Graphical Fidelity I Expect This Gen

yeah, as much as i live AC Unity, it's kind of weird going back to it and realizing 99% of the people in the crowd dont notice you kill someone. A few around you are startled and might scream, but the rest are clearly salad dressing. its not like RDR2 or GTAV where everyone just goes off running like there is a mass shooter going on a killing spree.

I still think infamous 2 was the best use of NPCs. They had full physics applied to them so they would get caught up in tornadoes, get hit by cars you throw at them, and all run around like they were being hunted. it was awesome playing the evil mode. it sucks how games have basically shied away from all that to avoid upsetting people. started with infamous second son where they toned down some of those NPC interactions, and now NPC interactions are basically non-existent.

P.S Watch Dogs has an amazing NPC simulation. But the devs kept it to a minimum. There are mods out there that push the sliders to max and its absolute insanity. car accidents, NPCs fighting each other, brawls everywhere. its hilarious. I really hope GTA6 is like this. I just want to go to a bar where a fight between NPCs automatically breaks out without me doing anything.
Infamous 2 npcs also had downgrades, i don't think they still throw rocks at you if you are a baddie, but i could be wrong.

And i'm pretty sure you could blast them in the first game with all the powers, some of the missions were about fighting enemies while doing less damage possible to the npcs.

Wd2 has one of the most lively map, lot of variety but i played and tested that game a lot, 95% of the interactions are very random:

You use the app to make incidents between cars, 9 times out of 10, the reaction is gonna be random, same with the police, criminals.

On one hand, i like the unpredictability, on the other, the facade crumble if you put even a bit of attention.

Also, ubisoft animations system is a couple of gens behind rockstar so every time you see npcs fighting, shooting, getting run over etc. It doesn't look nearly as realistic or satysfying as something with euphoria engine, and after gta6 the difference is gonna be even wider.
 
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It is not just about enemy density, but gameplay mechanics will get watered down as result of performance issues. There are more systems working together in DS2 than practically any other game in existence. Whether it be the type of terrain, building mechanics, vehicles, character stamina
DS2 is running at 60 fps at 1440p on base PS5. let's not pretend any of those systems are taxing the CPU. After all, all those systems were in DS1. The game brings almost nothing new in terms of physics and other systems that would cause performance issues.
What open world/hub UE5 game is there to look forward to? I don't think Outer Worlds 2 will push the engine in any meaningful way. Are we really just waiting for the Witcher 4 to come out in 2-3 years? If Gears E-Day comes out with performance issues will you stop blaming the developers? Because if the people who worked alongside Epic games for decades can't figure it out, who can?
Games like Expedition 33, Hellblade 2, and Mafia are on UE5 and dont have performance issues. Mafia is GPU limited which is an issue with 5 year old consoles. I had no problems with it on PC even on my 3080. There is no traversal stutters, shader compilation, or CPU related bottlenecks we saw in other games last year.

It's ok to sometimes blame developers. Stalker devs shouldve known that there game was dropping to 0 fps on consoles. This is not an engine issue. And if it was an engine issue, they shouldve upgraded to the latest version which does free up a lot of CPU resources. I doubt it wouldve fixed those 0 fps drops but its on the devs to use the version that lets the game run at its best. Expedition 33 has a total of 4 programmers who were able to upgrade to the latest UE5 version. Stalker devs are a much bigger studio, literally self published their game, and chose not to delay it. Instead they released 3 patches with 1800 bug fixes each. Are those all engine related? doubt it.

Almost every UE5 game has been patched up after launch to fix these issues. How? if its an engine issue and they didnt upgrade to the latest version? SH2 is the exception, since it still has issues that i did not encounter in other games. Their latest game Cronos runs fine even on the switch 2.

you know what game suffered directly due to an engine issue? HFW. Or specifically it's 60 fps mode at launch which had a dated checkerboard reconstruction solution that couldnt handle the massive increase in foliage density that came with the upgrade to PS5. Shimmering everywhere. On every piece of grass. Every tree branch and leaf. One of the ugliest things ive ever seen. literally unplayable. Fixed after 5 months. Required them to go and redesign their entire reconstruction solution. thats an engine issue.
 
DS2 is running at 60 fps at 1440p on base PS5. let's not pretend any of those systems are taxing the CPU. After all, all those systems were in DS1. The game brings almost nothing new in terms of physics and other systems that would cause performance issues.

