Graphical Fidelity I Expect This Gen

About an hour into Silent Hill f. Maxed out, 4k, and have forced DLSS 4 / forced DLAA / forced hardware Lumen.

It looks good, but nothing amazing. Performance-wise, it runs well outside of the occasional stutter.

A few shots so far:

YTM2pnOHEyP0mNjC.png
uA4HO5znXU2Sezgf.png
9TxSiGnYKEcsuoNn.png
vwYrcSTWVeDx0j4C.png
 

"For Yotei, we realized very quickly that we needed to improve draw distance. To portray the vastness of the Hokkaido map, we needed to be able to render distant views with high fidelity and accurate depth of space. We can now load millions of assets, with tens of thousands visible on-screen at once. Real-time particles like leaves, snow, ash and fog number in the hundreds of thousands across both near and far distances."

Interesting...more info in the link.

Epic fail. What good is throwing in "millions of assets" on screen if they're wrapped in poor texture quality and improperly lit? That just makes things a million times uglier in my opinion. For their own sake they better not show up tomorrow. Or at least have the damn game running on Pro. It needs all the brute force from hardware it can get because resolution doesn't look great in most of those garbage marketing trailers.
 
About an hour into Silent Hill f. Maxed out, 4k, and have forced DLSS 4 / forced DLAA / forced hardware Lumen.

It looks good, but nothing amazing. Performance-wise, it runs well outside of the occasional stutter.

A few shots so far:

YTM2pnOHEyP0mNjC.png
uA4HO5znXU2Sezgf.png
9TxSiGnYKEcsuoNn.png
vwYrcSTWVeDx0j4C.png



It feels like making a stable console version was their first priority. The base PS5 version being a flawless 60fps with very little difference between its Quality and Performance modes, other than IQ, is pretty telling which version they focused on.
 
About an hour into Silent Hill f. Maxed out, 4k, and have forced DLSS 4 / forced DLAA / forced hardware Lumen.

It looks good, but nothing amazing. Performance-wise, it runs well outside of the occasional stutter.

A few shots so far:

YTM2pnOHEyP0mNjC.png
uA4HO5znXU2Sezgf.png
9TxSiGnYKEcsuoNn.png
vwYrcSTWVeDx0j4C.png
I like the fog in SH2 better. Feels a lot more volumetric and thick instead of just a haze filter that we are seeing here.

7P5x5lm.gif
 
Epic fail. What good is throwing in "millions of assets" on screen if they're wrapped in poor texture quality and improperly lit? That just makes things a million times uglier in my opinion. For their own sake they better not show up tomorrow. Or at least have the damn game running on Pro. It needs all the brute force from hardware it can get because resolution doesn't look great in most of those garbage marketing trailers.
the draw distance will be noticeable though. i mean it was the first thing we all noticed in the reveal trailer. it will show up on screen for sure.

the problem like you said is the lighting and since most of the game will take place in cloudy conditions, the extra draw distance wont really get a chance to shine. But you wont have to worry about them being improperly lit during day time.
 
I really hope they can get the hair rendering that good in the final PHYSINT game, hair is a major weakness for so many devs (incl. KojiPro) that undermines otherwise solid visuals. The low res alpha/DoF and that ugly bloom/glow are so distracting with hair in games as is the aliasing and flicker, not to mention hard edges, pointy corners and a lack of natural movement. I would've thought by now that ML techniques would've been developed to target and clean up problem areas of the frame like that.
 
About an hour into Silent Hill f. Maxed out, 4k, and have forced DLSS 4 / forced DLAA / forced hardware Lumen.

It looks good, but nothing amazing. Performance-wise, it runs well outside of the occasional stutter.

A few shots so far:

YTM2pnOHEyP0mNjC.png
uA4HO5znXU2Sezgf.png
9TxSiGnYKEcsuoNn.png
vwYrcSTWVeDx0j4C.png

I like the fog in SH2 better. Feels a lot more volumetric and thick instead of just a haze filter that we are seeing here.

7P5x5lm.gif

May have spoken too soon. Game is impressing more and more as I dive into it further:

zR7gSocK0kdhuYgj.png
SbFZHtHDftNT9kML.png



Proper volumetric fog has arrived as well:

qz6qzxswcHeBnFBg.png
Ixl9CMRkfVerHM7h.png
 
I really hope they can get the hair rendering that good in the final PHYSINT game, hair is a major weakness for so many devs (incl. KojiPro) that undermines otherwise solid visuals. The low res alpha/DoF and that ugly bloom/glow are so distracting with hair in games as is the aliasing and flicker, not to mention hard edges, pointy corners and a lack of natural movement. I would've thought by now that ML techniques would've been developed to target and clean up problem areas of the frame like that.
Well you're in luck I'd say, Nvidia, Sony & AMD are going all in with AI Neural Rendering and this is one of the 1st things you'll see getting major attention & enhancements, look at RTX Hair, RTX Subsurface Scattering (even RTX faces but that's early stuff) and what the 60-series will provide in terms of quality enhancements through AI Rendering. I bet we'll see most of that coming to PS6 since they want to standardize the usage of AI throughout the next-generation.

It's why I come back to this video from Digital Foundry from time to time when they had hands-on with many Nvidia AI demos running in real-time on 50-series hardware at CES 2025, early stuff, but they are a precursor for what's to come in the next generation for sure & I bet The Witcher 4 will utilize most of those AI techniques for the PC version.

 
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Some textures in Silent Hill f are very low res. I dont like either how in UE5 games lately, depth of field is very aliased and low resolution even at max settings. Almost as if DLSS is not applied before DOF and it hurts inage quality a lot during cutscenes.

The game doesn't look bad mind you, but like someone said here, it feels like a low budget UE5 game in terms of graphics and technology
 
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