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Graphical Fidelity I Expect This Gen

Hot take, dish2 aged as good if not better than unchy4 for a 10 years game


Some of these shots are still timeless, i mean look at this

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I would kill for a PT upgrade.

This game had quite crazy PBR quality at times and good level of destruction.

You could also mess with the lightning:

 
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Man, their siren lights cast shadows even on destructible objects. Might be lumen + megalights. Starting to wonder if it's prerendered as it's all a bit too good to be true. Guess we have a few more days to find out if all this holds up in gameplay:

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The destruction is accurately getting reflected on the roof of the car too, even when the angle visible in the reflection is not in screen space.

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Blue light hitting the back of the bust and reflecting on the car.

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Now watch it flip below. The light stays on the back of the destroyed statue for 1 extra frame, which is unrealistic, but actually makes this a bit more believable as in-game. You can see it flipping over and the blue light disappearing in the reflection as well, all within consecutive frames. To pull this off in realtime, they would need to update or rebuild the BVH every frame (which is the direction most cutting edge BVH tech is going towards). This is next gen stuff. Hardware lumen for sure (+potentially megalights). I think only high end PCs would be able to pull this off at the moment.

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did we reached ue5 demo level of details in something that is not hb2? some of these scene looks disgustingly good and it's yt compression at 1440p...


 
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Hot take, dish2 aged as good if not better than unchy4 for a 10 years game

Some of these shots are still timeless, i mean look at this

e1f129b6-615c-403d-b47a-d60b6e190402_rw_3840.JPG

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I would kill for a PT upgrade.
Those interiors held up great indeed. Very nice looking, thought you were sharing some current gen game at a first glance.
Outdoor, much less so, but as you said a PT upgrade would do wonders.

This game had quite crazy PBR quality at times and good level of destruction.

You could also mess with the lightning:


That's very impressive if you can interact with the light source like that! Those shadows are awesome.

Dumping a few from U4 before the inevitable next gen looking stuff in a few hours.. hopefully.

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Absolutely insane textures and assets in this room, that also hosts of the biggest shootouts in the entire game.

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Well damn, at that price, it's a low risk.

Still awaiting impressions from you guys

https://steamcommunity.com/app/2186990/discussions/0/661611657899016159/

Approximately how long will this game be in Early Access?
"We currently plan to release the full version after 18 months in Early Access."

How is the full version planned to differ from the Early Access version?
"The early access version doesn't feature all the story content, progression mechanics and supporting game systems. The Early Access version is a part of the content that we plan for the full game. Throughout the early access campaign we will update the game with new content and systems. While the play playtime of the Early Access version is about 2 hours long the full version will be around 15 hours long."

What is the current state of the Early Access version?
"The current state shows the graphical fidelity and the core gameplay elements for the first few hours of the game. All the features of the game description are in this Early Access version."
 
people payed more than double for turdtape and that one has no gameplay and last about the same.

if i can play this thing with a controller in some way i could cave in...

Can being published by a known name like thq nordic be considered a small guarantee that it's not a scam or it doesn't matter at all?
 
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Refunded, no controller support at all
Like i said, the steam community is gonna make a couple of controller layouts that you can download in short time if the game is even a little bit successful, if i take the risk i'm gonna check if it is viable.

I have like 200 hours on a game that has no official controller support thanks to this stuff.
 
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Hot take, dish2 aged as good if not better than unchy4 for a 10 years game


Some of these shots are still timeless, i mean look at this

I would kill for a PT upgrade.
Not a hot take IMO. The art style helps a lot but it's always been a very impressive game.

One of my favorite too. Please give me Dishonored 3.

Please Microsoft :messenger_loudly_crying:
 
Early access has been a bane of this industry. I am not buying your unfinished game with kickstarter promises. Release the full thing or fuck off to the moon
 
It really highlights how little progress has been made in 10 years.
It's a very good comparison, with some amazing video quality, but most of what you see in that video has little to do with technical progress. It's pretty much all talent and efforts.
I would wait for the Path Tracing update for the technical progress showcase made in 10 years, as real time lighting is where the industry progress has gone. On Consoles at the end of the day has been just lite-RT and 60fps.

