Graphical Fidelity I Expect This Gen



God fucking damn, that's some awe-inspiring transition shots between directed sequences and player free control gameplay, keeping everything consistent.

Physics really makes it too, and something like a proper evolution, say, back from Half-Life 2. It's going to be hard to try and keep that quality with more open spaces and encounters, I'd imagine.

Hopefully, all of it lives up to be something truly special.
 
Inject it right into my veinsssss

Good god this looks incredible. Volumetrics and atmosphere cranked to 11.
yup shaky cam helps a lot too
gonna be a very immersive game with its graphics and animations
1:12

that shot looks insane
it is also very temporally stable. i wonder if this used ray reconstruction?

Again, super scripted "gameplay" even the camera movement feels unnatural. This game is still "sus" category

shaky camera could just be part of the gameplay dunno. it would add to the horror, our character is so afraid they can't even stand up straight, it works for me :D

we've seeen what ue 5 is capable of with hellblade 2. i don't rule it out looking like this
 
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This is an insane amount on unique animations to do basically nothing. I really hope it'll delivers, I don't even ask for a masterpiece, just a good corridor action game gritty and with lot of gore and physics. I've ever considered it to be fake, but I'm starting to believe.
 
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ILL shows something missing from current shooters that we saw back in the PS3 days with Killzone 2.

Remember hit animations?

They've nailed that, l hope they can deliver as this is taking shooters to the next level.

Added to wishlist.
 
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ILL shows something missing from current shooters that we saw back in the PS3 days with Killzone 2.

Remember hit animations?

They've nailed that, l hope they can deliver as this is taking shooters to the next level.

Added to wishlist.
Enemies reacting to being shot makes the entire world feel so much more believable it can feel like a generational leap. Come to think of it, the last time I remember enemies reacting and moving based on where they were shot was MGS2 (and dead space, but that's different since it's an actual game mechanic.)
 
Enemies reacting to being shot makes the entire world feel so much more believable it can feel like a generational leap. Come to think of it, the last time I remember enemies reacting and moving based on where they were shot was MGS2 (and dead space, but that's different since it's an actual game mechanic.)
TLOU2 has some amazing enemy animations.

Callisto too.

But ILL's animations are in another league. They dont feel canned and seem to be physics based like pretty much everything else in the level.
 
Is it me or the car explosion at the very beginning look kinda glorious?



The game may be a turd but the graphic looks kinda nice for a small project.

Ive always said that while driving the game looks next gen. But for whatever reason, the moment you get on foot, it starts to look dated. Maybe its the animations, but the levels themselves dont look anymore detailed than early ps4 era title. Which is weird because while driving, the city itself looks great.
 
Ive always said that while driving the game looks next gen. But for whatever reason, the moment you get on foot, it starts to look dated. Maybe its the animations, but the levels themselves dont look anymore detailed than early ps4 era title. Which is weird because while driving, the city itself looks great.
I only saw the first 2 sec.
 
Enemies reacting to being shot makes the entire world feel so much more believable it can feel like a generational leap. Come to think of it, the last time I remember enemies reacting and moving based on where they were shot was MGS2 (and dead space, but that's different since it's an actual game mechanic.)
You need top play more games man.

But yeah ill is on a whole other level of realism.
 
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Yeah, everybody's falling for it but some camera movements look scipted as fuck.
because some of it is. The entire opening in the new gameplay video is scripted.

But when they give the camera control to the player you can tell it looks very gamey. Unlike High on Life 2 which clearly looks pre-rendered CG in the way it moves.

Watch the trailer again, everything in that world has physics applied to it. The characters, the hanging ceiling lamps, the buckets, and crates all have the same physics applied to them. We are just not used to it because modern game developers refuse to add anything physics based in their games.
 
Wow so DF Direct didnt cover ILL or Atomic Heart 2. Or at least if they did i cant find it in the timestamps. Comments seem to confirm this too. WTF are they doing? like why cover 2d indie trash and not the best looking games at the show?
 
Wow so DF Direct didnt cover ILL or Atomic Heart 2. Or at least if they did i cant find it in the timestamps. Comments seem to confirm this too. WTF are they doing? like why cover 2d indie trash and not the best looking games at the show?
Maybe they think they are both like in-engine but not in game so there is not much to judge?
 
AA studio doing this masterpiece with UE5 and some peoples still debate the witcher 4 demo graphics lol,
Exactly! That demo was utilizing UE5's Nanite for foliage and uses the same tech that Matrix Awakens used, but of course more optimized, Hardware Lumen got 65% performance uplift in UE 5.6 & they optimized the heck out of CPU usage in order to make it run at 60 FPS, yes 60 FRAMES PER SECOND, on a Standard PS5.

