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Graphical Fidelity I Expect This Gen

interesting stuff:

GiybxFS.jpeg



What trailer are we talking about here, anyone have a link to it?
 

SlimySnake

Flashless at the Golden Globes
What trailer are we talking about here, anyone have a link to it?

As many of the links have been overloaded and stopped working, here's one where you can direct download (~1GB). You're welcome.

https://gofile.io/d/muSoXz
It's the same trailer but without youtube compression. People on reddit have been able to make out a lot more detail like pimples on her forehead, hair on her arm, photo frames in the prison shot, and a lot more FSR artifacts that show that it might not even be FSR2.
 

SlimySnake

Flashless at the Golden Globes
Just saw that Bioware was hiring UE4/UE5 devs for the next Mass Effect way back in 2021.

Guess no Frostbite for Mass Effect 4.

Also, the art style wont be cartoony. So this could be a looker.
 

SlimySnake

Flashless at the Golden Globes
Even RE4remake still looks really really good. RE engine is a great foundation to build upon.
It was, but they havent done a great job since RE8. Looking back, RE4 was a downgrade, and while Dragons Dogma's RTGI is great, Monster Hunter looks terrible and SF6 looks mid as fuck.

RE Engine needs a big uplift soon. Lets see what they manage with RE9.
 
... and which of them have a sprawling open world with tons of simulations?

This is a graphic fidelity thread with REALISTIC expectations, not unicorn wet dreams
Physics and simulation is mostly cpu driven. You could argue physics has more to do with graphics by that would only be destructible physics, water physics, cloth physics, etc. From the trailer, we've seen no exceptional physics on display. Finally, this is a graphics fidelity thread not a scope of work thread.
 
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Buggy Loop

Gold Member
Physics and simulation is mostly cpu driven. You could argue physics has more to do with graphics by that would only be destructible physics, water physics, cloth physics, etc. From the trailer, we've seen no exceptional physics on display. Finally, this is a graphics fidelity thread not a scope of work thread.

You still don't answer

Which "several" UE5 games have big sprawling open world that eclipse what we've seen of GTA 6?

Vlcsnap-2023-12-04-18h59m30s080.png


"other than density", is a cute way of saying that the only impressive UE5 games so far are very linear and narrow map wise.
 
You still don't answer

Which "several" UE5 games have big sprawling open world that eclipse what we've seen of GTA 6?

Vlcsnap-2023-12-04-18h59m30s080.png


"other than density", is a cute way of saying that the only impressive UE5 games so far are very linear and narrow map wise.
The scope of GTA 6 is a function of money and time not of the engine. Nanite gives UE5 both texture and geometric detail that GTA 6 won't touch. Epic did a quick and dirty demo with the matrix awakens and that's so far ahead of gta 6 in terms of rendering, it's not even funny at all. GTA 6 only looks good if you factor the scope of assets required and the size of the world. However, that's a function of time and money. No one else has 11 years to spend and still not release a game but rockstar. In terms of rendering, it's very dated. Vehicle models look dated, assets look cross gen, geometric detail holds up on the macro but not the micro level. It's a rockstar game and we play it for the scope, but graphically it's not impressive to me at all.

Compared to the impact GTA 4's visuals had when it first came out on 360, GTA 6 is not on that level at all.
 

ckstine

Member
The scope of GTA 6 is a function of money and time not of the engine. Nanite gives UE5 both texture and geometric detail that GTA 6 won't touch. Epic did a quick and dirty demo with the matrix awakens and that's so far ahead of gta 6 in terms of rendering, it's not even funny at all. GTA 6 only looks good if you factor the scope of assets required and the size of the world. However, that's a function of time and money. No one else has 11 years to spend and still not release a game but rockstar. In terms of rendering, it's very dated. Vehicle models look dated, assets look cross gen, geometric detail holds up on the macro but not the micro level. It's a rockstar game and we play it for the scope, but graphically it's not impressive to me at all.

