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Graphical Fidelity I Expect This Gen



I am really excited about this game now. It was giving me motorstorm vibes but i guess its more burnout and thats great too. Criterion really disappointed with their last NFS game. Maybe this is where the talent went.

Finally a new racing game with a story mode. People tend to underestimate how cool racing stories can be when done well.

I remember watching the F1 movie and leaving the theater wanting the stakes from that story in an actual game.
 
lol Christopher Judge just indirectly confirmed that he's in a new GOW game that will be revealed this summer. This is probably that cory game. I guess GOW Egypt. But since he says you will be hearing what we are doing, its highly likely that he's in that game and its a GOW game.

 
lol Christopher Judge just indirectly confirmed that he's in a new GOW game that will be revealed this summer. This is probably that cory game. I guess GOW Egypt. But since he says you will be hearing what we are doing, its highly likely that he's in that game and its a GOW game.


Not that i'm unhappy with gow egypt but i was really curious to see something new from corey...

Any chance they are using him to voice a secondary character in a non-gow game?

Sony like to share actors for different roles, like the bald bitch in intergalactic being in tlou serial tv and uncharted movie or thor voice actor being kratos in the movie...
 
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lol Christopher Judge just indirectly confirmed that he's in a new GOW game that will be revealed this summer. This is probably that cory game. I guess GOW Egypt. But since he says you will be hearing what we are doing, its highly likely that he's in that game and its a GOW game.
There have been some theorycrafters saying that the reason the remakes are coming out is partially to retcon or change a thing or two for the egypt games, using clips from 2018 and Ragnarok.

They think there's a chance the egypt games will take place before GoW 2018, not after.
 
i think the reason why we havent seen marvel 1943 is because its either in development hell or going through a massive downgrade.

it looked too good to be true.
There's no comparison, Wolverine looks like a high end PS4 game. Hydra looks like pre-rendered CGI.

And like SLimy suggested, its probably getting downgraded. Have a feeling if/whenever this sees the light of day, the game won't look as good as the trailer did even if you have a maxed out rig.
I am still cautiously optimistic. the right people with the right engine and the right plan can make one hell of a graphics showcase [RAD's The Order 1886] and maybe even a great game
I am expecting something akin to HB2 but with a more engaging story, more gameplay and and even better graphics
and remember it's been done before [The Matrix Awakens] , it just needs a bit more effort
 
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I made a small comparison between all the ray tracing effects there are in Unity. For shits and giggles. Thought you guys might find it interesting (or not).

This here is all RT effects enabled, meaning ray traced global illumination, ray traced ambient occlusion, ray traced reflections (opaque and transparent), and ray traced shadows:

b1ki1AkhKq3GPeTJ.png


Second one has got RTGI disabled (everything else still enabled). The back wall basically loses the warm light color information that should be bouncing from the chandelier and the fireplace. It's just reflecting the moon light coming through the windows only. Overall looks still somewhat similar, but the other techniques are still doing some heavy lifting here. But the tone certainly has shifted a bit after losing all that warmth.

5GhBkJijEtIUhq0b.png


The third one has got ray traced reflections off. Unless you are directly comparing between this and the original image, you might not even notice it. But, windows are not reflecting the inside of the room anymore. The back wall lost some of its "realism", now it just looks like plastic. Basically if the scene is filled with glass, metal, puddles, etc., you will notice the difference, but otherwise not really.

QAIAnRIljAk3OK7Y.png


In the next one, RTAO disabled. SSAO is working here as a fallback. This one has got a quite clear cut difference, but I guess this is mostly just because SSAO looks so bad, fake and just unrealistic. It guesstimates shadow to places where they shouldn't be. It's like some one just put a dark volume to every single corner there is in the room.

DpwdkBhIkEjHxjvg.png


And in the next one, probably the least impressive but still quite cool effect nevertheless: ray traced shadows off. Not much has seemingly changed (because shadow maps are awesome) but when you take a look at the floor on the left side, you'll notice that the moon light is missing from there. And when you squint your eyes at the carpet, you'll see that its shadow along the long side doesn't really exist anymore. Ray tracing gives you more accuracy to give you that shadow. But the non ray traced version doesn't look bad by any means either.

OaYr4rUk3oev9kcU.png


And asset quality matters a lot. That carpet and the floor look good in each of those of examples.
 
F@CKING HULST !! F#CK YOU SONY !
I feel ashamed as a Sony fan

they were ABSOLUTELY amazing and they were, for the first time, doing their own thing
this hurt me as much as , if not way worse than, Evolution's closure
 
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Leaker Says PS6 GPU Can be Called RDNA 5 But "Not Full RDNA 5"

As RDNA 5 architecture on desktop GPUs also includes Windows features, Sony has likely omitted them from the GPUs for the PS6.

