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Graphical Fidelity I Expect This Gen

True but let me try to counter that, nd has never made a more than basic combat system and i don't expect high octane dmc combat from them, i expect something still heavy, still not super flashy, and barely more complicated than tlou2, a simpler heavy combat system has less need for 60 fps compared to a super fastpaced, light feeling one, not sure if i'm clear enough.
60 fps are obviously always better even on fucking pac man, but i can "forgive" more 30 fps in an heavy, slow, methodical combat system more than in a fastpaced one, tlou2 is perfectly playable at 30 fps, dmc\bayo\gow are not.

Also, i can play 99,99% of games at 60+ frames on my pc, i can accept if 1-2 times every 10 years we get games at 30 fps from juggernauts like rockstar and nd that really push the fucking bar.
It better be deeper than TLOU2 melee, lol. It was dodge and spam hit on repeat. Very cinematic, with a crazy amount of varied animations, but simple

Outside of CDPR, Naughty Dog is the most ambitious AAA studio, imo. I think they would absolutely shift genres to something they have never done before. And the animations for a melee action game from Naughty Dog would be unreal. Hoping for something between GOW and Stellar Blade, when it comes to combat. Intergalactic also has guns, so it will be interesting to see what it ends up looking like

And I understand wanting games to push the envelope graphically. I feel that way about GTA 6, but not for the type of game I believe Intergalactic will play like
 

GymWolf

Member
It better be deeper than TLOU2 melee, lol. It was dodge and spam hit on repeat. Very cinematic, with a crazy amount of varied animations, but simple

Outside of CDPR, Naughty Dog is the most ambitious AAA studio, imo. I think they would absolutely shift genres to something they have never done before. And the animations for a melee action game from Naughty Dog would be unreal. Hoping for something between GOW and Stellar Blade, when it comes to combat. Intergalactic also has guns, so it will be interesting to see what it ends up looking like

And I understand wanting games to push the envelope graphically. I feel that way about GTA 6, but not for the type of game I believe Intergalactic will play like
I'm conflicted because what you say is true, but i also want that nd game every 5-10 years that dislocate my jaw...
 

SlimySnake

Flashless at the Golden Globes
With all this ultra secrecy of publishers you'd think they were cooking up the Manhattan Project. Was Hollywood ever like this with big budget films? I never heard of that. The day after the GTA trailer I put it completely out of mind since it's going to take ages to watch another trailer never mind releasing the thing.
Yeah, the secrecy has ended up fucking over the developers big time. Now years of their hard work can be deleted without anyone ever having seen it. Just imagine what it does to your resume.

I like how Hollywood handles announcements. They announce the project as soon as the director is hired then you get casting news and then they get to shooting. Nolan has perfected this and has a new movie out every 3 years. Literally writes his own movies too, but when he's ready he's got a cast and crew he can simply go and hire.

Gaming studios need to get better at the whole pre-production thing. You cant have games in pre-production for 4-6 years then go into full production. It seems like so many studios ship a game then waste 2-3 years 'upgrading the engine' before even beginning production on a new game. Just go with UE5 and skip that part altogether. Get a bunch of game designers and engineer in a room BEFORE you ship a game so that your 500 person team has work to do immediately after shipping a game instead of fucking around with other people's projects like ND did for 2+ years after shipping TLOU2. hollywood movies are far more complex than the ps360 era games we've been getting for the last 20 years. these studios are so poorly managed.
 
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Yeah, the secrecy has ended up fucking over the developers big time. Now years of their hard work can be deleted without anyone ever having seen it. Just imagine what it does to your resume.

I like how Hollywood handles announcements. They announce the project as soon as the director is hired then you get casting news and then they get to shooting. Nolan has perfected this and has a new movie out every 3 years. Literally writes his own movies too, but when he's ready he's got a cast and crew he can simply go and hire.

Gaming studios need to get better at the whole pre-production thing. You cant have games in pre-production for 4-6 years then go into full production. It seems like so many studios ship a game then waste 2-3 years 'upgrading the engine' before even beginning production on a new game. Just go with UE5 and skip that part altogether. Get a bunch of game designers and engineer in a room BEFORE you ship a game so that your 500 person team has work to do immediately after shipping a game instead of fucking around with other people's projects like ND did for 2+ years after shipping TLOU2. hollywood movies are far more complex than the ps360 era games we've been getting for the last 20 years. these studios are so poorly managed.
Titanic is another example. It was hyped as the biggest thing ever and plenty of footage before release. We even knew how it ended!

