Wishmaster92
Member
That has to be the most detailed sword ever






I don't understand what you're seeing with these graphics. It looks mid at best, clearly a very low budget project.That has to be the most detailed sword ever
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I don't understand what graphics are you guys talking about. All I see are b*gets taken away*I don't understand what you're seeing with these graphics. It looks mid at best, clearly a very low budget project.
Idk about you but one of those images definitely piqued my interestI don't understand what you're seeing with these graphics. It looks mid at best, clearly a very low budget project.
Is that chat with us now?Edit: chat, is there a problem with games looking too similar because of UE?
If thats true thats rather sad as even no my pro at 60fps mode there is a lot of shimmering/lack of stability (tough its at least sharp enough imo). Its better at 30fps (basicaly not playable on my oled tv) but also not ideal. Also graphics only good if you taking into account size of studio as game looks sometimes like playbable techdemo with lack of interaction and sterility.Look at the DF video above. This is one of the best running UE5 games on consoles. Even at 60 fps.
Your previous 3 screens were very nice but this one ? Lastgen as f.I would hope it gets PSSR but at this point... it will probably ruin it. PSSR is really spotty in ue5 games.
I hope I will like it. AC shadows spoiled me graphically...
I cannot mention it without posting at least few pics. Man....
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You think so? The subsurface scattering and skin is great. Especially the hair!Your previous 3 screens were very nice but this one ? Lastgen as f.
I dont know about that. most games lack environment interaction and feel sterile. this game has a couple of really big hub world areas with lots of NPC stuff going on but by design its a game set in a post apocalyptic wasteland so cant expect a lot of interaction.If thats true thats rather sad as even no my pro at 60fps mode there is a lot of shimmering/lack of stability (tough its at least sharp enough imo). Its better at 30fps (basicaly not playable on my oled tv) but also not ideal. Also graphics only good if you taking into account size of studio as game looks sometimes like playbable techdemo with lack of interaction and sterility.
hair is next gen. faces not so much.You think so? The subsurface scattering and skin is great. Especially the hair!
Every camera rotation makes me want to shut down game at 30fps ;d Also its not a looker to suffer 30fps mode.I dont know about that. most games lack environment interaction and feel sterile. this game has a couple of really big hub world areas with lots of NPC stuff going on but by design its a game set in a post apocalyptic wasteland so cant expect a lot of interaction.
that said, the graphics are good, but not industry leading. id probably put it outside of my top 20 but when it looks good, it looks amazing and its art style is doing a lot of heavy lifting.
I am playing this at 30 fps too on my oled. its fine. i dont know why people struggle with 30 fps on oleds. its perfectly fine. there is zero need to have constant camera adjustments in the game while exploring and the combat is literally locked to a specific point of view. what judders are you even experiencing in a game like this?
This might be a hot take, but I consider this sentiment a failure on the artistic side.Played the game for an hour yesterday, and it honestly looks underwhelming on the pro. Be it textures, lod transitions or draw distance, the game is not a graphical showcase. I feel like all those ue5 titles truly shine on PC, but on consoles, it's a different story.
Looks incredible. But it's with mods, right ? I don't recall the game looking like that, color wise.2077 path tracing still the best!
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Yeah i'm sorry but outside of the art design, E33 is ROUGH.
Yeah, definitely not a game you play to see nextgen graphic, the more i play, the"uglier" it look.Some textures are ps3 level and others are great, its a bit inconsistent I agree papi. It doesn't help either that the quality of the hair is really bad, its a shame they didn't add hair strands
Hopefully the sequel with have more budget and will allow them to make better assets but in general this game looks really good to be honest. Jrpgs are so cringe with the anime generic dialogues, like final fantasy, ReFantazio and persona. They are made for children honestly, at least that's how I feel when I play them I am so damn tired of that, hopefully we can start seeing more western rpgs like this one with good acting and dialogue, more focused on giving a mature storytelling
Hairs are still inferior to fifa 2021 replays and probably even veilguard...hair is next gen. faces not so much.
subsurface scattering on skin was there on last gen consoles. Callisto, hellblade 2 and horizon fw face during gameplay are way better.
Hairs are still inferior to fifa 2021 replays and probably even veilguard...
This is the closest thing to nextgen hairs
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Hair dithering is fixed if you can afford to use DLDSR plus DLSS. At least I did this and saw a big improvement. That being said, if the game was using hair strands like AC Shadows, the issue would be resolved very quickWith DLSS4 hair is mostly ok, it's DOF that is fucking them in cutscenes and main menu:
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I think game looks quite great overall. There are problems like hair dithering and lumen ghosting (denoising problem) but overall it's very good. Most of typical UE5 problems are very minor or don't exist here (traversal and shader cache stutter). Game is how UE5 SHOULD be made, with separated levels loaded mostly into memory. This engine is for some reason not designed for true open world games with constant streaming (this will fuck CDPR unless they fix the entire engine...) but for linear games it's almost ideal and small team can create something beautiful with it.
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Global lighting low vs. epic![]()
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But hair is full of dithering here...
