Drizzlehell
Banned
So in preparation for the upcoming Ragnarok, I decided to give God of War a second replay and having previously played it on base PS4, this time around I had a chance to play the beefed up version for the PS5. 4k resolution and 60 frames, baby.
(these are just random shots that I grabbed from the net as a reminder of how beautiful this game is. I didn't grab any myself because I was too distracted with general awesomeness of this game)
I was stunned at how gorgeous this game still looks. I don't think it would be too much of a hyperbole to say that the art direction and sheer graphical fidelity is simply jaw-dropping. Other games that come out today can only wish to look and run this good, and we're talking about a last gen game that came out four years ago. And the only thing that sets it apart from current-gen games? Well, instead of ray tracing it uses simple SSR and cube maps for its surface reflections and you know what? It still looks better than most games that come out today that support RT.
I don't even know what's the actual advantage of using this feature in current games, apart from surface reflections that look a bit more realistic than before. And yeah, I know that technically it's supposed to be this technique where GPU is computing per-pixel lighting and shading in real time, which produces much more realistic and natural light and reflections without requiring the artist to hand-paint shadow and lightmaps or whatever. But in reality, I don't know if there's even a single actual modern game that uses this technique for anything other than mirror surfaces because that's pretty much the only difference that you can spot when you turn it on.
But apart from that, all RT does is being a huge resource hog with little to show for it and I just hate all those console games that don't give you an option to turn it off so that you could enjoy 60 FPS gameplay with high resolution graphics. Because I can bet you my own slippers that if those games didn't bother with implementing RT, then most of them could easily run in those high fidelity modes without the console even breaking a sweat. Like with Gotham Knights - there's simply no excuse for a game that looks this average to not be able to run in 60 frames, and I bet it's mostly due to the inclusion of ray tracing (aside from the developer's general incompetence but whatevs).
I think that ray tracing is an interesting feature that could help to make games look better while reducing the workload for visual artists, but I think it's being pushed way too hard by hardware producers as this next big thing, while the actual tech is simply not there yet to support it efficiently. I would much rather see this processing power used for things that can look actually impressive, like more advanced physics or high-resolution, high-framerate performance.
(these are just random shots that I grabbed from the net as a reminder of how beautiful this game is. I didn't grab any myself because I was too distracted with general awesomeness of this game)
I was stunned at how gorgeous this game still looks. I don't think it would be too much of a hyperbole to say that the art direction and sheer graphical fidelity is simply jaw-dropping. Other games that come out today can only wish to look and run this good, and we're talking about a last gen game that came out four years ago. And the only thing that sets it apart from current-gen games? Well, instead of ray tracing it uses simple SSR and cube maps for its surface reflections and you know what? It still looks better than most games that come out today that support RT.
I don't even know what's the actual advantage of using this feature in current games, apart from surface reflections that look a bit more realistic than before. And yeah, I know that technically it's supposed to be this technique where GPU is computing per-pixel lighting and shading in real time, which produces much more realistic and natural light and reflections without requiring the artist to hand-paint shadow and lightmaps or whatever. But in reality, I don't know if there's even a single actual modern game that uses this technique for anything other than mirror surfaces because that's pretty much the only difference that you can spot when you turn it on.
But apart from that, all RT does is being a huge resource hog with little to show for it and I just hate all those console games that don't give you an option to turn it off so that you could enjoy 60 FPS gameplay with high resolution graphics. Because I can bet you my own slippers that if those games didn't bother with implementing RT, then most of them could easily run in those high fidelity modes without the console even breaking a sweat. Like with Gotham Knights - there's simply no excuse for a game that looks this average to not be able to run in 60 frames, and I bet it's mostly due to the inclusion of ray tracing (aside from the developer's general incompetence but whatevs).
I think that ray tracing is an interesting feature that could help to make games look better while reducing the workload for visual artists, but I think it's being pushed way too hard by hardware producers as this next big thing, while the actual tech is simply not there yet to support it efficiently. I would much rather see this processing power used for things that can look actually impressive, like more advanced physics or high-resolution, high-framerate performance.