
Oh right!

Ollie on DF explicitly mentioned it's not a checkerboard solution. As for the lighting, the developers did mention that they increased the filtering of shadows, as well as increasing the sampling quality of volumetric which helped avoid jittering which was seen on the base PS5 and that they also increased "full res forward rendering" as opposed to the checkerboard rendering on base PS5.

I don't even know what half of that means but yes it seems like a decent amount of work was put into lighting and yes it looked stunning and more consistent than the old version.
 

SlimySnake

Flashless at the Golden Globes
Any example so i have an excuse to replay with my physical copy of fw that i traded at GS for a discless ps5 pro?! :messenger_pensive:
honestly, i cant tell exactly what was changed. thats why i was hoping someone with more keen eye could tell what was upgraded. DF didnt cover it much outside of reconstruction talk.

This is what GG said in a blog prior to launch.

Guerrilla​


“PlayStation 5 Pro brings a lot of extra horsepower that has allowed us to really push the graphical fidelity, while also maintaining the stable high framerates that we all enjoy so much. For Horizon Forbidden West, that means you can now enjoy a visual quality that matches or surpasses the Quality mode on the regular PlayStation 5, but now at 60 FPS – double the framerate.
It’s also good to point out that visual quality isn’t just about resolution, it’s about so much more. There are many improvements to the Decima engine that are now made possible because of the rendering power of PS5 Pro. You’ll see improvement to shadows, depth-of-field, skin and hair shaders, clouds, god rays and so much more. It’s pure eye candy at racecar levels of performance. We hope you enjoy it.
We’re also very happy to share that Horizon Zero Dawn Remastered comes with native support for PlayStation 5 Pro. This includes a range of graphical features that have been improved to make use of the power of the PS5 Pro, while also delivering ultra-high fidelity at blazing fast framerates.”
Jan-Bart van Beek, Studio Director & Art Director Guerrilla
It just looks better and pops so much more. it's legit amazing.
 

Buggy Loop

Member
Probably been mentioned a hundred times already but I just fired up HFW on the Pro for the first time and it looks nuts! Like holy shit!

GG are gods.

Decima engine is king it seems. Sad that it is not licensed.

It's not even that heavy anymore. they have doubled GPU performance since UE5.1 and almost doubled CPU performance. They can do hardware lumen at 60 fps on consoles now.

The problem is that devs dont want to spend the extra time going back and updating to the latest build. But going forward we will see much lighter games and you definitely wont see the crappy CPU performance we saw in Stalker and Silent Hill 2.

You dismiss Hellblade as a 4 hour demo but include The order?

I didn't think of putting the order until last minute of my post but ok, let's put Hellblade 2 in.. 2 games on UE5 as showcase.

And they cannot get away with releasing a game like Batman AK in 2024. Im sorry but no NPCs? Static time of day?

Uh? City was pretty filled. Thugs almost everywhere. They made it night because well it's Batman.. Dynamic time of day from raster is nothing new and I doubt that's a challenge for that Rocksteady team back in those days.

Do you not think that modern CPUs and SSDs for streaming would have not helped fleshed out the open world? Still doesn't make sense the computational power we have required nowadays for what's on screen. That's my beef.

You brought up MGSV which was last gen when it released in 2015 and honestly looked like shit. battlefront and Witcher 3 were great next gen leaps so i will give you that but just like how we have the Order of this gen (hellblade 2), we also have the Batman AK/Witcher 3 of this gen (Avatar) And Wukong i would place next to U4 in terms of the holy shit factor.

by this time last gen, aside from Batman AK which was a UE3 game, we didnt have many UE4 games that impressed. So the fact that we have hellblade, silent hill 2, wukong and even Stalker by year 4, is not that bad in comparison. By next year when 1943, Mafia and Expedition 33 come out, all these games wouldve topped anyway.

Whether or not to use Lumen, especially given the performance cost, is hard to say but i look at the results and im convinced we needed it. Compare Silent Hill 2 with TLOU2, the greatest looking game of last gen. The upgrade is clear. From a team that should be nowhere near ND's level of talent, budget and resources. compare Avatar's lighting to HFW's or even Red Dead's.

I understand the appeal to use the engine from a dev's perspective when they don't have the R&D like 2015 studios had to develop the tech to make games look so good but the hardware requirement for that bump is completely out of control.

