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Graphical Fidelity I Expect This Gen

Gonzito

Gold Member
I just wished that cry engine had better shadows in general, they flicker quite a bit on characters faces, even on experimental settings. The first game had the same issue

Its the only thing I dislike so far about the graphics presentation in KCD2
 

Myuni

Neo Member
Dammit. I've been roaming around the countryside for about 7h now, and can't take it anymore.
Trees and bushes just look like flat, undefined shit:

0yoa9Bz.jpeg


xwLmvk6.jpeg


Z8bIY12.jpeg


I need convincing shrubbery to hide and lurk in to be immersed in a game like that! :messenger_smiling_horns:
It certainly doesn't help that you can get so close to this mess, a 3rd person view would have been a better choice in this regard.
Guess I've been expecting far too much for this gen.

Let's hope KCD3 will come close to this UE5 vegetation on PS6 some day:

 

SlimySnake

Flashless at the Golden Globes
Dammit. I've been roaming around the countryside for about 7h now, and can't take it anymore.
Trees and bushes just look like flat, undefined shit:

0yoa9Bz.jpeg


xwLmvk6.jpeg


Z8bIY12.jpeg


I need convincing shrubbery to hide and lurk in to be immersed in a game like that! :messenger_smiling_horns:
It certainly doesn't help that you can get so close to this mess, a 3rd person view would have been a better choice in this regard.
Guess I've been expecting far too much for this gen.

Let's hope KCD3 will come close to this UE5 vegetation on PS6 some day:


It will be interesting to see where AC shadows lands. it has a very similar cross gen-ish lighting system, but the foliage does look better.

hMqUeGg.gif


fiIaSl0.gif
 
I'm not sure what the consensus is amongst folks here on Star Wars Jedi Survivor, it's on discount on the PlaystationStore so I thought I'd give it a shot even though I haven't played a Star Wars game since The Phantom Menace on PS1.

I'm currently playing it on the PS5 Pro, with the latest patch - I know this game has received several visual tweaks since launch but I don't know anything other than that. I was actually taken back by the visual quality of this game, it's pretty stunning and the lightings looks gorgeous, especially the way it interacts with rocks and foliage, some of the draw distance is also breathtaking. I'm pleasantly surprised by this, one of the best looking games I have played so far on the PS5 Pro.

ICX82vY.jpeg
 
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DanielG165

Member
It will be interesting to see where AC shadows lands. it has a very similar cross gen-ish lighting system, but the foliage does look better.

hMqUeGg.gif


fiIaSl0.gif
I think it’ll be pretty comparable with KDC2, honestly. Though, Shadows loses A TON of its fidelity in YouTube videos and gifs, so I’m really interested in seeing how it truly looks on my PC in-person. I’m thinking the shadows and lighting of AC will both be superior to KDV.
 

dgrdsv

Member
This is disappointing. RTX mega geometry does fucking nothing.



Just a 300 mb difference in vram consumption. 11.1 gb to 10.8. Maybe 10% improvement in CPU performance though no one is playing at those low resolutions. And only 5-10% improvement on the gpu side. But only on the rtx 20 and 30 series cards. No improvement on 40 or 50 series cards.

It will be interesting to see how Nanite gets enhanced from this. Avowed is out soon. Then Expedition 33, mgs3 and maybe marvel's 1943 if it ever releases. Somehow i doubt that the difference in performance will be major.

This isn't a good test case for RTXMG.
Consider this: you take the original Quake and you port it to run in the exact same way but on Vulkan. You still get some 1000 fps and nothing's changed. Does that make Vulkan disappointing?
RTXMG solves the problem of ray tracing against essentially unlimited geometric complexity. For that to show itself you need a game with such geometry and RT - and there are none as no one would make one right now as it wouldn't run on current gen APIs+HW.
Patching RTXMG into older games wouldn't be of much help because these games are specifically crafted and optimized for the limitations of DXR 1.1. The fact that there are some improvements is already good enough for them.
 
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Trilobit

Member
I'm not sure what the consensus is amongst folks here on Star Wars Jedi Survivor, it's on discount on the PlaystationStore so I thought I'd give it a shot even though I haven't played a Star Wars game since The Phantom Menace on PS1.

I'm currently playing it on the PS5 Pro, with the latest patch - I know this game has received several visual tweaks since launch but I don't know anything other than that. I was actually taken back by the visual quality of this game, it's pretty stunning and the lightings looks gorgeous, especially the way it interacts with rocks and foliage, some of the draw distance is also breathtaking. I'm pleasantly surprised by this, one of the best looking games I have played so far on the PS5 Pro.