I look at the physics mostly.With DLSS4 hair is mostly ok, it's DOF that is fucking them in cutscenes and main menu:
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I think game looks quite great overall. There are problems like hair dithering and lumen ghosting (denoising problem) but overall it's very good. Most of typical UE5 problems are very minor or don't exist here (traversal and shader cache stutter). Game is how UE5 SHOULD be made, with separated levels loaded mostly into memory. This engine is for some reason not designed for true open world games with constant streaming (this will fuck CDPR unless they fix the entire engine...) but for linear games it's almost ideal and small team can create something beautiful with it.
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Global lighting low vs. epic![]()
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But hair is full of dithering here...
Looking at my crash logs, i saw that the game is on UE 5.4 so maybe that's why.Most of typical UE5 problems are very minor or don't exist here (traversal and shader cache stutter).
Hair dithering is fixed if you can afford to use DLDSR plus DLSS. At least I did this and saw a big improvement. That being said, if the game was using hair strands like AC Shadows, the issue would be resolved very quick
I look at the physics mostly.
Looking at my crash logs, i saw that the game is on UE 5.4 so maybe that's why.
Speaking of which:Hairs are still inferior to fifa 2021 replays and probably even veilguard...
This is the closest thing to nextgen hairs
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Speaking of which:
Exactly! I aint mad one bit.Good, let em cook.
If there is a game you don't wanna rush, it's freakin gta6.
Physics is very good but they won't fix that dithering unless they switch to hair strands.
We had good hair system 12 years ago!
Just recently some games started to render hair properly.
Outside of aliasing hair in E33 are not bad, I like that they have physics applied to them (+ running animation is great):
This game was developed for years and they were able to switch to 5.4 (april 2024). Yet we have games AAA dropping using ancient versions of the engine (like Wukong using 5.0) that perform terribly.
That explains why it performs well at 60 fps. No CPU bottleneck in that version.This game was developed for years and they were able to switch to 5.4 (april 2024). Yet we have games AAA dropping using ancient versions of the engine (like Wukong using 5.0) that perform terribly.
Wow the hair looks amazing here. I need to switch to DLSS4.With DLSS4 hair is mostly ok, it's DOF that is fucking them in cutscenes and main menu:
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I think game looks quite great overall. There are problems like hair dithering and lumen ghosting (denoising problem) but overall it's very good. Most of typical UE5 problems are very minor or don't exist here (traversal and shader cache stutter). Game is how UE5 SHOULD be made, with separated levels loaded mostly into memory. This engine is for some reason not designed for true open world games with constant streaming (this will fuck CDPR unless they fix the entire engine...) but for linear games it's almost ideal and small team can create something beautiful with it.
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Global lighting low vs. epic
But hair is full of dithering here...
Wow the hair looks amazing here. I need to switch to DLSS4.
The biggest problem i have with this game, and it only started towards the end of Act 2, is that the levels clearly feel rushed and the art style is no longer hiding the flaws in low quality assets and geometry. Game needed way better textures and models. Seems like only chinese studios know how to push nanite.
Look at how detailed the buildings and environments look in this random chinese game:
Physics is very good but they won't fix that dithering unless they switch to hair strands.
We had good hair system 12 years ago!
AC shadows is out now, with hair looking less dithered and gta6 trailer we don't even know how fake it wasHairs are still inferior to fifa 2021 replays and probably even veilguard...
This is the closest thing to nextgen hairs
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So many words to say that hairs in gta6 looks better.AC shadows is out now, with hair looking less dithered and gta6 trailer we don't even know how fake it was
And?Except it's a 5 hour extremely linear, extremely limited play area walking simulator (which I actually enjoyed). The Matrix was a full open World with insane level of detail, high quality textures, mental amount of NPC's, crazy amount of geometry due to Nanite, photo like character models and ridiculously good lighting due to Lumen.
Plague Pale 2 and FFVII Rebirth are the two best looking games of this generation overall imo. Do they have weaknesses? Of course because when you're building 100x more assets they're not going to hold up against a game that only need 10% of the art.
Thanks. DLSS4 helped with the hair dithering but flickering shadows on faces are so bad. Say what you will about Sony studios, they make sure stuff like this doesnt happen during cutscenes. Then again, they dont have the fancy hair styles most characters have in this game, so maybe thats why.For anyone who dont like the flickering shadows in character's faces in Expedition 33 I have a solution that helps
I was talking to the modder Lyall, which btw is a very nice guy and always trying to help and he said that adding this line in the engine.ini help those shadows to be more stable. I have tried and they indeed look better, not perfect but its a good improvement nonetheless
[SystemSettings]
r.Shadow.Virtual.MaxPhysicalPages=8192
r.Shadow.Virtual.Clipmap.FirstLevel=4
r.Shadow.Virtual.ResolutionLodBiasDirectional=-2
Thanks. DLSS4 helped with the hair dithering but flickering shadows on faces are so bad. Say what you will about Sony studios, they make sure stuff like this doesnt happen during cutscenes. Then again, they dont have the fancy hair styles most characters have in this game, so maybe thats why.
I am just flabbergasted by the amount of pop-in im seeing in act 3. I wont go into detail, but it has to be the worst pop-in ive ever seen. Even Horizon FW wasnt this bad. I get that the traversal speeds are much faster, but you have nanite guys. Use it.
I am in love with the game, and its fantastic to be able to do what im doing in act 3, but you cannot ship a game looking like this. Pretty sure nanite is limited to rocks and foliage doesnt get nanite because most of the pop-in is grass and other types of foliage. it literally looks like half of the level is being drawn in.