Graphical Fidelity I Expect This Gen

if plainsong village was in any japanese\beloved game people would praise the shit out of it, but it's horizon so it's ugly and stinky by default
Horizon art direction is very generic and unimaginative, which is actually somewhat of an achievement for a game about robot dinosaurs.
Nothing to do with what weaaboos think.
 
I'm a little late on the thread, just wanted to say what blows my mind is that the last shot has what appears to be a slight graphical limitation in the contact hardening shadow & its jaggedness from up-close below the base of one of the boat's metal beam things.

TE6yWrgYk3hgXHpn.png


This verifies the shot's veracity & authenticity, like it was taken straight from in-game at the best angle and/or time of course, really tells us that Rockstar is bullish & confident with GTA 6, they're showing off! Mind blowing stuff.
DF's video covering Trailer 2 highlighted this quite well imo. There's tons of evidence of ray traced reflections and global illumination but shadows are cleary still shadowmaps.
I totally believe this is in-game footage, R* is just that good, the only question is whether the AI is as advanced as it looks in these shots or if it's all just bullshots taken from cutscenes for marketing purposes.
 
I'm a little late on the thread, just wanted to say what blows my mind is that the last shot has what appears to be a slight graphical limitation in the contact hardening shadow & its jaggedness from up-close below the base of one of the boat's metal beam things.

TE6yWrgYk3hgXHpn.png


This verifies the shot's veracity & authenticity, like it was taken straight from in-game at the best angle and/or time of course, really tells us that Rockstar is bullish & confident with GTA 6, they're showing off! Mind blowing stuff.
Rockstar trailers/screenshots are most of the time (always, i think) ingame.

But they are touched by hand, like props placement (cans of beer or champagne) and animations from NPCs probably wont be like that ingame

They make it livelier than it really is ingame

I don't take the 5 second clip of Intergalactic to mean much. That trailer is all CGI. Nothing is finished, and a lot can change in 3 years. No studio knows exactly what their game will look like that far out

Should be seeing Wolverine and Saros next week. If those games, especially Wolverine, don't look like a massive step up in fidelity, even I will jump on the "Sony mailing it in" bandwagon

Naughty Dog never does CGI. That's ingame or in engine (I would bet ingame)

Part II used the same models for gameplay and cinematics, they've only changed lighting placement during cutscenes to make it more cinematic.

So if anything, it will look much better on release

AC Shadows Claws of Awaji dlc on PS5 Pro quality mode looks amazingly photorealistic. It really ruined the Ghost of Yötei hype for me as that looks nowhere near this and doesn't use RTGI as far as I know.

Such a gorgeous game

If only it had a decent story
 
Horizon art direction is very generic and unimaginative, which is actually somewhat of an achievement for a game about robot dinosaurs.
Nothing to do with what weaaboos think.
Matter of taste, i really enjoy some of the art design of horizon be it some locationns, dungeons, armours, weapons and dinobots.
 
Native 4k 60 fps. With Ray tracing. Running on a Base PS5.

They are already lying to you. ND has a history of lying. See Uncharted 4 reveal trailer. 1080p 60 fps. And the E3 2018 demo they admitted to faking in the making of doc.

The skepticism is warranted.
Lol u4?

They were already lying with the first gameplay of tlou1...

These motherfuckers didn't had a reveal that wasn't bullshit in a hot minute.
 
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Definitely looking amazing. I have a bad feeling that it's going to be "a game" in the same vein as Hellblade 2.
oh its going to be worse. Im guessing you missed the leaked gameplay footage? You dont evne have control of the camera.

it's like those old RE and MGS games from the 90s with no control over the camera. you can even see it in one of the screenshots. notice the A button prompt on the tree and the placement of Black Panther. It's clear they have locked the camera and you just control Black Panther like you would in MGS1 or MGS2.

Absolutely ridiculous choice for a game in 2025 but what are you gonna do.

8i7jgJCd1w2NgtUK.jpeg


 
oh its going to be worse. Im guessing you missed the leaked gameplay footage? You dont evne have control of the camera.

it's like those old RE and MGS games from the 90s with no control over the camera. you can even see it in one of the screenshots. notice the A button prompt on the tree and the placement of Black Panther. It's clear they have locked the camera and you just control Black Panther like you would in MGS1 or MGS2.

Absolutely ridiculous choice for a game in 2025 but what are you gonna do.

