Graphical Fidelity I Expect This Gen

I recently bought a PC and it comes with a 800W PSU. No console is allowed to do that.
Yup, even ps5pr0 which is console with highest powerdraw to date, has a limit of eating 240W from the wall.


And we know even ps5pr0 is not stronger from 5060ti 16gigs with r5 5500.

No idea how much more power we gonna be able to get considering console form factor on 3nm process node when ps5pr0 is already made on 4nm., but i guess best case scenario in both raw perfomance and rt/ai upscaling would be 4090 with 9800x3d, for about 1k usd :P
 
I was one of the ones who bought into the 2-4x ray tracing claims in the leaked developer slides. i was like if hes being honest about the 45% gpu increase, maybe hes really seeing 2-4x more rt performance. While we've seen hardware lumen in SH2, ray tracing in 60 fps modes for AC shadows, and star wars survivor, I just dont see the 2-4x increase. its more in line with the 45% increase in pixels. or 67% which is in line with the tflops increase.

there are some exceptions like callisto and doom, but i was really hoping to see star wars outlaws, avatar, and other games come close to matching 3080 performance. it could be cpu limited, but i am not seeing 100% better results in 30 fps modes either. Doubt its CPU bound there.

The 9070 xt has only 4 more CUs, but way better ray tracing performance thanks to much higher clocks, infinity cache, and memory bandwidth. I bet it has a different ray tracing implementation than whatever custom implementation cerny hacked into in the ps5 pro which is probably why its competing with the 5070 which the ps5 pro cant even compete with the 4070.
The 9070XT is on par with the 4070ti Super in RT unless it's Path Tracing
 
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Indy and Doom make me straight up want to trash ID tech. Both games have some of the worst implementations of RTGI. It's clearly done to save time, instead of pushing visuals. It also comes at the cost of not pushing asset quality. Both give off that PS3 era look more than any other game ive played this gen.
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Digital Fraudry : Now you are being disingenuous here mate! These titles are top-end gems,built around ray tracing,and can even push path-tracing in a playable fps on 4090/5090 ! They are offering you well polished experience that's rare to find in today's industry so they deserve all the kudos as it should be!

Lmao let's just completely forget about the only reason they are able to achieve "excellent performance" in the first place and push path tracing narratives to these things are mostly due to the barebone quality of the standard rendering work, let alone the basic scene complexity and asset quality are just not there . Heck without good old nvidia back their asses up , their so-called "ray tracing as foundation " titles can even look straight up embarrassing comparing to couple of raster titles sometimes. (Seriously mate, back in early 2021 I thought doom eternal was ps3 enough and uninstalled that thing in ten minutes despite DF here singing songs about it lol. I just don't get what's the point of making 3080 running with 200+fps when game itself giving me a csgo with monster painting vibe or whatever ? Never been a fan of this type of thing visually speaking but hey maybe it's just me.) I mean these devs can force people to ditch their old hardwares to save the hassle all they want, as long as the actual results are right there in the first place, boasting about your efforts with half baked cheap burgers all over the place ain't gonna impress anyone😛
 
Edit: meh not worthy arguing over callisto protoshit, great game alright :messenger_tears_of_joy:
by "great" , as I had clarified a sentence before [LOL], I meant it in terms of visuals and animations,
and if you're saying that game is poor in those departments then I don't know what to tell you
 
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that stuff really is insane in outlaws

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even the planet gets reflected in lmao

i feel like ac shadows and outlaws really did ray traced reflections justice. some other devs still have big problems, like doom dark ages it just looks wonky sometimes

outlaws still use SSR but somehow blends them really nicely with ray traced reflections
 
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by "great" , as I had clarified a sentence before [LOL], I meant it in terms of visuals and animations,
and if you're saying that game is poor in those departments then I don't know what to tell you
I thought animations were just ok\good, i don't remember any instance when i was surprised by the animations in that game, they are decent\good, i save great for other stuff.
 
