MGS3: Pachislot vs Delta

YCoCg

Gold Member


Video showing all the cutscenes that can be synced side by side. It's an interesting take between the two because there's things better in the Pachislot version where as others are better in Delta
 
Looks like the Pachislot version has better wind effects/physics/hair and has a more filmic look to it. Delta has better detail in the character models and environments.

Lighting goes back and forth though. Sometimes the pachislot version edges delta out, sometimes vice versa. The Fury boss looks insane on the Pachislot version for example, but that's because the fire also looks extremely better than Delta's.

Edit: The most surprising thing here for me is just how much content they provided for the pachislot version. I thought it was just a few cutscenes but it's way more.
 
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We're mentally connected... 2 hours ago, I looked up that same comparison. 😧
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the pachislot version is all CGI videos incase there are still people that think its real time running on Fox engine. More like videos playing in Fox engine. Not a fair comparison at all.
 
the pachislot version is all CGI videos incase there are still people that think its real time running on Fox engine. More like videos playing in Fox engine. Not a fair comparison at all.
It's still rendered within Fox Engine. Even with top of the range hardware back then, it wouldn't equal what machines some users here are playing Delta on today.

It's a fair enough comparison, in my opinion, as it can still best Delta in many instances whilst also being ten years older. FE does a lot of things better than UE5. For one, baked lighting (when done by people that know what they're doing) shits all over luman and GI bollocks every day of the week.

Like the epilogue segment in Uncharted 4. To me, that still looks better than even the best examples of path tracing. CP 2077.

CkV8jWtgx95Fy7ly.jpg
 
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Tragic. Pachislot is more than a decade old and still looks better than Delta minus the character model details.

Minus Eva; shes perfection.
 
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It's still rendered within Fox Engine. Even with top of the range hardware back then, it wouldn't equal what machines some users here are playing Delta on today.

It's a fair enough comparison, in my opinion. FE does a lot of things better than UE5. For one, baked lighting (when done by people that know what they're doing) shits all over luman and GI bollocks every day of the week.

Not at all, it is a offline render like any CGI movies. If I have to guess, they use FOX engine for its UI and menu then play back these cut scenes in a video format. Like MCC uses UE4 for its menu and got lost in translation.
 
Like the epilogue segment in Uncharted 4. To me, that still looks better than even the best examples of path tracing. CP 2077.
Baking IS path tracing, just offline rendered and static. Pathtracing's whole point is to bring that level of quality into realtime domain, thus allowing dynamic ToD and lighting.
Saying baking shits on raytracing is nonsensical, because they are the same thing, except lumen (or C77's PT) does it in realtime.
 
Baking IS path tracing, just offline rendered and static. Pathtracing's whole point is to bring that level of quality into realtime domain, thus allowing dynamic ToD and lighting.
Saying baking shits on raytracing is nonsensical, because they are the same thing, except lumen (or C77's PT) does it in realtime.
It does when you look at the requirements needed for pretty much the same quality as baked by hand. A scene like that UC4 picture would need a vastly faster GPU to achieve the same with PT.
 


Video showing all the cutscenes that can be synced side by side. It's an interesting take between the two because there's things better in the Pachislot version where as others are better in Delta

I don't think they tried very hard to make Eva look good in the remake. She's much prettier in the PS2 game and you know kojima knows how to design pretty video game ladies so I'ma blame this on virtuous.
 
People praising the graphics of the pachinko... Dudes that is a prerrendered CGI, the actual game for something running in real hardware looks superb of course it won't reach offline render...
 
Pre rendered CGI as in each frame is being rendered incredibly slowly, or in-engine scenes played out in real-time and recorded?

Today's hardware could render Fox Engine with the same quality in real-time, so I think it is fair to compare with UE5.
 
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It's still rendered within Fox Engine. Even with top of the range hardware back then, it wouldn't equal what machines some users here are playing Delta on today.

It's a fair enough comparison, in my opinion, as it can still best Delta in many instances whilst also being ten years older. FE does a lot of things better than UE5. For one, baked lighting (when done by people that know what they're doing) shits all over luman and GI bollocks every day of the week.

