Graphical Fidelity I Expect This Gen

I wonder if they ran out of vram here due to their native 4k budget which can have a big hit on vram. It was probably fine for last gen games like HFW, GOW, GT7, etc since they were built around 5GB vram consoles, but since this game is pushing bigger draw distances and likely a lot more geometry, they probably ran out of vram before maxing out the GPU. it will be interesting to see this game's PC version.

Otherwise, i agree it doesnt make much sense considering you are so close to the camera. HFW has decent lods close to the camera, they only begin to fail in the distance. this particular mountain to me is the best looking section in the game along with the fancy fireworks level giffed a few pages ago. But I did not realize the LODs were so slow. I wonder if this is another one of those last gen games that look better in gifs while these actual current gen games look worse because the rocks here look just fine. Distant mountains have low lods which makes sense, but at least its better than HFW which used fog to mask everything.

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Honestly, that fireworks gif made me kinda happy. it looks absolutely amazing with lots of dynamic lighting effects, great reflections and volumetric effects that i typically only see in games with either rt or software GI. Maybe we are all wrong about this and they have added some kind of RT effect that doesnt show off well in youtube videos. RTGI also comes alive in indirectly lit areas and this game seems to be mostly set in daytime in barren areas lit by a single light source. The fireworks gif was the first time we've seen the gameplay lit by dynamic light sources and it looks stunning. We already know the cutscenes look next gen thanks to the fantastic hero lighting.
They should have released that fireworks footage on good quality other than that bullshit live stream quality,
 
These rocks are a crime against humanity in a 2025 PS5-exclusive by KojiPro on Decima (bottom left):

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If you're not doing microgeometry you should have a higher quality LoD for when the camera is this close and there's no excuse in terms of the ability to load things in quick. We should be past things like this in games like this.

Only way this gets a pass is if it's an earlier build and it's a bug.
Jesus Christ this is so sad.
You guys are presented with most beautiful of pictures and choose to focus on some fucking rocks in a corner? I've seen this section for months and I never would've noticed this.

No. Nanite geometry is a waste of time and resources. I don't care for super tessellated rocks.
 
this is absolutely amazing.

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Looks amazing. However, one thing, it really bothers me his shirt doesn't ripple in the wind. Its the little things like that that take devs like R* and ND to another level many other studios just cant reach, despite having arguably better looking games technically
 
Now that these new Unreal games are finally unlocking the engine's potential, I think that Unrecord will look as good, if not better, than when it was first revealed

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really strange that no big publisher has secured a deal with developers of ILL .
They are russian studio, probably thats why
Here more info about them/the game, where we get info company behind atomic heart does support them now(another russian company ofc ;)
 
Nanite geometry is a waste of time and resources. I don't care for super tessellated rocks.
Lod transitioning has been a major issue in games since the dawn of 3d graphics and drove generations of 3d artists to booze and hookers while also severely limiting the fidelity-ceiling for assets at all viewing distances.....and you call a system that pretty much eliminates that whole process "a waste of time and resources". Also Nanite can be used in tandem with Tesselation but they are very distinct technologies....

The usual display of downright baffling ignorance
Rofif™
 
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Lod transitioning has been a major issue in games since the dawn of 3d graphics and drove generations of 3d artists to booze and hookers while also severely limiting the fidelity-ceiling for assets at all viewing distances.....and you call a system that pretty much eliminates that whole process "a waste of time and resources". Also Nanite can be used in tandem with Tesselation but they are very distinct technologies....

The usual display of downright baffling ignorance
Rofif™
It's not about lod.
Nanite is just a tech to manage smooth transitions of many lod states. You still need to waste time and assets to build too detailed rocks.

Ac shadows does it great. There is no lod pop in at all, they have their in house system
 
Lod transitioning has been a major issue in games since the dawn of 3d graphics and drove generations of 3d artists to booze and hookers while also severely limiting the fidelity-ceiling for assets at all viewing distances.....and you call a system that pretty much eliminates that whole process "a waste of time and resources". Also Nanite can be used in tandem with Tesselation but they are very distinct technologies....

