Graphical Fidelity I Expect This Gen

Forza Motorsport. The RTGI update combined with the new Fujimi Kaido track is the most impressive graphics in a racing game I've ever seen. I'll try to post some pics tomorrow.
 
This looks really good.



Played through this on the base PS5 and was impressed how shockingly smooth the Performance mode was through and through.

Not sure how much and what grade Lumen, Nanite etc it uses there, but this might be one of the smoothest playing UE5 games in my history .. and again this was on a base PS5.

At the minimum I'm guessing it's either running on an older version of UE5 that doesn't do nanite on foliage, or skips nanite, cause foliage pop-in was pretty obvious in Perf. mode.
 
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Forza Motorsport. The RTGI update combined with the new Fujimi Kaido track is the most impressive graphics in a racing game I've ever seen. I'll try to post some pics tomorrow.
it's absolutely amazing. i tried it out a few months ago when it came out.

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Lol lethal was permed, I liked seeing his posts in here but man went full retard regarding Charlie Kirk. Rip

Forza Motorsport. The RTGI update combined with the new Fujimi Kaido track is the most impressive graphics in a racing game I've ever seen. I'll try to post some pics tomorrow.
Yep looks awesome from external camera, sadly the rtgi is borked in cockpit view
 
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This looks really good.



Yep, awesome HDR as well. Game has some serious LOD issues on foliage though, but still it looks very good. The art direction is also quite strong and very diverse.

Was 100% made by the 55-person main studio (no outsourcing according to them)

Game uses medium foliage setting on PS5 Pro, lots of popin for trees and grass in performance mode.

Other than that, IQ is good, performance is smooth (but there are stutters) and game looks good overall - great art in some levels.

Lumen is in, VSMs as well, I think nanite too but I can be wrong. Lumen reflections are present on some types of objects (not on water for example).

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Replaying some Shadow of the Tomb Raider and I really like the look of this game. Sure it's not searching for ultra realistic lighting but I think it holds up pretty well, especially as a 7 years old title. It could use some RTGI tho

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I really don't like the color palette in Tomb Raider shadows. Looked very brown ue5 like. I loved rise but Shadow disappointed me.
 
I just rewatched the original toy story in theaters today....

I remember when on forums the holy grail was getting a game to look as good as Toy story but in real time... And man have we absolutely blown past that milestone... When did that happen? And did anyone make a big deal about it? Was it Rachet and Clank? On the PS3 that did it?

There is absolutely no need for games to look any better
 
I just rewatched the original toy story in theaters today....

I remember when on forums the holy grail was getting a game to look as good as Toy story but in real time... And man have we absolutely blown past that milestone... When did that happen? And did anyone make a big deal about it? Was it Rachet and Clank? On the PS3 that did it?

There is absolutely no need for games to look any better
Toy Story 1 doesn't look so hot anymore and was surpassed a long time ago...
 
Toy story 4's carnival scene is pure magic on OLED HDR. And a new standard for CG cartoons. i havent even seen the entire movie (3rd movie had the perfect ending for someone like me who grew up with the movies), but saw my kids watching the movie one night and the carnival lights in the dark just blew me away. i remember reading how the movie's CG was so complex that it took them like 1,000 hours to render one frame of the most complex scene in the movie. so basically 24,000 hours to render a single second lol on super computers no less.

Anyway, if you have an OLED and want to try probably the best HDR in a movie. Give this movie a shot. Skip to the end to see the carnival scene at night time. i know pixar lately gets shat on a lot but ive seen some movies since my kids have disney+ on at all times, and their CG work is still top notch. im just too old for these movies and want to see these insane amount of lights in games instead. That's why megalights was so exciting to me. just imagine hundreds of light bulbs with their own lighting and shadows.

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Borderlands is definitely heavy when you get to the open world. It's not exactly unoptimized, its just heavy. I can lock it at 60 fps as long as i turn down some settings.

I see Randy Pitchford getting destroyed on twitter because he's basically begging people to reduce the settings instead of playing it at 4k ultra. Espcially those who are still using dated cards. I really dislike the guy but i kind of sympathize with him here. i saw youtubers with 4060 bitching about how expensive this game is on their shitty gpu. maybe dont buy a 8GB GPU that is barely as powerful as a PS5 in 2020?




I think it looks gorgeous at times. I really like how the lighting hits the rocks and houses/farms. i wish they went with better looking trees but its an
art choice so i kinda get it.

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This is one of the biggest PC optimization youtubers calling out a developer for using next gen features just because they are too heavy.



