mindfreak191
Member
interesting stuff:
What trailer are we talking about here, anyone have a link to it?
interesting stuff:
What trailer are we talking about here, anyone have a link to it?
It's the same trailer but without youtube compression. People on reddit have been able to make out a lot more detail like pimples on her forehead, hair on her arm, photo frames in the prison shot, and a lot more FSR artifacts that show that it might not even be FSR2.As many of the links have been overloaded and stopped working, here's one where you can direct download (~1GB). You're welcome.
https://gofile.io/d/muSoXz
It still has some of the best interior spaces to date as well. They’re not interactive, but damn if they don’t look flawless.Played Resident Evil Village the first time relly liked the game, and it still looks decent.
Also runs great, no problem in 4K Ultrawide with Raytracing holding more than 100 FPS most of the time.
interesting stuff:
IMO the RE engine doesn’t look so hot in the new Onimusha trailer…Even RE4remake still looks really really good. RE engine is a great foundation to build upon.
Are you kidding?Not gonna lie, other than density, this already looks severely dated. Then again, I'm not playing GTA for the graphics so lets see.
Nope not at all. There are several UE5 games that look almost a generation ahead.Are you kidding?
It was, but they havent done a great job since RE8. Looking back, RE4 was a downgrade, and while Dragons Dogma's RTGI is great, Monster Hunter looks terrible and SF6 looks mid as fuck.Even RE4remake still looks really really good. RE engine is a great foundation to build upon.
Nope not at all. There are several UE5 games that look almost a generation ahead.
Physics and simulation is mostly cpu driven. You could argue physics has more to do with graphics by that would only be destructible physics, water physics, cloth physics, etc. From the trailer, we've seen no exceptional physics on display. Finally, this is a graphics fidelity thread not a scope of work thread.... and which of them have a sprawling open world with tons of simulations?
This is a graphic fidelity thread with REALISTIC expectations, not unicorn wet dreams
Physics and simulation is mostly cpu driven. You could argue physics has more to do with graphics by that would only be destructible physics, water physics, cloth physics, etc. From the trailer, we've seen no exceptional physics on display. Finally, this is a graphics fidelity thread not a scope of work thread.
GTA is stylized tho - not going for photorealism with characters like something like Hellblade.Nope not at all. There are several UE5 games that look almost a generation ahead.
The scope of GTA 6 is a function of money and time not of the engine. Nanite gives UE5 both texture and geometric detail that GTA 6 won't touch. Epic did a quick and dirty demo with the matrix awakens and that's so far ahead of gta 6 in terms of rendering, it's not even funny at all. GTA 6 only looks good if you factor the scope of assets required and the size of the world. However, that's a function of time and money. No one else has 11 years to spend and still not release a game but rockstar. In terms of rendering, it's very dated. Vehicle models look dated, assets look cross gen, geometric detail holds up on the macro but not the micro level. It's a rockstar game and we play it for the scope, but graphically it's not impressive to me at all.You still don't answer
Which "several" UE5 games have big sprawling open world that eclipse what we've seen of GTA 6?
"other than density", is a cute way of saying that the only impressive UE5 games so far are very linear and narrow map wise.
I love how this thread at times is just wild and entirely uneducated speculation on games more than 12 months away, coupled with just some baffling takesThe scope of GTA 6 is a function of money and time not of the engine. Nanite gives UE5 both texture and geometric detail that GTA 6 won't touch. Epic did a quick and dirty demo with the matrix awakens and that's so far ahead of gta 6 in terms of rendering, it's not even funny at all. GTA 6 only looks good if you factor the scope of assets required and the size of the world. However, that's a function of time and money. No one else has 11 years to spend and still not release a game but rockstar. In terms of rendering, it's very dated. Vehicle models look dated, assets look cross gen, geometric detail holds up on the macro but not the micro level. It's a rockstar game and we play it for the scope, but graphically it's not impressive to me at all.
Compared to the impact GTA 4's visuals had when it first came out on 360, GTA 6 is not on that level at all.
Thats precisely what makes this the greatest thread on gaf lmaoI love how this thread at times is just wild and entirely uneducated speculation on games more than 12 months away, coupled with just some baffling takes
Just an FYI, every single object in this gif needs to be rendered. You cant fill the beach with that many assets just because you have 11 years. you are still working within the constraints of a 10 tflops gpu. My guess is that they have implemented their own version of nanite to push this level of density. Everything here is part of a level that needs to be rendered by the GPU. NPCs, chairs, umbrellas, not just trees, cars and buildings.The scope of GTA 6 is a function of money and time not of the engine. Nanite gives UE5 both texture and geometric detail that GTA 6 won't touch. Epic did a quick and dirty demo with the matrix awakens and that's so far ahead of gta 6 in terms of rendering, it's not even funny at all. GTA 6 only looks good if you factor the scope of assets required and the size of the world. However, that's a function of time and money. No one else has 11 years to spend and still not release a game but rockstar. In terms of rendering, it's very dated. Vehicle models look dated, assets look cross gen, geometric detail holds up on the macro but not the micro level. It's a rockstar game and we play it for the scope, but graphically it's not impressive to me at all.