The usual display of downright baffling ignorance
Rofif™
We can tell ff7 rebirth got downgraded from first trailers, since grass doesnt react to player characters like it did in trailer, proof here:

Low quality assets/textures are nasty too ofc, not all the time but there are some of them and it looks super out of place:
 
Lol ue5 had the best fidelity for the whole gen already

It's more having certain parts like meta humans and related modelling/rendering becoming more improved and open for devs to go further than it currently is. Unreal 5 is damn nice, especially environments, but there are areas I feel are still need a bit more improving/optimisation.
 
It's not about lod.
Nanite is just a tech to manage smooth transitions of many lod states. You still need to waste time and assets to build too detailed rocks.
....I simply don´t know what to say to bullshit like this. Are you seriously insinuating that high quality assets are a waste of time in a graphics thread in 2025 after how many years of technologies like photogrammetry to stick to the "rocky issue at hand"?
Ac shadows does it great. There is no lod pop in at all, they have their in house system
Which is also a VG system comparable to earlier iterations of Nanite (doesn´t cover foliage f.e.)......that you just called a waste of time and money..
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It's more having certain parts like meta humans and related modelling/rendering becoming more improved and open for devs to go further than it currently is. Unreal 5 is damn nice, especially environments, but there are areas I feel are still need a bit more improving/optimisation.
I don't follow you, metahumans are already the best models around by far and have been used since crossgen horizon forbidden west that had 178 of them.

When they are gonna improve even more the difference is gonna be laughably high, but they are ALREADY the best.
 
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I don't follow you, metahumans are already the best models around by far and have been used since crossgen horizon forbidden west that had 178 of them.

When they are gonna improve even more the difference is gonna be laughably high, but they are ALREADY the best.

Still feels like something off come customization of custom avatars with hair rendering here I can still see it being improved than what it currently is. Either that or devs not fully doing that justice.

Bespoke set characters look damn nice like in Clair Obscur for example but above is rather uncanny. I just feel it can still get better.
 
Still feels like something off come customization of custom avatars with hair rendering here I can still see it being improved than what it currently is. Either that or devs not fully doing that justice.

Bespoke set characters look damn nice like in Clair Obscur for example but above is rather uncanny. I just feel it can still get better.
Uncanny valley depend on the devs more than the engine, we had uncanny valley before ue5 was even in the balls of his creator.

How you animate face, how you make the face, it is not an engine thing.

I think the fidelity is almost there but not everyone is naughty dog when it comes to animate faces.
 
It's not nearly as expensive in ac and they don't make a fuss about it
how is it not expensive
ac shadows is more demanding than any ue 5 game i've played so far. ray traced gi plays a big part in that but surely their nanite solution also plays a part in that
so why should death stranding 2 not have it anyways? it would only improve the visuals
 
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Jesus Christ this is so sad.
You guys are presented with most beautiful of pictures and choose to focus on some fucking rocks in a corner? I've seen this section for months and I never would've noticed this.

No. Nanite geometry is a waste of time and resources. I don't care for super tessellated rocks.
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It is one fifth of the full image at least, it is pretty obvious.
 
It's not nearly as expensive in ac and they don't make a fuss about it
Sigh. How do you know how expensive it is? Have you seen on vs off benchmarks?

There is no lod pop in in ac shadows they have their own Nanite
Nanite only applies to buildings and rocks in AC shadows. Foliage doesnt have nanite. And does have some pop-in.

No. Nanite geometry is a waste of time and resources. I don't care for super tessellated rocks.
It's actually the opposite. it saves time by letting devs not have to worry about creating different LODs. Nanite handles them on its own leaving devs more time to do other stuff.

It also saves vram. UE5 games are much less vram hungry than other games with similar graphics due to this.