Like the epilogue segment in Uncharted 4. To me, that still looks better than even the best examples of path tracing. CP 2077.

CkV8jWtgx95Fy7ly.jpg

How about IJ DLC?:

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By zeroluck zeroluck
 
It does when you look at the requirements needed for pretty much the same quality as baked by hand. A scene like that UC4 picture would need a vastly faster GPU to achieve the same with PT.
Of course, that is obvious. Progress (realtime PT versus static PT) requires new tech and more power. So what? It is still progress. You cannot have Uncharted 4-like graphics in an open world simulated world with time flowing without realtime PT.
 
My eyes were gravitating towards Delta throughout the video. It is a staggeringly good looking game.

It really is.

Doesn't perform flawlessly but man it looks good as fuck. Probably some of the best character models in the market right now, they don't go for hyper-realism and use a fair bit of artistic liberty in features but the output is fantastic while being faithful to the original look, especially if you use the Legacy filter.
 
It's still rendered within Fox Engine. Even with top of the range hardware back then, it wouldn't equal what machines some users here are playing Delta on today.

It's a fair enough comparison, in my opinion, as it can still best Delta in many instances whilst also being ten years older. FE does a lot of things better than UE5. For one, baked lighting (when done by people that know what they're doing) shits all over luman and GI bollocks every day of the week.

Like the epilogue segment in Uncharted 4. To me, that still looks better than even the best examples of path tracing. CP 2077.

CkV8jWtgx95Fy7ly.jpg
Baked lighting sucks, the only reason we put up with it is because we didn't have the hardware for real time lighting. Precalculated lighting is a dead end that comes with compromises that affect gameplay (everything has to be static or the lighting breaks), real time lighting is going to make games more dynamic and interactive as opposed to this smoke and mirrors everything is a movie set with static props BS.
 
I wish I didn't know which was which. I think I prefer the look of pachinko's lighting and characters. The style seems more grounded and Delta more cartoony.
 
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What's interesting about the comparison to the pachislot version is if you go back and read the old threads when it originally got revealed. Look past all of the Kojima and #FuckKonami sperging at the time and you notice that people really, really wanted to play that pachislot version with those graphics. People were begging Konami to make it and now Delta is as close as you can possibly get to actually realizing that dream.
 
Real time graphics being (favorably) compared to offline CGI is a victory in itself.
Word: we should open a thread of real time graphics vs CGI, across history and nowadays! I mean, i recall since PS2 and DC that comparisons started to make sense.

And BTW it´s confirmed the Pachislot uses Fox Engine? I don´t think so...
 
The Fury boss looks insane on the Pachislot version for example, but that's because the fire also looks extremely better than Delta's.

Fire is one of those things which can look great if you totally fake it, looks ok if you can hide enough fakery tricks of flat or simple solutions, and can be a disaster for even the most rich and powerful film/game studios if you have to sim it for real.



Take for example this replacement Fire effect shown off in an NVIDIA demo recently. The original on the left is obviously old-school and simple. The one on the right is more of a sim, with particle effects and depth and dimension... And it looks awful. The color dispersion is bad, the smoke looks foggy and indistinct, and it just doesn't look hot. 🔥

An artist could do better than the tech nerds at NVIDIA, but the point is that even movie studios have trouble even with fire in non-realtime cg. Corridor Crew rails on Marvel and other FX fire/explosion work looking too billowy and slow. For Oppenheimer, they went with making a crazy real fire rather than cg a nuke. (Partly that's Nolan going crazy, but when you ask how do you film a nuke, usually the answer is that you don't.) Fire is very hard to recreate, especially if it has to have dimension and range and intense contrast and liquid movement. The better the tech and the more complex the simulation, the more chances you have to fuck it up.

(*In both cases, these are cutscenes, so the effect is the effect, but Delta I'm sure uses the same fire in play as in non-interactive, so it has to work from all angles and not be too contrasty that you can't see what your playing.)

(**All that said, the Pachislo flamethrower is indeed rad.)
 
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