I expect The Witcher 4 to look exactly the same as the demo, while also looking a bit more inconsistent at times due to artwork & how many areas will have more focus & work than other areas, it's a huge open-world game, so that's expected, but the final game will look as good if not even better in many areas, on a PS5.
 
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Exactly! That demo was utilizing UE5's Nanite for foliage and uses the same tech that Matrix Awakens used, but of course more optimized, Hardware Lumen got 65% performance uplift in UE 5.6 & they optimized the heck out of CPU usage in order to make it run at 60 FPS, yes 60 FRAMES PER SECOND, on a Standard PS5.

I expect The Witcher 4 to look exactly the same as the demo, while also looking a bit more inconsistent at times due to artwork & how many areas will have more focus & work than other areas, it's a huge open-world game, so that's expected, but the final game will look as good if not even better in many areas, on a PS5.

Yes I remember when the showcased UE5 on PS5 and we got Lumen in the Land of Nanite technical demo, and it looked jaw dropping but was crippled at 30 FPS, even though there was no other characters or other such systems at play.

Now we have the Witcher 4 demo pushing roughly the same amount of geometry and textures as that demo, with more advanced technologies like Nanite foliage, faster geometry streaming, and a more advanced animation pipeline and running all at a buttery smooth 60 FPS. It's very promising.
 
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Enemies reacting to being shot makes the entire world feel so much more believable it can feel like a generational leap. Come to think of it, the last time I remember enemies reacting and moving based on where they were shot was MGS2 (and dead space, but that's different since it's an actual game mechanic.)
Sleeping Dogs was never a graphical powerhouse, but it's on my mind because I played it through the first time last week.

I didn't expect the shooting to be as satisfying as it was, and a big part of it is that the enemies react to getting shot. It feels impactful versus walking bullet sponges. As all video game enemies should.
 
Wow so DF Direct didnt cover ILL or Atomic Heart 2. Or at least if they did i cant find it in the timestamps. Comments seem to confirm this too. WTF are they doing? like why cover 2d indie trash and not the best looking games at the show?
Alex refuses to cover Atomic Heart because the studio is Russian. I remember him throwing a Twitter hissy fit over the first game.
 
AA studio doing this masterpiece with UE5 and some peoples still debate the witcher 4 demo graphics lol,
I will believe this when I see someone actually play it. Frankly it still looks like it's pretending to be gameplay when it in fact is not - even when it switches to the "game" from the scripted sequences… there's something about it that feels highly controlled/scripted
 
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Exactly! That demo was utilizing UE5's Nanite for foliage and uses the same tech that Matrix Awakens used, but of course more optimized, Hardware Lumen got 65% performance uplift in UE 5.6 & they optimized the heck out of CPU usage in order to make it run at 60 FPS, yes 60 FRAMES PER SECOND, on a Standard PS5.

I expect The Witcher 4 to look exactly the same as the demo, while also looking a bit more inconsistent at times due to artwork & how many areas will have more focus & work than other areas, it's a huge open-world game, so that's expected, but the final game will look as good if not even better in many areas, on a PS5.
the demo already drops to 800p which is on par with other software lumen games on PS5. It just looks good because finally an AAA developer is utilizing it and because Epic has fixed hardware lumen performance.

people just have no faith left in devs anymore. this is what games were meant to look like all gen long.
 
These rocks are a crime against humanity in a 2025 PS5-exclusive by KojiPro on Decima (bottom left):

SH8SD7E.jpeg


If you're not doing microgeometry you should have a higher quality LoD for when the camera is this close and there's no excuse in terms of the ability to load things in quick. We should be past things like this in games like this.

Only way this gets a pass is if it's an earlier build and it's a bug.
Exactly.
 
So after the lengthy DS2 gameplay session I guess we can now say with certainty, that there is no RTGI and no virtualized geometry.
I have honestly no idea what Sony has been doing with the Decima Engine since HFW released in February 2022....

UE5 is basically without competition right now when it comes to what's possible.
 
So after the lengthy DS2 gameplay session I guess we can now say with certainty, that there is no RTGI and no virtualized geometry.
I have honestly no idea what Sony has been doing with the Decima Engine since HFW released in February 2022....