Hoping that for GTAVI on the Pro -- rather than crank resolution -- they just switch out their TAAU for a good implementation of PSSR2/FSR4 taking the base 1440p up to 4K and then use the extra RT & Compute to bump up the reflection quality / denoising and hopefully eek out a 40fps mode. Those close up water reflections look very crispy/noisy and are the only stand out issue I see.
 
I recently bought a PC and it comes with a 800W PSU. No console is allowed to do that.
The card is mostly a 300 watt card. But yes, you cant exactly take a 9070 xt and put it in the pro, but the RT performance of the Pro which is $700 should still be better than it is. Especially for a $700 discless console. It's actually 800 euros and 700 pounds which is $950 u.s dollars. If you are charging premium prices, you need to deliver premium features. This whole fascination with 200 watt consoles need to end too. PS6 should be 300 watts if they want a decent performance increase.
The 9070XT is on par with the 4070ti Super in RT unless it's Path Tracing
the benchmarks ive seen has it going toe to toe with the 5070 in RT games. It's actually better than the 5070 over all.

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. PS6 should be 300 watts if they want a decent performance increase.
Far too low. A measly 5070 already draws 250W and then we haven`t talked about the CPU, yet.
We also probably can`t hope for more than 15-20% efficiency gains with the next node shrinks if those will even be used (costs).
Even with 400W allowed peak the jump over the PS5 would probably not exceed 2-2.5 in base performance. Doubt that even ML would be enough to bolster that to make it into a viable baseline for another 8 years.
 
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tOYD5NX.jpeg


Digital Fraudry : Now you are being disingenuous here mate! These titles are top-end gems,built around ray tracing,and can even push path-tracing in a playable fps on 4090/5090 ! They are offering you well polished experience that's rare to find in today's industry so they deserve all the kudos as it should be!

Lmao let's just completely forget about the only reason they are able to achieve "excellent performance" in the first place and push path tracing narratives to these things are mostly due to the barebone quality of the standard rendering work, let alone the basic scene complexity and asset quality are just not there . Heck without good old nvidia back their asses up , their so-called "ray tracing as foundation " titles can even look straight up embarrassing comparing to couple of raster titles sometimes. (Seriously mate, back in early 2021 I thought doom eternal was ps3 enough and uninstalled that thing in ten minutes despite DF here singing songs about it lol. I just don't get what's the point of making 3080 running with 200+fps when game itself giving me a csgo with monster painting vibe or whatever ? Never been a fan of this type of thing visually speaking but hey maybe it's just me.) I mean these devs can force people to ditch their old hardwares to save the hassle all they want, as long as the actual results are right there in the first place, boasting about your efforts with half baked cheap burgers all over the place ain't gonna impress anyone😛
the funny thing is that indy is heavily vram bound and has insane LOD pop-in on a 3080 and consoles. I do not understand why considering the fact that its asset quality is so low. Doom doesnt have this issue but they lowered the asset quality even more.

i went back to space marine 2 and while the lighting now feels a bit dated, the world detail is a big step above Doom despite having very similar art styles. Lighting looks good most of the time. They actually did a great job lighting the interiors in this game. yes, some of the outdoor levels lack good indirect lighting, but its good enough. yes, it could be better but im not losing sleep over it. Meanwhile, i like the interior lighting in both Indy and Doom, and it looks correct-ish 90% of the time, but it lacks that next gen oomph i get from other games with no RTGI like AW2, Callisto, etc.

I think baked lighting can be a good compromise as long as the asset quality feels next gen. I understand that they had to switch to RT to speed up development time and account for the massive environments in Doom, but games like Space Marine 2 and Death Stranding 2 still look better despite not using RTGI. It's funny. I was more impressed with Rage in 2011 than I am with Doom in 2025. ID Software needs Carmack back to right the ship.
 