ICX82vY.jpeg

I love the level of detail in facial animations in-game. I'm really excited to see what they're able to do in the third game.
 
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SlimySnake

Flashless at the Golden Globes
This isn't a good test case for RTXMG.
Consider this: you take the original Quake and you port it to run in the exact same way but on Vulkan. You still get some 1000 fps and nothing's changed. Does that make Vulkan disappointing?
RTXMG solves the problem of ray tracing against essentially unlimited geometric complexity. For that to show itself you need a game with such geometry and RT - and there are none as no one would make one right now as it wouldn't run on current gen APIs+HW.
Patching RTXMG into older games wouldn't be of much help because these games are specifically crafted and optimized for the limitations of DXR 1.1. The fact that there are some improvements is already good enough for them.
Yh its use case is mostly going to be the future but most devs still don’t utilize mesh shaders despite them being supported on 2016 gpus so we shall see just how widely adopted this is.
 

dgrdsv

Member
Yh its use case is mostly going to be the future but most devs still don’t utilize mesh shaders despite them being supported on 2016 gpus so we shall see just how widely adopted this is.
Dunno about "most devs". If we consider that the majority of games are using UE5 then this one does utilize mesh shaders to a degree I believe.
But yes for RTXMG to be widely used it must become a part of DXR and must be supported in some form on console h/w.
It's the same for all new rendering tech really. There are exceptions (DLSS) but they are rare.
 

SlimySnake

Flashless at the Golden Globes
I'm not sure what the consensus is amongst folks here on Star Wars Jedi Survivor, it's on discount on the PlaystationStore so I thought I'd give it a shot even though I haven't played a Star Wars game since The Phantom Menace on PS1.

I'm currently playing it on the PS5 Pro, with the latest patch - I know this game has received several visual tweaks since launch but I don't know anything other than that. I was actually taken back by the visual quality of this game, it's pretty stunning and the lightings looks gorgeous, especially the way it interacts with rocks and foliage, some of the draw distance is also breathtaking. I'm pleasantly surprised by this, one of the best looking games I have played so far on the PS5 Pro.

ICX82vY.jpeg
Dude I’ve been singing this game’s praises for years. You aint seen nothing yet. The indoor bases look so much more detailed with high quality assets that you don’t get in the open world because ue4 has issues with open world streaming. But they used ray traced lighting to get around some of those issues so the indirectly lit areas don’t look like complete shit like they do in ff7.

I do hope they switch to ue5 Next time around. They can cram in more detail and realistic lighting with better performance.
 

Buggy Loop

Member
Dammit. I've been roaming around the countryside for about 7h now, and can't take it anymore.
Trees and bushes just look like flat, undefined shit:

0yoa9Bz.jpeg


xwLmvk6.jpeg


Z8bIY12.jpeg


I need convincing shrubbery to hide and lurk in to be immersed in a game like that! :messenger_smiling_horns:
It certainly doesn't help that you can get so close to this mess, a 3rd person view would have been a better choice in this regard.
Guess I've been expecting far too much for this gen.

Let's hope KCD3 will come close to this UE5 vegetation on PS6 some day:



Yup this is like KCD 1

Tech really hasn't changed for them

Its "optimized" as in the tech will run on a 1060 if not even under. There's nothing new in the engine compared to 2018's KCD 1 on Crytek, except they made it run better with CPU parallelism which is crytek engine's biggest bottleneck always.

But seriously I can't imagine the day we see a full fledged open world UE5 game with 3D vegetation... there's a load of optimization to happen before then. Demos I don't care. I want to see games.
 

SlimySnake

Flashless at the Golden Globes
Yup this is like KCD 1

Tech really hasn't changed for them

Its "optimized" as in the tech will run on a 1060 if not even under. There's nothing new in the engine compared to 2018's KCD 1 on Crytek, except they made it run better with CPU parallelism which is crytek engine's biggest bottleneck always.

But seriously I can't imagine the day we see a full fledged open world UE5 game with 3D vegetation... there's a load of optimization to happen before then. Demos I don't care. I want to see games.
Avowed has some foliage.

N6OrS5z.gif


Or you know there is always avatar. The king of the jungle.

HG5bf53.gif


K3WIYZh.gif
 
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