Games like Expedition 33, Hellblade 2, and Mafia are on UE5 and dont have performance issues. Mafia is GPU limited which is an issue with 5 year old consoles. I had no problems with it on PC even on my 3080. There is no traversal stutters, shader compilation, or CPU related bottlenecks we saw in other games last year.

It's ok to sometimes blame developers. Stalker devs shouldve known that there game was dropping to 0 fps on consoles. This is not an engine issue. And if it was an engine issue, they shouldve upgraded to the latest version which does free up a lot of CPU resources. I doubt it wouldve fixed those 0 fps drops but its on the devs to use the version that lets the game run at its best. Expedition 33 has a total of 4 programmers who were able to upgrade to the latest UE5 version. Stalker devs are a much bigger studio, literally self published their game, and chose not to delay it. Instead they released 3 patches with 1800 bug fixes each. Are those all engine related? doubt it.

Almost every UE5 game has been patched up after launch to fix these issues. How? if its an engine issue and they didnt upgrade to the latest version? SH2 is the exception, since it still has issues that i did not encounter in other games. Their latest game Cronos runs fine even on the switch 2.

you know what game suffered directly due to an engine issue? HFW. Or specifically it's 60 fps mode at launch which had a dated checkerboard reconstruction solution that couldnt handle the massive increase in foliage density that came with the upgrade to PS5. Shimmering everywhere. On every piece of grass. Every tree branch and leaf. One of the ugliest things ive ever seen. literally unplayable. Fixed after 5 months. Required them to go and redesign their entire reconstruction solution. thats an engine issue.
Put delta and hell is us in the no problem whatsoever ue5 games, at least on pc.

Both run like handmade butter.
 
Put delta and hell is us in the no problem whatsoever ue5 games, at least on pc.

Both run like handmade butter.
honestly, wukong ran just fine for me too. Avowed had some CPU related drops in the main city, but in the open world it was perfect.

The game that had the biggest issues was robocop which was at the time the most polished game. i had bizarre reflection lights flashing like ambulance lgihts, massive stutters randomly in the middle of a level, not traversal stutters, just a big spike for no fucking reason on second time through that level so it couldnt have been a shader stutter either. that same game runs like butter on the ps5.

people attribute these weird PC issues to engines all the time. this happened last gen, and the gen before that. remember the whole microstutter fiasco with RAGE? everyone shitting on id tech when it turned out to be an AMD driver bug. i was like this is the most smooth 60 fps game ive played on PC wtf are you all talking about and i was destroyed by AMD fans.
 
honestly, wukong ran just fine for me too. Avowed had some CPU related drops in the main city, but in the open world it was perfect.

The game that had the biggest issues was robocop which was at the time the most polished game. i had bizarre reflection lights flashing like ambulance lgihts, massive stutters randomly in the middle of a level, not traversal stutters, just a big spike for no fucking reason on second time through that level so it couldnt have been a shader stutter either. that same game runs like butter on the ps5.

people attribute these weird PC issues to engines all the time. this happened last gen, and the gen before that. remember the whole microstutter fiasco with RAGE? everyone shitting on id tech when it turned out to be an AMD driver bug. i was like this is the most smooth 60 fps game ive played on PC wtf are you all talking about and i was destroyed by AMD fans.
Honestly honestly?

I don't think i ever had an ue5 game that was remotely close to be unplayable, i notice the stutter here and there but when i hear people calling games unplayable it gets a chuckle out of me.

I play everything on max difficulty, and i could not do that if the stutter negatively impacted the gameplay that much.
 
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Honestly honestly?

I don't think i ever had an ue5 game that was remotely close to be unplayable, i notice the stutter here and there but when i hear people calling games unplayable it gets a chuckle out of me.