It could also be that some publishers have the loot box, GAAS type brain and think they can go auto-pilot for a while and the funds keep rolling in.
 
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H . R . 2

Member


"Reburn’s roster of more than 110 developers includes lead gameplay designers, artists, sound engineers, programmers, and more from across the entire Metro series, including the original Metro 2033, Metro: Last Light, and 2019’s Metro Exodus, as well as the original S.T.A.L.K.E.R. Metro 2033 and Metro Last Light and Exodus gameplay and AI designer Sasha Kostiuk serves as project lead on La Quimera. CEO and founder Dmytro Lymar has worked in games since 2006, and previously served as director and CEO of 4A Games Ukraine."
 

hussar16

Member
It looks promising but i think it gets overhyped because the shitty YT compression and also low resolution of the video hides alot of it's flaws.
For instance, look at the super lowres shadow the werewolve is casting at the end in the cave combat scene.

Is there no higher bitrate 4k version?
I mean there is no excuse not to have one unless you want to hide something.
il take beter lighting and game looks like this then super high textures and god shadows
 
Yeah, the secrecy has ended up fucking over the developers big time. Now years of their hard work can be deleted without anyone ever having seen it. Just imagine what it does to your resume.

I like how Hollywood handles announcements. They announce the project as soon as the director is hired then you get casting news and then they get to shooting. Nolan has perfected this and has a new movie out every 3 years. Literally writes his own movies too, but when he's ready he's got a cast and crew he can simply go and hire.

Gaming studios need to get better at the whole pre-production thing. You cant have games in pre-production for 4-6 years then go into full production. It seems like so many studios ship a game then waste 2-3 years 'upgrading the engine' before even beginning production on a new game. Just go with UE5 and skip that part altogether. Get a bunch of game designers and engineer in a room BEFORE you ship a game so that your 500 person team has work to do immediately after shipping a game instead of fucking around with other people's projects like ND did for 2+ years after shipping TLOU2. hollywood movies are far more complex than the ps360 era games we've been getting for the last 20 years. these studios are so poorly managed.
It's really dumb to compare a movie production to games. When Chris Nolan writes and directs a film, there is a zero percent chance it won't release. Whether it is good or bad, it doesn't matter. Every once in a while you'll hear about a Hollywood film getting canned, but it is very rare.

Games may begin development and then are quickly shelved. Sucker Punch had two games greenlit last generation that were canceled before Ghost of Tsushima. The negative press of canceling games, which pretty much all studios deal with, is not worth the hassle. There are just way more variables in gaming than in films. And is it better for a developers resume to include work on a cancelled game? I don't know. Probably not

Naughty Dog didn't "fuck around" for 2 years, they had an entire team on a gaas game and another entire team on Intergalactic. The gaas game got canceled, and by the looks of it, Intergalactic is right on schedule, with most likely a 2026 release date. 6 years development time for a premiere AAA studio creating a new IP is reasonable

And thank God all games didn't switch to UE5. The engine updates may be OK going forward, but the industry would have been absolutely fucked this generation if every studio switched to it. There is still not one showcase of a UE5 game that isn't incredibly flawed. Concord is probably the best use of it so far this gen, lol
 
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SlimySnake

Flashless at the Golden Globes
It's really dumb to compare a movie production to games. When Chris Nolan writes and directs a film, there is a zero percent chance it won't release. Whether it is good or bad, it doesn't matter. Every once in a while you'll hear about a Hollywood film getting canned, but it is very rare.

Games may begin development and then are quickly shelved. Sucker Punch had two games greenlit last generation that were canceled before Ghost of Tsushima. The negative press of canceling games, which pretty much all studios deal with, is not worth the hassle. There are just way more variables in gaming than in films. And is it better for a developers resume to include work on a cancelled game? I don't know. Probably not

Naughty Dog didn't "fuck around" for 2 years, they had an entire team on a gaas game and another entire team on Intergalactic. The gaas game got canceled, and by the looks of it, Intergalactic is right on schedule, with most likely a 2026 release date. 6 years development time for a premiere AAA studio creating a new IP is reasonable
They literally did. After shipping TLOU2, most of the studio had nothing to work on so they started to fuck with VSG's tlou1 remake. Their intervention got so bad that it forced VSG developers to quit in protest leaving ND with the whole game they had to try and ship. They also fucked around with Bend's uncharted spinoff which again got so bad that Bend's newly hired hollywood writers quit after spending a year and a half trying to come up with something without ND's constant meddling.

