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Graphical Fidelity I Expect This Gen

SlimySnake

Flashless at the Golden Globes
i dont think this console will touch 3tf performance. That mk snippet looked like mk8
Even if its 1.7 tflops handheld, this is what Sony did with 1.8 tflops.

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Nintendo with 1.7 tflops:

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Alex11

Member


4080 for improved foliage but static as a plank, lol. At most scenes I'm squinting my eyes to see the difference, does this have what it takes to be a shit port?

Don't get me wrong, I like the art style very much, but this is a last gen game very much.
 
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Amen, right now i can't play anything else because hitting enemies in other games is a couple of gens behind what this game does in terms of damage system and dynamic animations, i can't get enough of a stupid super basic demo :lollipop_grinning_sweat:
I only have console so I can’t play it :/ GTA 6 really is my only hope lol.
 

SlimySnake

Flashless at the Golden Globes


4080 for improved foliage but static as a plank, lol. At most scenes I'm squinting my eyes to see the difference, does this have what it takes to be a shit port?

Don't get me wrong, I like the art style very much, but this is a last gen game very much

Its literally steam deck verified. Runs on a 1.7 tflops potato. Of course its last gen.

This is why i dismiss every game with a native 4k fidelity mode. Shows me that they didnt do anything to push the GPU.

Whats sad about this game is that it started development AFTER the PS5 was announced. Literally May 2024. The month the UE5 demo was revealed. They saw that and said to themselves, no thanks. We will stick with UE4 for a game literally 4 years away. Japan has lost that drive. At least when it comes to visuals. They are still making some great games. At least for now.
 

rofif

Can’t Git Gud



welp, a lot of good things in the future

Mega geometry with UE5 looks stunning. So is neural shaders

Black state I didn't know deviated so far from UE5, no nanite or Lumen. The body dismemberments is so cool

Alan wake 2 with new ray reconstruction old (left), new (right)

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Shock Omg GIF by Nick Jonas

This is a solution in search of a problem though (that AW2 cup example screenshoted).
There are tons of ways and more efficient ways of doing this. Most games don't have textures this shitty and denoised like one on the left.
 

Alex11

Member
Its literally steam deck verified. Runs on a 1.7 tflops potato. Of course its last gen.

This is why i dismiss every game with a native 4k fidelity mode. Shows me that they didnt do anything to push the GPU.
So, is it really not possible to go for 4k and have amazing visual quality?
Whats sad about this game is that it started development AFTER the PS5 was announced. Literally May 2024. The month the UE5 demo was revealed. They saw that and said to themselves, no thanks. We will stick with UE4 for a game literally 4 years away. Japan has lost that drive. At least when it comes to visuals. They are still making some great games. At least for now.
Maybe they are rushing to, you know, not release the final part in 2050, I don't know.

I'm playing now Remake on PC and there are parts -- like the start of the game -- that really look good, but then some parts are -- and I try to avoid using terms like these -- garbage, so awful looking, it may as well be from another game.
I'm seeing the same here, it's possible there are very few select areas that look good, but Jesus, some of those interiors that I saw are so bad, the lighting there is just abysmal, it's hard to find a game last gen that looked like that, curious if it's improved on PC.
 

Buggy Loop

Gold Member
This is a solution in search of a problem though (that AW2 cup example screenshoted).
There are tons of ways and more efficient ways of doing this. Most games don't have textures this shitty and denoised like one on the left.

Most games don't have path tracing rofif
 

SlimySnake

Flashless at the Golden Globes
So, is it really not possible to go for 4k and have amazing visual quality?