And finally, it saves GPU performance since geometry in the distance does not have to be fully rendered. There is a CPU hit for nanite but its minimal. Mesh shaders in general are literally designed to offload GPU tasks and make them more efficient. By not implementing techniques like nanite, devs are leaving performance on the table.

you of all people should know this considering how much time you spent playing forspoken. A game that was severely downgraded after the first reveal likely because of vram constraints and GPU having to render large fields. The PC port couldnt even run on 8GB GPUs with medium textures.

Had they utilized mesh shaders, they wouldnt have had to downgrade anything.
 
Sigh. How do you know how expensive it is? Have you seen on vs off benchmarks?


Nanite only applies to buildings and rocks in AC shadows. Foliage doesnt have nanite. And does have some pop-in.


It's actually the opposite. it saves time by letting devs not have to worry about creating different LODs. Nanite handles them on its own leaving devs more time to do other stuff.

It also saves vram. UE5 games are much less vram hungry than other games with similar graphics due to this.

And finally, it saves GPU performance since geometry in the distance does not have to be fully rendered. There is a CPU hit for nanite but its minimal. Mesh shaders in general are literally designed to offload GPU tasks and make them more efficient. By not implementing techniques like nanite, devs are leaving performance on the table.

you of all people should know this considering how much time you spent playing forspoken. A game that was severely downgraded after the first reveal likely because of vram constraints and GPU having to render large fields. The PC port couldnt even run on 8GB GPUs with medium textures.

Had they utilized mesh shaders, they wouldnt have had to downgrade anything.
Nanite cost was 4ms for geometry in some presentation. It's not lot even in 60fps game
 
Sigh. How do you know how expensive it is? Have you seen on vs off benchmarks?


Nanite only applies to buildings and rocks in AC shadows. Foliage doesnt have nanite. And does have some pop-in.


It's actually the opposite. it saves time by letting devs not have to worry about creating different LODs. Nanite handles them on its own leaving devs more time to do other stuff.

It also saves vram. UE5 games are much less vram hungry than other games with similar graphics due to this.

And finally, it saves GPU performance since geometry in the distance does not have to be fully rendered. There is a CPU hit for nanite but its minimal. Mesh shaders in general are literally designed to offload GPU tasks and make them more efficient. By not implementing techniques like nanite, devs are leaving performance on the table.

you of all people should know this considering how much time you spent playing forspoken. A game that was severely downgraded after the first reveal likely because of vram constraints and GPU having to render large fields. The PC port couldnt even run on 8GB GPUs with medium textures.

Had they utilized mesh shaders, they wouldnt have had to downgrade anything.
It really doesnt matter.
This embarrasing to focus on some rocks i. Death stranding.

And obviously i don't know how demqnding ac shadows is. I just see it running better on ps5 than ue5 games.
 
It really doesnt matter.
This embarrasing to focus on some rocks i. Death stranding.

And obviously i don't know how demqnding ac shadows is. I just see it running better on ps5 than ue5 games.
That stupid fucking game is 90% of jogging around my dude, they only have to render a character and the location, at least make the fucking location look pristine if that is the focus of your cringe ass game :lollipop_squinting:
 
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It really doesnt matter.
This embarrasing to focus on some rocks i. Death stranding.

And obviously i don't know how demqnding ac shadows is. I just see it running better on ps5 than ue5 games.
it doesnt run better than UE5 games. it literally does not have RT in its 60 fps mode. It looks like a last gen game in performance mode and still drops below 1080p.

Hell PS5 Pro which does have RTGI in its performance mode drops to 864p which is basically the resolution of 60 FPS UE5 games on base PS5.
 
this is absolutely amazing.

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The trailer is unreal, which is why I have zero belief the game will look anywhere close to this on release. Atomic Heart was released in early 2023. Are we really to believe the same studio can produce a game of that quality in 2.5 years? Not to mention they are working on a completely new IP as well, which they also had a trailer for
 
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It really doesnt matter.
This embarrasing to focus on some rocks i. Death stranding.
Pointing out very obvious plain to see technological shortcomings in a thread about graphics technology is embarrassing?
And obviously i don't know how demqnding ac shadows is
That´s why you said it isn`t as demanding as xy, because you "obviously don`t know".....wait what?
Mr Rogers Clown GIF


Embarrassing is having strong opinions about things you obviously have no idea about and making up arguments out of thin air that literally contradict each other in no time.....
 
