Graphical Fidelity I Expect This Gen

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Are mad max car explosions finally gonna be beaten?
 
The CPU was legitimately a generational uplift, especially when we remember the PS3 Cell outperformed the Jaguar cores in some workloads. Considering how much in GTA VI is pushing the bar into the stratosphere, you have to wonder what will be the car speed in-game... Think we might get our first instance of the Cerny secret sauce for the SSD making a difference, too.
Asset streaming will be huge here. We'll very likely see the exotic cars capable of 200+ mph no problem, as such is already possible with something like Spider-Man 2, where both Spider-Men are likely traveling significantly faster across the city without the game falling apart.

It'll be a wash between the platforms, I suspect, especially if Rockstar are using SMT on Series X.
 
These cutscenes are very close to gameplay graphics. In the beginning of the video you can see a transition to gameplay.

I think many are going to be pleasantly surprised. Don't underestimate Rockstar.
 
I cannot wait to hop on a military jet plane & zoom around the city to see how fast it can get, I remember GTA 5's military jet was slower than I wanted it to be, but I get it, it's a PS3/360 game, and the speed hasn't increased in succeeding generations, but here I bet it's going to get crazy fast especially since the map is around double the size of GTA 5's map. 🗺️
Dont want to rain on your parade, but playing through Expedition 33 and even nanite cant hide pop-in when flying at fast speeds. Draw Distance might seem like a vram heavy setting that should be solved by having either more vram or better syncing between vram and ssd, but the GPU still has to render all of it. I still remember the draw distance setting completely killing my fancy PS4 caliber GPU in GTA4.

Spiderman 2 figured it out but they are using last gen assets and the detail isnt anywhere near the same level with virtually no foliage in Manhattan. GTA6 will have to draw in a lot more detail.
 
Cutscenes can look great, news at 10.

On a more serious note, we've seen what the ps5 can do with competently implemented RTGI in AC:S, now add a fucking billion dollar budget to that so that every single asset and model is always peak quality and every scene is fully fleshed out and you get GTA6.
To expect that the more special things from the cutscenes like finer physics fully translate into the real gameplay like some here seem to do seems very unrealistic though.
 
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Yep. 70% plus ray tracing support, mesh shader support, 100x faster ssd, and the all important 7-8x CPU upgrade. Remember they actually went from 3.2 ghz cpus to 1.6 ghz CPUs, multi threaded sure but in terms of compute, it was exactly the same thing. Now devs can and should go crazy if they really wanted but our best devs settled for making cross gen games or targeted 60 fps to appease the 60 fps nerds expecting 4k 60 fps from $399 consoles.

I have a theory that Rockstar developers played the biggest role in the PS5's development, they are after all the biggest and most renowned game developer in the world, and GTA is the best selling game on that platform and both Playstation and Rockstar have had a long relationship.

I suspect it's why this engine specifically will get the best out of the PS5's hardware.

That is not at all to undermine what you are saying, I completely agree about the myth of diminishing returns, many game developers have simply stopped trying to chase bleeding edge visuals in gaming either out of laziness or budget constraints or poorly reallocated resources.
 
'Atmospherics' are another key part of the image. There's real depth to everything and it all looks really coherent as a result. Seems to have followed on very nicely from RDR2 which did well in that regard.

Also, 'draw distance' / 'lod' appear as if they don't exist, as if everything is just kinda there. Wonder if they're using microgeometry and have also optimised the draw-in for fx, perhaps making it very gradual and tapered. Maybe it's just been tweaked for the cutscenes and/or trailers, but even in the best of games you usually see these things in real-time trailers.
 
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'Atmospherics' are another key part of the image. There's real depth to everything and it all looks really coherent as a result. Seems to have followed on very nicely from RDR2 which did well in that regard.

Also, 'draw distance' / 'lod' appear as if they don't exist, as if everything is just kinda there. Wonder if they're using microgeometry and have also optimised the draw-in for fx, perhaps making it very gradual and tapered. Maybe it's just been tweaked for the cutscenes and/or trailers, but even in the best of games you usually see these things in real-time trailers.
The draw distance in RDR2 is still industry leading even if the lighting and foliage quality has been topped by current gen games. They just know what they are doing when it comes to draw distance, have always been ahead of the curve.

As for DoF, watch some GTA5 trailers, especially the franklin one, they are very good about hiding a lot of the visual inconsistencies you might find during gameplay. And they use a lot of cutscene specific features like DoF to do that. The real test for draw distance will be during gameplay.

