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Ghost of Yotei is one of the most beautiful games I've ever seen, the problem is the last gen assets, animation etc.
Agreed. It's Tsushima with RT and GI. The art style makes for some beautiful imagery, but it's closer to a ps4 game remastered than a proper current gen game.Ghost of Yotei is one of the most beautiful games I've ever seen, the problem is the last gen assets, animation etc.
Playing on console or PC? On PC, settings pushed to max, I'm constantly impressed at how much stuff is on the screen; seems to roll on to the horizon. (I haven't gotten the flying mount yet, so that may change my opinion).Lighting is nice but I simply can't get over the sucky draw distance.
Even on the Unobtanium settings you can see shadows pop in in the distance and lod when flying judging by the DF videos i've seen.Playing on console or PC? On PC, settings pushed to max, I'm constantly impressed at how much stuff is on the screen; seems to roll on to the horizon. (I haven't gotten the flying mount yet, so that may change my opinion).
I guess it's kinda like Elden Ring, artistically a 10/10, but technically dog shit. It's crazy how RDR2 still having both the aesthetic and most technical assets dialed in after all this time.Ghost of Yotei is one of the most beautiful games I've ever seen, the problem is the last gen assets, animation etc.
its not that crazy if you know how all 7 rockstar studios only worked on that one game for 5 years. Thats 3,000 developers, all cream of the crop (not some rando indian or korean outsourcing studio) all working on one game for five years. For GTA6, its 8 years and it already shows from the 4 minutes of footage they've shown so far.I guess it's kinda like Elden Ring, artistically a 10/10, but technically dog shit. It's crazy how RDR2 still having both the aesthetic and most technical assets dialed in after all this time.
it only becomes apparent when you are flying.Lighting is nice but I simply can't get over the sucky draw distance.
I'm not going to miss the over-use of distance fog in open world games, can't wait until we're finally over that hump for good. Hopefully Snowdrop gets a solid virtualized geometry system in the future. Also that HFW screenshot is exactly the kind of video game-y terrain I was just bitching about. Trees and vegetation too sparse, giant boulders strewn about at random, it just doesn't do it for me.it only becomes apparent when you are flying.
the main thing people notice is the density of that forest. its unlike anything ive ever seen. i kept trying to explain this to you guys back in 2023 when everyone was making HFW comparisons. Now that people are finally playing it they can see just how detailed the world is. And not just up close like HFW, the detail extends well beyond whats in front of you. its only when you look out far into the distance in the second and third area where draw distance starts to fall apart. Draw distance in the first area is just fine.
Look at how far the foliage renders, how detailed the trees are in the distance, and even the reflections hold up. the draw distance issues only pop up in latter areas. And mostly when flying. Remember, the flying speeds in avatar are far far faster than HFW and definitely faster than Ghost of Yotei's horse.
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Now this is HFW. This is a bad draw distance. Fog everywhere masking low res mid distance detail. Its effective at masking and probably something Avatar shouldve used in its latter areas, but this is what sucky draw distance looks like.
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You're not showing the PS5 version of Avatar. It looks mid on consoles. There's a lot of shimmering, poor IQ, terrible draw distance when you fly (that fucking sky looks horrendous) and no, the Ikran is not 'far, far faster'.it only becomes apparent when you are flying.
the main thing people notice is the density of that forest. its unlike anything ive ever seen. i kept trying to explain this to you guys back in 2023 when everyone was making HFW comparisons. Now that people are finally playing it they can see just how detailed the world is. And not just up close like HFW, the detail extends well beyond whats in front of you. its only when you look out far into the distance in the second and third area where draw distance starts to fall apart. Draw distance in the first area is just fine.
Look at how far the foliage renders, how detailed the trees are in the distance, and even the reflections hold up. the draw distance issues only pop up in latter areas. And mostly when flying. Remember, the flying speeds in avatar are far far faster than HFW and definitely faster than Ghost of Yotei's horse.
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Now this is HFW. This is a bad draw distance. Fog everywhere masking low res mid distance detail. Its effective at masking and probably something Avatar shouldve used in its latter areas, but this is what sucky draw distance looks like.
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Performance mode or Quality mode? I dont think these games were designed to be played in 60 fps. Resolution drops too low, and FSR cant fix jaggies. the few third party games ive played on my PS5 are just fine as long as they are being upscaled at around 1440p.You're not showing the PS5 version of Avatar. It looks mid on consoles. There's a lot of shimmering, poor IQ, terrible draw distance when you fly (that fucking sky looks horrendous) and no, the Ikran is not 'far, far faster'.
