Graphical Fidelity I Expect This Gen

Lack of virtualized geometry in 007 is a major stain on the visuals, particularly in the car chase section. One of the worst examples of pop-in I saw in the demo:

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I've never seen LOD that gets worse as it gets closer before.
We need to stop over analyzing and nitpicking things like Pop In, and focus on the overall presentation.

Otherwise, we're no better than Digital Foundry, focusing on bullshit like framerate and zooming in for pixel counts.

It has some pop in, so what.

The overall presentation gives us:
Phenomenal lighting, high asset quality, physics, solid animation, high quality textures AND destruction. Not to mention solid character models.

High fidelity and ambition >>>> Perfect performance and no pop in.
 
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We need to stop over analyzing and nitpicking things like Pop In, and focus on the overall presentation.

Otherwise, we're no better than Digital Foundry, focusing on bullshit like framerate and zooming in for pixel counts.

It has some pop in, so what.

The overall presentation gives us:
Phenomenal lighting, high asset quality, physics, solid animation, high quality textures AND destruction. Not to mention solid character models.

High fidelity and ambition >>>> Perfect performance and no pop in.


It's not nitpicking. Pop-in is one of the most noticeable flaws which always detracts from the overall presentation. It can turn a game which looks great in stills to distracting in motion.

Look at one of the worst examples in recent memory and how much better it looks with reduced pop-in via console commands:



Why bother striving for photorealism when it's going to be betrayed by every object in the scene snapping into existence as you get near it?

Of course, 007 is not as bad as this example, but it's still really noticeable. In fact it is hard not to notice it - when the focal point of a scene is meant to be the plane taxiing on the runway, but the the pop-in directly in front of it is more noticeable, that's a big problem.

Look at how bad the gif I posted actually looks as part of "the overall presentation":

 
sonys got it all figured out, why chase fidelity when you can not only save money by cheaping out on the visual presentation, it also makes it easier to backport it to switch and future handhelds

really glad I gave them money for the ps5pro, I might have a fetish for getting cucked


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sonys got it all figured out, why chase fidelity when you can not only save money by cheaping out on the visual presentation, it also makes it easier to backport it to switch and future handhelds

really glad I gave them money for the ps5pro, I might have a fetish for getting cucked
they took the page out of Nintendo's playbook. zero effort development. Cheap looking games that they can charge $70-80. Overpriced hardware. A complete lack of ambition and new ideas from old devs who jumped the shark years ago.

You need to hold developers and publishers accountable. And thats where reviewers come in, and tech journso like DF. But cum guzzling Sony exclusives is a DF specialty and reviewers cant help but hand out 9s to games by Sony and Nintendo.

You just know Ubisoft, EA, Microsoft and Take2 are watching these journos jerk off lazy, fat and talentless developers at sony and nintendo. Why bother investing in new next gen tech and talented artists when you can just make minimum effort DLC cash grabs, and be rewarded with 90 metacritic and millions in sales? Ubisoft is literally fighting for its life right now and had to sell off their biggest IPs just to stay alive. The one publisher this gen that actually tried and we crucified them over dumb political nonsense. We deserve this.
 
And how the heck does HB2 ,a tech demo, stand next to GTA 6? An absolutely beautiful corridor void of any gameplay and AI?
Look at the bigger picture. A game can't do every single thing better than the games before it. The Mad Max comparison is not appropriate. You can have this argument for literally every game out there. It's a compromise. 007 pushes graphics/interactivity/AI/physics absolutely in the right spots while still being an actual playable game.
So yeah, I believe at the end of 2026, it will be among the best looking games of that year.
Was Hellblade 1 a tech demo?
 
We need to stop over analyzing and nitpicking things like Pop In, and focus on the overall presentation.

Otherwise, we're no better than Digital Foundry, focusing on bullshit like framerate and zooming in for pixel counts.

It has some pop in, so what.

The overall presentation gives us:
Phenomenal lighting, high asset quality, physics, solid animation, high quality textures AND destruction. Not to mention solid character models.