Compared to the impact GTA 4's visuals had when it first came out on 360, GTA 6 is not on that level at all.
I love how this thread at times is just wild and entirely uneducated speculation on games more than 12 months away, coupled with just some baffling takes
 

SlimySnake

Flashless at the Golden Globes
The scope of GTA 6 is a function of money and time not of the engine. Nanite gives UE5 both texture and geometric detail that GTA 6 won't touch. Epic did a quick and dirty demo with the matrix awakens and that's so far ahead of gta 6 in terms of rendering, it's not even funny at all. GTA 6 only looks good if you factor the scope of assets required and the size of the world. However, that's a function of time and money. No one else has 11 years to spend and still not release a game but rockstar. In terms of rendering, it's very dated. Vehicle models look dated, assets look cross gen, geometric detail holds up on the macro but not the micro level. It's a rockstar game and we play it for the scope, but graphically it's not impressive to me at all.

Compared to the impact GTA 4's visuals had when it first came out on 360, GTA 6 is not on that level at all.
Just an FYI, every single object in this gif needs to be rendered. You cant fill the beach with that many assets just because you have 11 years. you are still working within the constraints of a 10 tflops gpu. My guess is that they have implemented their own version of nanite to push this level of density. Everything here is part of a level that needs to be rendered by the GPU. NPCs, chairs, umbrellas, not just trees, cars and buildings.

xaES4Xi.gif


In terms of interiors, there is an insane amount of detail in the 7/11/convenience store they seem to be robbing. All of these items on the shelves look individually modeled. And knowing rockstar, likely breakable too.

f8aa860ddf4b90ee619177fdaaacf34cc25e24ef.gifv


And finally, each NPC has the full hair simulation which we havent exactly seen on UE5 just yet. Not to mention their own routines which are all governed by the CPU yes, but matrix had a very simple traffic and NPC system that didnt have this many different variations. Watch the strip club scene in the demo.

e94fdff876d32c9fd257d313f5fb8e8a24c2bf47.gifv


Bottomline is that they must have had to do a lot of work on the CPU side of things to get everything working. It's not just because they have 3,000 developers working on adding those animations for simps recording their gfs tiktoks on the beach. They needed their engineers to make room for it.
 
Just an FYI, every single object in this gif needs to be rendered. You cant fill the beach with that many assets just because you have 11 years. you are still working within the constraints of a 10 tflops gpu. My guess is that they have implemented their own version of nanite to push this level of density. Everything here is part of a level that needs to be rendered by the GPU. NPCs, chairs, umbrellas, not just trees, cars and buildings.

xaES4Xi.gif
Am I supposed to be impressed? We saw similar npc density on ac unity on ps4. Scaling that up from the jaguar cpus to zen 2 is just expected?


In terms of interiors, there is an insane amount of detail in the 7/11/convenience store they seem to be robbing. All of these items on the shelves look individually modeled. And knowing rockstar, likely breakable too.

f8aa860ddf4b90ee619177fdaaacf34cc25e24ef.gifv
This is pure speculation. Firstly, the density is not one I'd describe as insane. As for interactivity, I don't see any evidence to suggest that at all. Just speculation.
And finally, each NPC has the full hair simulation which we havent exactly seen on UE5 just yet. Not to mention their own routines which are all governed by the CPU yes, but matrix had a very simple traffic and NPC system that didnt have this many different variations. Watch the strip club scene in the demo.
Fifa has better hair simulation that this, like a lot better.
e94fdff876d32c9fd257d313f5fb8e8a24c2bf47.gifv


Bottomline is that they must have had to do a lot of work on the CPU side of things to get everything working. It's not just because they have 3,000 developers working on adding those animations for simps recording their gfs tiktoks on the beach. They needed their engineers to make room for it.
There's nothing rockstar is doing in this trailer that comes across as new to me. What they're doing is putting a package together consisting of existing technologies to take GTA to the next level. I commend them for that but, it'll never e as impressive to me as some doing something entirely new. I mean look at this gif, 2 npc's running on sand, no footsteps at all. The GTA 6 glazing is seriously out of control. I'm not trying to diminish their work at all but if the same team spent 11 years building the same game in ue5, it would look a generation ahead of this...
 