Maybe they are rushing to, you know, not release the final part in 2050, I don't know.
The thing is that the whole project will have taken them 13 years anyway. it started development in 2015, they got the first game done by 2020, second by 2024, and now the third will likely take another 4 years. So 2028. Thats a lot of time. Shouldve managed the project better.
I'm playing now Remake on PC and there are parts -- like the start of the game -- that really look good, but then some parts are -- and I try to avoid using terms like these -- garbage, so awful looking, it may as well be from another game.
I'm seeing the same here, it's possible there are very few select areas that look good, but Jesus, some of those interiors that I saw are so bad, the lighting there is just abysmal, it's hard to find a game last gen that looked like that, curious if it's improved on PC.
DF talked about this. It's due to baked lighting. The game is too big for artists to spend too much time baking everything. Its something Callisto can do because its a short 8 hour game, but rebirth is massive. Way bigger than the remake you are playing. And it has areas that look far worse than the remake. its like devs had no time to touch up anything. This is why you need RTGI and RT shadows for big games like this. Some areas in Rebirth look fantastic too. The you get these. And its far too often in Rebirth than it was in Remake.

Lumen and Nanite wouldve fixed these issues and probably even have sped up development.

Final-Fantasy-7-Rebirth---PlayStation-5---The-FULL-Digital-Foundry-Tech-Review-6-2-screenshot.png

Final-Fantasy-7-Rebirth---PlayStation-5---The-FULL-Digital-Foundry-Tech-Review-7-44-screenshot.png
 

Gonzito

Gold Member
The thing is that the whole project will have taken them 13 years anyway. it started development in 2015, they got the first game done by 2020, second by 2024, and now the third will likely take another 4 years. So 2028. Thats a lot of time. Shouldve managed the project better.

DF talked about this. It's due to baked lighting. The game is too big for artists to spend too much time baking everything. Its something Callisto can do because its a short 8 hour game, but rebirth is massive. Way bigger than the remake you are playing. And it has areas that look far worse than the remake. its like devs had no time to touch up anything. This is why you need RTGI and RT shadows for big games like this. Some areas in Rebirth look fantastic too. The you get these. And its far too often in Rebirth than it was in Remake.

Lumen and Nanite wouldve fixed these issues and probably even have sped up development.

Final-Fantasy-7-Rebirth---PlayStation-5---The-FULL-Digital-Foundry-Tech-Review-6-2-screenshot.png

Final-Fantasy-7-Rebirth---PlayStation-5---The-FULL-Digital-Foundry-Tech-Review-7-44-screenshot.png

Ugh, those textures gave me nightmares. I dont understand how a ps5 game has that awful level of textures and geometry. Square Enix should be ashamed. If this is fixed in the pc version I will buy it otherwise fuck it
 

rofif

Can’t Git Gud
Yea, we know you don't give a shit about path tracing rofif

DkEHCaGU4AABOu7.jpg:large


Options, OMG what we'll ever do. HOW DARE THEY IMPROVE.
what are you on about again? Path tracing is great but it's not end all be all.
I was early rtx adopter lol. I already played some path tracing games. barely any different than normal "ray tracing" games if all done well.
Remedy is an incompetent dev that brute forces new tech for years.
Offf our textures look like mud, gotta wait for nvidia to ai fix it.... cmon now.
 

Buggy Loop

Gold Member
what are you on about again? Path tracing is great but it's not end all be all.
I was early rtx adopter lol. I already played some path tracing games. barely any different than normal "ray tracing" games if all done well.
Remedy is an incompetent dev that brute forces new tech for years.
Offf our textures look like mud, gotta wait for nvidia to ai fix it.... cmon now.

Denoising path tracing dark scenes before always ended up like that. You clearly didn't notice.

Remedy incompetent, LOL
 

SlimySnake

Flashless at the Golden Globes
Most games don't have path tracing rofif
Nah he's right. This has been Nvidia's MO for the past 6 years. They introduce these new technologies and then spend half a decade releasing patches and new tech to fix issues with them. its almost a scam because they were like oh, our old DLSS sucked, but here is a new one that will fix all the issues we CREATED in the first place. Same thing with Ray Reconstruction. That one pissed me off the most because i actually like RT reflections but it was pretty much a neccessity to turn it on in games like Star Wars outlaws. It's not in Avatar and the water reflections suck in that game. Horizon with no RT reflections has better water reflections.
 

rofif

Can’t Git Gud
Even if its 1.7 tflops handheld, this is what Sony did with 1.8 tflops.