RR is probably bugged in this game. Shouldnt be this heavy. My GPU goes up to 350 watts when i turn it on. Otherwise it sits around 290. Same as Cyberpunk and AC shadows.RR in Avatar makes a huge difference but performance impact is also quite big:
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In motion, non RR version looks like absolute crap.
My 4090 sometimes does shit like this.Avatar with ray reconstruction or framegen on is causing my 5080 to bug the fuck out. the wattage hits 350, fans go loud, artifacts and blocky shadows start appearing on screen. its like wtf is even the point of upgrading if the GPU isnt designed to use all of its rt and framegen features? i have to cap it at 60 fps to ensure the wattage remains below 300 like it does in other games.
my guess is that ray reconstruction and framegen use tensor cores and it pushes the tdp above what this gpu is capable of doing. it typically sits around 270 watts in most games even when maxed out. really shitty by nvidia.
RR?RR is probably bugged in this game. Shouldnt be this heavy. My GPU goes up to 350 watts when i turn it on. Otherwise it sits around 290. Same as Cyberpunk and AC shadows.
Or most of Ubi-Slop.Oh avatar, such a great graphic for such a shit game, it reminds me of shadow...
CP2077It is crazy there have been no AAA games this generation where you drive in a city like that. No Watch Dogs, Mafia games, Sleeping Dogs, ect.
Yeah strange, I've noticed it too, probably sees it as noise or something.Every game which has path tracing seems to destroy rain effects. Noticed this years ago with Cyberpunk 2077 and recently the GTA4 path tracing mod.
RR is probably bugged in this game. Shouldnt be this heavy. My GPU goes up to 350 watts when i turn it on. Otherwise it sits around 290. Same as Cyberpunk and AC shadows.
60fps, and it doesn't look that good. There's no way I'm playing a FPS game at 30fps on an oled lmao. HFW is much more consistent imo. Avatar has the best vegetation though.Performance mode or Quality mode? I dont think these games were designed to be played in 60 fps. Resolution drops too low, and FSR cant fix jaggies. the few third party games ive played on my PS5 are just fine as long as they are being upscaled at around 1440p.
The twitter clips i shared were mostly people playing the PS5 version.
Ikran is very fast. Just ran through some tests. Took me 1 minute and 15 seconds to fly 1 km in HFW. Took me almost that long to do 3 kilometers. So 3x faster. You can run the tests yourself.
Weren't the SSD's combined with the new micro geometry engines meant to fix lod problems in open World games?it only becomes apparent when you are flying.
the main thing people notice is the density of that forest. its unlike anything ive ever seen. i kept trying to explain this to you guys back in 2023 when everyone was making HFW comparisons. Now that people are finally playing it they can see just how detailed the world is. And not just up close like HFW, the detail extends well beyond whats in front of you. its only when you look out far into the distance in the second and third area where draw distance starts to fall apart. Draw distance in the first area is just fine.
Look at how far the foliage renders, how detailed the trees are in the distance, and even the reflections hold up. the draw distance issues only pop up in latter areas. And mostly when flying. Remember, the flying speeds in avatar are far far faster than HFW and definitely faster than Ghost of Yotei's horse.
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Now this is HFW. This is a bad draw distance. Fog everywhere masking low res mid distance detail. Its effective at masking and probably something Avatar shouldve used in its latter areas, but this is what sucky draw distance looks like.
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yeah 60 fps mode drops to 720p in some areas. FSR cant handle anything below 1080p so i believe you. HFW on the other hand had the single worst performance mode ive ever seen. it took them 3 months to fix it. It looks extremely clean now but their internal resolution is around 1296p.60fps, and it doesn't look that good. There's no way I'm playing a FPS game at 30fps on an oled lmao. HFW is much more consistent imo. Avatar has the best vegetation though.
My brother and I had this talk about game graphics a few days back and we basically agreed that texture-wise, we're more or less done. Reached the ceiling. What is now going to make visuals go next gen is lighting and shadows. And I think it's obvious right now that all those muti-gen frames that Nvidia is making is so that it can be able to handle the performance hikes that Path Tracing is going to be asking from the GPU.The scene in the Resident Evil Requiem trailer where she is walking down the street gave me the "next gen" feel...looks kind of CGI...