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Graphical Fidelity I Expect This Gen

Aside from stupid blonde hand hair, it looks better.
But they could've achieved so much more in raster scene. At least screenspace shadows or something. The "before" scene is so barren.
Also I've checked some footage and it seem very dark in some scenes. Maybe a bit skimpy on bounces
They could’ve had Screen-space shadows (even though it wouldn’t get you anywhere near the PT results) but still the big difference here is how natural & realistic everything looks, it almost gave me a *pause* because games aren’t supposed to look like that in my mind, has a CGI pre-rendered look that rasterization just cannot come close to, it’s in the consistency as well.
 
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rofif

Can’t Git Gud
They could’ve had Screen-space shadows (even though it wouldn’t get you anywhere near the PT results) but still the big difference here is how natural & realistic everything looks, it almost gave me a *pause* because games aren’t supposed to look like that in my mind, has a CGI pre-rendered look that rasterization just cannot come close to, it’s in the consistency as well.
So I will be playing it in 30fps then
 

SlimySnake

Flashless at the Golden Globes
This area was pretty impressive in Space Marine 2. Great lighting and asset quality. I wish they used some Ray tracing to give each material some extra shine, but this game already pushes CPU hard.

FcBx26m.gif
 

Darsxx82

Member
This area was pretty impressive in Space Marine 2. Great lighting and asset quality. I wish they used some Ray tracing to give each material some extra shine, but this game already pushes CPU hard.

FcBx26m.gif
That moment was really impressive. When the tank starts rolling it was a CGI moment.
But it is really on the next planet where the game demonstrates its level, which is fabulous.
Indy's just blowing me away. It's gone from looking fine to being in the conversation of best graphics of the year after the PT update.

A few more of my shots:

54192163553_67eace538f_o.png


54192185174_e156b4735b_o.png


54192356915_d70d3bfc0b_o.png


54191018022_671f7e38b2_o.png


54192185349_c2230068c7_o.png
Beautiful😮
 
This will be the end of basic lighting improvements in gaming. Path tracing is the end of the line and we're getting there. What a time to be alive.
path tracing != Path tracing.
We're at 2(if I remember correctly) bounces with 90% guessed and very noisy data at very low base resolutions and even that is barely doable for high end pc hardware.
We've got a looooot of room for improvements, still. It's way too early for any "end of the line" talk. It's not gonna get boring anytime soon.
 
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SlimySnake

Flashless at the Golden Globes
That moment was really impressive. When the tank starts rolling it was a CGI moment.
But it is really on the next planet where the game demonstrates its level, which is fabulous.

Space Marine 2 really looks insane at many times (although in others not so much and has ups and downs). The depth and detail of the scenarios and the amount of things that happen around it is worth mentioning.


image
Just got to this level. Holy shit lol
 

SlimySnake

Flashless at the Golden Globes
Can’t run path tracing on my 3080. Devs won’t even give me the option to select it. Lame. I thought this was PC gaming. Taking away choice is straight up console bs.

All i wanted was rt shadows. Not sure why the devs didn’t enable them. They don’t cost much if you have rtgi or reflections enabled. Iirc, it cost like 5% in cyberpunk.
 

Buggy Loop

Member
Can’t run path tracing on my 3080. Devs won’t even give me the option to select it. Lame. I thought this was PC gaming. Taking away choice is straight up console bs.

All i wanted was rt shadows. Not sure why the devs didn’t enable them. They don’t cost much if you have rtgi or reflections enabled. Iirc, it cost like 5% in cyberpunk.

Really? Even settings the overall settings to low for example, PT options are greyed? There must be a command or .ini file to force it for sure. I'm on 12GB 3080 Ti, with high settings and full RT. For sure it's not those 2GB that make or kill an attempt at enabling it.

I bet there'll be a mod really soon at the very least to remove those restrictions.
 

SlimySnake

Flashless at the Golden Globes
Really? Even settings the overall settings to low for example, PT options are greyed? There must be a command or .ini file to force it for sure. I'm on 12GB 3080 Ti, with high settings and full RT. For sure it's not those 2GB that make or kill an attempt at enabling it.