KeplerL2 noted that the GPU in Sony's next-generation console will still end up supporting 99 percent of the feature set of RDNA 5.
However, they did note that "it's fair to call it RDNA 5 but not 'full RDNA 5'." In another post, the leaker also noted
that the PS6 GPU would be closer to RDNA 5 architecture than the PS5 was to RDNA 2.
 
We know the IQ gains for the 30 fps modes already. Most UE5 games run at 1440p internally before being reconstructed to 4k using TSR.
I feel like this isn't true at all. Most UE5 games which are using Lumen and target 60 are usually in the 720p to 1080p range.
Consider this: going from 60 to 30 would allow a game which runs at 720p pre-upscale to run at 1080p instead; no other changes possible in this budget change.
Is this something worth pursuing? Do UE5 games at 1080p pre-FSR/TSR have that much higher IQ for people to prefer these modes over 720p/60 ones? From what I've seen so far the general consensus is "stay at 60 cause 30 is just a bit sharper but still has all the same issues and isn't worth it".

so maybe if you are dropping to 720p, just do a fallback to baked GI. UE5 lets you do that with a click of a button, you will just need to ship the game with lots of baked lighting textures.
So this is pretty fucking far from a "click of a button".
You would need to ship on a bigger storage, potentially more than one disk.
You would need to spend artists time making sure that the pre-baked option isn't falling apart in some particular game area.
You would potentially need to drop some features which you've planned to have cause they won't work without RTGI.
People seem to not realize this for some reason.
 
NFS and fucking legendary Burnout have to take a seat for this shit...
looks far more original and exciting than the new Forza horizon game, and the past few NFS titles.

They are talking about having boost cooling mechanics tied to environments, failure to do so will make your vehicle explode. Mechanics that are lifted straight out of Motorstorm Pacific Rift. This game is going to be fantastic. Looks great too.
I feel like this isn't true at all. Most UE5 games which are using Lumen and target 60 are usually in the 720p to 1080p range.
Consider this: going from 60 to 30 would allow a game which runs at 720p pre-upscale to run at 1080p instead; no other changes possible in this budget change.
Is this something worth pursuing? Do UE5 games at 1080p pre-FSR/TSR have that much higher IQ for people to prefer these modes over 720p/60 ones? From what I've seen so far the general consensus is "stay at 60 cause 30 is just a bit sharper but still has all the same issues and isn't worth it".
watch some of the Digital foundry videos of UE5 games. Pretty much all of them are in the 1440p range with DRS going from 1296-1512p. Wukong was the first game that was patched to run at 1080p after launch and they had to revert it back to 1440p because people were like this looks even worse. IIRC, they increased some of the shadows and level of detail settings which brought the DRS down to 1080p but then reverted back to the original settings to get back to a higher resolution. they ended up disabling lumen for the 60 fps version a year later.
So this is pretty fucking far from a "click of a button".
You would need to ship on a bigger storage, potentially more than one disk.
You would need to spend artists time making sure that the pre-baked option isn't falling apart in some particular game area.
You would potentially need to drop some features which you've planned to have cause they won't work without RTGI.
People seem to not realize this for some reason.
obviously there is work required, but its not complex. devs have been baking in lighting data since forever. the UE5 editor lets you see the results with the press of a button. Im sure there is more work to be done after that, but its much better than releasing a game that runs at 720p and looks like shit.
 
Don't be surprised those fuckers mangers and on top of them hirman hulst destroyed sony
this is bigger than sony. A couple of days ago, a few tweets went viral about devs with lots of Rockstar, ND, Ubisoft. Rocksteady and other AAA experience not being able to find work after a year of searching.

The industry has always bled talent due to crunch culture and talent poaching from other industries, but this time its self imposed. Devs have been laid off after decades of experiences. Despite record profits. Despite the fact that we now need devs more than ever before as games become more and more complex, and talent retention and talent grooming is far more important than ever before. We continuously talk about why games have remained so stagnant in the gameplay especially physics department, well its because all those guys left the industry 10-15 years ago. And those that stuck around just didnt have the talent pool to start innovating.

And now they are laying off the talent that they spent years grooming. The industry will remain in a state of arrested development because they continue to mismanage talent. Continue to layoff people instead of building up their experience and knowledge. All to continue posting record profits for their shareholders.

I really hope devs see the writing on the wall and refuse to sell themselves to the highest bidder. Go make smaller studios. Make smaller games. Innovate within that space. And hope you get funding. Building a studio over 10-15 years only to get shutdown 4 years after being sold is not sustainable. lets hope they saved some of the millions from the sale, and can afford to retain the devs and open a new studio somewhere else.
 
People always talk about development costs rising like it's some isolated phenomenon for the games industry to manage. Games cost more to make now almost entirely because games make a shit load more revenue than they used to. The market is way bigger. Look at the sheer amount of huge games slated for release this year.

There's just more money being spent on games, so developers are gradually forced to up their standards and scope to compete with everyone else chasing all that money.

It's not some exogenous condition driving this.
 
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