UE5 is basically without competition right now when it comes to what's possible.
No, Rage, Anvil and Snowdrop are very close and sometimes better in some techs specially Rage I prefer it over UE5
 
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No, Rage, Anvil and Snowdrop are very close and sometimes better in some techs specially Rage I prefer it over UE5
Rage hasn't had a decent showcase in the better part of a decade and we'll have to wait and see what it can currently do when GTA6 releases next year, similar situation with Snowdrop.
Anvil is somewhere around UE 5.2 level now with limited VG, performance heavy so-so resolution RT and none of the newer features like Megalights, at least not officially.

Sorry, no competition here, UE is definitely leading the pack atm.
 
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I called it again. If this is legit footage, this is "next gen".

AAA devs can't do these visual, why?
The developer youtube page have other small gameplay clips this game was under development since 3 or more years it's definitely legit and will look like this after release
 
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I called it again. If this is legit footage, this is "next gen".

AAA devs can't do these visual, why?

No incentive to do it. They saw they could still sell a lot of games with cross gen upgrades. So it takes a company focused on pure engine development to bring the result.

But once games like GTA6 and Ill come out, gamers will realize what's possible and they'll be forced to catch up or look outdated.
 
Rage hasn't had a decent showcase in a decade and we'll have to wait and see what it can currently do when GTA6 releases next year, similar situation with snowdrop.
Anvil is somewhere around UE 5.2 level now with limited VG, and none of the newer features like Megalights, at least not officially.

Sorry, no competition here.
Maybe you are right about Snowdrop and anvil but rage is definitely right there, last gen I don't see any UE4 title that tops rdr2 and currently I think gta 6 trailers looks better than the best of what ue5 showed on current gen consoles also it will be clearer after it's release.
 
Maybe you are right about Snowdrop and anvil but rage is definitely right there, last gen I don't see any UE4 title that tops rdr2 and currently I think gta 6 trailers looks better than the best of what ue5 showed on current gen consoles also it will be clearer after it's release.
The important part here is "on current gen consoles" and that I'd agree on. If GTA6 can bring that level of visual fidelity from the trailers to base consoles then it will be the best looking game on release for that performance level.... At least that I can think of. If you include PCs and turn something like Wukong to 100% then I'd flat out disagree as GTA6's showings so far have been very light on the heaviest effects specifically volumetrics and the geometry didn't look like it was using a nanite equivalent on those city screenshots.
 
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Is it me or the car explosion at the very beginning look kinda glorious?



The game may be a turd but the graphic looks kinda nice for a small project.

'splosions do look good. I also think the weird melting sparks that whatever gun he's using give off look cool as well. As a package, though, it's pretty uneven. Maybe it'll end up being half decent?
 
The developer youtube page have other small gameplay clips this game was under development since 3 or more years it's definitely legit and will look like this after release

If I'm not mistaken, the dev person/s come from a film background. I think this is why the animations look so fluid. I wish more games put this much consideration into mocap movement and response, it makes things so much more immersive.
 
The important part here is "on current gen consoles" and that I'd agree on. If GTA6 can bring that level of visual fidelity from the trailers to base consoles then it will be the best looking game on release for that performance level.... At least that I can think of. If you include PCs and turn something like Wukong to 100% then I'd flat out disagree as GTA6's showings so far have been very light on the heaviest effects specifically volumetrics and the geometry didn't look like it was using a nanite equivalent on those city screenshots.
I am agree with you but for me best engine is what it can do on current gen machines , cyperpunk 2077 have unmatched path tracing on high end PC but I can't put its engine over decima engine because on same hardware capacity clearly decima beat red engine and currently ue5, rage, snowdrop, and anvil beat decima, if gta6 maintain those visuals on gameplay it will be clearly the best looking game on current gen machines and it will have few competitors like the witcher 4, also I can't imagine how gta6 will looking on pc and PS6 when they implement high end tech ex :- path tracing, ( the difference between gta5 ps3 and ps4 version are massive I expect something like that)
 
To add to that I don't think its a matter of skill either. The concept behind tech like nanite or similar implementations has been floating around for a long time, same with lumen. So it's just an issue of not wanting to rework the existing pipeline.
It's a matter of a developers being lazy .
 
It's a matter of a developers being lazy .
In regards to features like virtualized geometry and RTGI that makes no sense as those features actually make development considerably easier and faster.

I think it really is a budget issue. There are very... very few developers with enough budget leeway to invest enough money into updating their tools/engines to keep up with a behemoth like UE. And even Epic needed several years to make those features usable performance wise. And ofc the return of investment in this case is at least uncertain as graphics have been "good enough/very good" for most people since the PS4 era.
 
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In regards to features like virtualized geometry and RTGI that makes no sense as those features actually make development considerably easier and faster.