I play everything on max difficulty, and i could not do that if the stutter negatively impacted the gameplay that much.
yeah, in terms of playability, traversal stutters never bothered me. they happen for a fraciton of a second and because i have a semi decent non-zen 2 cpu, i barely even notice it. SH2 apartments was the only time where i was like fuck this shit. but that was all bloober because the game ran fine elsewhere.

i am going to start buying some of these UE5 games on sale on the PS5 because robocop is just fine on PS5. I also want to see just how bad the IQ is on Avatar and Star Wars outlaws because people dismiss those games every time i bring it up against PS5 first party games. i refused to believe 1440p reconstructed to 4k using FSR is bad. I played Starfield and Jedi Survivor using FSR2 and it was fine. not as good as DLSS but not as bad as native 1440p either.
 
yeah, in terms of playability, traversal stutters never bothered me. they happen for a fraciton of a second and because i have a semi decent non-zen 2 cpu, i barely even notice it. SH2 apartments was the only time where i was like fuck this shit. but that was all bloober because the game ran fine elsewhere.

i am going to start buying some of these UE5 games on sale on the PS5 because robocop is just fine on PS5. I also want to see just how bad the IQ is on Avatar and Star Wars outlaws because people dismiss those games every time i bring it up against PS5 first party games. i refused to believe 1440p reconstructed to 4k using FSR is bad. I played Starfield and Jedi Survivor using FSR2 and it was fine. not as good as DLSS but not as bad as native 1440p either.
Dude you just got a 5080, don't waste money on ps5 games just to prove ue5 haters wrong, it's not like they are gonna believe or care about your words anyway.
 
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It looks barely better than tina wonderlands on yt.

Tonight i'm gonna try it myself but i don't have much hope.

This is at max settings, the terrain looks like a ps2 texture. Damn

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never?

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He called this mind blowing and next gen during PR.

Neil had nothing to do with this game, it was made completely by new hires.

And what is he supposed to say, it looks bad? Sometimes you have to give some PR fluff.

Btw, I thought the game looked solid, not mindblowing, but good.
The trailer for intergallactic was 60 fps. That should tell you everything you need to know about his priorities. And not just 60 fps. It was native 4k 60 fps. Witcher 4's E3 demo was also 60 fps but it was 800p 60 fps. That means the intergallactic trailer is basically 8x the resolution of the witcher 4 demo. thats 8x the gpu resources that couldve gone towards making the game look next gen.

maybe it was faked like the uncharted 4 1080p 60 fps teaser and they are only targeting native 4k 30 fps. but even then, thats 4x the gpu power wasted compared to the witcher 4 demo.

there is a reason why this looks a gen behind witcher 4 despite both running at 60 fps. One dev tried, they other jerked off to shemales.

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This is probably gonna be the most expensive game Sony's ever published. Believe me, it won't look like that lol.

And one of these is a real slice of the game, shown off clearly before it was ready for the spotlight... The other was a carefully curated tech demo that won't even be part of the game.

One will likely be downgraded, the other upgraded.

All im saying is... Give Intergalactic some time. ND didn't just suddenly become some lazy untalented developer over night. If it looks poor again next showing... then fine, unleash the canons.

But they along with R* are one of the few devs who deserve the benefit of the doubt.

Literally all of their major releases have pushed the medium forward in some aspect whether it be set piece design, visuals, story telling or combat.
 
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for the record, this is tiny tina game (which i liked more than bl3, vastly inferior guns but fun magic powers and the writing wasn't as bad (but still bad)

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I just played a little bit of Assassin's Creed Unity on PC, and damn, the lighting still holds up. They should re-release this game on modern hardware, fix the streaming/LOD issues, and it could easily pass as a current-gen game.

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I just played a little bit of Assassin's Creed Unity on PC, and damn, the lighting still holds up. They should re-release this game on modern hardware, fix the streaming/LOD issues, and it could easily pass as a current-gen game.

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I'm really curious to see the remake of black flag, i never played the original.

Hopefully it's gonna look more like shadows than skull and bones.
 
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I'm really curious to see the remake of black flag, i never played the original.

Hopefully it's gonna look more like shadows than skull and bones.

Black Flag with modern "RPG" like mechanics like in Origins would be interesting. I've played the original game multiple times, once almost to 100% completion. The story, characters, and Caribbean vibes are amazing.
 
I just played a little bit of Assassin's Creed Unity on PC, and damn, the lighting still holds up. They should re-release this game on modern hardware, fix the streaming/LOD issues, and it could easily pass as a current-gen game.

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Praying every single day for a remake. This shit with path tracing, virtual geometry etc. would look phenomenal.
 
Black Flag with modern "RPG" like mechanics like in Origins would be interesting. I've played the original game multiple times, once almost to 100% completion. The story, characters, and Caribbean vibes are amazing.
I hope they put new trilogy rpg mechanics because i fucking hate the progression and combat of the old ac games with a passion, the only thing better were the animations and parkour.