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iEshHyo.gif


Nintendo with 1.7 tflops:
This hurts, it looks so good... without path tracing lol.
yeah resolution is low and aliased, that's why it looks great in gifs... but once you launch photo mode and allow the game to build up anti aliasing... it looks amazing AND THAT'S STILL ONLY 1080P.

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Buggy Loop

Gold Member
Nah he's right. This has been Nvidia's MO for the past 6 years. They introduce these new technologies and then spend half a decade releasing patches and new tech to fix issues with them. its almost a scam because they were like oh, our old DLSS sucked, but here is a new one that will fix all the issues we CREATED in the first place. Same thing with Ray Reconstruction. That one pissed me off the most because i actually like RT reflections but it was pretty much a neccessity to turn it on in games like Star Wars outlaws. It's not in Avatar and the water reflections suck in that game. Horizon with no RT reflections has better water reflections.

Its a denoising problem, without ray reconstruction it is still the same problem. It's the limits the old model has to make it real-time, vendor agnostic, they all have it until they switch to neural models to clear it up better, and that takes time to train.

Nvidia conspiracy theories is cute as fuck, you're not even supposed to have path tracing in AAA modern games. In 2019 it was reserved for simple geometry and few light sources like Quake 2 RTX.

You can disable path tracing if that its that troubling. I much prefer having the path traced lighting advantage than having to zoom 400% on a texture to see that it denoised badly in a room with no direct light sources and only indirect.
 

SlimySnake

Flashless at the Golden Globes
Denoising path tracing dark scenes before always ended up like that. You clearly didn't notice.

Remedy incompetent, LOL
Remedy is super incompetent when it comes to optimization. Control ran at 20 fps on consoles at launch. Sometimes lower. Eventually they figured it out but it was months later iirc.

On PC, it was atrocious. I had to drop the resolution all the way down to 864p internal resolution to get a solid 60 fps with RT on a $700 GPU. It took them a year to improve performance. Simply unacceptable.

Alan Wake 2 shipped with the worst shimmering ive ever seen in a game this gen. Reminded me of Castlevania Lords of Shadow which had shimmering everywhere. On PC, i had to turn on a really expensive post processing setting to eliminate it, but that meant no room for RT because it was like a 25% hit to performance. And why? Just for decent AA? Even at DLSS Quality? Turns out it was a bug related to motion blur, but we didnt know that at launch and they didnt know it either.

I am sorry, but Remedy has always just phoned in performance. Quantum Break was a smudgy Vaseline covered mess that was supposedly running at 900p but looked more blurry than most 720p games i played the gen prior. They are incompetent as fuck when it comes to performance and image quality, especially on consoles where we cant brute force their incompetence. And I say this as someone who ranks AW2 as probably the second best looking game of last year.
 

SlimySnake

Flashless at the Golden Globes
This hurts, it looks so good... without path tracing lol.
yeah resolution is low and aliased, that's why it looks great in gifs... but once you launch photo mode and allow the game to build up anti aliasing... it looks amazing AND THAT'S STILL ONLY 1080P.

StkABgP.jpeg



dlHOAs0.png



EZsaxbt.jpeg




sKWWdWE.jpeg



icon-plus.36ca911e8ed9667ecf70.svg
Add image
You can lead a horse to water....

Nintendo devs will one day have 10 tflops GPUs and still wont utilize it.

That said, hopefully they have partnered up with that Ubisoft studio that did rabbids. It looked stunning at launch, and while the sequel went open world and had to downgrade its graphics, I have more faith in Ubisoft devs to utilize this GPU than nintendo.

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Platinum is another studio that was held back last gen by that awful hardware, but now they can at least deliver something similar to Scalebound. Bayonetta had some of the best setpieces ive ever seen but it looked like it was running at 240p with ps1 quality textures.

15515.gif
 

rofif

Can’t Git Gud
You can lead a horse to water....

Nintendo devs will one day have 10 tflops GPUs and still wont utilize it.