Fucking hell man. We are literally going backwards. You are a PC youtuber, not a console youtuber. Your only job is to provide optimized settings. Your channel doesnt exist if every PC game ran at 4k 60 you dumb fuck. Complaining that a year 5 (almost 6) game is heavy is insane to me. RDR2 famously came out in year 6 of that gen, and couldnt be maxed out on the most expensive GPU at the time. People bitched but most of them understood that it was for future GPUs.

Edit: And i really dont care for this shortcut narrative. That's only part of what Lumen and RTGI bring. Yes, it streamlines development, but RTGI and Lumen and especially the hardware lumen used here will always have better lighting and AO coverage than baked lighting. You can compare this to the best looking last gen games, and its simply better. Especially in open world games. Cell shaded or not, the game has fantastic lighting and asset quality and its because of lumen and nanite. PC gamers have really lost it. Console gamers i can understand, different standards and expectations but PC gamers used to want the best of the best.
 
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Borderlands is definitely heavy when you get to the open world. It's not exactly unoptimized, its just heavy. I can lock it at 60 fps as long as i turn down some settings.

I see Randy Pitchford getting destroyed on twitter because he's basically begging people to reduce the settings instead of playing it at 4k ultra. Espcially those who are still using dated cards. I really dislike the guy but i kind of sympathize with him here. i saw youtubers with 4060 bitching about how expensive this game is on their shitty gpu. maybe dont buy a 8GB GPU that is barely as powerful as a PS5 in 2020?




I think it looks gorgeous at times. I really like how the lighting hits the rocks and houses/farms. i wish they went with better looking trees but its an
art choice so i kinda get it.

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Fucking retards hate him for telling truth, what a world we live in.
 
Game uses medium foliage setting on PS5 Pro, lots of popin for trees and grass in performance mode.

Other than that, IQ is good, performance is smooth (but there are stutters) and game looks good overall - great art in some levels.

Lumen is in, VSMs as well, I think nanite too but I can be wrong. Lumen reflections are present on some types of objects (not on water for example).

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Those shadows are awful.
 
Borderlands is definitely heavy when you get to the open world. It's not exactly unoptimized, its just heavy. I can lock it at 60 fps as long as i turn down some settings.

I see Randy Pitchford getting destroyed on twitter because he's basically begging people to reduce the settings instead of playing it at 4k ultra. Espcially those who are still using dated cards. I really dislike the guy but i kind of sympathize with him here. i saw youtubers with 4060 bitching about how expensive this game is on their shitty gpu. maybe dont buy a 8GB GPU that is barely as powerful as a PS5 in 2020?




I think it looks gorgeous at times. I really like how the lighting hits the rocks and houses/farms. i wish they went with better looking trees but its an
art choice so i kinda get it.

prtp0Z5na1hPDB5e.jpg


There is zero reason for this game to be heavy because it doesn't even use Ray tracing

The performance makes no sense with these graphics, period.
 
DLSS went from being a nice extra on a game, to being essential to get somewhat decent performance, just because modern games are so poorly optimized. What a fucking joke.
Eh. I've been using dlss since 2019 when i got my first rtx card. Needed it for metro exodus, control and even anthem which didn't even use ray tracing. It was just a heavy ass game. Something we expected back in 2019 from late Gen games.

If you want to run games at native 4k, you are in luck. Sony has been porting all their cross Gen looking titles to PC. They all run at native 4k 30 fps on consoles so you can easily run them at native 4k 60 fps on a gpu twice as powerful as a ps5. Of course playing ps4 looking games in 2025 is not my idea of progress so i will stick with dlss and devs who do push next gen features.
 
DLSS went from being a nice extra on a game, to being essential to get somewhat decent performance, just because modern games are so poorly optimized. What a fucking joke.
Whats the problem with dlss? Its the best form of AA and upscaling especially with dlss4 which looks insanely good in quality mode at 1440p ress and beyond.
 
Whats the problem with dlss? Its the best form of AA and upscaling especially with dlss4 which looks insanely good in quality mode at 1440p ress and beyond.

Yeah man I will never understand why some people use DLSS as a weapon, its actually a fucking miracle tool to get better image quality along with better fps
 
If it has that, then the implementation is very underwhelming because there is nothing in the lighting that suggest RT.

It's a quite average looking game
It's the Fortnite effect. No one cares that Fortnite has lumen and other bells and whistles from the latest UE version inserted into it, because artistically it's still just Fortnite.

 
The problem is the lack of optimization and overreliance on upscaling.
How do you know whats happening behind the scenes in the game that leads you to believe its not optimized like other ue5 games?

