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PRAGMATA Path Tracing & DLSS 4 Reveal

IbizaPocholo

NeoGAFs Kent Brockman


PRAGMATA is launching with path tracing and DLSS 4 with Multi Frame Generation on April 24th, 2026.

Capcom's newest IP—PRAGMATA. An all-new Science Fiction action adventure with its own unique hacking twist! It is the near future, and protagonists Hugh and his android companion Diana, must work together as they make their way through the cold lunar research station.
 
and capcom using path tracing in RE9 too. Nice to see they are embracing superior PC technology that gives console players a glimpse of what they might have a few generations down the line.
 
Noice...
Computer Appear GIF by IFHT Films
 
Pathtracing a priority but not having an option to disable that fucking ugly ass motion blur from explosions and damage in combat. Nice. Why do developers enjoy throwing every single fx on your screen that completely blocks all the art and graphics the artists made is baffling.

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Literally every few seconds in combat when I played the demo. If the full game doesnt have an option to disable it as well as make the minigame less spammy, I aint touching this shit at all.
 
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The demo wasn't that heavy on my RTX 4070. Pathtracing will fix that. Sub 60FPS days are here again, the way all Capcom games should be played. With frame hitching and stutters.
 
Pathtracing a priority but not having an option to disable that fucking ugly ass motion blur from explosions and damage in combat. Nice. Why do developers enjoy throwing every single fx on your screen that completely blocks all the art and graphics the artists made is baffling.

7b1G8SnU4NBCqEzH.png


team america vomit GIF


Literally every few seconds in combat when I played the demo. If the full game doesnt have an option to disable it as well as make the minigame less spammy, I aint touching this shit at all.
That motion blur is insane
 
Consolebros, I don't feel so good...

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Is Capcom going to stop using Screen Space Reflections?

I know some people think it's ugly because of where your camera is pointed but it usually does the job if you're not looking for flaws.

Those screen shots above would lead me to believe they are. That's the exact kind of scene in most games where SSR would handle it with a minimal performance hit.
 
The Pragmata demo ran like a dream with hybrid RT on my PC (80-100 fps at 4K native), but the PT will probably run at 20 fps and force me to play at 1440p with DLSS Quality and FGx2.
 
Most console peeps don't care tho
of course. you don't buy a console and expect the best quality or performance. you might be fooling yourself if you buy a PS5 Pro but still doesn't compare to a high end PC.

it's like comparing streaming music or movies vs watching/listening to them in 4K Bluray or Vinyl.

consoles are the "good enough" for majority of people. for those who want the best performance and graphics they build a PC.
 
of course. you don't buy a console and expect the best quality or performance. you might be fooling yourself if you buy a PS5 Pro but still doesn't compare to a high end PC.

it's like comparing streaming music or movies vs watching/listening to them in 4K Bluray or Vinyl.

consoles are the "good enough" for majority of people. for those who want the best performance and graphics they build a PC.
not really, i bought a ps5 pro, i do expect it to run and look better than the base console. im not dumb. i never compare pro to a high end PC

PCMR on the otherhand....well if the framerate drops below 120fps, its unplayable for them and they blame devs for unoptimized ports
 
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not really, i bought a ps5 pro, i do expect it to run and look better than the base console. im not dumb. i never compare pro to a high end PC

PCMR on the otherhand....well if the framerate drops below 120fps, its unplayable for them and they blame devs for unoptimized ports



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not really, i bought a ps5 pro, i do expect it to run and look better than the base console. im not dumb. i never compare pro to a high end PC

PCMR on the otherhand....well if the framerate drops below 120fps, its unplayable for them and they blame devs for unoptimized ports
well of course you'd expect it to run better than the base console.

i just meant that the Pro consoles are just a slight improvement and still don't really compare to PC. sounds like you agree on that point.

hmm i wouldn't say that. i can tell a difference if my PC drops to 120fps (my monitor is set to 360hz) but it's definitely playable. 60fps is playable. i played 1 or 2 games at 30fps on my PC.

that said, if a game can't maintain 60fps then i will complain. it's 2026 and i believe all games should be able to be played at 60fps.
 
But console version will use RT, just not PT. This RTX off is using SSR.
ray tracing in the demo had visual noise all over the place
i hope they allow us to use ray reconstruction with normal ray tracing or fix the denoiser somehow
let's see if the denoiser on consoles will have the same issue or not. for now consoles don't even have a demo

it ran fine on my 3070 and i could probably get by using ray reconstruction at 1080p dlss quality but we will see
 
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Control had all sorts of striking reflective surfaces and glass everywhere and even there ray-tracing was just not worth it at all. No doubt it won't be worth it here either.
 
and capcom using path tracing in RE9 too. Nice to see they are embracing superior PC technology that gives console players a glimpse of what they might have a few generations down the line.

So you think it won't be until PS8 until console gamers get features like these? :-/
 
But console version will use RT, just not PT. This RTX off is using SSR.
Agreed. But have they confirmed if the console version has RTGI? The difference in bounce lighting between RTX Off and and On feels like a generation leap in this game. Much less so in RE Requiem

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I do not understand why effects that are a result of flaws in camera technology are treated like features we would actually want in games (motion blur, chromatic abberation, Film Grain.. etc)
 
I dont think this looks that good... it's too obvious they're using simplified geometry in the lattice structure for the reflections and it looks completely different. gone from an angular metalic structure with a ton of variation in how it catches light to a simplified grey tube for the reflection version.
All the detail texturing is gone from the reflections - which is fine, but their materials were set up where the details were darkening the surfaces significantly so now it doesn't make any sense. They need to artificially darken the flat color reflection-only shader to visually match instead of turning off the texture and calling it a day.
From an art direction point of view - looking for an even balance of light and contrast, the non raytraced shots look better. they need to reduce the reflection power of everything to 50%, it looks like the world is becoming brighter when seen reflected in a surface.

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the game isnt a looker no matter how much path you trace unfortunately.
in general this engine is getting pretty long in the tooth visually.
 
Flaws aside, I just don't care. They're visuals that are little more than a novelty that I am not at all interested in.

What I do notice is the CA. I notice it when I'm not even looking for it and it ruins any image I see it on. I played Elden Ring offline just to disable it. Capcom do at least put toggles in for their awful visual effects, though.

I might try the demo and see if I enjoy the game, but first I'll have to get over the mind blowing idea of "actually two characters - the one on your back helps" that was definitely worth mentioning. Just don't mention Ratchet & Clank around the devs.
 
Hope Capcom surprise us and patch in PT for all the older RE titles like they did with RT. From what I understand all of them have a rough version of PT implemented already for artist to match their artwork to as close to as what I PT version of the games would look like already. NVidia should throw them some money to implement proper PT.
 
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