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Far too low. A measly 5070 already draws 250W and then we haven`t talked about the CPU, yet.
We also probably can`t hope for more than 15-20% efficiency gains with the next node shrinks if those will even be used (costs).
Even with 400W allowed peak the jump over the PS5 would probably not exceed 2-2.5 in base performance. Doubt that even ML would be enough to bolster that to make it into a viable baseline for another 8 years.
yeah, im not expecting more than a 2.5-3x increase from base PS5. thats why i was hoping the ray tracing/path tracing architectural gains would make up for the lack of a big raw horsepower increase. So that 2.5x actually becomes 5x when it comes to ray tracing which should allow them to do path tracing next gen.
 
the funny thing is that indy is heavily vram bound and has insane LOD pop-in on a 3080 and consoles. I do not understand why considering the fact that its asset quality is so low. Doom doesnt have this issue but they lowered the asset quality even more.

i went back to space marine 2 and while the lighting now feels a bit dated, the world detail is a big step above Doom despite having very similar art styles. Lighting looks good most of the time. They actually did a great job lighting the interiors in this game. yes, some of the outdoor levels lack good indirect lighting, but its good enough. yes, it could be better but im not losing sleep over it. Meanwhile, i like the interior lighting in both Indy and Doom, and it looks correct-ish 90% of the time, but it lacks that next gen oomph i get from other games with no RTGI like AW2, Callisto, etc.

I think baked lighting can be a good compromise as long as the asset quality feels next gen. I understand that they had to switch to RT to speed up development time and account for the massive environments in Doom, but games like Space Marine 2 and Death Stranding 2 still look better despite not using RTGI. It's funny. I was more impressed with Rage in 2011 than I am with Doom in 2025. ID Software needs Carmack back to right the ship.
I only played the first area of sm2 and the jungle area was nothing impressive asset wise...
Maybe every area after that is gorgeous but the first area looked super meh other than the horde tech.

Are you talking just about the lights?
 
what is your opinion on digital foundry's verdict on leaving ssr enabled in oblivion?



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On consoles with low quality software lumen reflections it makes sense. On PC SSR is only distracting, "layers", artifacts etc. It was always ugly. Hardware lumen reflections look good enough and are very stable.
 
I only played the first area of sm2 and the jungle area was nothing impressive asset wise...
Maybe every area after that is gorgeous but the first area looked super meh other than the horde tech.

Are you talking just about the lights?
Yeah, the jungle area is very mid. I really dislike the color pallette they went with. And they toned down the volumetric lighting effects from the first reveal which makes it look even worse.

But the rest of the game is mostly set in urban areas with no foliage whatsoever and features mostly rundown buildings, hallways, and massive structures. It's not something i would put in my top ten but i was much more impressed with it than the so-called RTGI showcases like Doom and indy. I am currently playing that preview level that blew our minds a couple of years ago and its sadly been downgraded. But the asset quality and lighting are still fairly impressive. I am not blown away but im not disappointed either.

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Id saying lighting is still a slight step behind UE5 especially in indirectly lit or shadowed regions, but other than that the lighting holds up.
 
Yeah, the jungle area is very mid. I really dislike the color pallette they went with. And they toned down the volumetric lighting effects from the first reveal which makes it look even worse.

But the rest of the game is mostly set in urban areas with no foliage whatsoever and features mostly rundown buildings, hallways, and massive structures. It's not something i would put in my top ten but i was much more impressed with it than the so-called RTGI showcases like Doom and indy. I am currently playing that preview level that blew our minds a couple of years ago and its sadly been downgraded. But the asset quality and lighting are still fairly impressive. I am not blown away but im not disappointed either.

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Id saying lighting is still a slight step behind UE5 especially in indirectly lit or shadowed regions, but other than that the lighting holds up.
Aren't those gifs from the space stations where you go between missions?

so the insectoid planet look like a space station other than the first area? Sound bizzarre to say the least...
 
On consoles with low quality software lumen reflections it makes sense. On PC SSR is only distracting, "layers", artifacts etc. It was always ugly. Hardware lumen reflections look good enough and are very stable.

nah even on console you have to turn them off. SSR is disgusting even in the best case scenario. being first person with a sword obscuring part of your field of view is always resulting in SSR artifacts at all times essentially.

SSR shouldn't exist in any form, even low quality lumen reflections are preferable.
but of course having decent planar reflections like the original game would have been preferable over that Lumen trash.
 