If the combat is the same counter shit where you can barely get hit, i'm out.
 
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Praying every single day for a remake. This shit with path tracing, virtual geometry etc. would look phenomenal.

The lighting is pre-calculated and static, that's why it looks so good years later. If they can improve it with path tracing, even better, because it's not perfect, especially indoors.
 
The lighting is pre-calculated and static, that's why it looks so good years later. If they can improve it with path tracing, even better, because it's not perfect, especially indoors.
Path traced is also not perfect yet, i can see a scenario where incredibly well made prebaked lights are superior to some path-traced scenes, cyberpunk already prove this, also, sometimes a non-realistic light is just better for a particular mood because the author really want the scene lit in a certain way, pretty sure that kojima does this stuff a lot, he would not always use path-tracing.

The infamous daughter room in u4 look as good as any pathtraced room i ever seen.
 
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Path traced is also not perfect yet, i can see a scenario where incredibly well made prebaked lights are superior to some path-traced scenes, cyberpunk already prove this, also, sometimes a non-realistic light is just better for a particular mood because the author really want the scene lit in a certain way, pretty sure that kojima does this stuff a lot, he would not always use path-tracing.

The infamous daughter room in u4 look as good as any pathtraced room i ever seen.

I much prefer pre-calculated, baked solutions over a real-time day and night cycle in most games. I don't understand developers' obsession with having a full day and night cycle.

For a game like Assassin's Creed, I'd be okay with a simple "wait" option that would allow you to choose from, let's say, four different times of day: early morning, noon, late afternoon, and night.
 
No mainly graphics above anything else even if some talks about other aspects 👍so we don't sucrfice graphics for anything else but the opposite،you can find most here hate 60fps because it's affect game graphics on current gen hardware which can't handle both of them with good resolution 👌that said we talk about about animation and other aspects also but the mindest here is graphics is king👍

This is a thread about talking about the graphics you want out of the current gen when taking hardware and gameplay into consideration.

Not a thread about saying graphics is the most important thing, lots of people here may think that but that doesnt mean those who don't arent welcome.
 
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I much prefer pre-calculated, baked solutions over a real-time day and night cycle in most games. I don't understand developers' obsession with having a full day and night cycle.

For a game like Assassin's Creed, I'd be okay with a simple "wait" option that would allow you to choose from, let's say, four different times of day: early morning, noon, late afternoon, and night.
I can't say i give much fucks about night and day cycle unless it has a lot of gameplay mechanics related or just make npcs act differently and shit.

Ubisfot games have decent npcs behavious and they actually care about night and day cycle, not on the extent of bethesda games, but enough for me to notice it.
 
Before i start bl4, any advice on what settings to lower?

the usual shadow on normal, ssr reflections and no hardware lumen are gonna do the trick? right?

I can throw a post-processing on low in the mix if it help, dont' care much for vignette, CA or DOF.
 
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Neil had nothing to do with this game, it was made completely by new hires.
You must not have read his Variety interview from yesterday. He specifically said that he was too busy shooting two seasons of the tv show and had left everything to other people at the studio for the last four years. He named a bunch of them too. One of them i recognize as the game director of TLOU2.

But it's clear that in his absence, they did fuck all. In fact, Neil said that he only hired the actress after working with her on season 2 of TLOU2. so sometime last year. That's 4 years after shipping TLOU2. Basically, nothing got done while he was out.

And ND took over the remake project in 2020. They hired back the uncharted lost legacy director and put him in charge. The game was mostly done by actual ND staff along with the original VSG group. they dont hire interns at big game studios with super secret projects lol. They just phoned it in because they phoned it in.

Maybe intergallactic will be different, but releasing a 60 fps trailer means they are targeting at least 1440p 60 fps (trailer was native 4k 60 fps) which means they are essentially working with a 5 tflops PS5. you are not going to get a big leap. im sure gameplay wise, the team will do a great job, but graphics wise? eh. at best you are looking at ratchet or demon souls level fidelity.

he did say its the most expensive game they've ever made but only because he was MIA for the first four years while the studio jerked around in his absence. And a los angeles based 400 person studio at that. one that probably costs $50 million a year to run and they didnt do anything for the first 4 years.
 
I think you people mistake number of npcs with actual meaningful interactions, to me matrix demo and ac unity are rather unimpressive because they have basic to none interactions between them, the world and the main character.