And 5 years for a gaas mp mode they didnt even show off is a classic case of jerking around. literally 5 years and nothing to show for it??

As for intergallactic, dont believe everything Sony tells you. A game made by 250 devs for 4 years wouldve been unveiled with a proper gameplay trailer, not a small cutscene set in a tiny ship with two rooms. SSM released Ragnorak in 4 years with 250 devs working on it.
And thank God all games didn't switch to UE5. The engine updates may be OK going forward, but the industry would have been absolutely fucked this generation if every studio switched to it. There is still not one showcase of a UE5 game that isn't incredibly flawed. Concord is probably the best use of it so far this gen, lol
Concord doesnt use nanite or lumen. play more UE5 games. Hellblade 2, black myth, black hawk down, brothers remake, avowed, etc I told you this before, play these games instead of listening to online fools.
 
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They literally did. After shipping TLOU2, most of the studio had nothing to work on so they started to fuck with VSG's tlou1 remake. Their intervention got so bad that it forced VSG developers to quit in protest leaving ND with the whole game they had to try and ship. They also fucked around with Bend's uncharted spinoff which again got so bad that Bend's newly hired hollywood writers quit after spending a year and a half trying to come up with something without ND's constant meddling.

And 5 years for a gaas mp mode they didnt even show off is a classic case of jerking around. literally 5 years and nothing to show for it??

As for intergallactic, dont believe everything Sony tells you. A game made by 250 devs for 4 years wouldve been unveiled with a proper gameplay trailer, not a small cutscene set in a tiny ship with two rooms. SSM released Ragnorak in 4 years with 250 devs working on it.

Concord doesnt use nanite or lumen. play more UE5 games. Hellblade 2, black myth, black hawk down, brothers remake, avowed, etc I told you this before, play these games instead of listening to online fools.
Don't compare a new IP to a sequel in terms of development time. GOW 2018 took 6 years to develop. GOWR took 4 years because SSM could reuse a shitload of assets, like most sequels.

Saros has been in development for 4 years and just got a CGI trailer and release year of 2026. Sony is done announcing games 3+ years out, except for Marvel games, which is surely a Disney decision. Tons of games show CGI trailers with no gameplay. It doesn't mean they are multiple years out

I don't know what happened to ND gaas game, but reportedly the project was too big for the studio. It is a game that surely set them back this generation. I think it had little affect on Intergalactic's development, tho
 
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SimTourist

Member
Yeah, the secrecy has ended up fucking over the developers big time. Now years of their hard work can be deleted without anyone ever having seen it. Just imagine what it does to your resume.

I like how Hollywood handles announcements. They announce the project as soon as the director is hired then you get casting news and then they get to shooting. Nolan has perfected this and has a new movie out every 3 years. Literally writes his own movies too, but when he's ready he's got a cast and crew he can simply go and hire.

Gaming studios need to get better at the whole pre-production thing. You cant have games in pre-production for 4-6 years then go into full production. It seems like so many studios ship a game then waste 2-3 years 'upgrading the engine' before even beginning production on a new game. Just go with UE5 and skip that part altogether. Get a bunch of game designers and engineer in a room BEFORE you ship a game so that your 500 person team has work to do immediately after shipping a game instead of fucking around with other people's projects like ND did for 2+ years after shipping TLOU2. hollywood movies are far more complex than the ps360 era games we've been getting for the last 20 years. these studios are so poorly managed.
Game production is a lot more complicated than movie production at this point. A massive blockbuster like Avengers Infinity War is made in a year with actual shooting taking barely 3 months, the rest is CGI work. In videogames world a year is barely enough to reskin a fifa game.
 

DanielG165

Member
Yeah, Callisto is a cinematic powerhouse you'd expect from ND and maybe Kojima. Except they only have that level of cinematography in carefully crafted cutscenes whereas Callisto somehow managed to make every single room and corridor have hollywood quality cinematography. Hellblade 2 last year felt the same, except its a much smaller game than callisto.
Callisto is genuinely one of the best looking games this gen, still. Easily a strong top 10 competitor for me. It and Hellblade 2 are the duo that constantly make me question if what I’m playing is in realtime or not lol.