High fidelity and ambition >>>> Perfect performance and no pop in.
Pop in is absolutely an important part of visual fidelity, if they can't get that right it's a flaw and should be pointed out in a thread like this
 
oh come on you cant be serious. Just look at how poor the AO coverage is in the opening shootout. Look at how low res the NPC models look in comparison. Just look at how bright the interiors get, light leaking everywhere. Baked lighting at its worst. The volumetric smoke effects are terrible. Textures on clothes are terrible. Sunlight has zero effect on all these shirts and clothes of NPCs. Look at all of those objects on the ground. they have shadows, but very little AO coverage. they all stick out like a sore thumb. And again, the sunlight here has zero bounce properties. It's somethign i feel like only i noticed in Forza 8 compared to GT7. No idea why no one else can see how these games feel like they absorb sunlight instead of glowing like streets, roads, cars and other materials would. its like they are missing a lighting pass whereas in hitman, everything feel properly lit.

The chase sequence is better in Uncharted 4, its probably the best chase sequence ever made, but thats not what we are talking about. Visually its a gen behind and this is the 4k PS5 remaster that runs at native 4k 60 fps. A full 4x the pixels and 2x the frames.

I actually thought the game looked even better when it moved. I have no idea what you mean by object persistence. Some of the best moments in the demo are when things are exploding everywhere and there are physics applied to pretty much everything. Enemies get thrown away by explosions. They fly off a fast moving plane when thrown overboard. there are chain reactions when you blow up tanks a la Just Cause 3. You literally have full control of the plane moving side to side and everything in there has physics applied to it. including enemies and the main character. There are dozens of new animations we havent seen in other games. He jumps off a ledge with an enemy, he slides over the hood of the car, enemies react to explosions, and other wind and physics effects during takedowns. There is nothing broken about these animations.

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I'm aware of all the lighting improvements in 007. They don't do enough to overshadow the areas where Uncharted blows it out of the water. All the gifs you posted demonstrate awful, broken animations. I'm surprised you think those help your side of the argument. By object persistence, I meant that movement isn't displayed correctly. Characters and objects will sometimes move backwards for an intermittent frame seemingly at random, creating a very off-putting and immersion breaking effect. It is particularly noticeable in the second explosion GIF you posted.

The chase sequence is absolutely part of the game's visual experience. Why do you think otherwise?
 
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sonys got it all figured out, why chase fidelity when you can not only save money by cheaping out on the visual presentation, it also makes it easier to backport it to switch and future handhelds

really glad I gave them money for the ps5pro, I might have a fetish for getting cucked
Just saw the GoY video on YouTube, the latest one and saw no comment that disliked it. Everyone was ecstatic and couldn't wait to play the game.
 
Just saw the GoY video on YouTube, the latest one and saw no comment that disliked it. Everyone was ecstatic and couldn't wait to play the game.
Yea it's a unambitious sequel for a Ubisoft esque open world game, normies lap that stuff up. Us nerds are a bit more particular
 
Those are valid concerns. Especially since the game is already dropping below 30 fps at 1080p (the b-roll file from IO is only 1080p). So yes, something will be downgraded and it will be those volumetric effects. I doubt they change the assets and core lighting this late in development.

That said, i wouldnt call all those effects gimmicks. the foliage is fantastic. the trees all have proper shadows and shading. the interiors have an insane amount of detail. the materials are perfect. these things make up the core of the game, and the main reason why it looks so good. even if they remove the volumetric effects, and PC gamers remove the chromatic abberation and motion blur, the assets will shine through regardless. You brought up Space Marine 2. I did some comparisons and while the volumetric effects were missing, the game still looked excellent because the other stuff was still there. I posted them a few months ago in this thread.
I agree but I say gimmicks because they tend to touch up their demoes quite often.
they know they are at a disadvantage with Glacier and they have a history of and a reputation for
showing retouched footage that is usually not reflective of the fidelity of the final product.
also the fact that they haven't discussed Engine upgrades is yet another concerning reason.
when those effects are taken away and the facade of player agency vanishes after the first playthrough [very much like in the rebooted Hitman series] my guess is the game will suddenly become far less interesting.