Robocop is probably the game that benefitted the most from UE but mainly because of the library of assets that saved the dev a load of cash.

Just want to point out that Bloober is not some mobile dev to grand graphics suddenly. The Observer back then was quite a looker. So is the medium. Never anything really wrong with Bloober graphics, it was always about their gameplay and now SH2 handed one to them on a silver plater.

I am not saying RT or Lumen is the solution for every game. Space Marine 2. Alan Wake 2. Demon Souls are all stunners with baked GI solutions. But if it lets smaller devs achieve better results than ND and GG then why not. If ND wants they can release a baked GI game that will look better than every game on UE5, i think we all know this but bloober cant. And Machine Games definitely cant.

Lumen and nanite performance have been doubled since release of UE5.1. Both on the GPU and CPU. If Stalker had released on the latest build, it would not be having those CPU related drops. Those are 1:1 the same shit we saw in the matrix awakens demo and Alex found that the CPU performance has gone by 80% in that demo. And that was before the 5.5 release which has improve performance even more.

To be seen when UE 5.5 games release but that's in a long ass time. We're 4 years in the gen. This engine came in way too fucking hot in the gen for all the issues it had. Will it be groundhog day again with UE6 next gen? A whole lot of promises from marketing reels but kneecapped by the tools?

I've pushed the narrative of going to ray tracing and eventually path tracing probably more than anyone on this forum in the past years, but I'm getting mighty tired to see devs fucking it up performance wise. Not been impressed by a single UE5 release performance wise.

Real shame Fox engine, Frostbite, REDengine are now dropped. Real shame. Because now UE5 is marketing.

I find Death Stranding boring but Death Stranding 2 on upgraded Decima will probably shame every games out there on... raster and meshes..

Oh I forgot Asobo's Zouna engine, thank god. Looks amazing. Also ForzaTech for Fable.. Thank god for a bit of diversity outside UE.
 

SlimySnake

Flashless at the Golden Globes
Oh right!

Ollie on DF explicitly mentioned it's not a checkerboard solution. As for the lighting, the developers did mention that they increased the filtering of shadows, as well as increasing the sampling quality of volumetric which helped avoid jittering which was seen on the base PS5 and that they also increased "full res forward rendering" as opposed to the checkerboard rendering on base PS5.

I don't even know what half of that means but yes it seems like a decent amount of work was put into lighting and yes it looked stunning and more consistent than the old version.
Interesting! I know they had the same flickering/shimmering issues with the base PS5's performance mode at launch. Literally identical to what we are seeing with PSSR. But they fixed it by upgrading their algorithm. Figured they did the same with the Pro and simply upped the 1800p cb to full 2160p cb leading to an even better looking image.
 
Last edited:

SlimySnake

Flashless at the Golden Globes
Decima engine is king it seems. Sad that it is not licensed.



I didn't think of putting the order until last minute of my post but ok, let's put Hellblade 2 in.. 2 games on UE5 as showcase.



Uh? City was pretty filled. Thugs almost everywhere. They made it night because well it's Batman.. Dynamic time of day from raster is nothing new and I doubt that's a challenge for that Rocksteady team back in those days.

Do you not think that modern CPUs and SSDs for streaming would have not helped fleshed out the open world? Still doesn't make sense the computational power we have required nowadays for what's on screen. That's my beef.



I understand the appeal to use the engine from a dev's perspective when they don't have the R&D like 2015 studios had to develop the tech to make games look so good but the hardware requirement for that bump is completely out of control.

Robocop is probably the game that benefitted the most from UE but mainly because of the library of assets that saved the dev a load of cash.

Just want to point out that Bloober is not some mobile dev to grand graphics suddenly. The Observer back then was quite a looker. So is the medium. Never anything really wrong with Bloober graphics, it was always about their gameplay and now SH2 handed one to them on a silver plater.



To be seen when UE 5.5 games release but that's in a long ass time. We're 4 years in the gen. This engine came in way too fucking hot in the gen for all the issues it had. Will it be groundhog day again with UE6 next gen? A whole lot of promises from marketing reels but kneecapped by the tools?

I've pushed the narrative of going to ray tracing and eventually path tracing probably more than anyone on this forum in the past years, but I'm getting mighty tired to see devs fucking it up performance wise. Not been impressed by a single UE5 release performance wise.