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Aren't those gifs from the space stations where you go between missions?

so the insectoid planet look like a space station other than the first area? Sound bizzarre to say the least...
nope. the space station hub area is actually very tiny. like 3 rooms you visit plus a hanger.

everything is from actual missions.
 
I've recently upgraded my PC and have been catching up with some games to test it out a bit. I've taken a huge amount of shots and will upload soon, but wanted to make some notes.

HellBlade 2 looks absurdly good and is borderline pre-rendered CG level a lot the time, facial animation is basically a generation ahead of anything else out currently, the geometry and lighting are very impressive too (I hope that summer patch adds hardware lumen though)

I'm running Indiana Jones with PT enabled and that is disappointingly mixed, a lot of the time it looks decent, some elements look incredible and borderline photorealistic, but there's way too many poor looking elements imo. Characters look fine but nothing special, background detail is awful (especially in cities or areas outside of the windows), forests look decent but the performance impact is crazy,. It's just way too inconsistent, one room I'm just blown away by how good it looks and then I'll turn around and see a city backdrop that looks like uncharted on ps3. ( + I really like the cloth physics on characters)

Doom is very disappointing visually, some of the indoor gifs posted here look great, but it's really not impressing me much in-game tbh. A lot of my screenshots look like gears on the xbox 360, especially the npc soldiers. The lamps will move around in the wind, but the light source itself won't even move. I don't understand how they've made such poor use of RT in this. I hope the PT patch makes a difference, because PT looks much better than RT in Indiana Jones, so it would make sense it does the same here as it's basically the same engine.

Looking forward to trying out AC shadows too with the full RT turned on.
I don't understand how they've made such poor use of RT in this.


Nvidia sponsorship does that.


F1 25 is their next victim:

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Imgsli: https://imgsli.com/MzgzNTc3


No contact shadows, no ambient shadowing in the Ray Tracing presentation.


F1 25 RT vs PT

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The orange traffic thingy in the Ray Tracing presentation is floating


F1 24:

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They made F1 25 RT look worse than F1 24, so that the sweet PT presentation can shine. Just Nvidia doing Nvidia things.
 
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My bad but they just keep replaying with the same dumb response. I literally don't understand how someone can fail to understand the difference between the art work needed on a smaller linear game versus a massive open World game. It's on the level of 1+1=2 yet they're arguing it's 3...
First off…this is MY thread and topic. Second I'm not stupid, I have a long history in gaming and technology. There are open world games that look much better than single player linear games, why? You tell me. I'll wait. Best looking games are simply…the best looking games regardless of anything else, do you understand that?
 
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Nvidia sponsorship does that.


F1 25 is their next victim:

wU6WeOM.jpeg


8LvOAXC.jpeg


Imgsli: https://imgsli.com/MzgzNTc3


No contact shadows, no ambient shadowing in the Ray Tracing presentation.


F1 25 RT vs PT

hShjmxX.jpeg



The orange traffic thingy in the Ray Tracing presentation is floating


F1 24:

zny3ELc.jpeg



They made F1 25 RT look worse than F1 24, so that the sweet PT presentation can shine. Just Nvidia doing Nvidia things.
lol the lack of AO is hilarious.

that said, doom and indy rt issues are basically down to poor implementation by Machine Games and ID Software. And I shouldnt even say poor, its just them hitting the limits of the consoles which simply cant do RT at 60 fps and higher resolutions.

I saw an interview with the indy team and they made it sound like nvidia did the Path tracing implemenation themselves. My guess is some engineers from nvidia went in and did most of the work and thats probably whats happening with Doom as well. I doubt they had anything to do with the game's RT implementation. They just wanted 60 fps and higher resolutions and there is only so much you can do. AC shadows has the best RTGI on consoles and they didnt bother shipping the 60 fps mode with RTGI.

Doom simply wouldnt work at 720p 60 fps like avatar because there is so much going on at all times, and other UE5 games on consoles so they had to target 1080p at the minimum. Indy targets 1440p on the PS5 which is the bare minimum IQ in my opinion. But because both games have to run at 60 fps, they are essentially only able to tap into 5 of the 10 tflops to render next gen visual effects. they are in effect targeting series s specs.
 
i think f125 with Path tracing looks great especially night.
Shame about the rain drops and ghosting though .


lol this literally looks like real life at night. day time not so much. Absolutely stunning. Crazy how third party studios who have to churn out yearly entries are able to deliver next gen graphics in their sports and racing games, while first party studios with 5-6 years of experience are literally phoning in graphics.
 