8i7jgJCd1w2NgtUK.jpeg



Looks terrible.
 
oh its going to be worse. Im guessing you missed the leaked gameplay footage? You dont evne have control of the camera.

it's like those old RE and MGS games from the 90s with no control over the camera. you can even see it in one of the screenshots. notice the A button prompt on the tree and the placement of Black Panther. It's clear they have locked the camera and you just control Black Panther like you would in MGS1 or MGS2.

Absolutely ridiculous choice for a game in 2025 but what are you gonna do.

8i7jgJCd1w2NgtUK.jpeg



They are saying that the fixed angle is just for dev testing, but I'm not sure, remember the first trailer footage had a behind the character camera...
 
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Soros is all but confirmed but Returnal devs are not talented enough to push visuals. Though im sure the game will be fun. I just want to see something unique from them. Something that isnt Returnal 1.5. Maybe a coherent story with more than one character, but if they cant afford to tell a story with actual cutscenes then they have to include some kind of next gen feature like destruction or fancy physics. I cannot play another Returnal.

Housemarque devs aren't talented enough? Really? Man, Returnal really doesn't get near enough credit, especially as a launch window game. It's a gorgeous game and they used their own tech to push awesome looking particle effects and fluid simulations. All at 60fps. If you really think about it, they are the only Sony studio that dared to deliver something interesting, unique, and simply a joy to play.

They said they were going to show us how Saros pushes the PS5 and I honestly believe this studio over any other. I would bet my account that they will show us something amazing.
 
Housemarque devs aren't talented enough? Really? Man, Returnal really doesn't get near enough credit, especially as a launch window game. It's a gorgeous game and they used their own tech to push awesome looking particle effects and fluid simulations. All at 60fps. If you really think about it, they are the only Sony studio that dared to deliver something interesting, unique, and simply a joy to play.

They said they were going to show us how Saros pushes the PS5 and I honestly believe this studio over any other. I would bet my account that they will show us something amazing.
i gave them a lot of credit back when the game first came out. the first couple of levels looked amazing. and then the visuals just fell off.

great game though. just not expecting much from them visually. of course, its possible that they take a big leap forward in terms of storytelling and visuals and join the big boys not that they are first party.
 
I was just watching the DF Doom Path Tracing interview with ID Tech and an Nvidia engineer, and they said something insane.

Guess how long it took them to implement path tracing to the game. Game came out in May and i believe the path tracing update came out in June.

Answer below:

3 months. they started in March.

I find it hilarious that people make such a big fuss over fixing UE5 issues, PSSR bugs, adding ray tracing to existing engines, and these guys brought over a couple of nvidia guys who added path tracing in a couple of months.

I am sure it was easier because they already had RTGI implemented, but there is a tendency on this board to blame long development cycles on graphics. Even though time and time again, devs have shown that adding these next gen technologies can speed up development. And in the case of third party engines like UE4, it's literally plugging into existing RT APIs.
 
Ghost of Yotei's game development budget is seemingly around the same as Ghost of Tsushima ($60 Million).



For comparison
-------------------------
- Spider Man 1 (≈90 million) -> Spider-Man 2 (≈300)
- Horizon 1 (≈60) -> Horizon 2 (≈212)
- The Last Of Us 1 (≈20) -> Part 2 (≈240)

No wonder why Yotei so far feels like a very gradual upgrade over Tsushima holistically, just everything about it feels like a properly rooted last-gen game, barely any new renovation to animation quality or overall world simulation & depth. And BTW Yotei is technically cheaper to make than Tsushima bearing in mind the rapid increase in Economic inflation compared to the timeframe Tsushima was developed in.

Never again, Sony...please.
 
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Ghost of Yotei's game development budget is seemingly around the same as Ghost of Tsushima ($60 Million).



For comparison
-------------------------
- Spider Man 1 (≈90 million) -> Spider-Man 2 (≈300)
- Horizon 1 (≈60) -> Horizon 2 (≈212)
- The Last Of Us 1 (≈20) -> Part 2 (≈240)

No wonder why Yotei so far feels like a very gradual upgrade over Tsushima holistically, just everything about it feels like a properly rooted last-gen game, barely any new renovation to animation quality or overall world simulation & depth. And BTW Yotei is technically cheaper to make than Tsushima bearing in mind the rapid increase in Economic inflation compared to the timeframe Tsushima was developed in.

Never again, Sony...please.

Wow

this explains everything really

They aren't talented enough to push visuals like Game Science with a limited budget.

I'll go Easier on them

The main reason the game looks like shit is because Sony is fuckibg cheap
 
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Wow

this explains everything really

They aren't talented enough to push visuals like Game Science with a limited budget.