That said, hopefully they have partnered up with that Ubisoft studio that did rabbids. It looked stunning at launch, and while the sequel went open world and had to downgrade its graphics, I have more faith in Ubisoft devs to utilize this GPU than nintendo.

ink.gif


DRB7J6.gif




Platinum is another studio that was held back last gen by that awful hardware, but now they can at least deliver something similar to Scalebound. Bayonetta had some of the best setpieces ive ever seen but it looked like it was running at 240p with ps1 quality textures.

15515.gif
bro why is Luigi dabbing
 

Bojji

Member


4080 for improved foliage but static as a plank, lol. At most scenes I'm squinting my eyes to see the difference, does this have what it takes to be a shit port?

Don't get me wrong, I like the art style very much, but this is a last gen game very much.


Reveal trailer had interactive foliage...

 

mrMUR_96

Member
Remedy is super incompetent when it comes to optimization. Control ran at 20 fps on consoles at launch. Sometimes lower. Eventually they figured it out but it was months later iirc.

On PC, it was atrocious. I had to drop the resolution all the way down to 864p internal resolution to get a solid 60 fps with RT on a $700 GPU. It took them a year to improve performance. Simply unacceptable.

Alan Wake 2 shipped with the worst shimmering ive ever seen in a game this gen. Reminded me of Castlevania Lords of Shadow which had shimmering everywhere. On PC, i had to turn on a really expensive post processing setting to eliminate it, but that meant no room for RT because it was like a 25% hit to performance. And why? Just for decent AA? Even at DLSS Quality? Turns out it was a bug related to motion blur, but we didnt know that at launch and they didnt know it either.

I am sorry, but Remedy has always just phoned in performance. Quantum Break was a smudgy Vaseline covered mess that was supposedly running at 900p but looked more blurry than most 720p games i played the gen prior. They are incompetent as fuck when it comes to performance and image quality, especially on consoles where we cant brute force their incompetence. And I say this as someone who ranks AW2 as probably the second best looking game of last year.
I have to agree with the point about image quality. The graphics they put out are super impressive on a technical and artistic level, but the image quality is atrocious. The specular shimmer and general noise to the image is so much worse than anything else. Optimisation is debatable, they are heavy to run, but they are pushing some very impressive lighting and geometry so I would expect performance to suck a bit.
 

Quezacolt

Member
Most Nintendo studios don't give a shit. Even if you give Pokemon company a 4090 they won't suddenly have Hellblade 2 graphics.

Monolith soft team is pretty much the only studio pushing graphics and we don't know if they won't stagnate either as there's a threshold in graphics fidelity where budgets become ridiculous. This is the team that also helps Zelda team for the graphic engine.

Nintendo will never take the risks that modern AAA studios are doing for insane graphics. They won't pour >$200M into a game for sake of graphics.

I'm not even remotely surprised by MK9. I just hope they have 120 fps by that point though if they leave performance on the table.
Monolith is working on a new engine atm, so i dont think they will stop making their games be a tech showcase of the new system.
 

Alex11

Member
The thing is that the whole project will have taken them 13 years anyway. it started development in 2015, they got the first game done by 2020, second by 2024, and now the third will likely take another 4 years. So 2028. Thats a lot of time. Shouldve managed the project better.
Yeah, for sure, maybe a 2 parter would have been enough or at least made sure they would at least be more even visually, or the development of all 3 games be somewhat interlinked, but I guess this would have been very hard or almost impossible.
DF talked about this. It's due to baked lighting. The game is too big for artists to spend too much time baking everything. Its something Callisto can do because its a short 8 hour game, but rebirth is massive. Way bigger than the remake you are playing. And it has areas that look far worse than the remake. its like devs had no time to touch up anything. This is why you need RTGI and RT shadows for big games like this. Some areas in Rebirth look fantastic too. The you get these. And its far too often in Rebirth than it was in Remake.