 
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So we have:

- Hip Physics
- Hair Physics
- Muscle Deformation Physics
- Cloth Physics

All in one shot.

I just noticed the RT reflections on that ceiling surface above them near the end of that gif; the ripples of the water on the other side of the bar are being reflected up and on to the left side of it and there's zero occlusion issues with that, or any characters, plus all of the NPCs are being reflected nicely. The surface texture makes me think the roughness cut off isn't too aggressive either, at least in cutscenes.

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So it's not only RT, but it's capturing the water in a detailed enough way and regularly enough to properly convey the ripples as well as the specular on it. For the cutscenes at least it seems the BVH isn't too rudimentary.
 
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Dont want to rain on your parade, but playing through Expedition 33 and even nanite cant hide pop-in when flying at fast speeds. Draw Distance might seem like a vram heavy setting that should be solved by having either more vram or better syncing between vram and ssd, but the GPU still has to render all of it. I still remember the draw distance setting completely killing my fancy PS4 caliber GPU in GTA4.

Spiderman 2 figured it out but they are using last gen assets and the detail isnt anywhere near the same level with virtually no foliage in Manhattan. GTA6 will have to draw in a lot more detail.
Matrix Awakens demo had such fast camera speed and from what I remember, it didn't have pop-ins? And we all know it craps all over Spider Man 2's assets & textures. Maybe I'm missing something…
 
TLOU part 1 remake looks absolutely next gen during cutscenes. So this is true.
I said my piece, cutscenes are iffy, those were also better than gameplay in GTA5 and RDR2, not by a lot, but they were.
But Rockstar isnt Naughty Dog. Remember ND has now gone two generations releasing 60 fps cutscene as their reveal trailers when they knew damn well that Uncharted 4 was going to be 1080p 30 fps. It was a huge downgrade too. Now Intergallactic is also native 4k 60 fps with ray traced reflections. No way in hell is that game anything above native 4k 30 fps, but they are trying to trick us again.

Rockstar used FSR2 in the first trailer reconstructing from 1440p to 4k. Kept the framerate at 30 fps even though this is releasing on PC and they couldve easily shown us PC footage. They dont fuck around.

There are literally over a 100 screenshots on their website. They are not hiding anything.
I saw all of them and I posted the one that impressed me the most, that night overview of the city, if that's what it's going to look then hats down and all that.

I'm just keeping the expectations and hype in check, is all. There are also areas that are not so ahead of everything else and some not at all. It's the overall picture that's really impressive.
At the start of the video there's this dude in the white shirt, that had nice physics, if that translates from cutscene to gameplay, now that would be amazing.
 
GTA VI looks absolutely, unbelievably insane. If this will indeed look like this on ps5 I will never want to hear again that games don't look better than lastgen because "muh diminishing returns". No, that's a poor excuse for lack of effort. And because it's Rockstar we are talking about it might even look like this in the end. If it does then that means we won't need new consoles for at least a decade, because it's not the hardware that is lacking.
 
This is another shot I really like and it's so lifelike, everything in it but the sky looks bonkers. I don't know what is it about the clouds and sky that just doesn't look right.

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I really hope that for gameplay they can manage to carry through a significant chunk of the density, life and dynamics we're seeing here. Through both visuals and sound.
 
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Also, note how the bottom of the trailer says, "captured on PS5", and not "PS5 Pro". Rockstar are genuinely saying that this is how GTA 6 will look on base PS5, and Series X (I've heard of there being an Xbox trailer as well). Incredible.
 
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So we have:

- Hip Physics
- Hair Physics
- Muscle Deformation Physics
- Cloth Physics

All in one shot.
Yes!

I'd like to point that out too. A lot of stuff being used at the same time here, if all is realtime and is present in gameplay, this is absolutely a new milestone. Nothing close to this has been done in a game (at the same time) before. R* probably had to write their own stuff from scratch to be able to do this.
 
Their hair tech is absolutely insane. The same character has so many different permutations (even from the limited footage we have) that it almost feels like you have the liberty to style your hair freely.
 
These cutscenes are very close to gameplay graphics. In the beginning of the video you can see a transition to gameplay.

I think many are going to be pleasantly surprised. Don't underestimate Rockstar.
100%. They're the one developer left who gets the benefit of the doubt for this stuff.
 