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In regards to features like virtualized geometry and RTGI that makes no sense as those features actually make development considerably easier and faster.

I think it really is a budget issue. There are very... very few developers with enough budget leeway to invest enough money into updating their tools/engines to keep up with a behemoth like UE. And even Epic needed several years to make those features usable performance wise. And ofc the return of investment in this case is at least uncertain as graphics have been "good enough/very good" for most people since the PS4 era.

It's like all that tech budget went elsewhere.. I also think there is basically a lost 2 years where studios fucked around working inefficiently from home, not making big moves.

Also it's not exactly the same situation because Epic has a far greater burden of making the engine as generalized and useable for as many devs and platforms as they can. Game studios don't really have that issue, especially first party ones. VG and RTGI should have been a common thing by now but basically since no one bothered to make the first step neither did anyone else.
 
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Pointing out very obvious plain to see technological shortcomings in a thread about graphics technology is embarrassing?

That´s why you said it isn`t as demanding as xy, because you "obviously don`t know".....wait what?
Mr Rogers Clown GIF


Embarrassing is having strong opinions about things you obviously have no idea about and making up arguments out of thin air that literally contradict each other in no time.....
season 2 you dumb bitch GIF by Power
he was talking about the PC version as he doesn't play on PC mainly.

regardless, ac shadows is still more demanding on ps5 than ue 5 games
problem with ac shadows is that it uses an incredibly light TAAU solution. on PC most people use DLSS and on ps5 pro if you use PSSR you actually lose a lot of internal resolution and game becomes much more demanding
most ue 5 games on their 30 fps modes usually run between 1300-1500p but they often use TSR which is demanding but produce really high quality image (crisp and more 4K-like)
ac shadows also runs between 1300-1500p but it uses basic TAAU that is not demanding and produce lower quality image (less 4K-like)
if ac shadows used fsr 3 or something heavier like TSR on base PS5, i could easily see it drop way below 1300p on 30 fps mode which would make it more demanding than ue 5 games
this is evident in how demanding the game becomes on ps5 pro with PSSR

ac shadows 30 fps mode on ps5 looks sharp but it has a lot of temporal breakup. it is clear that they preferred temporal breakup and instability over blurrier image. with TSR you both have stable temporal AA and crisp image. as long as you're around 1440p that is

as such, ue 5 is less demanding than ac shadows even on base ps5
 
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The trailer is unreal, which is why I have zero belief the game will look anywhere close to this on release. Atomic Heart was released in early 2023. Are we really to believe the same studio can produce a game of that quality in 2.5 years? Not to mention they are working on a completely new IP as well, which they also had a trailer for
They are russian. Putin wont allow them to jerk off all day like western studios are allowed to nowadays.
 
The trailer is unreal, which is why I have zero belief the game will look anywhere close to this on release. Atomic Heart was released in early 2023. Are we really to believe the same studio can produce a game of that quality in 2.5 years? Not to mention they are working on a completely new IP as well, which they also had a trailer for
To be fair, i thought most of the first game's trailer looked fake, but then i played it and it was real (not talking about the raytracing downgrade) :p
 
The trailer is unreal, which is why I have zero belief the game will look anywhere close to this on release. Atomic Heart was released in early 2023. Are we really to believe the same studio can produce a game of that quality in 2.5 years? Not to mention they are working on a completely new IP as well, which they also had a trailer for
Which new ip? Mundfish themselves are working on atomic heart 2 and a multiplayer spin-off (the cube). ILL is not being made by them, just published.
 
To be fair, i thought most of the first game's trailer looked fake, but then i played it and it was real (not talking about the raytracing downgrade) :p
the first game was also last gen built on UE4. This is clearly using lumen and nanite, and has that generational leap we all expected from other games that didnt get one.
 
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