I bet there'll be a mod really soon at the very least to remove those restrictions.
There are no pt options where they should be. Maybe it’s the gamepass version.
 

Buggy Loop

Member
There are no pt options where they should be. Maybe it’s the gamepass version.

There’s a slider for ray tracing. Off is the ray tracing from pre-patch, anything above starts to use path tracing. If you don’t even see the options for beyond off, including the options below them with shadows, reflections and indirect light, then somehow gamepass has not patched the game.
 

Gonzito

Gold Member
I am loving path tracing in Indiana Jones, that being said, I have noticed that it introduces a bit of aliasing even at 4k DLAA. There is specular shimmering in some area, its a shame because the game looks spectacular
 

Emet_bp

Member
Path tracing update is out for Indiana Jones and the Great Circle and it's an incredible, generational leap in lighting/shadows:

sBYNb1D.gif
That is true, but not because now it looks fenomenal... it's more like PS3 vs PS4 now (of course I'm exaggerating a bit, but on this shot it's actually true). This game looks medicore modt of the time, with PT it looks ok at best... and I don't honestly know what do people, who praise it for graphics smoke :messenger_mr_smith_who_are_you_going_to_call:
 
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SlimySnake

Flashless at the Golden Globes
I have gamepass version and it has all options.

Maybe it's vram, normally game on supreme reserves ~12GB, with PT it goes up to 15GB (even with just shadows).
yeah, on era someone said that its disabled on 10GB GPUs .

Thats not PC gaming.
 

SlimySnake

Flashless at the Golden Globes
It's weird. The scale is there. I dont think ive ever seen levels like this.

But then the forest looks like crap even by last gen standards. Some of the materials dont even look as good as UE4 games like Star Wars jedi survivor and Callisto, let alone UE5. But i can maybe excuse that because the game can look so big in scale at times. But then the lighting looks flat in other areas.

I am able to max out the game on my 3080 at 4k dlss quality so its basically maxing out the base consoles. So maybe this is the best we can do this gen if we want to push this kind of scale.
 

GymWolf

Member
Space marine was way too uneven.

To me, to qualify as fully nextgen you have to be impressive most of the times, not only during some moments.

Sh2 remake may not have the same highs (arguable) but it looks costantly great.

I only played like 2-3 hours of it before getting bored and the only moment where i was impressed was when you reach the spaceship, the whole forest\outdoor level before was super unimpressive except for the horde, but horde tech hasn't being really impreasive since past gen when we already had games with hundreds or thousands of enemies on screen, days gone had 500 enemies on screen on a fucking jaguar.


There is a reason why hb2 is considered the king right now, it's the game with the most even level of detail through the whole game.
 
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It's weird. The scale is there. I dont think ive ever seen levels like this.

But then the forest looks like crap even by last gen standards. Some of the materials dont even look as good as UE4 games like Star Wars jedi survivor and Callisto, let alone UE5. But i can maybe excuse that because the game can look so big in scale at times. But then the lighting looks flat in other areas.

I am able to max out the game on my 3080 at 4k dlss quality so its basically maxing out the base consoles. So maybe this is the best we can do this gen if we want to push this kind of scale.
Backdrop isn't "scale", it`s the illusion of scale because at the end of the day it's just setdressing you can`t reach or interact with with reduced animation update frequencies etc..
The actual level area you can traverse never goes beyond what we`ve seen on PS4 already , it`s a bog standard tunnel-arena-tunnel-arena construct.
The art is doing the heavy lifting in that game but you really gotta bring out your magnifying glasses to find anything that stands out as "probably not possible on PS4", and outside of a few material shaders or maybe a generally elevated level of detail on the individuals within their horde system there really wasn`t much to speak of in my playthough. There was way too much stuff that would`ve even looked bad in a last gen product, like the forest levels you mentioned or the generally very uneven asset quality to put this anywhere near "stunner territory".
 