In official gta vi website if you navigate to downloads you can find all trailers in source quality, all website gifs as videos in source quality and all releasesed pics with good quality
 
In official gta vi website if you navigate to downloads you can find all trailers in source quality, all website gifs as videos in source quality and all releasesed pics with good quality
omg i just spent 30 minutes trying to gif that web gifs lmao.
 
This makes Yotei look particularly sad and low effort. I know the studios are not comparable in size which is why I blame Sony for not giving Sucker Punch the motivation and funds to produce a sequel to GoT that is sufficiently in line with expectations for being on ps5 and ps5 pro.
 
Former Rockstar developer that worked in many of the animations that you see in GTA 5 & RDR 2, is reacting to & analyzing the 2nd trailer. Really insightful talks. He also said this looks much better than the 1st trailer which I fully agree with!

 
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This makes Yotei look particularly sad and low effort. I know the studios are not comparable in size which is why I blame Sony for not giving Sucker Punch the motivation and funds to produce a sequel to GoT that is sufficiently in line with expectations for being on ps5 and ps5 pro.

My brother in Christ, Sony is not spending a couple billion on a samurai game. Calling it low effort as opposed to "not infinite budget and time" is very, very unfair.
 
How is it possible on PS5? This is my only question - it looks better than pathtraced cyberpunk I thought these consoles weren't capable of doing that

It's possible because the game is being developed for 8 years by like 2000 people and cost $2 billion to make lol. And because Rockstar attracts the most talented developers in the world.
 
How is it possible on PS5? This is my only question - it looks better than pathtraced cyberpunk I thought these consoles weren't capable of doing that
Cyberpunk wasn't designed with pathtracing in mind. GTA VI clearly had RTGI as the basis for the lighting since the start, it's simply going to look more cohesive.
 
How is it possible on PS5? This is my only question - it looks better than pathtraced cyberpunk I thought these consoles weren't capable of doing that
The budget of the game is like higher than six Cyberpunk games, and Cyberpunk was already one of the most expensive games of all times. Think with your head
 
In official gta vi website if you navigate to downloads you can find all trailers in source quality, all website gifs as videos in source quality and all releasesed pics with good quality
What a difference resolution makes, holy fuck. Looks SO much better than the condensed YT version. Downloading it is like going from PS5 to PS5 Pro
 
two of those gifs have full control of the camera. 3 of them are gameplay of very fast moving scenes. everyone here played it and loved it. No one complained about image quality. you cant gaslight us into reshaping the narrative.

let's look at our old friend Lumen GI, shall we?
(obviously watch in 4k)


Say hi to the typical delayed screen space information fill-in that is an issue to this day:



then we have the extremely low precision leading to constant boiling and light leaking. notice how at the far edge of the bridge it's constantly boiling as well as shifting from light to dark as it desperately tries to look for screen space information to shade the notches:


and now while moving a bit (notice how it looks like there are some hidden blinking LEDs or something in those notches, but turns out, it's just Lumen once again breaking in non-optimal conditions:



and here another example of Lumen not working correctly without having screen space information to fill the gaps of the insanely low fidelity raytracing. it doesn't know if the edge is in darkness or in bright daylight, unless I have the whole think in screenspace:

(also notice how the light around that spot also changes and is temporally unstable)


and now let's look how fast Lumen is,
here all I do is stand still and move the camera to a different direction. notice how Lumen takes multiple seconds to catch up and correctly light the environment:

(also look how TSR turns into blocky static around my character when moving the cam to fast)

ans last but not least... I don't even know how to describe this... probably a mix of TSR fucking up and lumen missing screen space information... either way look at my character sparkling! 🤣:



the only reason this demo looks even remotely cohesive is becaus the extreme motion blur hides a lot of the issues with image quality.
basically the moment you turn the camera the entire screen is just blurred over to an extreme degree
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the moment you don't hide everything behind motion blur or specifically scripted sequences, everything breaks apart. TSR artifacts, low resolution, low fidelity RT, missing screen space information creating holes in the lighting, the low quality denosier working overtime trying to not boil like crazy.
 
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How is it possible on PS5? This is my only question - it looks better than pathtraced cyberpunk I thought these consoles weren't capable of doing that
Big studios develop many techs which gives graphics close to pure path tracing without it's huge cost on hardware, sony studios alongside the rockstar did this on previous generations on bringing high end graphics techs on ps3 & ps4 but currently it's rockstar alone, I don't see any sony studio that give us true current gen graphics other than guerilla with decima in ds2 which mainly because of kojima and this statement also on debate until ds2 previews show up
 
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