Watch State of Unreal tomorrow, Witcher fans

Nothing has ever looked as good as this on base PS5. Not even close.

Including GTA6
I have reached a point where I am tired of visuals pushing the envelope. I want the industry to take a break from graphical upgrades and focus on framerates and optimization. We have so far reached diminishing returns in terms of graphical fidelity.

But that is me.
 
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Nice.
 
I have reached a point where I am tired of visuals pushing the envelope. I want the industry to take a break from graphical upgrades and focus on framerates and optimization. We have so far reached diminishing returns in terms of graphical fidelity.

But that is me.
I agree but this technology is running at 60.
 
I loved how that demo looked, can't say I didn't, but boy do so many of supposed "enthusiasts" here allow themselves to fall on these pre-release promises that literally are NEVER delivered.
When they showed TW3 it was looking sick, when it released it didn't look good at all, same with CP77 and many many others. GTA6 will be no exception, no need to fool ourselves by these quacks who are 100% money driven, fuck their "artistry" virtue signal BS.
 
Npcs interactions and ciri animations when she touch npcs seems a bit scripted, color me impressed if they can maintain this stuff in the final game.

Now i'm super curious to see rockstar answer to this, they patented a lot of stuff for npcs ai and interactions.
 
Npcs interactions and ciri animations when she touch npcs seems a bit scripted, color me impressed if they can maintain this stuff in the final game.

Now i'm super curious to see rockstar answer to this, they patented a lot of stuff for npcs ai and interactions.

If they can nail that then we have reached a true next-gen status. Unfortunately games that have done this in past don't actually end up happening in the final build.
 
If they can nail that then we have reached a true next-gen status. Unfortunately games that have done this in past don't actually end up happening in the final build.
If there is one that can do it, it's probably rockstar.

Even after the fixes, cp2077 npcs\city simulation is inferior to freaking gta4\wd2, i doubt they made such huge progress in a couple of years, especially after the allegedly dei hiring.
 
Well, they have a new engine now.

And motivation to make things work after the disastrous launch of CP2077.
A different engine is not gonna make your npcs\animations get a quantum leap jump.

Especially when ue5 really didn't showed any incredible prowess in these aspects in past games, the stalker devs had to severely cut stuff from a-life to make stalker 2 in ue5, and i'm one of the few who freaking love this stupid engine :lollipop_grinning_sweat:

They already had the motivation to do better after the hilarious w3 downgrade and yet...
 
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All those Ciri model haters eating crow. She looks the same.
She looks older and thus uglier vs witcher 3(where she is 21), but she looks WAY more like Ciri here than the initial reveal trailer.

They fixed her after our demands.

The haters are not eating crow, we are winning.

Ugly Ciri purple hairs should be thanking us for getting the game fixed. Yall welcome.

Another Rare Incel Victory as they obviously changed this character based off our revulsion at grandma ciri. No? Maybe they will also go back and give Intergalactic hair afterall. This is our time gents. We are winning. If you doubt any part of this you haven't been keeping up. The intergalactic/ciri drawing is finally half true because Ciri was changed to look more feminine, thanks to us. Don't doubt it. Know it. You either know it in your heart to be true or you are just stumbling on this long running situation.
 
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UE 5.6 looks amazing, looks like nanite foliage won't be available till 5.7 though.
integrated metahuman, metahuman hair grooming, performance upgrades for lumen and data streaming, real-time animation capture
 
I have reached a point where I am tired of visuals pushing the envelope. I want the industry to take a break from graphical upgrades and focus on framerates and optimization. We have so far reached diminishing returns in terms of graphical fidelity.

But that is me.
It's not just you, I feel the same way. I also miss relevant physics-based gameplay like in the PS360 era.
 
A different engine is not gonna make your npcs\animations get a quantum leap jump.

Especially when ue5 really didn't showed any incredible prowess in these aspects in past games, the stalker devs had to severely cut stuff from a-life to make stalker 2 in ue5, and i'm one of the few who freaking love this stupid engine :lollipop_grinning_sweat:

They already had the motivation to do better after the hilarious w3 downgrade and yet...

The bolded isn't true at all!!!
 
Animations is all developers prowess dude, yeah maybe different engine have slight difference in animations but at as such an high level like we saw in this trailer, it's 99% dev work.
It's both, if the engine has good tools for animation authoring it works as an amplifier, or as brakes, for developer and animator skill.
You can make the greatest looking animation ever in Maya but if transitions don't work nicely or have to be setup with massive overhead in clunky systems, the quantity of quality animation will suffer.

The engine systems and game systems on top inform workflows for animators and will dictate the entire animation pipeline, which includes limits, but also options, for animators.
 
yeah maybe different engine have slight difference in animations but at as such an high level like we saw in this trailer, it's 99% dev work.
Most animations you see like these are just performance capture anyway, not really "dev work" like disney level handmade animations, but the "dev work" here comes from unreal, not cdpr with the updated real time performance capture support, muscle Ik resolvers for more realistic deformations, motion matching, animation stitching etc.
Not having to hire a small army to build all that tech yourself, but just being able to download UE5.6 and having it all available can make a huge difference in your final animation quality.
 
It's both, if the engine has good tools for animation authoring it works as an amplifier, or as brakes, for developer and animator skill.
You can make the greatest looking animation ever in Maya but if transitions don't work nicely or have to be setup with massive overhead in clunky systems, the quantity of quality animation will suffer.

The engine systems and game systems on top inform workflows for animators and will dictate the entire animation pipeline, which includes limits, but also options, for animators.

Most animations you see like these are just performance capture anyway, not really "dev work" like disney level handmade animations, but the "dev work" here comes from unreal, not cdpr with the updated real time performance capture support, muscle Ik resolvers for more realistic deformations, motion matching, animation stitching etc.
Not having to hire a small army to build all that tech yourself, but just being able to download UE5.6 and having it all available can make a huge difference in your final animation quality.
I'm still gonna give the edge to the animators since you can see games with the same engine having wild different animation quality.
 
I'm still gonna give the edge to the animators since you can see games with the same engine having wild different animation quality.
For sure, the engine will not make your animations great out of the box. The animators, animation programmers etc., or in short the people working on the project are still the lifeline of a project's animation. No questions.
If you make a new Unreal project you will have the most basic animation system out of the box, or if you create a project based on GASP you will have pretty good motion matching based animations but you'll struggle to change anything about them if you don't have the knowledge. Good systems won't give you good animations, they will allow you to have good animations.
 
I hope they are focusing as much on the actual gameplay, balancing, narrative structure etc. as much as this, because I really couldn't care less about realistic horse muscle movement.
 

Holy crap, that looks spectacular! On a base PS5 at 60fps? It is a reason to be skeptical but then again the game is not crossgen with PS4, so we are finally seeing what the PS5 can actually do when used to its full extent. Between W4 and GTAVI, we are finally seeing this generation in full swing.
 
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