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How do the cutscenes look so awesome? I don't understand what happened seems like the tech is there
hero lighting. you can go nuts with cutscenes placing fake lights everywhere. during gameplay, they will stand out and make the world look fake. plus, you will need to add them to all the different objects in the game and not just the character models like you see in cutscenes.

i was able to bug out horizon fw's hero lighting and this is what it looked like. she sticks out like a sore thumb.

FMgG9zrWYAEMClp
 
Lol, battlefield 6 mulplayer at ps5 at 60fps looked better than this shit
this bird eye view of games always sucks. it reminds me of when GG thought it was a good idea to demo these bizarre birds eye view shots before the gameplay demo. the original next gen tech thread got shut down because of how bad they looked and derailed the thread causing mass bans in a span of an hour then a complete thread shutdown. Hilarious end to a legendary thread.


thank god VIP created this thread a few months later.
 
Space Marine 2 keeps getting better and better. Played through the level they demo'd back in 2023 and it looks stunning. The architecture in this level is jaw dropping. The skybox is super busy with an insane amount of flying creatures. The lighting is fantastic through out. Very few areas where it looks last gen. Asset quality is some of the best ive seen this gen. Right up there with callisto, AW2, ratchet and demon souls, but with even more detail.

I also like the variety of lighting in these levels. It's day time outside, but then they send you to these indoor areas with these blue lit areas and a church lit by fire. It looks stunning and its all one level.

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lol this literally looks like real life at night. day time not so much. Absolutely stunning. Crazy how third party studios who have to churn out yearly entries are able to deliver next gen graphics in their sports and racing games, while first party studios with 5-6 years of experience are literally phoning in graphics.
This would require Sony to revive Driveclub so we could see what a part 2 would look like.
 
this bird eye view of games always sucks. it reminds me of when GG thought it was a good idea to demo these bizarre birds eye view shots before the gameplay demo. the original next gen tech thread got shut down because of how bad they looked and derailed the thread causing mass bans in a span of an hour then a complete thread shutdown. Hilarious end to a legendary thread.


thank god VIP created this thread a few months later.
I miss that thread so much. Best one ever created on Gaf bar none!
 
Space Marine 2 keeps getting better and better. Played through the level they demo'd back in 2023 and it looks stunning. The architecture in this level is jaw dropping. The skybox is super busy with an insane amount of flying creatures. The lighting is fantastic through out. Very few areas where it looks last gen. Asset quality is some of the best ive seen this gen. Right up there with callisto, AW2, ratchet and demon souls, but with even more detail.

I also like the variety of lighting in these levels. It's day time outside, but then they send you to these indoor areas with these blue lit areas and a church lit by fire. It looks stunning and its all one level.

GZweivq.gif


2U3Sf5w.gif

I found the campaign dull and repetitive, I wish the game was more enjoyable to be honest but graphically speaking, its awesome
 
lol this literally looks like real life at night. day time not so much. Absolutely stunning. Crazy how third party studios who have to churn out yearly entries are able to deliver next gen graphics in their sports and racing games, while first party studios with 5-6 years of experience are literally phoning in graphics.
Bro...it's using Path Tracing, man. Imagine PT in Spider Man 2 or R&C Rift Apart, they'll look a generation ahead of anything on the market. Path Tracing is next-level visuals! Also the rain/raindrops simulation & atmosphere volumetrics in Driveclub look much better than in this game.
 
Bro...it's using Path Tracing, man. Imagine PT in Spider Man 2 or R&C Rift Apart, they'll look a generation ahead of anything on the market. Path Tracing is next-level visuals! Also the rain/raindrops simulation & atmosphere volumetrics in Driveclub look much better than in this game.
I think we'll see a lot of current gen titles getting path traced updates/remasters on PS6.