In 2025, sheer numbers are as impressive as 2020 circa era of devs saying how many square kilometers their open world maps are or how many words their script have.

Agreed, its about quality not just quantity, and also those interactions need to actually add something to the gameplay for me to be impressed not just have 1000 unique ways for someone to stumble after i shoot them.
 
Neil had nothing to do with this game, it was made completely by new hires.

And what is he supposed to say, it looks bad? Sometimes you have to give some PR fluff.

Btw, I thought the game looked solid, not mindblowing, but good.

This is probably gonna be the most expensive game Sony's ever published. Believe me, it won't look like that lol.

And one of these is a real slice of the game, shown off clearly before it was ready for the spotlight... The other was a carefully curated tech demo that won't even be part of the game.

One will likely be downgraded, the other upgraded.

All im saying is... Give Intergalactic some time. ND didn't just suddenly become some lazy untalented developer over night. If it looks poor again next showing... then fine, unleash the canons.

But they along with R* are one of the few devs who deserve the benefit of the doubt.

Literally all of their major releases have pushed the medium forward in some aspect whether it be set piece design, visuals, story telling or combat.
I am with you on intergalactic but witcher 4 is gonna look like that demo or better than that demo, it's gonna release on the end of this gen and likely will be cross gen PS6 title don't expect it to look less impressive than that demo, back to intergalactic I too believe on ND like rockstar hopefully that last part from first trailer didn't represent game visuals and end up looks like this due too poor settings and unpolished of this part of game finally if game ends up have gameplay with visuals identical to cutscene visuals of that trailer it will definitely be one of the best on this gen hopefully they didn't disappointed us like sony other studios this gen
 
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You must not have read his Variety interview from yesterday. He specifically said that he was too busy shooting two seasons of the tv show and had left everything to other people at the studio for the last four years. He named a bunch of them too. One of them i recognize as the game director of TLOU2.

But it's clear that in his absence, they did fuck all. In fact, Neil said that he only hired the actress after working with her on season 2 of TLOU2. so sometime last year. That's 4 years after shipping TLOU2. Basically, nothing got done while he was out.

And ND took over the remake project in 2020. They hired back the uncharted lost legacy director and put him in charge. The game was mostly done by actual ND staff along with the original VSG group. they dont hire interns at big game studios with super secret projects lol. They just phoned it in because they phoned it in.

Maybe intergallactic will be different, but releasing a 60 fps trailer means they are targeting at least 1440p 60 fps (trailer was native 4k 60 fps) which means they are essentially working with a 5 tflops PS5. you are not going to get a big leap. im sure gameplay wise, the team will do a great job, but graphics wise? eh. at best you are looking at ratchet or demon souls level fidelity.

he did say its the most expensive game they've ever made but only because he was MIA for the first four years while the studio jerked around in his absence. And a los angeles based 400 person studio at that. one that probably costs $50 million a year to run and they didnt do anything for the first 4 years.
Little side note, do you think neil is the sole repsonsible for ND graphic and animation prowess?

I think he is like what? 5% of the process at the very best?

Why are you giving him this much credit? i don't think he even decide if the game is 30 or 60 tbh, that's probably the actual graphic designers if not sony telling all his studios to make 60 frames games full stop.

Isn't he mostly a (shit) story telller?
 
This is a thread about talking about the graphics you want out of the current gen when taking hardware and gameplay into consideration.

Not a thread about saying graphics is the most important thing, lots of people here may think that but that doesnt mean those who don't arent welcome.
I don't say he aren't welcome on this theard my main argument with him is he saying gameplay is king on this theard lol,
 
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Little side note, do you think neil is the sole repsonsible for ND graphic and animation prowess?

I think he is like what? 5% of the process at the very best?

Why are you giving him this much credit? i don't think he even decide if the game is 30 or 60 tbh, that's probably the actual graphic designers if not sony telling all his studios to make 60 frames games full stop.

Isn't he mostly a (shit) story telller?
he was co-head of the studio after TLOU2, then become sole studio lead after Evan Wells left in 2022. He is not just the creative director of the game, he's the head of a studio. If you watch the TLOU2 doc, you can see him go from room to room all day signing off on every little cutscene, animation, audio, level design, and graphics change. everyone would literally be sitting on their ass complaining that he;s taking forever to come because they literally cant proceed without him. the game was eventually delayed 3 times.

he;s the lead director on this. And he was not in the office. people complain about working from home, but this guy literally had a second job in another country (canada but still thousands of miles away from LA) directing tv shows for the last four years.
 