SlimySnake

Flashless at the Golden Globes
Am I supposed to be impressed? We saw similar npc density on ac unity on ps4. Scaling that up from the jaguar cpus to zen 2 is just expected?



This is pure speculation. Firstly, the density is not one I'd describe as insane. As for interactivity, I don't see any evidence to suggest that at all. Just speculation.

Fifa has better hair simulation that this, like a lot better.

There's nothing rockstar is doing in this trailer that comes across as new to me. What they're doing is putting a package together consisting of existing technologies to take GTA to the next level. I commend them for that but, it'll never e as impressive to me as some doing something entirely new. I mean look at this gif, 2 npc's running on sand, no footsteps at all. The GTA 6 glazing is seriously out of control. I'm not trying to diminish their work at all but if the same team spent 11 years building the same game in ue5, it would look a generation ahead of this...

ok.
 

Msamy

Member
Just an FYI, every single object in this gif needs to be rendered. You cant fill the beach with that many assets just because you have 11 years. you are still working within the constraints of a 10 tflops gpu. My guess is that they have implemented their own version of nanite to push this level of density. Everything here is part of a level that needs to be rendered by the GPU. NPCs, chairs, umbrellas, not just trees, cars and buildings.

xaES4Xi.gif


In terms of interiors, there is an insane amount of detail in the 7/11/convenience store they seem to be robbing. All of these items on the shelves look individually modeled. And knowing rockstar, likely breakable too.

f8aa860ddf4b90ee619177fdaaacf34cc25e24ef.gifv


And finally, each NPC has the full hair simulation which we havent exactly seen on UE5 just yet. Not to mention their own routines which are all governed by the CPU yes, but matrix had a very simple traffic and NPC system that didnt have this many different variations. Watch the strip club scene in the demo.

e94fdff876d32c9fd257d313f5fb8e8a24c2bf47.gifv


Bottomline is that they must have had to do a lot of work on the CPU side of things to get everything working. It's not just because they have 3,000 developers working on adding those animations for simps recording their gfs tiktoks on the beach. They needed their engineers to make room for it.
People don't understand how it's hard to put (full scale RT graphics features alongside high quality geometry buildings, high quality physics simulation and good quality & quantity NPC models) on huge open world and run on native 2k 30fps on regular ps5.,on other hand some of big sony studios would be very proud and make huge talk about how hard they develop their games if they include single rt feature on their games lol,
 
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Hugare

Member
Am I supposed to be impressed? We saw similar npc density on ac unity on ps4. Scaling that up from the jaguar cpus to zen 2 is just expected?



This is pure speculation. Firstly, the density is not one I'd describe as insane. As for interactivity, I don't see any evidence to suggest that at all. Just speculation.

Fifa has better hair simulation that this, like a lot better.

There's nothing rockstar is doing in this trailer that comes across as new to me. What they're doing is putting a package together consisting of existing technologies to take GTA to the next level. I commend them for that but, it'll never e as impressive to me as some doing something entirely new. I mean look at this gif, 2 npc's running on sand, no footsteps at all. The GTA 6 glazing is seriously out of control. I'm not trying to diminish their work at all but if the same team spent 11 years building the same game in ue5, it would look a generation ahead of this...

Sylvester Stallone Facepalm GIF


"We saw similar NPC density in AC Unity"

Yeah, NPCs acting like broken puppets and changing LOD aggressively at your face. Really comparable.