the set pieces are good and they are on the right track with them, however you should either avoid those set pieces altogether
or make sure they are as smooth and excellent as possible
the animations are slightly better than the last showing but this is still not a AAA James Bond game. it would have been had the old Sony Studios made them.
we'll see I guess

also too many conveniently placed red barrels
 
Pop in is absolutely an important part of visual fidelity, if they can't get that right it's a flaw and should be pointed out in a thread like this
Sure its a flaw, but it doesn't make a games fidelity look worse. If Hellblade 2 had some pop in, it would still be the best looking game.
 
Excellent grab!

Always great to see id sharing their tech lessons. It's clear what they've gained from shifting to ray-tracing as standard - hours of baking down to milliseconds and so worlds can be an order of magnitude larger with better, more consistent lighting, materials, and details. Doom: The Dark Ages wasn't my cup of tea frankly, but the tech behind it was universally excellent. Keen to see where they go from here.
 
Excellent grab!

Always great to see id sharing their tech lessons. It's clear what they've gained from shifting to ray-tracing as standard - hours of baking down to milliseconds and so worlds can be an order of magnitude larger with better, more consistent lighting, materials, and details. Doom: The Dark Ages wasn't my cup of tea frankly, but the tech behind it was universally excellent. Keen to see where they go from here.
Hope sony studios can learn from this
 
Recently started playing AC origins again. First time i played a little on somebody else's PC
The Egypt setting is so immersive so bought it on sale.
But i have to say, the Game's water is still one of the best out there. Even after 8 years.
 
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Recently started playing AC origins again. First time i played a little on somebody else's PC
The Egypt setting is so immersive so bought it on sale.
But i have to say, the Game's water is still one of the best out there. Even after 8 years.
Watch Dog's is better IMO [same but visually more pleasing]

next is BF4 single player campaign and sea of thieves
 
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Not quite, the geometry is much denser. Wonder what they did to get it running like this... and it's coming to Switch 2 as well? How about that.
Dunno about that, the streets look better than in the base game, but the base game was dense as hell too:
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these are from december 2024 when it came out, before dlss4 existed, itll obviously look much better with a transformer dlaa override now, but the game has always looked awesome.
 
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These don't deserve to be a benchmark in graphic fidelity thread but I just want to point out that there must be something very wrong when 9 Watts, NINE freaking watts can pull off RT hardware RTGI and look like that while we have consoles in the ~200-300W range and a console generation that mostly ignored RTGI so far.
 


These don't deserve to be a benchmark in graphic fidelity thread but I just want to point out that there must be something very wrong when 9 Watts, NINE freaking watts can pull off RT hardware RTGI and look like that while we have consoles in the ~200-300W range and a console generation that mostly ignored RTGI so far.

Nvidia's power

AMD GPUs suck at RT (which this game uses extensively) + DLSS that upscales amazingly well even at very low resolutions

AMD sucks, but Nvidia isnt interested on consoles. So we are stuck with the 2nd best.

New consoles using Nvidia, taking advantage of DLSS + better RT performance would be amazing.
 
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Nvidia's power

AMD GPUs suck at RT (which this game uses extensively) + DLSS that upscales amazingly well even at very low resolutions

AMD sucks, but Nvidia isnt interested on consoles. So we are stuck with the 2nd best.

New consoles using Nvidia, taking advantage of DLSS + better RT performance would be amazing.

I would think at one point a certain company with deep pockets would have just taken advantage of a more advanced technology partner like Nvidia and differentiate themselves from the competition. Imagine if Microsoft had used Nvidia Ampere over RDNA 2? DLSS + RT would have been a seller just by themselves.

