Graphical Fidelity I Expect This Gen


Some quotes that help explain the disaster this game's visuals turned out to be:

Trying to do all this while maintaining a good frame rate is clearly a challenge.

No, its only a challenge because you handicapped yourself with a native 4k 30 fps, and 1440p 60 fps target when the rest of the industry aimed for 1440p 30 fps. You made this challenging for yourself.

We improved the appearance of distant mountains by baking models and detailed terrain materials into textures that we could display at higher detail. We also doubled the amount of grass and renderable items our GPU compute renderer is allowed to produce. In this shot, the distant mountains with over one million trees, rocks, and bushes are culled down to about sixty thousand individual items that we render to generate our G-buffers to build the final image.

We use procedural assisted authoring techniques and lean heavily on GPU compute to process all of these instances efficiently without CPU involvement. This involves sequences of compute jobs to perform occlusion culling, memory allocation, fill out draw records before we readback that information on the CPU to stitch into the final command lists for the frame. Here's an animation of a similar shot with all GPU drawn geometry animating into place to give you a sense of the scale involved. We use these techniques for runtime generated data as well like our broad fields of flowers, and even occasionally for things like ropes and chains.
All of this tech jargon only to show off a very last gen looking image. Here is star wars outlaws running on a 3 tflops 25 watt switch 2.

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Since Ghost of Yōtei takes place in the wilderness of 17th century Hokkaido, there are few mirror-like surfaces that lend themselves to ray-traced reflections. Instead, we decided to use ray tracing to improve the fidelity of our global illumination solution. We attacked this from two directions: first with a more automated, improved baked lighting model, which we could then augment with short-range ray-traced global illumination (RTGI). This required significant changes to our mesh streaming format, allowing us to dynamically decompress the acceleration structures used by the ray tracing hardware. By using the PS5 Pro's more efficient ray tracing hardware, players can enable RTGI targeting 60 frames per second on Pro consoles.

Instead of attacking this from two directions, why not focus on one thing and just make an RTGI game that wouldve looked way better than wasting time on a baked lighting solution and then adding RTGI on top of that. When people talk about dumb decisions, this has to be right up there.
 
lol this looks atrocious. its so unpolished and full of bugs i have to question why they showed it off like this. Shader stutters, traversal stutters, awful LOD pop-in, awful lumen shimmering, terrible shadow pop-in. even the lighting is mid as fuck.

This feels more like a virtuous studios remake like oblivion than silent hill 2. wtf happened here?

Also wtf is the point of doing ANOTHER remake. you have already done it once. either remake it as a third person shooter or dont remake it at all. Microsoft is so fucking lost right now.
I have no problem with the remake personally, since they are trying to use this as an entry point for halo to playstation gamers, like they did with the gears of war release recently. That being said, this looks so amateurish, the art style doesn't match at all, no visual consistency, janky glitches, terrible all around, but this is pre-alpha...
 
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lol this looks atrocious. its so unpolished and full of bugs i have to question why they showed it off like this. Shader stutters, traversal stutters, awful LOD pop-in, awful lumen shimmering, terrible shadow pop-in. even the lighting is mid as fuck.

This feels more like a virtuous studios remake like oblivion than silent hill 2. wtf happened here?

Also wtf is the point of doing ANOTHER remake. you have already done it once. either remake it as a third person shooter or dont remake it at all. Microsoft is so fucking lost right now.
Yeah I'm gonna be real I'm not seeing how this looks that good? I'm always down for co op halo - I just genuinely thought they could make this look better than it does. Maybe cus I'm watching on phone
 
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This looks fake. Some of the gameplay sequences feel too smooth even for 60 fps. They are probably photoshopped to give it a cg feel. probably a next gen game anyway.
2027 with no specific date , I would be surprised if this not a next/cross gen title, also that trailer probably run on rtx 5090
 
lol this looks atrocious. its so unpolished and full of bugs i have to question why they showed it off like this. Shader stutters, traversal stutters, awful LOD pop-in, awful lumen shimmering, terrible shadow pop-in. even the lighting is mid as fuck.

This feels more like a virtuous studios remake like oblivion than silent hill 2. wtf happened here?

Also wtf is the point of doing ANOTHER remake. you have already done it once. either remake it as a third person shooter or dont remake it at all. Microsoft is so fucking lost right now.
Yep, i thought i was taking crazy pills...
Something near this is my hope:



Nextgen is gonna surpass this.
(Hopefully)
 
We still had some high caliber game and those videos are not really a gen better than hb2.

And ue5 is evolving.
Hmm, on consoles, this gen has been very disappointing tbh so I wouldn't be surprised if we didn't reach that level of fidelity on ps6.
I'm currently replaying tlou2 and this shit looks better than 95% of the games I've played since 2020 ^^
 
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Hmm, on consoles, this gen has been very disappointing tbh so I wouldn't be surprised if we didn't reach that level of fidelity on ps6.
I'm currently replaying tlou2 and this shit looks better than 95% of the games I've played since 2020 ^^
Disagree with the last part but let's wait and see, i'm usually the pessimist here :lollipop_grinning_sweat:
 
Damn, this looks incredible:




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when artstyle and tech fuse perfectly, it is a work of art
Damn this looks like approaching the Witcher 4 demo in game!, that vista shot in the grass is gorgeous!
Looks straight up better than Witcher 4.

I think this is how it'll be all next gen. Chinese/Korean studio we've never heard of producing better visuals than the best in the west.
 
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1440p 30 fps?

JFC that looks like garbage on a modern TV. It's bad enough the so called "master race" is playing at 1080p but PlayStation can and should do better.
 
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Also in this halo gameplay trailer - what's up with the lighting in the open areas? When things are in shadow they look far too dark - is that a lumen thing?
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Like they're so dark as to look like silhouettes
 
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Some quotes that help explain the disaster this game's visuals turned out to be:



No, its only a challenge because you handicapped yourself with a native 4k 30 fps, and 1440p 60 fps target when the rest of the industry aimed for 1440p 30 fps. You made this challenging for yourself.


All of this tech jargon only to show off a very last gen looking image. Here is star wars outlaws running on a 3 tflops 25 watt switch 2.

UpKy7dS.jpeg


V22VQoP.jpeg




Instead of attacking this from two directions, why not focus on one thing and just make an RTGI game that wouldve looked way better than wasting time on a baked lighting solution and then adding RTGI on top of that. When people talk about dumb decisions, this has to be right up there.
Damn, still can't believe this is Switch 2. Is this with the new patch? The textures look really really good now.
 

Overexposure and contrast level bumped up way too much——checked.
Highlights taking over large space of screen ruinning all the details of surrounding scenery——checked.
Doing no favours , or worse, straight up hurting our eyes——checked.
Cringe posts sponsored by Retardera terrorists——confirmed.
So this is supposed to be how we showcase a game in 2025? I thought everyone hate it already back in ps3 era, and out of all the nominees the devs choose to revive this shitshow again ? All the RT and GI stuff are worthless now when you have to simping for this slop
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