I think it really is a budget issue. There are very... very few developers with enough budget leeway to invest enough money into updating their tools/engines to keep up with a behemoth like UE. And even Epic needed several years to make those features usable performance wise. And ofc the return of investment in this case is at least uncertain as graphics have been "good enough/very good" for most people since the PS4 era.
If tech make development easier it will clearly safe budget, maybe the management plans are wrong, I really don't know how company like ubisoft upgraded more than one engine with current gen techs when they are facing huge financial problems on other hand company like sony with far better budget and finance let it's studios stuck with last gen techs while whole industry are moving forward
 
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It's a matter of a developers being lazy .
RTGI and Virtualized geometry support is something only the programming team would be able to handle. the level designers, artists, and cinematic crew likely isnt very lazy, and wouldve embraced both techniques. the graphics programmers shouldve had enough time to introduce at the very least RTGI or realtime GI seeing as how the development didnt start until 2022 according to Norman Reedus. thats 2.5 years for their graphics programmers to add support for it in the engine.

Of course, we can also blame GG for it since its their engine too, but they were busy making a last gen game. So were they lazy? Or just didnt think far ahead?

I am not sure what happened with this game or at sony studios. I was certain that Decima would be the exception since its the main engine being worked on by several teams (Bend were also supposed to be using it) but that theory blew up in my face. You would think in late 2019, less than a year before PS5's launch, Kojipro and GG programming teams would have come together to map out next gen features like RT and nanite, but that didnt happen.

Avatar devs added RTGI in 2019 as well. Remedy had RTGI already added for control in 2019, but in the next four years they were able to add support for mesh shaders as well. Bethesda switched to realtime GI after Fallout 76 in 2018. Ubisoft's AC Odyssey team also switched to RTGI after shipping odyssey in 2018. They also added support for virtualized geometry during this time. ID software added support for RT reflections, shadows and GI after shipping Eternal in 2020. All of this before Epic even revealed UE5 with software lumen and nanite. Crytek released a realtime software based ray tracing demo in 2019 which was later incorporated by KCD2 devs for their GI solution. RE devs had RTGI in village in 2021. Although it wasnt per pixel RTGI. And finally, Respawn shipped Star Wars fallen Order the same month as Death Stranding 1, then switched to RTGI and reflections for their next game wihch they managed to ship in 3.5 years, 2 years earlier than DS2.

My guess is that something went horribly wrong at sony around 2019. Kojima was contracted to do two DS games but sony pulled out due to poor sales and reception. not winning goty at the vga probably forced their hand. Sony famously cut the single player budget for first party games after 2019 which also meant Death Stranding 2 likely got the shaft since DS used to be a first party IP until earlier this year. something changed in 2022 which is probably when kojima got the goahead to make this game. By then, it was too late to add RT or support for mesh shaders. His graphics team likely gave up on Decima after being denied the sequel. which could also explain why they sat on their asses doing fuck all until 2022.
 
RTGI and Virtualized geometry support is something only the programming team would be able to handle. the level designers, artists, and cinematic crew likely isnt very lazy, and wouldve embraced both techniques. the graphics programmers shouldve had enough time to introduce at the very least RTGI or realtime GI seeing as how the development didnt start until 2022 according to Norman Reedus. thats 2.5 years for their graphics programmers to add support for it in the engine.

Of course, we can also blame GG for it since its their engine too, but they were busy making a last gen game. So were they lazy? Or just didnt think far ahead?

I am not sure what happened with this game or at sony studios. I was certain that Decima would be the exception since its the main engine being worked on by several teams (Bend were also supposed to be using it) but that theory blew up in my face. You would think in late 2019, less than a year before PS5's launch, Kojipro and GG programming teams would have come together to map out next gen features like RT and nanite, but that didnt happen.

Avatar devs added RTGI in 2019 as well. Remedy had RTGI already added for control in 2019, but in the next four years they were able to add support for mesh shaders as well. Bethesda switched to realtime GI after Fallout 76 in 2018. Ubisoft's AC Odyssey team also switched to RTGI after shipping odyssey in 2018. They also added support for virtualized geometry during this time. ID software added support for RT reflections, shadows and GI after shipping Eternal in 2020. All of this before Epic even revealed UE5 with software lumen and nanite. Crytek released a realtime software based ray tracing demo in 2019 which was later incorporated by KCD2 devs for their GI solution. RE devs had RTGI in village in 2021. Although it wasnt per pixel RTGI. And finally, Respawn shipped Star Wars fallen Order the same month as Death Stranding 1, then switched to RTGI and reflections for their next game wihch they managed to ship in 3.5 years, 2 years earlier than DS2.