I'll go Easter on them

The main reason the game looks like shit is because Sony is fuckibg cheap
Most likely Sony put all their money on Concord and other GAAS and now they have to recoup, that's why the budget is lower. I wont be surprised if the budget for NG and SSM took a hit as well.
 
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Wow

this explains everything really

They aren't talented enough to push visuals like Game Science with a limited budget.

I'll go Easter on them

The main reason the game looks like shit is because Sony is fuckibg cheap
Alan wake 2's budget was $30 million and it looked next gen. They used baked lighting on consoles, path tracing on PC, mesh shaders on every platform.

Expedition 33 also had a $30 million budget. Wukong $40-70 million.

Kingdom Come 2 had a $40 million budget. They were able to utilize the realtime GI added in crytek way back in 2019. Still the only game ever to ship with it thanks to all the hardwork the devs did to add it to their own custom version of crytek. they also recently added HDR to the engine all by themselves.

Some devs are lazy. Sucker Punch had 5 years to upgrade their shaders. They chose not to. They just reused the same PS4 assets instead of capturing new assets.
 
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Alan wake 2's budget was $30 million and it looked next gen. They used baked lighting on consoles, path tracing on PC, mesh shaders on every platform.

Expedition 33 also had a $30 million budget. Wukong $40-70 million.

Kingdom Come 2 had a $40 million budget. They were able to utilize the realtime GI added in crytek way back in 2019. Still the only game ever to ship with it thanks to all the hardwork the devs did to add it to their own custom version of crytek. they also recently added HDR to the engine all by themselves.

Some devs are lazy. Sucker Punch had 5 years to upgrade their shaders. They chose not to. They just reused the same PS4 assets instead of capturing new assets.
Wasn't Alan Wake 2's budget around 70 million?
So it was around the same as Ghost of Yotei, your point still stands though.

Although I'd like to add, while the majority of Alan Wake 2's budget probably went into tech Ghost of Yotei's probably went into people considering software development labour costs are so much cheaper in the rest of the world compared to the US.
 
Wasn't Alan Wake 2's budget around 70 million?
So it was around the same as Ghost of Yotei, your point still stands though.

Although I'd like to add, while the majority of Alan Wake 2's budget probably went into tech Ghost of Yotei's probably went into people considering software development labour costs are so much cheaper in the rest of the world compared to the US.
Just checked. It was $50 million for development. $20 million for marketing.
 
I consider this theard my best online community, I have many friends here even those that I have many arguments with them I consider them my friends, that said I want to share with my friends here that I start working on my very first game after spent more than one year preparing and test tools, free models and shaders for it (because I have main work ) , also I am using godot engine (mobile version) because this game will be for mobile devices currently the story is not finished the main them is third person open world medevil here some of techs that I will use:-
1- volumetric ray marched clouds.
2- dynamic global illumination without lightmap props(godot don't support it on mobile devices but I have my own method)

3-advanced planner reflections
4-dynamic day night cycle
5- volumetric lighting and lens flares
6-for rocks I will use Contact Refinement Parallax Mapping shader
7- and more..
Here a very early shoot from testings
LWjGfnTDelwHFKcV.jpg
 
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Just checked. It was $50 million for development. $20 million for marketing.
I am not even sure 60mil figure is accurate for GOT. It is one source saying that. And it almost surely isn't including marketing. Sucker Punch are estimated to have roughly 200 employees. Paying that many employees in Seattle over 5 years is substantial. Unless, they are working on another game simultaneously, it is hard to imagine the cost not being near 100mil for GOY
 
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I consider this theard my best online community, I have many friends here even those that I have many arguments with them I consider them my friends, that said I want to share with my friends here that I start working on my very first game after spent more than one year preparing and test tools, free models and shaders for it (because I have main work ) , also I am using godot engine (mobile version) because this game will be for mobile devices currently the story is not finished the main them is third person open world medevil here some of techs that I will use:-
1- volumetric ray marched clouds.
2- dynamic global illumination without lightmap props(godot don't support it on mobile devices but I have my own method)

3-advanced planner reflections
4-dynamic day night cycle
5- volumetric lighting and lens flares
6-for rocks I will use Contact Refinement Parallax Mapping shader
7- and more..
Here a very early shoot from testings
LWjGfnTDelwHFKcV.jpg
Congrats and good luck!
 