I want to see a PC handheld made by Nvidia with Blackwell era GPU. It would fucking slay. We're in 2025 and even upcoming handhelds announced to far are all on stuck on FSR 3
 
I would think at one point a certain company with deep pockets would have just taken advantage of a more advanced technology partner like Nvidia and differentiate themselves from the competition. Imagine if Microsoft had used Nvidia Ampere over RDNA 2? DLSS + RT would have been a seller just by themselves...
AMD is cheap compared to NVidia, which is why they win out in the console space - keeping costs down is the name of the game. NS2 is using a largely off the shelf Nvidia chipset from years ago - that's why Nintendo gets a good price and can still sell their hardware at a profit. But as been pointed out, AMD is cheap for a reason: they're almost an entire generation behind NVidia's GPUs. There's a reason they're down to 6% of the GPU market.
 
AMD is cheap compared to NVidia, which is why they win out in the console space - keeping costs down is the name of the game. NS2 is using a largely off the shelf Nvidia chipset from years ago - that's why Nintendo gets a good price and can still sell their hardware at a profit. But as been pointed out, AMD is cheap for a reason: they're almost an entire generation behind NVidia's GPUs. There's a reason they're down to 6% of the GPU market.

It would be more expensive on a same gen basis like Ampere at console launch but we're talking about a company that spent how many $B for acquiring studios? I can't imagine having a huge hardware advantage wouldn't be off the table.

I guess they didn't know also back then how fucking good DLSS would become. They had maybe DLSS 1 as reference from Turing and said "naw".
 
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Nvidia's power

AMD GPUs suck at RT (which this game uses extensively) + DLSS that upscales amazingly well even at very low resolutions

AMD sucks, but Nvidia isnt interested on consoles. So we are stuck with the 2nd best.

New consoles using Nvidia, taking advantage of DLSS + better RT performance would be amazing.

Eh, FSR 4 and AMD's newest frame gen tech is excellent, actually. Not DLSS 4 levels but better than DLSS 3. AMD's made huge strides in RT performance with their RDNA 4 GPUs as well, and that's expected to continue into RDNA 5.

Very good chance next-gen consoles are quite competitive with upscaling/frame gen/RT.
 
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Nvidia's power

AMD GPUs suck at RT (which this game uses extensively) + DLSS that upscales amazingly well even at very low resolutions

AMD sucks, but Nvidia isnt interested on consoles. So we are stuck with the 2nd best.

New consoles using Nvidia, taking advantage of DLSS + better RT performance would be amazing.
Avatar and Star Wars Outlaws RT performs more or less the same on AMD GPUs. it was designed for consoles unlike say cyberpunk RT.

AC Shadows, Unreal Engine and RE Engine RT also performs roughly the same on AMD cards. AMD Cards even had a small lead early on in UE5.1.

only games that perform worse are Path Traced implementations that are literally done by nvidia engineers.
 


These don't deserve to be a benchmark in graphic fidelity thread but I just want to point out that there must be something very wrong when 9 Watts, NINE freaking watts can pull off RT hardware RTGI and look like that while we have consoles in the ~200-300W range and a console generation that mostly ignored RTGI so far.

I wouldnt say they have ignored RTGI. plenty of games have it. And if they dont, they use software RT. Starfield, Forza, KCD2, every UE5 software lumen game all use realtime GI.

In fact, i cant think of a single AAA MS game that doesnt use RTGI or realtime software based GI.

It's only Sony and now Nintendo first party that refuses to use RTGI or even realtime GI going instead of baked lighting setups that look like garbage in 2025.

I will never understand those who say Indy doesn't look impressive. Good god.

SlimySnake SlimySnake have you come around on this game are you still not impressed?
Nope. tried it again a few months ago and while the gameplay kind grew on me, the stop and start nature of the levels completely killed the pacing and i never went back to it. graphics wise its fairly dated on regular RT. I never tried Path tracing because my 10 gb gpu couldnt run it. i might try it now that i have a 5080 but if you need $1500 gpu just to run a game then eh. I really dislike the RT solutions of both Doom and Indy because they came at the expense of better material quality. UE5 is shat on by everyone here for being unoptimized but at least nanite and lumen can co-exist whereas the RTGI was so expensive in both games that they literally couldnt go with high quality assets and indy especially was incredibly vram bound causing me to settle for medium texture streaming which caused constant pop-in.
 
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