Fable looks insane thus far, or I guess I should really say still. The game has not dropped in quality from the moment we first saw footage of it years ago, which is what I expect from Playground. I haven’t been the biggest fan of the last two Forza Horizon games, but there’s no question that they are graphical showpieces, especially FH5, and how well PG smartly took advantage of Xbox Series hardware for it. I have no doubt that Fable in its final form will cause me to go lock-jawed on more than one occasion.

How is Black Hawk Down’s campaign so far? Visually and tech-wise, it looks immense, and they look to have used nanite extensively. And the campaign is free? Goodness gracious.
 

SlimySnake

Flashless at the Golden Globes
How is Black Hawk Down’s campaign so far? Visually and tech-wise, it looks immense, and they look to have used nanite extensively. And the campaign is free? Goodness gracious.
Couldnt tell you. its 4 player coop and brutally difficult solo. Plus no controller support so I am just waiting until its added.

I am not a big fan of coop and want to explore instead of rushing through the game like most gamers who play coop do.
 

SlimySnake

Flashless at the Golden Globes
Look at this. the scale. The detail. The lighting. All choppers and helicopters doing their own thing. it feels like one giant setpiece.


7ql0hWt.gif
 
I am going on record. This is the best looking game of the generation for me. Just stunning level of detail, beautiful lighting and art design. I cant find a single flaw in this.


Not with that static world lacking any semblance of physical interaction. It's like a set. No destruction/world interactivity.
 

Polygonal_Sprite

Gold Member
I’ve been saying it, here’s a quote from June 2024…
Fable looks good but I’m extremely surprised to see the reactions to it (especially from certain posters drooling over it in this thread). I was expecting it to be ripped apart in here lol.

Personally I don’t think it looks much better than Forbidden West which was cross gen and on a weaker console. Not that I’m complaining it looks good and it’s a complement to be compared to Horizon 2 imo. Is there a 4k video of out or only the IGN video. If so what the fuck are they thinking. 2025 and showing off your graphical showpiece with a 1080p IGN YouTube video full of compression.

In terms of Monster Hunter Wilds it can certainly look poor (mainly due to some really questionable textures) but believe me it has its moments visually. I’m playing in the 60fps mode on PS5 Pro.

Also when people are comparing it to World there’s way, way more going on per frame in Wilds so it has to be budgeted in the render. It’s baffling how some of you don’t understand this? It’s the same as the Astrobot PS5 thread from today. It’s a nice but not stunning looking game but part of the reason for that is because they prioritised physics simulations over pure visual fidelity.

Shock horror but in a Monster Hunter game the star of the show are the Monsters. They get most of the polygon and texture budget then there’s the fact that multiples of those same monsters can fight each other and that parts can be broken off them while they’re fighting which leads to much more fun and emergent gameplay. They can effect water, oil, sand, fire, electricity and geometry in real time on top of a larger, more connected environment which uses a much more precise lighting system instead of hiding a lot of the visual limitations with one of the most hideous uses of extreme bloom outside of Wind Waker HD lol.

All of these things have to be taken into account. They could have just made World 2 and it would have looked much better (probably very close to the Wilds cutscenes) but then there’s no compute left for the gameplay improvements and World interactions they wanted to implement.

Also I keep bringing it up but the most important reason for most of the disappointment around visuals this gen are very simple and I’m surprised John from DF didn’t bring it up in his explanation. We have went from the industry targeting 30fps on PS4/XBO to 99% of games targeting 60fps this gen as the base then scaling up for the ‘fidelity mode’. That means developers have 16ms less to work with per frame on average thus the visuals have been held back this gen more than other generations.

If tomorrow every publisher mandated that every game was 1080p base resolution at 30fps you’d see a massive visual leap overnight but people online and on these very forums bitched and moaned and bitched and cried for over a decade for 60fps console games and it’s ended up hurting the very high end PC players that used to cry about it so much in the process because the base experience has to run at fucking 720p base resolution at 60fps on a Series S. (soon to be 720p/30fps on Switch 2).

Video games are a bunch of very early in development choices. Sometimes developers focus on the visuals. Sometimes they focus on world interactivity. We simply don’t have the power (on consoles which 99% of AAA games target) for both unfortunately.
 
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Darsxx82

Member
Not with that static world lacking any semblance of physical interaction. It's like a set. No destruction/world interactivity.
They are using the Forza Tech graphics engine. This being the case, it is logical that this world and environment is full of interactive and destructible environment like in the different Forza Horizon games.
 