"Firstly, the density is not one I'd describe as insane"

Show us one interior from an open world game that looks as detailed as this

"Fifa has better hair simulation that this, like a lot better"

Game with 22 NPCs and a ball have better hair rendering than an open world game in a city? Wow (and I bet it only looks better zoomed in during replay)

"I'm not trying to diminish their work at all but if the same team spent 11 years building the same game in ue5, it would look a generation ahead of this..."

lol, we dont have not even ONE open world game using UE 5 this gen, and yet you know whats up

Some of the worst takes in a thread full of them, congrats
 
Sylvester Stallone Facepalm GIF


"We saw similar NPC density in AC Unity"

Yeah, NPCs acting like broken puppets and changing LOD aggressively at your face. Really comparable.
As if GTA npc's are smart at all lol. This is not RDR2 NPC's with daily tasks and shit. This is the same rubbish NPC's in GTA that are mostly useless. We saw that in GTA 5 which was a significant downgrade in NPC intelligence from GTA 4.
"Firstly, the density is not one I'd describe as insane"

Show us one interior from an open world game that looks as detailed as this
All this tells me is that you know nothing about rendering at all. There is no differentiation in object density between "open world" and "non-open world". It's just how you spend your polygon budget to render what's in the camera frustum and aggressively culling what's outside the frustrum. The only reason there's no open world game with "this much detail"(not significantly better than ac unity on ps4) is because no one else has the risk appetite for this type of game. There are lots of demos with greater object density and I highlighted the matrix awakens demo which you conveniently ignored.
"Fifa has better hair simulation that this, like a lot better"

Game with 22 NPCs and a ball have better hair rendering than an open world game in a city? Wow (and I bet it only looks better zoomed in during replay)
What a ridiculous statement. No excessive hair physics was seen in real time gameplay for GTA 6, just cutscenes.
lol, we dont have not even ONE open world game using UE 5 this gen, and yet you know whats up
Obviously, the engine came out at the start of the gen and we're only 4 years in. The lead time for open world games is long....
Some of the worst takes in a thread full of them, congrats
What amazes me is how people like you who know nothing talk confidently about things you know nothing about. Even DF is finally coming back to their senses after seeing the high quality trailer. They discuss it in the direct. Since the first time I saw the youtube trailer, I was not impressed. The new high quality trailer only serves to highlight all the shortcuts taken.
 
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What amazes me is how people like you who know nothing talk confidently about things you know nothing about. Even DF is finally coming back to their senses after seeing the high quality trailer. They discuss it in the direct. Since the first time I saw the youtube trailer, I was not impressed. The new high quality trailer only serves to highlight all the shortcuts taken.
DF simply said it seemed not as impossible to accomplish after seeing the hq trailer. I truly don’t know how it could feel unimpressive unless you are simply comparing character models in games aiming for photorealism vs GTA’s more stylized models
 

GymWolf

Member
The scope of GTA 6 is a function of money and time not of the engine. Nanite gives UE5 both texture and geometric detail that GTA 6 won't touch. Epic did a quick and dirty demo with the matrix awakens and that's so far ahead of gta 6 in terms of rendering, it's not even funny at all. GTA 6 only looks good if you factor the scope of assets required and the size of the world. However, that's a function of time and money. No one else has 11 years to spend and still not release a game but rockstar. In terms of rendering, it's very dated. Vehicle models look dated, assets look cross gen, geometric detail holds up on the macro but not the micro level. It's a rockstar game and we play it for the scope, but graphically it's not impressive to me at all.

Compared to the impact GTA 4's visuals had when it first came out on 360, GTA 6 is not on that level at all.
Partially agree.

Gta6 is not gonna beat:

Metahumans models
Hb2\wukong details granularity
The cars are not gonna look as good as gt7 cars

And yet, most of the people in this topic don't even believe they are gonna match that trailer because it looks too good for these hardwares, they must be doing something good...

Edit: lol did you really compared the shit looking bots with barely a working ai in unity to the crowd system of a rockstar game?

Cmon, even infamous 1 on a ps3 has more reacting crowd than unity.
 
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GymWolf

Member
Sylvester Stallone Facepalm GIF


"We saw similar NPC density in AC Unity"

Yeah, NPCs acting like broken puppets and changing LOD aggressively at your face. Really comparable.