I never noticed the inflatable toys deflating like that in U4 by the way.. wow. And that first Physics segment comparison was absolutely brutal. They just did U4 a little dirty with that window glass not breaking, as that particular asset doesn't react because it's meant to be smashed by the truck in the scripted sequence.
The Hotel interiors in 007 look noticeably better compared with the Rossi estate though, lighting is just better.
 
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I would wait for the Path Tracing update for the technical progress showcase made in 10 years, as real time lighting is where the industry progress has gone.
Agreed. We already had incredible models and textures last gen that still go toe to toe with anything made this year. The largest leaps this time around were in lighting and path / ray tracing , which seems to have been downgraded heavily in the version of 007 that we have today. We'll need to either way for the PT version or someone modding the original hardware based ray tracing back into the game for a clearer picture of 2016 VS 2026.
 
It's a very good comparison, with some amazing video quality, but most of what you see in that video has little to do with technical progress. It's pretty much all talent and efforts.
I disagree. Time was spent chasing lighting gains that are minimally distinguishable to the informed and superficial to the less informed.
I would wait for the Path Tracing update for the technical progress showcase made in 10 years, as real time lighting is where the industry progress has gone. On Consoles at the end of the day has been just lite-RT and 60fps.
Path tracing will not make the graphics next gen. At least not to me when the physics and animation are bad. Many on this forum seem to think that graphics begins and ends with lighting. Frankly, I disagree and have never really been part of that club. Part of the reason that many argue that Uncharted 4 looks better is because it animates better, the world is reactive and it's cohesive as a package.

This is also part of graphics. If I impart some sort of force on the game world, there should be an appropriate reaction. A lot of what developers had to do by hand in the past has been made procedural. For example, the progression of hand animations -> mocap -> ai generating differing animations from a video.
 
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Uncharted 4 is one of the best examples of baked lighting, and yet you will still see many limitations. Remember than even the best baked lighting will do jack shit to dynamic objects (like... characters), that's why rtgi will always be superior (or even better - rtgi + baked lighting combo for linear games).
Uncharted 4's baking was impressive when it came to just the baking for environments. Seamlessly integrating it with dynamic characters in gameplay was a problem. It's pretty underwhelming compared to other games and how they dealt with baking + dynamic objects.
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Its not as good as RT, but certainly not as bad as the rasterized character lighting in the quoted posts.
 
I disagree. Time was spent chasing lighting gains that are minimally distinguishable to the informed and superficial to the less informed.

Path tracing will not make the graphics next gen. At least not to me when the physics and animation are bad. Many on this forum seem to think that graphics begins and ends with lighting. Frankly, I disagree and have never really been part of that club. Part of the reason that many argue that Uncharted 4 looks better is because it animates better, the world is reactive and it's cohesive as a package.

This is also part of graphics. If I impart some sort of force on the game world, there should be an appropriate reaction. A lot of what developers had to do by hand in the past has been made procedural. For example, the progression of hand animations -> mocap -> ai generating differing animations from a video.

These are mutually exclusive. A developer working on dynamic lighting, be it RT or PT is not the same developer dealing with animation, mocap or physics.

Animation still heavily depends on talent and it's still early days before AI and procedural animation is used extensively in those workflows. This is literally the first game where IOI even used motion matching, a tech that has been around for more than 5 years in shipped games.

It will all converge eventually. Lighting is just making quicker strides because path tracing has been around for more than 2 decades and now the hardware allows to realize and approximate techniques well established in the early 2000s. Heck even the 80s and 90s had research on ray tracing. Procedural and AI driven animation are all still babies in comparison.


Yea I almost included it too

I wonder if it's a game, previously the big forest mega geometry demos were for Witcher 4.

The tech is used in Witcher 4, but the demo wasn't. CDPR shared their tree assets to Nvidia to make their own demo. Even though the tech was impressive, it was poorly art directed imo. Several trees were looking weird and even the lighting was super flat. Probably just an early technical test meant for GDC folk and not to be consumed by mainstream. The new shot looks mighty impressive in comparison. Wish they showed it with more wind to animate the foliage though, so we can see how well the BVH updates are holding up.
 
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The polygon density it truely insane. CGI level.
If it's all real time, they must be using nanite for everything. They've said custom UE5, so don't know what that means, but a lot of it does look CGI level. If they are using Epic's tech for lighting and assets and not built their own in UE 5, they better be at 5.8 or above. A racing game with stutters would be an instant death knell. Lol
 
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