What did this dev team skip that other teams did not? Is it a cpu optimization or gpu?

They provided way more settings for you to toggle than your average ue5 game. It's up to you to select the settings that give you a solid 60 fps without sacrificing visual quality. If you have a 4060 which is barely as powerful as a ps5 then you should be settling for 1440p or 1080p with dlss instead of trying 4k. This is a 4 player coop game with guns that are basically particle machines. I'm only two hours in but a dlc gun is so powerful it spins off bullets that go attack nearby enemies who green catch fire and then explode. Its just way heavier than your typical ue5 game like mgs3, mafia, hellblade, silent hill 2.

The only optimization i would criticize them for is if they never upgraded to ue5.4 which improves cpu performance but I'm not seeing cpu bottlenecks here. My gpu is being maxed out at all times. Other than that, we just don't know how their game works in the background. I'm not seeing traversal or shader stutters here either.
 
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How do you know whats happening behind the scenes in the game that leads you to believe its not optimized like other ue5 games?

What did this dev team skip that other teams did not? Is it a cpu optimization or gpu?

They provided way more settings for you to toggle than your average ue5 game. It's up to you to select the settings that give you a solid 60 fps without sacrificing visual quality. If you have a 4060 which is barely as powerful as a ps5 then you should be settling for 1440p or 1080p with dlss instead of trying 4k. This is a 4 player coop game with guns that are basically particle machines. I'm only two hours in but a dlc gun is so powerful it spins off bullets that go attack nearby enemies who green catch fire and then explode. Its just way heavier than your typical ue5 game like mgs3, mafia, hellblade, silent hill 2.

The only optimization i would criticize them for is if they never upgraded to ue5.4 which improves cpu performance but I'm not seeing cpu bottlenecks here. My gpu is being maxed out at all times. Other than that, we just don't know how their game works in the background. I'm not seeing traversal or shader stutters here either.

Are you serious? It takes a 5090 to get 100 fps at 1080p. And then there are the stutters. And the crashes. Its obvious that BL4 is an unpolished mess of a game.
 
How do you know whats happening behind the scenes in the game that leads you to believe its not optimized like other ue5 games?

What did this dev team skip that other teams did not? Is it a cpu optimization or gpu?

They provided way more settings for you to toggle than your average ue5 game. It's up to you to select the settings that give you a solid 60 fps without sacrificing visual quality. If you have a 4060 which is barely as powerful as a ps5 then you should be settling for 1440p or 1080p with dlss instead of trying 4k. This is a 4 player coop game with guns that are basically particle machines. I'm only two hours in but a dlc gun is so powerful it spins off bullets that go attack nearby enemies who green catch fire and then explode. Its just way heavier than your typical ue5 game like mgs3, mafia, hellblade, silent hill 2.

The only optimization i would criticize them for is if they never upgraded to ue5.4 which improves cpu performance but I'm not seeing cpu bottlenecks here. My gpu is being maxed out at all times. Other than that, we just don't know how their game works in the background. I'm not seeing traversal or shader stutters here either.
It's seemingly the most cutting edge UE5 game we have gotten so far, built on 5.5.4 according to PCgamingwiki... That explains the non-existent CPU bottlenecks, legitimately just heavy. The stutters and crashes are odd however, might just be your usual Gearbox incompetence.
 
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I dont understand something. It says online that Borderlands 4 uses nanite and lumen, so why the hell then there is popping when traveling with the vehicle? Wasnt UE5 suppose to eliminate this problem?
 
The magic of toggling features in UE5 without knowing what the fuck you're doing

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*Click* and we have 30fps on 5090 lol.

From what I understand this game allows Cinematic preset for players (It's called badass here), same as wukong - big fucking mistake. Cinematic is for... cinematics, not for normal gameplay, everything is dialed up to 11. Leave it to .ini tweaks...

And then they are surprised that all "let's max this bitch" people are crying in steam reviews.
 
Are you serious? It takes a 5090 to get 100 fps at 1080p. And then there are the stutters. And the crashes. Its obvious that BL4 is an unpolished mess of a game.
I went back to check this and this is only partially true. native resolution seems to be maxing out but no one uses native resolution with trash AA on PC anymore.

I can do 95 fps in a foliage rich area at 4k dlss performance (1080p internal resolution) medium settings.
And 113 fps in the same foliage rich area at 1440p dlss performance medium settings.
This drops all the way down to 70 fps when i go to high. the game is just heavy.