"Firstly, the density is not one I'd describe as insane"

Show us one interior from an open world game that looks as detailed as this

"Fifa has better hair simulation that this, like a lot better"

Game with 22 NPCs and a ball have better hair rendering than an open world game in a city? Wow (and I bet it only looks better zoomed in during replay)

"I'm not trying to diminish their work at all but if the same team spent 11 years building the same game in ue5, it would look a generation ahead of this..."

lol, we dont have not even ONE open world game using UE 5 this gen, and yet you know whats up

Some of the worst takes in a thread full of them, congrats
Just for the record, Stalker 2 is open world and use ue5.
 

GymWolf

Member
Holy fuck, that boss model at the end is probably the best enemy model i ever seen in my life.

Is this ue5? It must be with that collage of statues at the beginning, way too good geometry to be anything else.


 
do we have any information about how the new RTX / Neural Material implementation is done, as in how it`s implemented on a game basis?
Does the developer have to integrate this from the get go, or can it be done like DLSS as an engine add on?

edit: found some information. Seems to need to be done on a game by game basis including specific NN training during development. So....don`t expect widespread adoption for this and absolutely steer clear off any <16Gb gpus.
 

GymWolf

Member
do we have any information about how the new RTX / Neural Material implementation is done, as in how it`s implemented on a game basis?
Does the developer have to integrate this from the get go, or can it be done like DLSS as an engine add on?

edit: found some information. Seems to need to be done on a game by game basis including specific NN training during development. So....don`t expect widespread adoption for this and absolutely steer clear off any <16Gb gpus.
Lol most devs don't give 2 fucks about using ps5 pro at its fullest, i imagine nobody is gonna waste time with this stuff for the 5 people with a series 5000.
 
Lol most devs don't give 2 fucks about using ps5 pro at its fullest, i imagine nobody is gonna waste time with this stuff for the 5 people with a series 5000.
yeah, the whole RTX suite functionality package from the Blackwell line will most likely go the route of PhysX and not show up outside of some specifically sponsored games for the foreseeable future until it or something similar gets integrated in some non-proprietary way in the big engines like UE.
That´s a shame really., especially with Jensen wearing the missing VRAM chips on his jacket instead of friggin puttin it on the dies where they are sorely missing.........
12GB 5070
wall GIF
 
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GymWolf

Member
yeah, and it looks about as good as it runs...
Opinions on stalker graphic are wildly different, i was not overly impressed but some people had it as their best graphic of the year...

People also had wildly different experience when it comes to performance, the game was pretty fine on my system.
 
As if GTA npc's are smart at all lol. This is not RDR2 NPC's with daily tasks and shit. This is the same rubbish NPC's in GTA that are mostly useless. We saw that in GTA 5 which was a significant downgrade in NPC intelligence from GTA 4.

All this tells me is that you know nothing about rendering at all. There is no differentiation in object density between "open world" and "non-open world". It's just how you spend your polygon budget to render what's in the camera frustum and aggressively culling what's outside the frustrum. The only reason there's no open world game with "this much detail"(not significantly better than ac unity on ps4) is because no one else has the risk appetite for this type of game. There are lots of demos with greater object density and I highlighted the matrix awakens demo which you conveniently ignored.

What a ridiculous statement. No excessive hair physics was seen in real time gameplay for GTA 6, just cutscenes.

Obviously, the engine came out at the start of the gen and we're only 4 years in. The lead time for open world games is long....

What amazes me is how people like you who know nothing talk confidently about things you know nothing about. Even DF is finally coming back to their senses after seeing the high quality trailer. They discuss it in the direct. Since the first time I saw the youtube trailer, I was not impressed. The new high quality trailer only serves to highlight all the shortcuts taken.
You're trying too hard to dismiss how impressive GTA 6 is shaping up to be on a technical level, specially for a open world game with such gigantic scope, try harder next-time.

You say:
What amazes me is how people like you who know nothing talk confidently about things you know nothing about.

But then you proceed to confidently talk a whole lot of bullshit about an unreleased game that you also happen to know shit about. I saw the same thing happening with RDR2 pre-release. Rockstar finna bitch slap all of you niggas when the game finally comes out as usual.
 