Real shame Fox engine, Frostbite, REDengine are now dropped. Real shame. Because now UE5 is marketing.

I find Death Stranding boring but Death Stranding 2 on upgraded Decima will probably shame every games out there on... raster and meshes..

Oh I forgot Asobo's Zouna engine, thank god. Looks amazing. Also ForzaTech for Fable.. Thank god for a bit of diversity outside UE.
Lets wait and see what CD project, Crystal Dynamics and Coalition Studios do with this engine. So far only Ninja Theory has had that history with producing fancy graphics. The rest of the studios working on UE5 have not been top tier. Honestly, a lot of these issues manifest in the 60 fps modes these devs keep shoving down our throats. UE5 is more or less fine in 30 fps. Remember, last gen those fancy graphics games like order, batman ak, and witcher 3 all targeted 30 fps. No one complained.

We should be seeing DS2 and some of these UE5 games at the award show next week so we will get a much clearer picture of which engine is superior. I've cooled off on DS2 after the latest showing. Looks good but not amazing. maybe ND shows up as well.
 

Msamy

Member
Lets wait and see what CD project, Crystal Dynamics and Coalition Studios do with this engine. So far only Ninja Theory has had that history with producing fancy graphics. The rest of the studios working on UE5 have not been top tier. Honestly, a lot of these issues manifest in the 60 fps modes these devs keep shoving down our throats. UE5 is more or less fine in 30 fps. Remember, last gen those fancy graphics games like order, batman ak, and witcher 3 all targeted 30 fps. No one complained.

We should be seeing DS2 and some of these UE5 games at the award show next week so we will get a much clearer picture of which engine is superior. I've cooled off on DS2 after the latest showing. Looks good but not amazing. maybe ND shows up as well.
Just I want to to add something I recently search the amount of programmers in sony first party studios alongside some other studios from LinkedIn I have Many LinkedIn connections in my profile and that allows me to see most of LinkedIn profiles of people's who work in those studios and for the initial search I found that Santa monica studio have around 60 programmers, naughty dog have around 50 programmers, insomniac have around 55 programmers, sucker punch have around 30 programmers, guerilla games have around 80 programmers, massive entertainment have around 100 programmers while rockstar have around 500 programmers and I didn't search epic games yet but they definitely same or more than rockstar, but that intiak search indicates to me that sony studios may end up losing to rage and unreal engine 5, soon I will share here excel file based on LinkedIn with exact numbers of programmers that currently working in those studios and their year's of experience in the industry
 
Last edited:

rofif

Can’t Git Gud
I have played cyberpunk in PT and it looks nothing like this. These are the same mods we saw last gen in GTA5. They are changing the look of the game by fucking with gamma settings that would break the game in many other areas, adding reflections on everything, and are upping the traffic and pedestrian density by so much it would break most CPUs.

Not to mention the fact that they are literally using hundreds of mods.

Some GTA5 mods look better than OG Cyberpunk.





Full disclosure. ive tried downloading some of the mods in GTA5 and Witcher 3 and they never look as good.

it doesn't.
Another desaturated oversharpened reshade preset with added wobbly camera and depth of field.
All of these mods do that. It's not really how good graphics looks like. It's just a fast glance instagram effect. You play it yourself and it will be trash after playing a bit
 
And I've stated many times that Wukong is pretty much the only one flexing what UE5 strengths provide, when we're talking about full fledged games of course, not a 4h demo like Hellblade 2.
We´re looking at ~5 year development cycles for AAA games now and we`ve already seen AA games like Robocop or Remnant do nice things with UE5, so what exactly is your point?