Before i start bl4, any advice on what settings to lower?

the usual shadow on normal, ssr reflections and no hardware lumen are gonna do the trick? right?

I can throw a post-processing on low in the mix if it help, dont' care much for vignette, CA or DOF.
i maxed out everything and it was fine. some drops to 50 but i just dropped from dlss quality to balanced.
 
I don't say he aren't welcome on this theard my main argument with him is he saying gameplay is king on this theard lol,

"Gameplay is king so here is what i expect from graphics"
Totally inline with the spirit of the thread.

But yes its funny he doesnt know this thread is overrun with people who only care about graphics over all else.
 
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Agreed, its about quality not just quantity, and also those interactions need to actually add something to the gameplay for me to be impressed not just have 1000 unique ways for someone to stumble after i shoot them.
Partially disagree, i think the animation quality is almost as important as the interaction itself, graphic fidelity is too high to have shit, badly connected animations and ncps that slide with each other instead of having a real presence and weight, there is a reason why rockstar open worlds are on a different planet when it comes to success and we can all agree it's not the pure gameplay, their animations prowess is a big part.


But i'm an animation nutcase so i can see how it is not a priority for everyone.

Animations sell the immersion when you actually play the game, if you don't care about immersion then sure.

And really when you have an animation engine like euphoria, you don't really need to make 1000 animations for stumbling, the engine create them on the fly, some neural Ai stuff or some shit.

But nobody even tried to replicate euphoria except 2 indie devs (and i'm gonna shower them in money just for the attempt)
 
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he was co-head of the studio after TLOU2, then become sole studio lead after Evan Wells left in 2022. He is not just the creative director of the game, he's the head of a studio. If you watch the TLOU2 doc, you can see him go from room to room all day signing off on every little cutscene, animation, audio, level design, and graphics change. everyone would literally be sitting on their ass complaining that he;s taking forever to come because they literally cant proceed without him. the game was eventually delayed 3 times.

he;s the lead director on this. And he was not in the office. people complain about working from home, but this guy literally had a second job in another country (canada but still thousands of miles away from LA) directing tv shows for the last four years.
So he superwise but he is hardly the one doing the hard coding, so to speak.

Like he tells the actual animator that he want the animation to exude brutality when you strangle a human for example, but he is not the one coding the animation.

I don't know, ND animations and graphic have always been top of the line in most aspects way before he was in charge, people forget that the crashes, the jak and dexters and the unchy always had great graphic and animations.
 
I can't say i give much fucks about night and day cycle unless it has a lot of gameplay mechanics related or just make npcs act differently and shit.

Ubisfot games have decent npcs behavious and they actually care about night and day cycle, not on the extent of bethesda games, but enough for me to notice it.

I much prefer pre-calculated, baked solutions over a real-time day and night cycle in most games. I don't understand developers' obsession with having a full day and night cycle.

For a game like Assassin's Creed, I'd be okay with a simple "wait" option that would allow you to choose from, let's say, four different times of day: early morning, noon, late afternoon, and night.
i like to play during the day too, but some of the most stunning moments in AC2 came during dawn and dusk. And i should say during transitions to dawn and dusk. Especially in different weather conditions or when you add morning fog. it's so hard to fake this stuff, and while a lot of games have had snow or rain or fog during these times of day, nothing has felt this organic. i was just blown away at times.

As always, these gifs didnt come out well, but trust me this shit looked incredible on my oled. i went back to the same areas later during day time thinking they would look even better but nah.

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"Gameplay is king so here is what i expect from graphics"
Totally inline with the spirit of the thread.

But yes its funny he doesnt know this thread is overrun with people who only care about graphics over all else.
The spirit of the theard is mainly graphics you can easily ask the op of this theard ResetEraVetVIP ResetEraVetVIP about that , also it's logically for a graphics theard to overrun with people's who only care about graphics over all else 👌
 
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So he superwise but he is hardly the one doing the hard coding, so to speak.

Like he tells the actual animator that he want the animation to exude brutality when you strangle a human for example, but he is not the one coding the animation.