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SlimySnake

Flashless at the Golden Globes
do we have any information about how the new RTX / Neural Material implementation is done, as in how it`s implemented on a game basis?
Does the developer have to integrate this from the get go, or can it be done like DLSS as an engine add on?

edit: found some information. Seems to need to be done on a game by game basis including specific NN training during development. So....don`t expect widespread adoption for this and absolutely steer clear off any <16Gb gpus.
it will impact most path tracing games going forward since it seems Nvidia is the one doing that mode for devs like Indy, Black myth and cyberpunk anyway.

looks like doom will be the next one. and then witcher 4, and whatever UE5 game Nividia decides to sponser. Hopefully Marvel 1943.
 

DanielG165

Member
yeah, and it looks about as good as it runs...
I agree, the game looks pretty great playing it on a big 4K panel, runs very well on Series X also. For what is the largest open world game on the market, sans Flight Sim, AND running in UE5 with lumen and nanite, I’m regularly impressed with how well a $500 console can run it, at 1440p upscaled to 4K to boot.
 
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DanielG165

Member
Rockstar finna bitch slap all of you niggas when the game finally comes out as usual.
They always do. If Rockstar can release a game as ambitious as GTA 5 on Xbox 360 and PS3, and then do the same thing with RDR2 on two consoles with anemic Jaguar CPUs, and slow 5400RPM HDDs, then they’ll be able to match the trailer footage of GTA 6 using machines with generationally faster CPUs, NVME SSDs, fast ram, and hearty GPUs.
 

SlimySnake

Flashless at the Golden Globes
I just prefer next gen consoles to switch to nividia, the gap between nividia and amd is just too huge and whatever amd will did they will never come close to nividia tech

i legit laughed when they showed an explosion in the lab with lots of physics applied to several objects, but there is zero destruction on desks and tables. like come on. all these fancy models and you cant flip over a table?
 

powder

Member
Am I supposed to be impressed? We saw similar npc density on ac unity on ps4. Scaling that up from the jaguar cpus to zen 2 is just expected?



This is pure speculation. Firstly, the density is not one I'd describe as insane. As for interactivity, I don't see any evidence to suggest that at all. Just speculation.

Fifa has better hair simulation that this, like a lot better.

There's nothing rockstar is doing in this trailer that comes across as new to me. What they're doing is putting a package together consisting of existing technologies to take GTA to the next level. I commend them for that but, it'll never e as impressive to me as some doing something entirely new. I mean look at this gif, 2 npc's running on sand, no footsteps at all. The GTA 6 glazing is seriously out of control. I'm not trying to diminish their work at all but if the same team spent 11 years building the same game in ue5, it would look a generation ahead of this...

I would argue the fact that they've spent 11 years making this game on their own engine is probably going to make the final product a lot more interesting from a technical side. From my understanding they're building this using the same engine that powered RDR2. I'd gladly take a GTA built on an evolved version of what they used in that game just because nothing else looks quite like it. Other games may look "better" side by side, but the attention to detail in character animation and fidelity in a large, seamless world that feels really polished isn't something we're getting from anyone developing with UE5 right now.

I think people should be excited to get a wholly internally developed/crafted game from the ground up as opposed to yet another early-version UE5 mess made from the same toolbox everyone else can use.
 

ckstine

Member
I think people should be excited to get a wholly internally developed/crafted game from the ground up as opposed to yet another early-version UE5 mess made from the same toolbox everyone else can use.
I fully agree, I think seeing unique tech is sometimes just as interesting as seeing industry standard "realistic" tech because it often gives a different look into what realism looks like in the eyes of others, or perhaps they focus on something different like assets over lighting, lighting over assets, physics sims, etc.
 

Buggy Loop

Gold Member
yeah, the whole RTX suite functionality package from the Blackwell line will most likely go the route of PhysX and not show up outside of some specifically sponsored games for the foreseeable future until it or something similar gets integrated in some non-proprietary way in the big engines like UE.
That´s a shame really., especially with Jensen wearing the missing VRAM chips on his jacket instead of friggin puttin it on the dies where they are sorely missing.........
12GB 5070

What a bad take.

