Noctis0Caelum
Neo Member
naaaah, DS2 hair and beard look not as good as H2 and these are cutscenes while H2 ingame graphic always look like that.
naaaah, DS2 hair and beard look not as good as H2 and these are cutscenes while H2 ingame graphic always look like that.
"Kojima san" and his team has write access to Decima engine. Kojima san literally chose the name of the engine. Kojima san had 6 years to add ray tracing either alone or by partnering up with GG, and failed miserably.
There were around 30 games released in the first year of PS5 that had ray tracing support. Mostly rt reflections or shadows, but nowadays in 2025, realtime GI either software or hardware RT is pretty much a standard and baked lighting is on its way out. Callisto added three RT effects in 2022, star wars jedi survivor added 3 RT effects including RTGI 4 months later. Both UE4 games that still hold up next to UE5 games.
No one should get a pass 5 years into this gen.
They don't need to create new engine they just need to update their current engine, so that ex rage 9, UE 5, Snowdrop and anvil are just updated versions from previous generations with new futures like rtgi,virtual geometry and etcThe biggest visual difference between decima DS2 and say Hellblade 2, is down to the geometry details.
UE5 can throw up tons of polygons and that gives visuals a sizable weighted feels.
Until GG create a new engine that can use mega-geometry and such, i dont think Kojima-san can do much, besides the designing the gameplay aspects and maxing out their artwork and game performance.
Ds2 like horizon use metahumans models for the characters...Dont blame kojima san. His team did their best with character models and superb art work, to hide the clearly dated decima engine.
Spiderman2, Hfw, Wolverine, intergalactic, all looks weak
You just cant make an UE4 game look better than UE5 as a developer. FF7RB looks dated no matter how much artwork poured into it
Now that's what all mid - late current games should look like
Lolshould look like is such a boring, overused statement.
Thank god games don't look like that
Did any games use it on Vega? It seems to have been undercooked when AMD dropped driver path. I guess peoples expected AMD to hijack a game and squeeze performance out of it with this? That would have been a monumental task to develop on a game to game basis and then to keep support, but apparently AMD engineers made the claim they would?
Now that's what all mid - late current games should look like
Barely visit this forum these daysI vaguely recall some performance upgrades to software lumen in 5.2 but i cant find anything on it right now. I believesncvsrtoip saw something on B3D back in the day.
no. it won't be a baseline.Nextgen buddy, nextgen.
That is gonna be the baseline for all decent devs.
Maybe even some sony studios if they don't completely turn into nintendo 2, the revenge.
That's why i said any decent dev, i should have added any decent dev that want to push graphic.no. it won't be a baseline.
Just as uncharted 4 is not a baseline for this gen.
It all depends on the devs and I hope the game look still remains. As I've said. The universally good, cgi looking ue5 realistic look is not what everyone should be going after.
We are speeding towards boring, every game is looking the same future. Let is be games for a little bit more.
I already miss clever graphics and tricks.. idk... like re4 or said uc4
fair enough.That's why i said any decent dev, i should have added any decent dev that want to push graphic.
Dude my main point not about hyper realism I talk about graphics tech like rtgi and virtual geometry which can also used in Pixar looking titles and give them great graphics in gameplay that compared to Pixar movies which not hyper realistic we taking about graphics tech dude, that i praised whatever I saw it, like when I was praise ds2 cutscenes characters models in previous commentsno. it won't be a baseline.
Just as uncharted 4 is not a baseline for this gen.
It all depends on the devs and I hope the game look still remains. As I've said. The universally good, cgi looking ue5 realistic look is not what everyone should be going after.
We are speeding towards boring, every game is looking the same future. Let is be games for a little bit more.
I already miss clever graphics and tricks.. idk... like re4 or said uc4
no. it won't be a baseline.
Just as uncharted 4 is not a baseline for this gen.
It all depends on the devs and I hope the game look still remains. As I've said. The universally good, cgi looking ue5 realistic look is not what everyone should be going after.
We are speeding towards boring, every game is looking the same future. Let is be games for a little bit more.
I already miss clever graphics and tricks.. idk... like re4 or said uc4
We are, but not in the way you meant it.We are speeding towards boring, every game is looking the same future.
Noted. Didn't cross my mind but they are indeed in the path of geometry pipeline changes, right after geometry shader I guess.
I can't say I know much about their implementation, but this post seem to cover some of the hurdles that differentiates the primitive shader tech to mesh shader's later implementation.
Did any games use it on Vega? It seems to have been undercooked when AMD dropped driver path. I guess peoples expected AMD to hijack a game and squeeze performance out of it with this? That would have been a monumental task to develop on a game to game basis and then to keep support, but apparently AMD engineers made the claim they would?
idk. I am having this reappreciation for custom engine older games graphics.Better graphics ≠ everything looking the same
I don't know why you keep bringing this up as if it's a thing. Game visuals are more diverse than they've ever been.
Yeah, but with the older engines they still strived for creating realistic graphics, is just that everyone had their own take and cheats and thus different results in creating realistic graphics.idk. I am having this reappreciation for custom engine older games graphics.
most notably Epic's Nanite.
There is a difference between ambient and specluar gi. Theres no directionality to ambient probes. They paint the enviroment with a flat bounce with zero direction to it no matter how dense they appear.what?
takes the color from environment to paint the textures. seems like a pretty usual method to cheat RT
Yeah that talk with the AMD VP was very enlightening, we now know that Mesh Shaders on AMD cards compile down into Primitive Shaders.
As others have pointed out Vega and even RDNA 1 supported this on a hardware level, but the driver stack was extremely poor. Mesh Shaders are the future, but there's also competing solutions, most notably Epic's Nanite.
If you want to find out more, you can dig into LeviathanGamer2's old tweets as he covered Mesh/Primitive Shaders extensively over the past 5 years.