I consider this theard my best online community, I have many friends here even those that I have many arguments with them I consider them my friends, that said I want to share with my friends here that I start working on my very first game after spent more than one year preparing and test tools, free models and shaders for it (because I have main work ) , also I am using godot engine (mobile version) because this game will be for mobile devices currently the story is not finished the main them is third person open world medevil here some of techs that I will use:-
1- volumetric ray marched clouds.
2- dynamic global illumination without lightmap props(godot don't support it on mobile devices but I have my own method)

3-advanced planner reflections
4-dynamic day night cycle
5- volumetric lighting and lens flares
6-for rocks I will use Contact Refinement Parallax Mapping shader
7- and more..
Here a very early shoot from testings
LWjGfnTDelwHFKcV.jpg
Looks better than Fromsoft games

Well done
 
I hoped that reset would came with PS6 but... endless cross gen and that piece of shit PS6 Portable with half of PS5 power...

PS6 should allow to them to jump to realitime lighting without issue but it may be pointless because they will have to still make games run on base PS5 (or even below that). So baked lighting is here to stay (with long dev cycles) - maybe with RTGI on top (on PS6 and PC).
It's almost like we're dependent on Nvidia advancing gaming graphics & standardizing/democratizing new hardware features & graphics techniques through their concerted efforts & frankly…pushing AMD & Sony together to expedite & bring further belief & ambition into their project Amethyst thing they're going with.

Nvidia going HARD with Path Tracing, Neural Rendering among other stuff like DLSS which are & will provide a paradigm shift in graphical fidelity, I bet their RTX 60 series will produce mind-blowing new tech features that will push devs (CDPR one of them) to utilize all of it. That comes at a price though, I'm not sure if people are willing to pay for it…

Thinking about GTA 6 with DLSS 5 by that time + Path Tracing is mouthwatering I swear. I just hope Nvidia push for a once in a lifetime deal with Rockstar to to augment it with PT & maybe even some of the new Neural models & materials if they do so wish.

Fuck Portable machines, Nintendo Switch's success kinda ruined this standard console generational baseline that we used to be in, now it has gotten very nebulous & undefined, now games have to be "Steam Deck verified" and whatnot since there's a big audience around portable machines now & it's in the developers' best interest to allow their games to scale as low as possible, of course it's not just Nintendo & other portable machines, we also have to thank the cross-gen madness as well.

I just do not know & do not want to see Sony advertising the PS6 while showcasing games that could run on PS5 & the portable PS6 garbage, this would go against the standard PS6, not to mention Sony potentially wanting their games to scale as low as the Switch 2 if they kept going with releasing their games everywhere like Microsoft. I hate it lol.
 
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No raytracing in Dying Light: The Beast.
RTX in Dying Light 2 was decent, under certain conditions great, and now Techland dropped the ball.

Too busy implementing fancy gore effects and trying to reverse everything to DL1 without obtaining the same gameplay quality, I guess.
 
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I consider this theard my best online community, I have many friends here even those that I have many arguments with them I consider them my friends, that said I want to share with my friends here that I start working on my very first game after spent more than one year preparing and test tools, free models and shaders for it (because I have main work ) , also I am using godot engine (mobile version) because this game will be for mobile devices currently the story is not finished the main them is third person open world medevil here some of techs that I will use:-
1- volumetric ray marched clouds.
2- dynamic global illumination without lightmap props(godot don't support it on mobile devices but I have my own method)

3-advanced planner reflections
4-dynamic day night cycle
5- volumetric lighting and lens flares
6-for rocks I will use Contact Refinement Parallax Mapping shader
7- and more..
Here a very early shoot from testings
LWjGfnTDelwHFKcV.jpg
Noice.
 
No raytracing in Dying Light: The Beast.
RTX in Dying Light 2 was decent, under certain conditions great, and now Techland dropped the ball.

Too busy implementing fancy gore effects and trying to reverse everything to DL1 without obtaining the same gameplay quality, I guess.
But it is well optimized without relying too much on upscaling shenanigans, unlike garbages like unreal 5! /s
 
Horizon art direction is very generic and unimaginative, which is actually somewhat of an achievement for a game about robot dinosaurs.
Nothing to do with what weaaboos think.
I agree about the art direction. It ain't great. There are some areas that look spectacular tho, the dlc looks better
 
I just remembered Returnal was built on UE4 with Housemarque's proprietary vfx and particle tech tacked on. I wonder if they've moved on to UE5 for Saros? Or maybe their own engine (really hope so). If UE5, I'd generally be worried because it's prone to poor performance on consoles but i know HM would NEVER allow that. Man I really can't wait for them to show it off.