Compared to the impact GTA 4's visuals had when it first came out on 360, GTA 6 is not on that level at all.
Am I supposed to be impressed? We saw similar npc density on ac unity on ps4. Scaling that up from the jaguar cpus to zen 2 is just expected?Just an FYI, every single object in this gif needs to be rendered. You cant fill the beach with that many assets just because you have 11 years. you are still working within the constraints of a 10 tflops gpu. My guess is that they have implemented their own version of nanite to push this level of density. Everything here is part of a level that needs to be rendered by the GPU. NPCs, chairs, umbrellas, not just trees, cars and buildings.
This is pure speculation. Firstly, the density is not one I'd describe as insane. As for interactivity, I don't see any evidence to suggest that at all. Just speculation.In terms of interiors, there is an insane amount of detail in the 7/11/convenience store they seem to be robbing. All of these items on the shelves look individually modeled. And knowing rockstar, likely breakable too.
Fifa has better hair simulation that this, like a lot better.And finally, each NPC has the full hair simulation which we havent exactly seen on UE5 just yet. Not to mention their own routines which are all governed by the CPU yes, but matrix had a very simple traffic and NPC system that didnt have this many different variations. Watch the strip club scene in the demo.
There's nothing rockstar is doing in this trailer that comes across as new to me. What they're doing is putting a package together consisting of existing technologies to take GTA to the next level. I commend them for that but, it'll never e as impressive to me as some doing something entirely new. I mean look at this gif, 2 npc's running on sand, no footsteps at all. The GTA 6 glazing is seriously out of control. I'm not trying to diminish their work at all but if the same team spent 11 years building the same game in ue5, it would look a generation ahead of this...
Bottomline is that they must have had to do a lot of work on the CPU side of things to get everything working. It's not just because they have 3,000 developers working on adding those animations for simps recording their gfs tiktoks on the beach. They needed their engineers to make room for it.
Am I supposed to be impressed? We saw similar npc density on ac unity on ps4. Scaling that up from the jaguar cpus to zen 2 is just expected?
This is pure speculation. Firstly, the density is not one I'd describe as insane. As for interactivity, I don't see any evidence to suggest that at all. Just speculation.
Fifa has better hair simulation that this, like a lot better.
There's nothing rockstar is doing in this trailer that comes across as new to me. What they're doing is putting a package together consisting of existing technologies to take GTA to the next level. I commend them for that but, it'll never e as impressive to me as some doing something entirely new. I mean look at this gif, 2 npc's running on sand, no footsteps at all. The GTA 6 glazing is seriously out of control. I'm not trying to diminish their work at all but if the same team spent 11 years building the same game in ue5, it would look a generation ahead of this...
People don't understand how it's hard to put (full scale RT graphics features alongside high quality geometry buildings, high quality physics simulation and good quality & quantity NPC models) on huge open world and run on native 2k 30fps on regular ps5.,on other hand some of big sony studios would be very proud and make huge talk about how hard they develop their games if they include single rt feature on their games lol,Just an FYI, every single object in this gif needs to be rendered. You cant fill the beach with that many assets just because you have 11 years. you are still working within the constraints of a 10 tflops gpu. My guess is that they have implemented their own version of nanite to push this level of density. Everything here is part of a level that needs to be rendered by the GPU. NPCs, chairs, umbrellas, not just trees, cars and buildings.
In terms of interiors, there is an insane amount of detail in the 7/11/convenience store they seem to be robbing. All of these items on the shelves look individually modeled. And knowing rockstar, likely breakable too.
And finally, each NPC has the full hair simulation which we havent exactly seen on UE5 just yet. Not to mention their own routines which are all governed by the CPU yes, but matrix had a very simple traffic and NPC system that didnt have this many different variations. Watch the strip club scene in the demo.
Bottomline is that they must have had to do a lot of work on the CPU side of things to get everything working. It's not just because they have 3,000 developers working on adding those animations for simps recording their gfs tiktoks on the beach. They needed their engineers to make room for it.
Am I supposed to be impressed? We saw similar npc density on ac unity on ps4. Scaling that up from the jaguar cpus to zen 2 is just expected?
This is pure speculation. Firstly, the density is not one I'd describe as insane. As for interactivity, I don't see any evidence to suggest that at all. Just speculation.
Fifa has better hair simulation that this, like a lot better.
There's nothing rockstar is doing in this trailer that comes across as new to me. What they're doing is putting a package together consisting of existing technologies to take GTA to the next level. I commend them for that but, it'll never e as impressive to me as some doing something entirely new. I mean look at this gif, 2 npc's running on sand, no footsteps at all. The GTA 6 glazing is seriously out of control. I'm not trying to diminish their work at all but if the same team spent 11 years building the same game in ue5, it would look a generation ahead of this...
As if GTA npc's are smart at all lol. This is not RDR2 NPC's with daily tasks and shit. This is the same rubbish NPC's in GTA that are mostly useless. We saw that in GTA 5 which was a significant downgrade in NPC intelligence from GTA 4.