, not a 4h demo like Hellblade 2.
And yet your first 2015 example is "The Order". Please tell me that the irony is not lost on you.
And that will likely not be seen by end of gen. Game science were insane with geometry. Can only happen in a cheap labour country I believe.
The cost of asset building is not an engine specific issue and lod transitioning and pop in is not reserved to high quality assets nor does a system like Nanite care what you feed it.
Most of the rest of UE5 games probably kneecap performances by being on nanite rather than mesh with smart LOD techniques.
Maybe, but once again, that`s not on the Engine, but on the devs to optimize and choose what to go with. It´s not like UE5 forces you to do xy, it`s just a set of tools.
Horizon Forbidden west doesn't have nanite, no Lumen
And it suffers from pop in, visible lod transitions and absolutely garbage indirect lighting as all games without any form of real time GI do.
Avatar does not have nanite, no Lumen
See above, minus the GI (to a ddegree) as Avatar actually has a decent system, which btw also gets very heavy on higher settings, because RT. Lumen isn`t heavy because it is in UE5 it`s heavy because it uses RT the moment you use it as intended. That`s a cost no engine can circumvent so once again, what`s this got to do with UE5 in particular?

There's a lot of room outside of UE5 for good graphics. Even rasterization, as Decima engine showed.
good and cutting edge are not the same and it`s up to the developers what they`re going for.
N8j1.gif


KfAs.gif


KCmPLsq.gif

And MSG5, Star wars battlefront, Witcher 3..
2016 Uncharted 4, Quantum break
Games where the dynamic elements all play "who glows the brightest in indirect lighting conditions", and a lot of objects downright look 2d because of very limited AO, look how the RT update changed the look of TW3......

dude., I don`t really get it..... You´ve been around for a while, you should know and be able to see the weaknesses of that era very well.
I get it you`re dissatisfied with the progress vs the hardware cost, but that`s simply the way it is with diminishing returns.
We´re at a point were all meaningful visible progress is ridiculously heavy on the hardware but that is not UE5`s or really any engine`s fault...so I don`t quite understand your fixation on that.
 
Last edited:

SlimySnake

Flashless at the Golden Globes
Just I want to to add something I recently search the amount of programmers in sony first party studios alongside some other studios from LinkedIn I have Many LinkedIn connections in my profile and that allows me to see most of LinkedIn profiles of people's who work in those studios and for the initial search I found that Santa monica studio have around 60 programmers, naughty dog have around 50 programmers, insomniac have around 55 programmers, sucker punch have around 30 programmers, guerilla games have around 80 programmers, massive entertainment have around 100 programmers while rockstar have around 500 programmers and I didn't search epic games yet but they definitely same or more than rockstar, but that intiak search indicates to me that sony studios may end up losing to rage and unreal engine 5, soon I will share here excel file based on LinkedIn with exact numbers of programmers that currently working in those studios and their year's of experience in the industry
Yeah, there was an ex-Rockstar/ND programmer who talked about how at ND he was part of a 30 person programming team that did everything. While at Rockstar, he was part of a 30 person programming team that only handled climbing and other animations. They had entire teams dedicated to small things like that.

ND and GG might be able to compete with each other but with Epic now that Epic has completely stopped making games and have gone all in on fortnite and UE5? Good luck.

GG will benefit from KojiPro's programmers. IIRC, they credit KojiPro for improving the support for facial animations and character models in the Decima engine. The water in Death Stranding was also way better than HZD and it only improved from there. With bend now also working on Decima, hopefully they can all improve Decima together.
 

Msamy

Member
Yeah, there was an ex-Rockstar/ND programmer who talked about how at ND he was part of a 30 person programming team that did everything. While at Rockstar, he was part of a 30 person programming team that only handled climbing and other animations. They had entire teams dedicated to small things like that.

ND and GG might be able to compete with each other but with Epic now that Epic has completely stopped making games and have gone all in on fortnite and UE5? Good luck.

GG will benefit from KojiPro's programmers. IIRC, they credit KojiPro for improving the support for facial animations and character models in the Decima engine. The water in Death Stranding was also way better than HZD and it only improved from there. With bend now also working on Decima, hopefully they can all improve Decima together.
I think with current amount of programmers at guerilla games which have the biggest number of programmers than any sony studios and their current hiring strategy alongside other studios like bend and Koji pro help in decima engine, that clearly show that sony will focus in developing strong and big team for development of decima engine, also I remember mber that one of guerilla studio heads step down to technical director to focus in decima development
 
Last edited:

Buggy Loop

Member
We´re looking at ~5 year development cycles for AAA games now and we`ve already seen AA games like Robocop or Remnant do nice things with UE5, so what exactly is your point?

They exist, is that the point? Am I saying that UE5 games don't exist? No.