Edit: From Housemarque website:

9DZM4sDmI90C5NMP.jpg
 
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I just remembered Returnal was built on UE4 with Housemarque's proprietary vfx and particle tech tacked on. I wonder if they've moved on to UE5 for Saros? Or maybe their own engine (really hope so). If UE5, I'd generally be worried because it's prone to poor performance on consoles but i know HM would NEVER allow that. Man I really can't wait for them to show it off.

If devs put in the time and effort to properly optimize, UE5 titles are just fine on console. Avowed, Hellblade II, South of Midnight, Fortnite, Grounded 2, RoboCop: Rogue City, etc.. etc..
 
People were trying to score ue5 hate points by comparing dl the beast to ue5 titles, too bad the game look like a ps4 game with zero rt...

Like when even fucking reeee talk shit about the graphic of a game, you know you have a winner on your hands, you have to burn their furry costumes for them to talk shit about graphic...

I'm not even sure if it look better than dead island 2, probably not...
 
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If devs put in the time and effort to properly optimize, UE5 titles are just fine on console. Avowed, Hellblade II, South of Midnight, Fortnite, Grounded 2, RoboCop: Rogue City, etc.. etc..
Tbf, out of that list the only impressive games is hb2, avowed and robo have their moments but they are not top echelon ue5 titles.

I played grounded 2 on pc maxed out and it can look worse than a ps4 title at times, let's not even speak about the other 2...
 
People were trying to score ue5 hate points by comparing dl the beast to ue5 titles, too bad the game look like a ps4 game with zero rt...

Like when even fucking reeee talk shit about the graphic of a game, you know you have a winner on your hands, you have to burn their furry costumes for them to talk shit about graphic...

I'm not even sure if it look better than dead island 2, probably not...

Raytracing is coming in a future update
 
People were trying to score ue5 hate points by comparing dl the beast to ue5 titles, too bad the game look like a ps4 game with zero rt...

Like when even fucking reeee talk shit about the graphic of a game, you know you have a winner on your hands, you have to burn their furry costumes for them to talk shit about graphic...

I'm not even sure if it look better than dead island 2, probably not...

So true, it is absurd to me seeing all these gamers gleefully heralding DL The Beast as some sort of an "optimization" win so it can run pretty well on low-end tier PCs & even last-gen consoles, the game looks very archaic & rather outdated, doesn't help that its art-style is also dreadful too (subjectively I guess), Gamers nowadays have this sort of entitlement that ignores most if not all factors that ground & recontextualize reality.

- They don't want to upgrade their PCs
- They expect all games to run at 60 FPS or far above.
- They want big graphical leaps & so forth.
- They don't want to use any of the upscaling methods.
- They want RT but they'll tell you it's "forced" (whatever the fuck that means).

I'm not saying there aren't problems, there are, and I do put most of the blame towards Nvidia for being too stingy with VRAM configurations for mid to lower range GPUs, plus their Monopoly on the GPU market is cancerous, they can define prices however they please.

Now we're seeing this whole YouTube ragebait shebang about how TAA is "ruining gaming", since when did Gamers act this decisively negative & nitpicky? Do they even remember the garbage looking aliased games that they used to play? AA techniques like MSAA no longer work when games began using Deferred Rendering & delved into much more complex geometry augmented with pretty intricate textures & physically based shaders, not only that, MSAA is HEAVY on GPUs, yet they scream about "optimization" when TAA is actually an optimized AA setting that completely removes all aliasing & shimmering lol. Go figure.
 
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Tbf, out of that list the only impressive games is hb2, avowed and robo have their moments but they are not top echelon ue5 titles.

I played grounded 2 on pc maxed out and it can look worse than a ps4 title at times, let's not even speak about the other 2...

Silent Hill f is another one that purportedly runs very well, but I guess we'll find out in a day or two here.
 
People were trying to score ue5 hate points by comparing dl the beast to ue5 titles, too bad the game look like a ps4 game with zero rt...

Like when even fucking reeee talk shit about the graphic of a game, you know you have a winner on your hands, you have to burn their furry costumes for them to talk shit about graphic...

I'm not even sure if it look better than dead island 2, probably not...
looks like last gen garbage.

most of these people dont remember that Dying Light 2 got a major downgrade.

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I know, but the lack of rt and the graphic being pretty mid is why the game run "well".
I mean the same game will run exactly the same after RT update if you would just use the same max settings which are available now in the absence of RT.
This isn't something which can be said about UE5 games where you generally don't have a lot of performance lying on the table even if you go down to "Medium" or "Low" even.
So I'd argue that the lack of RT in the launch version here isn't the reason for the game "running well", it's the lack of heavy current gen stuff like s/w Lumen which is the reason.
 
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