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Graphical Fidelity I Expect This Gen

SlimySnake

Flashless at the Golden Globes
The thing i hate the most about UE5 is its sterile/set dressing looking worlds. All this micro detail as a result nanite and it has absolutely 0 physics reactions. It so immersion breaking. The more the fidelity improves, the more things begin to stick out like a sore thumb.
This is an issue with all games though. not just UE5. No destruction or physics whatsoever.
 
The thing i hate the most about UE5 is its sterile/set dressing looking worlds. All this micro detail as a result nanite and it has absolutely 0 physics reactions. It so immersion breaking. The more the fidelity improves, the more things begin to stick out like a sore thumb.
Yeah but thinks like lumen are good because when objects do have physics they will look correct in the world - whereas with baked lighting they look super off
 

FalconPunch

Gold Member
Yeah but thinks like lumen are good because when objects do have physics they will look correct in the world - whereas with baked lighting they look super off
It really doesn’t matter if it “looks” correct if the processing power that could be used for interactivity has been instead used for lumen. When Zelda on a mobile 2011 phone cpu has better physics than unreal engine 5 games on ps5/xbox, we have a real problem.
 
It really doesn’t matter if it “looks” correct if the processing power that could be used for interactivity has been instead used for lumen. When Zelda on a mobile 2011 phone cpu has better physics than unreal engine 5 games on ps5/xbox, we have a real problem.
Idk it matters to me, not for a game like that where it’s a cartoony artstyle - but if it’s a realistic looking game I want the physical objects to react realistically to the world. Before we cheated this and sometimes it worked well enough - but now using RTGI/lumen you don’t have to use tricks cus it’s simulating real light
 

Bojji

Member
It really doesn’t matter if it “looks” correct if the processing power that could be used for interactivity has been instead used for lumen. When Zelda on a mobile 2011 phone cpu has better physics than unreal engine 5 games on ps5/xbox, we have a real problem.

It's not about processing power. You have games on Xbox from 2001 (half life 2) or Xbox 360 (red faction guerrilla) that have physics and destruction more advanced than in todays games. Developers just don't want to do it.
 
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SlimySnake

Flashless at the Golden Globes
It really doesn’t matter if it “looks” correct if the processing power that could be used for interactivity has been instead used for lumen. When Zelda on a mobile 2011 phone cpu has better physics than unreal engine 5 games on ps5/xbox, we have a real problem.
Actually without lumen you would have shadows that might break if you moved a chair. The shadows would remain there even if the chair was elsewhere.

Hardware Lumen corrects this and allows devs to have breakable environments and objects that they couldnt do due to baked techniques.

Who knows what the future holds but i was very disappointed when UE5 games simply ignored the chaos physics Epic had demo'd in the matrix demo. The engine has support for this ever since UE4. Devs just dont want this shit in their games.

Notice how the cars that get nicked by my car have accurate physics applied to them even after the initial collision with my car. They move and get stopped by the polls behind them. Some even have their windows and headlights break.
And this was before they integrated nanite to their collision engine.


rQWb1Ow.gif


Some more pics:

maxresdefault.jpg


hq720.jpg
 
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SlimySnake

Flashless at the Golden Globes
It's not about processing power. You have games on Xbox from 2001 (half life 2) or Xbox 360 (ref faction guerrilla) that have physics and destruction more advanced in todays games. Developers just don't want to do it.
What bothers me the most is that even if they go out of their way to have a great physics engine in their games like bethesda did with Starfield, they dont fucking use it.

This is what they can do. And yet if you activate anti-gravity powers, only certain pickable objects are affected by it. Chairs and desks remain bolted to the floor. It's infruriating because look at how cool this looks. Just imagine the possibilities. but nope, Todd instead made a game about conversations. On purpose. And did it with a mute protagonist.... Peak idiocy.

utV0UCx.gif


D4jjmP2.gif
 
Actually without lumen you would have shadows that might break if you moved a chair. The shadows would remain there even if the chair was elsewhere.

Hardware Lumen corrects this and allows devs to have breakable environments and objects that they couldnt do due to baked techniques.

Who knows what the future holds but i was very disappointed when UE5 games simply ignored the chaos physics Epic had demo'd in the matrix demo. The engine has support for this ever since UE4. Devs just dont want this shit in their games.

Notice how the cars that get nicked by my car have accurate physics applied to them even after the initial collision with my car. They move and get stopped by the polls behind them. Some even have their windows and headlights break.
And this was before they integrated nanite to their collision engine.


rQWb1Ow.gif


Some more pics:

maxresdefault.jpg


hq720.jpg
I understand that the vast majority of games simply don't have any use for these physics... But yeah, they have been around since UE4 and even got an overhaul for 5.3, how come any game is yet to use Chaos?
 
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It really doesn’t matter if it “looks” correct if the processing power that could be used for interactivity has been instead used for lumen. When Zelda on a mobile 2011 phone cpu has better physics than unreal engine 5 games on ps5/xbox, we have a real problem.
It does matter. Baked lighting can work very well like in TLOU 2, but pathtracing is the future and it puts games on a whole different level visually. Physics aren’t always a requirement…
 
Actually without lumen you would have shadows that might break if you moved a chair. The shadows would remain there even if the chair was elsewhere.

Hardware Lumen corrects this and allows devs to have breakable environments and objects that they couldnt do due to baked techniques.

Who knows what the future holds but i was very disappointed when UE5 games simply ignored the chaos physics Epic had demo'd in the matrix demo. The engine has support for this ever since UE4. Devs just dont want this shit in their games.

Notice how the cars that get nicked by my car have accurate physics applied to them even after the initial collision with my car. They move and get stopped by the polls behind them. Some even have their windows and headlights break.
And this was before they integrated nanite to their collision engine.


rQWb1Ow.gif


Some more pics:

maxresdefault.jpg


hq720.jpg
Exactly, in theory destruction and physics won’t fuck up the scene anymore by having to account for baked lighting - lumen and other RTGI type systems are good in the long run for physics. Developers won’t be worried that moving an object will ruin the entire illusion.

Unfortunately no developer seems to care about physics or destruction. I feel like I can count on one hand the amount of games that have done something cool with physics, or even basic physics in the past ten years. They just don’t care. Easier to not put it in so they don’t.

EDIT: man look at those gifs of the matrix demo. That car deformation impressed me so much - it’s crazy we don’t have a game that looks as good as this demo still… it must be possible. Especially on ps5 pro
 
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