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Darsxx82

Member
I only played like 2-3 hours of it before getting bored and the only moment where i was impressed was when you reach the spaceship, the whole forest\outdoor level before was super unimpressive except for the horde, but horde tech hasn't being really impreasive since past gen when we already had games with hundreds or thousands of enemies on screen, days gone had 500 enemies on screen on a fucking jaguar.
It was worst part of the game. On the first planet there are many ups and downs graphically. But the next planet is where it shines and reveals the reason for so many praises at its visual and technical level. Very deep environments loaded with details and super elaborate infrastructures. Add to that hordes of a thousand enemies on the screen, explosions and effects and you have something that was impossible in the previous generation of consoles.
 

GymWolf

Member
It was worst part of the game. On the first planet there are many ups and downs graphically. But the next planet is where it shines and reveals the reason for so many praises at its visual and technical level. Very deep environments loaded with details and super elaborate infrastructures. Add to that hordes of a thousand enemies on the screen, explosions and effects and you have something that was impossible in the previous generation of consoles.
I get you but other people in this topic completed the game and they also think the game is not fully nextgen looking, and outside of this topic i have seen people with super low standard calling any decent looking game nextgen so i don't really care what most people think.
DF enabled people calling any game nextgen with their dogshit analysis and clickbait titles.

Doing stuff that a ps4 can't do is like the bare minimum, hfw on ps4 looks worse than on ps5, so the ps5 version is doing some stuff that is not possible on ps4, and the game isstill a crossgen game.

If i have to wait more than 2-3 hours in a 6 hours game to see the nextgen graphic, something went terribly wrong.
 
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SlimySnake

Flashless at the Golden Globes
No, you are not alone. There are quite a few people who think the same.
I guess it will be a matter of each person's subjectivity🤷

PS. Maybe I'll upload screenshots I have of the game🤗
Yeah, you guys shouldve posted some screenshots or gifs. Without it, most games are forgotten in these threads. i will post some gifs as i playthrough the game.

But its not wrong to say that the game is inconsistent and couldve looked better if they had used something like nanite or lumen.
 

Darsxx82

Member
Doing stuff that a ps4 can't do is like the bare minimum, hfw on ps4 looks worse than on ps5, so the ps5 version is doing some stuff that is not possible on ps4, and the game isstill a crossgen game.

If i have to wait more than 2-3 hours in a 6 hours game to see the nextgen graphic, something went terribly wrong.
There are games that are only released on PS5/XS that you have the feeling that they could also be released on PS4/XO without modifying the formula or experience.... I don't have the feeling that that could also be the case of SM2 without the experience and formula being rebuilt and resulting in something different.

Then, it's not that the first 2 hours are an aside. Removing the forest areas, you have parts where you can already see what the game can be. From the next planet the level is maintained much better and is even more spectacular. Perhaps the environment and the choice of battle scenes are better designed and better suited to the qualities of the engine.

In the end, I guess it's the subjectivity of each person🤷

PS. I've been playing for 8 hours and I think there's plenty left to finish. Definitely more than 6 hours. Although it is also true that I am one of those whose games always last longer than the average lengths that are published.
 

GymWolf

Member
There are games that are only released on PS5/XS that you have the feeling that they could also be released on PS4/XO without modifying the formula or experience.... I don't have the feeling that that could also be the case of SM2 without the experience and formula being rebuilt and resulting in something different.

Then, it's not that the first 2 hours are an aside. Removing the forest areas, you have parts where you can already see what the game can be. From the next planet the level is maintained much better and is even more spectacular. Perhaps the environment and the choice of battle scenes are better designed and better suited to the qualities of the engine.

In the end, I guess it's the subjectivity of each person🤷

PS. I've been playing for 8 hours and I think there's plenty left to finish. Definitely more than 6 hours. Although it is also true that I am one of those whose games always last longer than the average lengths that are published.
I think the horde system didn't impressed me much because:

A: i hate fighting hordes if done this way with absolute chaos and getting chip damage all the time etc, i prefer how you strategically fight hordes in a game like days gone where if they catch you, you are dead so they really feel like an unstoppable force or the horde fighting in darktide because the gunplay\melee is on a whole other level compared to sm2, but in general, i hate hordes fighting.
B: world war z already had the same horde tech on past gen hardware.