I don't know, ND animations and graphic have always been top of the line in most aspects way before he was in charge, people forget that the crashes, the jak and dexters and the unchy always had great graphic and animations.
Right. But he's the one who makes executive decisions, and if he's not there then nothing gets done. Let's say, one animator wants to go all out and use double the frametime budget of TLOU2 on animations. And an artists trying to push cg quality visuals does the same. Now you have a game thats 4x more expensive with just two minor changes. They go to their boss with their changes. The Animation or Art Directors go to Neil's office to let him know but he's not in the office. He's at Alberta Canada hunting mooses or contemplating suicide for hiring bella ramsey. maybe they call him or get the confirmation via email, but you have to understand, everything goes through Neil.

And the fact that after 4 years of dev time they were only able to get us a small teaser with no gameplay shows that nothing got done while he was out.

P.S They made Lost Legacy + TLOU2 in 4 years after the uncharted 4 release. This despite getting hacked, and shutting down the offices after covid. Insane that the next four years resulted in just a 4 minute cutscene. ND was just as productive as insomniac during the ps2-ps4 eras.
 
Right. But he's the one who makes executive decisions, and if he's not there then nothing gets done. Let's say, one animator wants to go all out and use double the frametime budget of TLOU2 on animations. And an artists trying to push cg quality visuals does the same. Now you have a game thats 4x more expensive with just two minor changes. They go to their boss with their changes. The Animation or Art Directors go to Neil's office to let him know but he's not in the office. He's at Alberta Canada hunting mooses or contemplating suicide for hiring bella ramsey. maybe they call him or get the confirmation via email, but you have to understand, everything goes through Neil.

And the fact that after 4 years of dev time they were only able to get us a small teaser with no gameplay shows that nothing got done while he was out.

P.S They made Lost Legacy + TLOU2 in 4 years after the uncharted 4 release. This despite getting hacked, and shutting down the offices after covid. Insane that the next four years resulted in just a 4 minute cutscene. ND was just as productive as insomniac during the ps2-ps4 eras.
Can the progress being so slow partially be dictated by the fact that they are making a semi-open world soulslike? a genre they never made? i'm sure they are super anal about being as polished as every ND game.

It seems like a very unoptimized way of doing things if he need to superwise everything everytime...how the fuck they did before he was in charge?

It sound like those licensed games like avatar where they needed to triple check everything with disney (or whoever have the movie rights) before adding even a fucking blade of grass in the game, probably the reason why the game has abysmal enemy variety and lack of variety (i read an article about this being the case for avatar)
 
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Can the progress being so slow partially be dictated by the fact that they are making a semi-open world soulslike? a genre they never made? i'm sure they are super anal about being as polished as every ND game.
Very likely. but 4 years is a long time. cory took 4 years to redesign and reboot gow. i get that games take longer to make nowadays, but i wouldve still expected a long 10 minute trailer by now. it's now been almost five and a half years since tlou2 came out. i dont expect the game to release today, just a long trailer.
It seems like a very unoptimized way of doing things if he need to superwise everything everytime...how the fuck they did before he was in charge?
remember bruce was there for uncharted 4, tlou1 and uncharted 2. with TLOU2, he was the sole director in charge. in the interview, he says he's delegated his duties to four different directors but he literally didnt have the lead character mode hired until last year so i highly doubt they were doing much in his absence. or they wouldve had a gameplay trailer ready for last year.
 
Very likely. but 4 years is a long time. cory took 4 years to redesign and reboot gow. i get that games take longer to make nowadays, but i wouldve still expected a long 10 minute trailer by now. it's now been almost five and a half years since tlou2 came out. i dont expect the game to release today, just a long trailer.

remember bruce was there for uncharted 4, tlou1 and uncharted 2. with TLOU2, he was the sole director in charge. in the interview, he says he's delegated his duties to four different directors but he literally didnt have the lead character mode hired until last year so i highly doubt they were doing much in his absence. or they wouldve had a gameplay trailer ready for last year.
From his interview with Variety it seems the game are far in development to the point that he want to share and show much more from it, I remember on one interview year's ago he stated that one of their mistakes is showing games when they're aren't ready to be shown and spent long times to develop demos for showcases only and he say he will change that on future projects so by link all together and hus talk about intergalactic on last interviews it's seems that game is very ready to be shown hopefully along gameplay trailer at s.o.p to show a clear image about game visuals
 
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