These games are perfect examples of not really needing UE5. Quick google on their performance and it's full of peoples scratching their head why it's so heavy on hardware for how it looks.

And yet your first 2015 example is "The Order". Please tell me that the irony is not lost on you.

The cost of asset building is not an engine specific issue and lod transitioning and pop in is not reserved to high quality assets nor does a system like Nanite care what you feed it.

Maybe, but once again, that`s not on the Engine, but on the devs to optimize and choose what to go with. It´s not like UE5 forces you to do xy, it`s just a set of tools.

Marketing came back and said it would be nice if our game used that cool UE5 demo at the beginning of the gen to hype gamers. Slap nanite and lumen on your game, we don't care about reasons.

And it suffers from pop in, visible lod transitions and absolutely garbage indirect lighting as all games without any form of real time GI do.

wut? There's been tons of ways to simulate indirect lighting with raster. They look good enough and much much faster. Quantum Break detailed it nicely at SIGGRAPH 2015. Red Dead redemption 2 has indirect lighting, Decima has it since Killzone Shadow fall. Last of Us part 2.

The only reason to have RT GI, be it software like Lumen or hardware accelerated is
1) your artists are fed up with putting lights but you'll throw hardware requirements under the bus
2) heavily dynamic world, destruction and the like ala Fortnite/Satisfactory/Teardown.

If you go with 1) but not really need 2), then devs should slow the fucking Lumen refresh rate to a snail pace. SH2 is using GPU resources for nothing dynamic. Yes that's on devs, or IS IT? This engine is made for Fortnite billions where it needs to refresh constantly. Devs on UE5 forums have ASKED control over lumen refresh events for static scenes and they were ignored.

See above, minus the GI (to a ddegree) as Avatar actually has a decent system, which btw also gets very heavy on higher settings, because RT. Lumen isn`t heavy because it is in UE5 it`s heavy because it uses RT the moment you use it as intended. That`s a cost no engine can circumvent so once again, what`s this got to do with UE5 in particular?

good and cutting edge are not the same and it`s up to the developers what they`re going for.

Games where the dynamic elements all play "who glows the brightest in indirect lighting conditions", and a lot of objects downright look 2d because of very limited AO, look how the RT update changed the look of TW3......

dude., I don`t really get it..... You´ve been around for a while, you should know and be able to see the weaknesses of that era very well.
I get it you`re dissatisfied with the progress vs the hardware cost, but that`s simply the way it is with diminishing returns.
We´re at a point were all meaningful visible progress is ridiculously heavy on the hardware but that is not UE5`s or really any engine`s fault...so I don`t quite understand your fixation on that.

I'm not just impressed by the hardware requirements for what I see. Really not hard to understand. Not a fixation. But I do hold dear some engines outside of UE and HOPE they thrive.

UE5 makes devs shit the bed on optimization most often than not. You're right its not all on the engine fault (fucking stutters though, you can't argue that one :p ), but that's also what happens when a studio fires the smart guys who were making an inhouse engine.
Then the studio optimizes labour costs by switching to UE so that they can offload labour to another country, lower wages most often than not, since now documentation and knowledge base for that engine is getting massive so it's easy to pour peoples in for a rush in development and then layoff massively. So what that means? A whole lot of junior devs. Now because UE marketing convinced the accountants and marketing department that it's the solution forward, you have a bunch of headless chickens running around pushing plugins in without a fucking clue about optimization. Yay! So it is not connected to the code, the engine per say, but because they sell an ecosystem where you can cheap out on labour, knowledge to make a game, it is still a symptom of studios moving to UE. No doubt about that.

I can't be the only one hoping not everything heads in that direction? UE has convinced so many studios to switch, it's the death of many inhouse engines. I don't like that. I'm not asking for the death of UE as you seem to hint a. But I'm sure as hell not impressed. I can't have that? Diminishing returns? 100%. PLATEAU even. That's disappointing too.

Watch Indiana Jones as the next uproar. Scratch what I said earlier in the thread to Slimysnake. I thought well, ID tech, optimized right? They REQUIRE RT hardware. No raster option. I'm fine with that, I have the hardware for it, but does it LOOK like it needs RT? Will peoples be happy about performances? Absolutely not. I think the game looks good but not even to last gen's peaks.
 