Lumen and Nanite wouldve fixed these issues and probably even have sped up development.
The size is still no excuse and it doesn't even have a day/night cycle, also there are plenty of open world games that don't have such a big lighting problem.
I'm also playing FF XVI and it doesn't have this problem, it isn't exactly open world, but it has some big areas.
 

SlimySnake

Flashless at the Golden Globes
Yeah, for sure, maybe a 2 parter would have been enough or at least made sure they would at least be more even visually, or the development of all 3 games be somewhat interlinked, but I guess this would have been very hard or almost impossible.

The size is still no excuse and it doesn't even have a day/night cycle, also there are plenty of open world games that don't have such a big lighting problem.
I'm also playing FF XVI and it doesn't have this problem, it isn't exactly open world, but it has some big areas.
Have you played Rebirth yet? or are you waiting for the PC release? I ask because its way way bigger in scope than FF16. Yes, FF16 looks way better but its shocking how big Rebirth is and how many different assets they are cramming into some of the major levels. The problem is that they are ps3 quality assets so it looks worse than Remake at times.

They talked about potentially switching to UE5 with the final remake so hopefully sanity prevails. They need to have the flying ship travel to each area in real time so nanite could help with the streaming there. One good thing about nanite is that while its heavy on the CPU, it is fairly light on vram. I wouldnt be surprised if part of the reason these assets are so low quality is because they ran out of vram on the PS5.

Fake edit: Yes, it definitely seems like a streaming issue.

The development team behind Square Enix’s Final Fantasy VII Remake trilogy is considering moving over to Unreal Engine 5 for part 3.

During an interview with cgworld.jp, Final Fantasy VII Remake Trilogy Director Naoki Hamaguchi was asked whether the development team at Square Enix is considering upgrading the development environment to Unreal Engine 5 for part 3. In his response, he stated that the team will need to assess the pros and cons of the newer engine, but he does believe it is possible.



Final fantasy vii remake unreal engine 5



However, according to Hamaguchi, what the fan base wants most right now is to deliver the final title in the trilogy in good shape as soon as possible. He said that the development team will objectively consider switching over from Unreal Engine 4 to Unreal Engine 5 based on whether changing the development environment will speed things up, or whether it would be best to keep things as they are and work on the game all at once.

Hamaguchi also talked about the asset streaming system used in Final Fantasy VII Rebirth. When it came to the vast open fields seen in the game, it became difficult for the development team to control how many assets needed to be loaded at what time in order to create a scene. Therefore, the programming team build a system so that designers could create maps without having to be conscious of asset loading. Specifically, it automatically adjusts the range to be loaded based on the character’s position. The Final Fantasy VII Remake Trilogy director said that it was very important to introduce this system at an early stage of development. Hamaguchi stated that the development team didn’t use the level streaming and world composition that come standard with Unreal Engine 4.. According to him, the in-house asset streaming system was basically built in the first year of Rebirth’s development.
 

Alex11

Member
Have you played Rebirth yet? or are you waiting for the PC release? I ask because its way way bigger in scope than FF16. Yes, FF16 looks way better but its shocking how big Rebirth is and how many different assets they are cramming into some of the major levels. The problem is that they are ps3 quality assets so it looks worse than Remake at times.
No, I'm waiting for PC, if it's that much bigger hopefully I can 4K this with DLSS on my 4070.
They talked about potentially switching to UE5 with the final remake so hopefully sanity prevails. They need to have the flying ship travel to each area in real time so nanite could help with the streaming there. One good thing about nanite is that while its heavy on the CPU, it is fairly light on vram. I wouldnt be surprised if part of the reason these assets are so low quality is because they ran out of vram on the PS5.

Fake edit: Yes, it definitely seems like a streaming issue.
I saw this too recently and immediately wondered how are they gonna do this and still have the game look good enough. It would be interesting if they switch to UE5 but I don't think they're gonna do it, from that interview I smell a big fake fat maybe.
 
temp_Screenshot_20250116-140709.jpg

Yeah, this game might be crossgen after all. No signs of temporal antialiasing or DLSS... Makes me wonder why would they use this to show off the system then? Nonsensical reveal from the N.
 
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