This gen was all higher res, higher framerate and a few bells 'n whistles tacked on to PS4 games, I think the next remaster cash cow will be games this gen that managed RT getting pushed into PT.


hero lighting. you can go nuts with cutscenes placing fake lights everywhere. during gameplay, they will stand out and make the world look fake. plus, you will need to add them to all the different objects in the game and not just the character models like you see in cutscenes.

i was able to bug out horizon fw's hero lighting and this is what it looked like. she sticks out like a sore thumb.

FMgG9zrWYAEMClp

I really hope we see full on RTGI in HZ3 alongside of a slew of upgrades elsewhere, part of me is preparing myself for disappointment and it effectively being another PS4 game in 4K60 & the dials turned up on PS5 Pro.

Guerilla really need to go all out on this one and make it an end of gen showcase, not to mention a nice upgrade for PS6.

1440-1620p @ 30/40fps paired with their excellent new upscaler and all the visual systems heavily upgraded is all we need. Then we can have a 60fps mode + extras on PS6 (and PC).

DS2 is a nice looking game and I'm all in on it as a big fan of the first, but it's very clearly not pushing visuals as hard as wed' expect in gameplay and I hope that's not a reflection of the current state of Decima or how it'll be in HZ3; and more a reflection of KojiPro just having different priorities and budget/manpower considerations.
 
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Bro...it's using Path Tracing, man. Imagine PT in Spider Man 2 or R&C Rift Apart, they'll look a generation ahead of anything on the market. Path Tracing is next-level visuals! Also the rain/raindrops simulation & atmosphere volumetrics in Driveclub look much better than in this game.
its not just path tracing though, is it? the path tracing is also on during day time and it doesnt look nearly as good.

its the amazing floodlights and volumetrics that are enhancing the visuals.
 
First off…this is MY thread and topic. Second I'm not stupid, I have a long history in gaming and technology. There are open world games that look much better than single player linear games, why? You tell me. I'll wait. Best looking games are simply…the best looking games regardless of anything else, do you understand that?

You have a long history of having idiotic opinions about graphics and technology, its not something to brag about.
 
I found the campaign dull and repetitive, I wish the game was more enjoyable to be honest but graphically speaking, its awesome
Yep. Gameplay wise, its been fairly repetitive since the first mission. But i was just talking about the visuals. It's rare to see games get better looking because most devs front load the game with great visuals nowadays.

The game needed some upgrade systems (i know its tied to coop but i dont do coop) and some more setpieces and boss fights.

I think we'll see a lot of current gen titles getting path traced updates/remasters on PS6.

This gen was all higher res, higher framerate and a few bells 'n whistles tacked on to PS4 games, I think the next remaster cash cow will be games this gen that managed RT getting pushed into PT.




I really hope we see full on RTGI in HZ3 alongside of a slew of upgrades elsewhere, part of me is preparing myself for disappointment and it effectively being another PS4 game in 4K60 & the dials turned up on PS5 Pro.

Guerilla really need to go all out on this one and make it an end of gen showcase, not to mention a nice upgrade for PS6.

1440-1620p @ 30/40fps paired with their excellent new upscaler and all the visual systems heavily upgraded is all we need. Then we can have a 60fps mode + extras on PS6 (and PC).

DS2 is a nice looking game and I'm all in on it as a big fan of the first, but it's very clearly not pushing visuals as hard as wed' expect in gameplay and I hope that's not a reflection of the current state of Decima or how it'll be in HZ3; and more a reflection of KojiPro just having different priorities and budget/manpower considerations.
Dude, they literally said friends dont let friends play in 30 fps. they are going to target 60 fps just like every other sony studio.

If DS2 doesnt have RTGI support (and im still hanging on to hope that it does) then we can partially blame GG engineers for sitting on their ass for five years instead of investing in an RTGI solution that Massive shipped a game with two years ago. Massive said they started adding RTGI support way back in 2019. This is right when Kojima had shipped the first Death Stranding. Big fuck up not investing in their engine back then. But KojiPro engineers didnt pick up the slack either so they are both at fault.
 
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