So i really had very little to praise in the first 2 hours, only when i reached the spaceship i saw what the game was capable of in some selected moments.
 
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Bojji

Member
yeah, on era someone said that its disabled on 10GB GPUs .

Thats not PC gaming.

Yeah, you probably can force it somewhere.

I don't like disabling options but it would be stuttery mess on vanilla 3080.

It's funny that people are super happy about AMD giving users so much vram when normal games don't use that at all. Only path tracing games can really go much above 12GB - and for them 16GB is minimum for comfortable play. But on AMD path tracing is unplayable for other reasons.

But of course those nvidia fuckers will release 5070 with 12GB of VRAM...
 
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Disagree, but that’s the magic of opinions. I think Space Marine 2 is very much in the, “stunner” territory, sorry.
SM2 is a "Stunner" the same way as Elden Ring (visually talking)
Either you really let the art and the atmosphere gobble you up, or you look at the naked and very much objectively unimpressive technological side of things and go "meh".
 
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Space marine was way too uneven.

To me, to qualify as fully nextgen you have to be impressive most of the times, not only during some moments.

Sh2 remake may not have the same highs (arguable) but it looks costantly great.

I only played like 2-3 hours of it before getting bored and the only moment where i was impressed was when you reach the spaceship, the whole forest\outdoor level before was super unimpressive except for the horde, but horde tech hasn't being really impreasive since past gen when we already had games with hundreds or thousands of enemies on screen, days gone had 500 enemies on screen on a fucking jaguar.


There is a reason why hb2 is considered the king right now, it's the game with the most even level of detail through the whole game.
It’s weird but this entire gen each game has felt SUPER inconsistent visually (sans Hellblade 2) - like they all will look good at points and bad at others, was it always like this? I can’t remember. Like LOU2 seemed very visually consistent when I first played it vs many games nowadays
 

GymWolf

Member
It’s weird but this entire gen each game has felt SUPER inconsistent visually (sans Hellblade 2) - like they all will look good at points and bad at others, was it always like this? I can’t remember. Like LOU2 seemed very visually consistent when I first played it vs many games nowadays
It's more noticeable now because the highs are very high so the lows are very noticeable.

Nextgen consoles with enough vram to have virtually no bad assets at all can't come soon enough, or next-nextgen at worse.
 
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It’s weird but this entire gen each game has felt SUPER inconsistent visually (sans Hellblade 2) - like they all will look good at points and bad at others, was it always like this? I can’t remember. Like LOU2 seemed very visually consistent when I first played it vs many games nowadays
As Gymwolf already said, the highs have just become much higher this gen.
When good RT lighting, volumetrics and assets come together we can almost taste "offline render CGI quality" in some scenes. Then you turn around to where your lighting model may have too few rays or bounces to propery light the scene or your upscaler or denoiser decides to explode into artifacts or your budget wasn`t high enough so you had to recycle some low poly assets... and the illusion shatters like rofifs mental stability when someone badmouthes Forsaken.

It´s really become a rollercoaster where ambitions and technological and budgetary limitations collide very frequently and very..very visibly.
 
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Darsxx82

Member
Sorry, but I don't know where the word "unimpressive" fits into this...

Opinions🤷



Some of my screenshots

image
image

image

image

image

image
image
 
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Buggy Loop

Member
Found the croissant video



It's not as bad without PT as that screenshot. Has a couple of points of failures though even with RT by default, the floating cup, etc.

Could artists make equivalent scene with raster? Absolutely. Would have broken down somewhere else though. These devs embraced using RT/PT to not have artists spend a ton of time lighting scenes and that's the whole purpose of the tech. When I have problems with RT is when performances are completely unacceptable for the hardware requirements. But here it performs well. This is in the lines of Metro Exodus EE level of optimization. Sadly not many devs manages RTGI as default on consoles, let alone 60 fps.
 
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