"We saw similar NPC density in AC Unity"
Yeah, NPCs acting like broken puppets and changing LOD aggressively at your face. Really comparable.
All this tells me is that you know nothing about rendering at all. There is no differentiation in object density between "open world" and "non-open world". It's just how you spend your polygon budget to render what's in the camera frustum and aggressively culling what's outside the frustrum. The only reason there's no open world game with "this much detail"(not significantly better than ac unity on ps4) is because no one else has the risk appetite for this type of game. There are lots of demos with greater object density and I highlighted the matrix awakens demo which you conveniently ignored."Firstly, the density is not one I'd describe as insane"
Show us one interior from an open world game that looks as detailed as this
What a ridiculous statement. No excessive hair physics was seen in real time gameplay for GTA 6, just cutscenes."Fifa has better hair simulation that this, like a lot better"
Game with 22 NPCs and a ball have better hair rendering than an open world game in a city? Wow (and I bet it only looks better zoomed in during replay)
Obviously, the engine came out at the start of the gen and we're only 4 years in. The lead time for open world games is long....lol, we dont have not even ONE open world game using UE 5 this gen, and yet you know whats up
What amazes me is how people like you who know nothing talk confidently about things you know nothing about. Even DF is finally coming back to their senses after seeing the high quality trailer. They discuss it in the direct. Since the first time I saw the youtube trailer, I was not impressed. The new high quality trailer only serves to highlight all the shortcuts taken.Some of the worst takes in a thread full of them, congrats
DF simply said it seemed not as impossible to accomplish after seeing the hq trailer. I truly don’t know how it could feel unimpressive unless you are simply comparing character models in games aiming for photorealism vs GTA’s more stylized modelsWhat amazes me is how people like you who know nothing talk confidently about things you know nothing about. Even DF is finally coming back to their senses after seeing the high quality trailer. They discuss it in the direct. Since the first time I saw the youtube trailer, I was not impressed. The new high quality trailer only serves to highlight all the shortcuts taken.
Partially agree.The scope of GTA 6 is a function of money and time not of the engine. Nanite gives UE5 both texture and geometric detail that GTA 6 won't touch. Epic did a quick and dirty demo with the matrix awakens and that's so far ahead of gta 6 in terms of rendering, it's not even funny at all. GTA 6 only looks good if you factor the scope of assets required and the size of the world. However, that's a function of time and money. No one else has 11 years to spend and still not release a game but rockstar. In terms of rendering, it's very dated. Vehicle models look dated, assets look cross gen, geometric detail holds up on the macro but not the micro level. It's a rockstar game and we play it for the scope, but graphically it's not impressive to me at all.
Compared to the impact GTA 4's visuals had when it first came out on 360, GTA 6 is not on that level at all.
Just for the record, Stalker 2 is open world and use ue5.
"We saw similar NPC density in AC Unity"
Yeah, NPCs acting like broken puppets and changing LOD aggressively at your face. Really comparable.
"Firstly, the density is not one I'd describe as insane"
Show us one interior from an open world game that looks as detailed as this
"Fifa has better hair simulation that this, like a lot better"
Game with 22 NPCs and a ball have better hair rendering than an open world game in a city? Wow (and I bet it only looks better zoomed in during replay)
"I'm not trying to diminish their work at all but if the same team spent 11 years building the same game in ue5, it would look a generation ahead of this..."
lol, we dont have not even ONE open world game using UE 5 this gen, and yet you know whats up
Some of the worst takes in a thread full of them, congrats
Holy fuck, that boss model at the end is probably the best enemy model i ever seen in my life.
Is this ue5? It must be with that collage of statues at the beginning, way too good geometry to be anything else.
It can make sense if they are in an advanced lab\space station so the aseptic look is on purpose.Everything looks good and dandy but man, it's too clean! Like some detergant commercial.
Lol most devs don't give 2 fucks about using ps5 pro at its fullest, i imagine nobody is gonna waste time with this stuff for the 5 people with a series 5000.do we have any information about how the new RTX / Neural Material implementation is done, as in how it`s implemented on a game basis?
Does the developer have to integrate this from the get go, or can it be done like DLSS as an engine add on?
edit: found some information. Seems to need to be done on a game by game basis including specific NN training during development. So....don`t expect widespread adoption for this and absolutely steer clear off any <16Gb gpus.
yeah, the whole RTX suite functionality package from the Blackwell line will most likely go the route of PhysX and not show up outside of some specifically sponsored games for the foreseeable future until it or something similar gets integrated in some non-proprietary way in the big engines like UE.Lol most devs don't give 2 fucks about using ps5 pro at its fullest, i imagine nobody is gonna waste time with this stuff for the 5 people with a series 5000.
yeah, and it looks about as good as it runs...Just for the record, Stalker 2 is open world and use ue5.
Opinions on stalker graphic are wildly different, i was not overly impressed but some people had it as their best graphic of the year...yeah, and it looks about as good as it runs...