Last edited:
wut? There's been tons of ways to simulate indirect lighting with raster. They look good enough and much much faster. Quantum Break detailed it nicely at SIGGRAPH 2015. Red Dead redemption 2 has indirect lighting, Decima has it since Killzone Shadow fall. Last of Us part 2.
And it looks like utter crap for anything and everything that's not nailed to the ground (comparatively ofc)

The only reason to have RT GI, be it software like Lumen or hardware accelerated is
1) your artists are fed up with putting lights but you'll throw hardware requirements under the bus
2) heavily dynamic world, destruction and the like ala Fortnite/Satisfactory/Teardown.
considering that every debris, every NPC, every enemy.... Simply everything that's not static setdressing falls into that "highly dynamic" category and sticks out like a sore thumb I absolutely can't agree with you here.

UE5 makes devs shit the bed on optimization most often than not. You're right its not all on the engine fault (fucking stutters though, you can't argue that one :p ), but that's also what happens when a studio fires the smart guys who were making an inhouse engine.
Then the studio optimizes labour costs by switching to UE so that they can offload labour to another country, lower wages most often than not, since now documentation and knowledge base for that engine is getting massive so it's easy to pour peoples in for a rush in development and then layoff massively. So what that means? A whole lot of junior devs. Now because UE marketing convinced the accountants and marketing department that it's the solution forward, you have a bunch of headless chickens running around pushing plugins in without a fucking clue about optimization. Yay! So it is not connected to the code, the engine per say, but because they sell an ecosystem where you can cheap out on labour, knowledge to make a game, it is still a symptom of studios moving to UE. No doubt about that.

I can't be the only one hoping not everything heads in that direction? UE has convinced so many studios to switch, it's the death of many inhouse engines. I don't like that. I'm not asking for the death of UE as you seem to hint a. But I'm sure as hell not impressed. I can't have that? Diminishing returns? 100%. PLATEAU even. That's disappointing too.
that really is more of a rant than a weighted argument. Also even in that rant you're still barking up the wrong tree as none of that would be the engine's fault.
I'm with you in hoping to retain or regain a more heterogenous engine landscape but since this gen started it has become rather clear that only very few big players have the necessary resources to keep up with UE5's feature set so I currently don't see a solution to the consolidation trend.
 

SlimySnake

Flashless at the Golden Globes
lol i didn’t realize Indiana jones had rt on at all times. Looks like shit. I wonder what rt feature they are using.

Played some space marine 2. Really impressive scale and the combat is great fun, but I’m not impressed by the visual fidelity. Lighting isnt as good as the original trailers. The foliage is rather bland. Hopefully the city levels look better.

I don’t know if adding rt would’ve fixed this. I think they just need to add those original graphics back as the ultra preset. Im maxing Out the game on my 3080 at 4k dlss quality 60 fps. Not sure why they downgraded the visuals on PC.
 

GymWolf

Member
Lol when i said that the fidelity in sm2 was meh people laughed at me...

I abandoned the game after 2-3 hours, combat was not doing anything to me, very sloppy and chaotic but in a bad way.
Also, wannabe xenomorph are the most dull ass, charismaless enemies you can bring into a game, as i predicted months ago.
 
Last edited:
IMO Hellblade 2 is the most impressive game on this generation, in the early 2000 people would think it's a CGI movie. I dont think we can expect better looking games on this generation, but on the next generation consoles I would like to see something similar to this video:

 
Last edited:

Gubaldo

Member
Always thought it looked good
but now it definitely looks amazing .
and that last clip with dusk lighting!!
Quite possibly one the the best if not the best i have seen.
 
Last edited:

PeteBull

Member
I expect w4 to absolutely destroy this thing that is barely superior to wukong on pc.

W4 is probably 5 years away.
If we talking next gen consoles and pc version turned to the max- 4sure, but if we gonna get last gen(current gen) versions, kinda like with cp2077, expect that shit to run and look nasty af, u know, return of first titanfall resolutions, aka 792p, or even below that :p
 

DanielG165

Member
Played some space marine 2. Really impressive scale and the combat is great fun, but I’m not impressed by the visual fidelity. Lighting isnt as good as the original trailers. The foliage is rather bland. Hopefully the city levels look better.
The lighting is going to shine in those. All of the interior spaces in SM2 are gorgeous.
 
Top Bottom