First none of "RTX" suite is exclusive like some gamework feature. They all talk through an agnostic API. I can't believe I have to state this in 2025. The model might change vendor to vendor or dev to dev, but they'll all compute on hardware that supports ML equivalent to tensor cores.

Second, they're ALL in on it, all vendors.


HLSL Team is working with AMD, Intel, Nvidia, And Qualcomm on bringing cross-vendor support for cooperative vectors to the DirectX ecosystem.

Of fucking course, because it's the future. They completely rewrote how a shading pipeline works and how it'll perform for complex multilayered shaders in the future. Everyone will use something like that. Brute forcing your way to match this is completely bonkers, you can't beat NPUs.

 
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RavionUHD

Member
Just retested RDR2 on PC, with maxed out settings, DLDSR 4K Ultrawide, ReShade and DLSS.

Game still looks absolutely gorgeous. The last time I played RDR2 was with a GTX 1070 at Release (where I played through the whole game), and the last before that with a PS4, where I just played a bit due to the 30 FPS.

Now I retestet it a bit with HDR on my OLED Ultrawide with maxed out settings, DLDSR and Reshade, it is still one of the best looking games out there, cant wait for GTA6 on PC, it will look great on all plattforms, but a PC Version with Path Tracing, Ray Reconstruction and all these new effects could really be a big stepm forward.

lDr4THc.jpeg

qqtChGA.jpeg

LHF4YQZ.jpeg
 

SlimySnake

Flashless at the Golden Globes
What a bad take.

First none of "RTX" suite is exclusive like some gamework feature. They all talk through an agnostic API. I can't believe I have to state this in 2025. The model might change vendor to vendor or dev to dev, but they'll all compute on hardware that supports ML equivalent to tensor cores.

Second, they're ALL in on it, all vendors.


HLSL Team is working with AMD, Intel, Nvidia, And Qualcomm on bringing cross-vendor support for cooperative vectors to the DirectX ecosystem.

Of fucking course, because it's the future. They completely rewrote how a shading pipeline works and how it'll perform for complex multilayered shaders in the future. Everyone will use something like that. Brute forcing your way to match this is completely bonkers, you can't beat NPUs.


It’s the future but i need to see some non frame Gen comparisons. It sounds too good to be true and their far cry 6 comparison didn’t do it any favors.

I think it will be like path tracing. Nvidia will send their engineers to support that in some select video games like they did with Indy, aw2, cyberpunk and black myth, but i don’t see any evidence that it will improve standard rasterization or even ue5 performance that drastically. They keep showing frame Gen x4 comparisons instead of simply showing a direct comparison between a card with no neural hardware baked into the shading pipeline and one with.

It shouldn’t be that hard to demo the benefits of it was just plug and play.
 
What a bad take.

First none of "RTX" suite is exclusive like some gamework feature. They all talk through an agnostic API. I can't believe I have to state this in 2025. The model might change vendor to vendor or dev to dev, but they'll all compute on hardware that supports ML equivalent to tensor cores.

Second, they're ALL in on it, all vendors.


HLSL Team is working with AMD, Intel, Nvidia, And Qualcomm on bringing cross-vendor support for cooperative vectors to the DirectX ecosystem.

Of fucking course, because it's the future. They completely rewrote how a shading pipeline works and how it'll perform for complex multilayered shaders in the future. Everyone will use something like that. Brute forcing your way to match this is completely bonkers, you can't beat NPUs.


That's a bunch of hot air atm.
For now the rtx suite stuff is proprietary, period.. everything else, including possible agnostic adoption, as I wrote, is wait and see.
 
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GymWolf

Member
I agree, the game looks pretty great playing it on a big 4K panel, runs very well on Series X also. For what is the largest open world game on the market, sans Flight Sim, AND running in UE5 with lumen and nanite, I’m regularly impressed with how well a $500 console can run it, at 1440p upscaled to 4K to boot.
The largest open world in the market?

Maybe the map feels way bigger because you move on foot and have to stop every 30 sec to recover stamina...

Latest ac games let you move between islands with a boat...
 
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