Graphical Fidelity I Expect This Gen

Tbh, I think the best approach with BF6 is just getting a solid all round experience out of the door, focusing resources on getting back on form, back to basics and winning over players again. I think that visually it's clean and tidy; and what it needs to be right now.

Then, hopefully with a BF7 in 2028-2029 they can drastically scale up the technical/visual aspects. Perhaps getting a basic low precision RTGI + Reflections as standard on current-gen consoles, then scaling to comprehensive RTGI, AO & Reflections on next-gen consoles/mid-range PC, and full Path Tracing on higher end PC. Allowing them to completely do away with baking in dev and baking data in storage as a baseline.
yeah, its fine for what it is. it is a multiplayer game first and foremost and you cant have 1080p in a game with this much going on and this many players. maybe last gen 1080p 60 fps was enough because games werent pushing this amount of detail and other visual effects but this game is so busy, so full of debris, smoke and other visual effects, i cant imagine how difficult it must be to find players with a low base resolution like 1080p.

Maybe, just maybe, they couldve pulled a black hawk down, and made the SP separately on a brand new version of the engine. they already had Motive, Ripple effect and Criterion working on it separately from DICE so it was probably possible, but might have required two separate installs just like Black Hawk Down.

Ds2 is only considered incredible looking by df and the sdf, we know it's not really an hard task to look better than that cringe piece of shit of a game :lollipop_squinting:
i was talking about cutscenes in DS2 which are absolutely stunning. Rivaled only by Hellblade 2.
i know you fell off the game early on, but youtube the flashback scene of a young neil. Absolutely insane visuals.
 
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Gif format help giving the cg look.

In my opinion, what really helps is a photography trick, using cloudy days.
The diffuse light of cloudy days creates softer, more uniform lighting conditions. Diffused light reduces harsh shadows and exaggerated contrasts, making it easier to render realistically. Soft shadows better mimic human perception of the real world, as our brains are accustomed to processing environments with less harsh lighting. With less extreme contrast, object textures appear more detailed and with balanced colors, without overexposed or overly dark areas. This creates a sense of greater visual fidelity.
This type of lighting also makes rendering easier, as it requires fewer shadows, lighting, and reflections, which can overload hardware. This allow developers to focus on textures, particles, or atmospheric effects (like fog), which increase immersion.
And finally, the atmosphere. Cloudy scenes create a melancholic atmosphere, reinforcing the feeling of a "living world."
 
The Latest Wukong update turned off Lumen on the PS5's performance mode in order to hit 60 fps without using FSR framegen. The results are hilarious.

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What's not funny is the complete lack of awareness by UE5 haters. They finally see just how shitty the game looks without lumen, and still hold on to their belief that lumen is not needed. The thread is all about how awful the game looks now in performance mode, well yeah, thats what you all were clamoring for lol. They literally got what they wanted and are still upset. Thankfully the industry has adopted RTGI and lumen and there is no going back.
 
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