Now I did notice that as you go above 100 fps the GPU is being underutilized even if RTSS shows 98% GPU usage. Dropping from 235 watts (typical for my 5080) to just 174 watts. this could either be due to my 5 year old CPU bottlenecking the GPU or something with their game that is not using all the shader cores properly. So in that aspect, you could say that it not optimized and they need to look into why the shader cores are not being fully maxed out despite the gpu utilization showing its maxed out.

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In light of a thread regular like Lethal01 getting perma'd, i'd like to honor him by posting next gen pics from his favorite games. RIP. I will miss the tens of thousands of LOL emojis from you that have gotten me so close to 100k reactions here.

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I went back to check this and this is only partially true. native resolution seems to be maxing out but no one uses native resolution with trash AA on PC anymore.

I can do 95 fps in a foliage rich area at 4k dlss performance (1080p internal resolution) medium settings.
And 113 fps in the same foliage rich area at 1440p dlss performance medium settings.
This drops all the way down to 70 fps when i go to high. the game is just heavy.

Now I did notice that as you go above 100 fps the GPU is being underutilized even if RTSS shows 98% GPU usage. Dropping from 235 watts (typical for my 5080) to just 174 watts. this could either be due to my 5 year old CPU bottlenecking the GPU or something with their game that is not using all the shader cores properly. So in that aspect, you could say that it not optimized and they need to look into why the shader cores are not being fully maxed out despite the gpu utilization showing its maxed out.

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What software do you use to show those stats on screen?
 
Man, i really like the materials and lighting here on the buildings. Foliage is meh, and trees are straight up trash but nanite and lumen really shine here on these wooden and cement materials.

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What software do you use to show those stats on screen?
RTSS and MSI Afterburner. MSI afterburner lets you select like a 100 different configs but for some reason you need RTSS to enable it.
 
Man, i really like the materials and lighting here on the buildings. Foliage is meh, and trees are straight up trash but nanite and lumen really shine here on these wooden and cement materials.

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RTSS and MSI Afterburner. MSI afterburner lets you select like a 100 different configs but for some reason you need RTSS to enable it.
The game definately has its moments.

A shame the ground is so flat, looks really last gen without any POM or Nanite microdetails.
 
Man, i really like the materials and lighting here on the buildings. Foliage is meh, and trees are straight up trash but nanite and lumen really shine here on these wooden and cement materials.

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RTSS and MSI Afterburner. MSI afterburner lets you select like a 100 different configs but for some reason you need RTSS to enable it.

Looks alright but also looks really artistically incongruent.
 
not just the ground, but the grass and trees too. they shouldve ditched this stupid cell shaded design.

I've seen videos/pics where everything beyond 20m looks like completely flat grass-lands, like foliage has a very rigid cut-off line after which it just stops drawing.

Is it the same on PC as well?

Doesn't look like it's using nanite on foliage at all.
 
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In light of a thread regular like Lethal01 getting perma'd, i'd like to honor him by posting next gen pics from his favorite games. RIP. I will miss the tens of thousands of LOL emojis from you that have gotten me so close to 100k reactions here.

GjcEFYuWoAIbzDU


GwEaxMrXUAAEwxW
Why did he get banned? I know his biased takes with his favourites hiding behind artstyle every time while being extremely critical of next gen games was annoying. But he was largely respectful. What happened?
 
Why did he get banned? I know his biased takes with his favourites hiding behind artstyle every time while being extremely critical of next gen games was annoying. But he was largely respectful. What happened?
Just look at his post history on the Charlie Kirk thread
 
Just look at his post history on the Charlie Kirk thread
Aw, shit, rather not. While Kirk man certainly said some messed-up shit and certainly wasn't exactly pro-free speech, I was taken aback by the glee jumping on his grave. I mean, it would be revisionism to say he was a great guy and that idea shouldn't be forced upon everyone, but the guy just died, and he left his wife and kids. Basic decency is allowing for empathy there and just not talking shit about him online and in the media for at least a few weeks while they grieve.
 
I've seen videos/pics where everything beyond 20m looks like completely flat grass-lands, like foliage has a very rigid cut-off line after which it just stops drawing.

Is it the same on PC as well?

Doesn't look like it's using nanite on foliage at all.
Its tied to a setting. You can increase it. Medium is full of pop in even even walking. High completely fixes it while walking but while riding it starts to load foliage in the distance and its rather obvious. Very high helps with it but doesn't entirely remove it. Avowed was way better at drawing foliage.

The foliage here hss these really nasty black lines that makes it look like shit anyway. Trees too. Weakest part of the game which sucks because 90% of the open world is foliage.
 
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