SlimySnake

Flashless at the Golden Globes
This is crazy lol. This movie won two oscars, Best animated Film, and Best International Film, and it was rendered in realtime in blender on a single PC. Insane considering how Pixar movies take like 3 days to render one frame on supercomputers. or was it one second? I dont remember.



Looks stylized but still has some very impressive physics.

 

Edder1

Member
W
This is crazy lol. This movie won two oscars, Best animated Film, and Best International Film, and it was rendered in realtime in blender on a single PC. Insane considering how Pixar movies take like 3 days to render one frame on supercomputers. or was it one second? I dont remember.



Looks stylized but still has some very impressive physics.


Wait till AI makes real advancement in this space and we will have talented college students making award winning games/animations. This will be the final nail in AAA coffin.
 
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I think we need to see more before calling the world static??
It’s also a 50 second slice of gameplay from a pre-alpha build?
Yet people are willing to call it "The best looking game of the generation" from the same 50 second slice of gameplay.
So like every other game out there?

At least this game looks next gen unlike those other games.
If you say so.... Character walks on dirt, no footprints. Character walks on grass, no deformation. Monster jumps on grass, no deformation. No evidence of wind affecting foliage at all except for a generic tree sway animation at 0:04 and that's not wind induced. It just looks like an animation for that one particular tree. There are lots of UE games with geometry density that is just as impressive as Fable.... It doesn't look better than many UE5 games on pc.
They are using the Forza Tech graphics engine. This being the case, it is logical that this world and environment is full of interactive and destructible environment like in the different Forza Horizon games.
Unlikely seeing as there's no evidence of that in the trailer.
 
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GymWolf

Member
Yet people are willing to call it "The best looking game of the generation" from the same 50 second slice of gameplay.

If you say so.... Character walks on dirt, no footprints. Character walks on grass, no deformation. Monster jumps on grass, no deformation. No evidence of wind affecting foliage at all except for a generic tree sway animation at 0:04 and that's not wind induced. It just looks like an animation for that one particular tree. There are lots of UE games with geometry density that is just as impressive as Fable.... It doesn't look better than many UE5 games on pc.

Unlikely seeing as there's no evidence of that in the trailer.
I can speak for myself when i say that i never said that.

I posted the trailer in here saying "looks good\great for a pre-alpha game".

How the hell do you turn that into "best graphic ever made".


Dude you can probably go back to the last official trailer they relased and probably find me nitpicking about the models or some shit like i do with 99% of trailers posted in here :lollipop_grinning_sweat:

I'm not even sure if the game is gonna look better than wukong or avatar...
 
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SlimySnake

Flashless at the Golden Globes
I can speak for myself when i say that i never said that.

I posted the trailer in here saying "looks good\great for a pre-alpha game".

How the hell do you turn that into "best graphic ever made".
He's talking about me. i said that.
 

SlimySnake

Flashless at the Golden Globes
I am finally in the second region of Kingdom Come 2 and i gotta say I am disappointed.

First of all, the city looks last gen as fuck. Some decent indirect lighting but the assets are really dated. It looks a lot like AC unity with worse assets which isnt exactly a good thing considering that game is 10 years old.

Secondly, the draw distance is no longer impressive. The fields are much larger and you can now finally see where the grass stops rendering. The distant trees also get a weird DoF effect which also doesnt look particularly great.

lastly, the forests continue to look awful. Avatar, Wukong and Horizon FW plants look way better than this. The level of detail is way too low.
 

Darsxx82

Member
Yet people are willing to call it "The best looking game of the generation" from the same 50 second slice of gameplay.

If you say so.... Character walks on dirt, no footprints. Character walks on grass, no deformation. Monster jumps on grass, no deformation. No evidence of wind affecting foliage at all except for a generic tree sway animation at 0:04 and that's not wind induced. It just looks like an animation for that one particular tree. There are lots of UE games with geometry density that is just as impressive as Fable.... It doesn't look better than many UE5 games on pc.

Unlikely seeing as there's no evidence of that in the trailer.
Unlikely?
You're talking about seconds of gameplay.....

Being the same engine, and sure many of the same assets..... the least likely is that the Game will have no interaction with the environment at all.