My guess is that something went horribly wrong at sony around 2019. Kojima was contracted to do two DS games but sony pulled out due to poor sales and reception. not winning goty at the vga probably forced their hand. Sony famously cut the single player budget for first party games after 2019 which also meant Death Stranding 2 likely got the shaft since DS used to be a first party IP until earlier this year. something changed in 2022 which is probably when kojima got the goahead to make this game. By then, it was too late to add RT or support for mesh shaders. His graphics team likely gave up on Decima after being denied the sequel. which could also explain why they sat on their asses doing fuck all until 2022.
Agree with everything you said, kojima missed on this one
 
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These rocks are a crime against humanity in a 2025 PS5-exclusive by KojiPro on Decima (bottom left):

SH8SD7E.jpeg


If you're not doing microgeometry you should have a higher quality LoD for when the camera is this close and there's no excuse in terms of the ability to load things in quick. We should be past things like this in games like this.

Only way this gets a pass is if it's an earlier build and it's a bug.
I wonder if they ran out of vram here due to their native 4k budget which can have a big hit on vram. It was probably fine for last gen games like HFW, GOW, GT7, etc since they were built around 5GB vram consoles, but since this game is pushing bigger draw distances and likely a lot more geometry, they probably ran out of vram before maxing out the GPU. it will be interesting to see this game's PC version.

Otherwise, i agree it doesnt make much sense considering you are so close to the camera. HFW has decent lods close to the camera, they only begin to fail in the distance. this particular mountain to me is the best looking section in the game along with the fancy fireworks level giffed a few pages ago. But I did not realize the LODs were so slow. I wonder if this is another one of those last gen games that look better in gifs while these actual current gen games look worse because the rocks here look just fine. Distant mountains have low lods which makes sense, but at least its better than HFW which used fog to mask everything.

oABTVX0.gif


Honestly, that fireworks gif made me kinda happy. it looks absolutely amazing with lots of dynamic lighting effects, great reflections and volumetric effects that i typically only see in games with either rt or software GI. Maybe we are all wrong about this and they have added some kind of RT effect that doesnt show off well in youtube videos. RTGI also comes alive in indirectly lit areas and this game seems to be mostly set in daytime in barren areas lit by a single light source. The fireworks gif was the first time we've seen the gameplay lit by dynamic light sources and it looks stunning. We already know the cutscenes look next gen thanks to the fantastic hero lighting.
 
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I wonder if they ran out of vram here due to their native 4k budget which can have a big hit on vram. It was probably fine for last gen games like HFW, GOW, GT7, etc since they were built around 5GB vram consoles, but since this game is pushing bigger draw distances and likely a lot more geometry, they probably ran out of vram before maxing out the GPU. it will be interesting to see this game's PC version.

Otherwise, i agree it doesnt make much sense considering you are so close to the camera. HFW has decent lods close to the camera, they only begin to fail in the distance. this particular mountain to me is the best looking section in the game along with the fancy fireworks level giffed a few pages ago. But I did not realize the LODs were so slow. I wonder if this is another one of those last gen games that look better in gifs while these actual current gen games look worse because the rocks here look just fine. Distant mountains have low lods which makes sense, but at least its better than HFW which used fog to mask everything.

oABTVX0.gif


Honestly, that fireworks gif made me kinda happy. it looks absolutely amazing with lots of dynamic lighting effects, great reflections and volumetric effects that i typically only see in games with either rt or software GI. Maybe we are all wrong about this and they have added some kind of RT effect that doesnt show off well in youtube videos. RTGI also comes alive in indirectly lit areas and this game seems to be mostly set in daytime in barren areas lit by a single light source. The fireworks gif was the first time we've seen the gameplay lit by dynamic light sources and it looks stunning. We already know the cutscenes look next gen thanks to the fantastic hero lighting.
Honestly, what's happened at Sony is just baffling. These guys were the leaders and pioneers in pushing tech and fidelity in past generations on consoles, and they are being embarrassed by studios with 1/10th the budget. Decima is literally the premier engine in their first party and apparently even its signifigantly behind. I know its targeting 60fps but damn look at the tech difference in witcher 4. This was pretty much the last hope I had of Sony delivering this gen Im done having any expecttations with them. This gen is a write off in terms of tech from them, and to be fair, they seem to be getting rewarded by fans cheering for underwhelming 60fps cross-gen releases. Who knows, maybe Guerrilla and Naughty Dog will deliver their diamonds by gen end but yeah unlikely to say the least.
 
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