If in a car game the grass interacts; the trees can move or break; the stones on the ground have their own physics; dynamic tessellation of mud, sand and snow when the wheels pass; dynamic objects of all kinds; dirt and mud recreated magnificently.....

Imagine thinking that it's most likely that none of those things mentioned are present in a game with the same engine (probably improved), made for the same Studio, in a genre of games where those details tend to be more important 🙇

Well, we will see then
 
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Buggy Loop

Member
I thought this was very interesting. Guy made a level in ue5 using nanite but not lumen. Says hes getting great performance without using lumen despite the lighting being realtime.



GlEJCICWAAAH1db


I mean it does look like how lighting did on raster in previous gens. Not sure I see the flex. Probelight grids for open world dynamic time of day as been done countless times.

As I said in that other thread we had for a while on Lumen/RTGI vs raster, there's a shitload of tricks peoples have done with raster to make it believable and there's STILL room for improvement.

If the environment is destructible like a crafting/building game, or has drastic scene changes that are not scripted, then RTGI/Lumen solution makes more sense. Otherwise you can 99% fool users with raster for better performances, if you have the manpower to lit the scene for any kind of complex games. A demo is not much to go by. There's a reason why 4Agames don't ever want to go back to raster after doing Metro exodus EE. It's a pain in the A to lit in raster for anything that has scale.

A game like Silent Hill 2 has no reason to be ray traced. Its fully static. But it did save artistic time and allows for smaller teams.

SSR sure as fuck isn't a flex. Fuck SSR.
 
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GymWolf

Member
Unlikely?
You're talking about seconds of gameplay.....

Being the same engine, and sure many of the same assets..... the least likely is that the Game will have no interaction with the environment at all.

If in a car game the grass interacts; the trees can move or break; the stones on the ground have their own physics; dynamic tessellation of mud, sand and snow when the wheels pass; dynamic objects of all kinds; dirt and mud recreated magnificently.....

Imagine thinking that it's most likely that none of those things mentioned are present in a game with the same engine (probably improved), made for the same Studio, in a genre of games where those details tend to be more important 🙇
Yeah i expect the forza studio to translate everything they did in racing games to an open world, it would be absolutely idiotic not to do so.

Unless the game got so heavy because of nocs simulation etc. And they have no room for that but i doubt it.

I don't expect red faction but also not a completely static game.
 
I can speak for myself when i say that i never said that.

I posted the trailer in here saying "looks good\great for a pre-alpha game".

How the hell do you turn that into "best graphic ever made".


Dude you can probably go back to the last official trailer they relased and probably find me nitpicking about the models or some shit like i do with 99% of trailers posted in here :lollipop_grinning_sweat:

I'm not even sure if the game is gonna look better than wukong or avatar...
I never said you did.... Look at who I quoted in my initial post.... It was SlimySnake SlimySnake and he called it that...
 

GymWolf

Member
This is crazy lol. This movie won two oscars, Best animated Film, and Best International Film, and it was rendered in realtime in blender on a single PC. Insane considering how Pixar movies take like 3 days to render one frame on supercomputers. or was it one second? I dont remember.



Looks stylized but still has some very impressive physics.


I mean...it looks like a school project compared to proper pixar movie...

Am i missing something obvious?
 

GymWolf

Member
I never said you did.... Look at who I quoted in my initial post.... It was SlimySnake SlimySnake and he called it that...
You said you people.

I don't think slimy is fat enough to be considered more that one person but everything is possible.

I'm also half fucking with you, if my re engine joke wasn't already an hint :messenger_blowing_kiss:
 
Unlikely?
You're talking about seconds of gameplay.....

Being the same engine, and sure many of the same assets..... the least likely is that the Game will have no interaction with the environment at all.

If in a car game the grass interacts; the trees can move or break; the stones on the ground have their own physics; dynamic tessellation of mud, sand and snow when the wheels pass; dynamic objects of all kinds; dirt and mud recreated magnificently.....

Imagine thinking that it's most likely that none of those things mentioned are present in a game with the same engine (probably improved), made for the same Studio, in a genre of games where those details tend to be more important 🙇

Well, we will see then
Yes because, you don't develop a game for all these years then in the final stretch of development decide to introduce physics. That is if you're sane... If you've ever worked on a game, better yet, even played around in a game engine like unreal or unity, you'll see that physics introduces a lot of bugs... That's something you work on from day 1.... If it's not there now, I don't expect to see a high level of physical interactivity in the game.
 
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