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Graphical Fidelity I Expect This Gen

Buggy Loop

Gold Member
It’s the future but i need to see some non frame Gen comparisons.

I'm not saying that, because of neural shaders is the future, that its worth buying a 5000 series just so we are clear. But definitely, just like the first iterations of ray tracing, it'll creep up into games more and more, supported by all vendors and with agnostic API. Future consoles will have it.

What Nvidia did here is the SDK for devs to use it, like anything "RTX", it's always a dev tool and not a feature that is exclusive to a GPU. API will update to include neural vectors and then I believe pretty much anything with a form of hardware ML will be able to run it, with varying success and performances of course as not every architectures are equal.

On 5000 series what is unique is

Cooperative vectors also enable AI tasks to run in different shader stages, which means a small neural network can run in a pixel shader without consuming the entire GPU

Its built to use ML models and NPU units in any stage of the rendering pipeline, not just on frame buffer. This is the most drastic change on shading pipeline since the invention of programmable shaders in 2001.
 
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rofif

Can’t Git Gud
It looks great but next Gen? Eh.

I’m sure it will impress when it comes out but right now i am not getting the same next Gen feeling i got with avatar.
It looks fine. Nothing crazy. I think dragons dogma 2 felt more next gen.
As for avatar, imo it looks mid
 
It looks great but next Gen? Eh.

I’m sure it will impress when it comes out but right now i am not getting the same next Gen feeling i got with avatar.
It'll probably be very inconsistent like Outlaws. Does the PC version of Outlaws and Avatar also suffer from noisy RT reflections or is that a console thing?
 

SlimySnake

Flashless at the Golden Globes
It'll probably be very inconsistent like Outlaws. Does the PC version of Outlaws and Avatar also suffer from noisy RT reflections or is that a console thing?
Avatar has noisy reflections but outlaws doesn’t because they have nvidia ray reconstruction in that game which cleans up the reflections.

Avatar’s highest reflection setting also cleans up the noise just a bit on the ponds and streams but it was a major hit on performance so i kept that to medium and lived with it.
 

DanielG165

Member
Avatar really shines the most in its environmental density, asset fidelity, and lighting, and clouds as well. It’s also a pretty easy game to max out on PC (or close to it) in my experience, and still get away with really good performance. My old 2080 Super was never feeling like it was struggling when I was playing Avatar regularly, though perhaps the amount of cooling I have helped also.
Huge downgrade from reveal…
I can only go off of what I’ve experience on console thus far, but Stalker 2 still has quite a bit of asset density that holds up to scrutiny up close, and for what is essentially a radioactive wasteland. Environments look incredible and nigh spot on to their real world counterparts, the lighting is great when it’s at its best, and the reflections are decent enough for what the console is able to output in a giant UE5 title with lumen.

The downgrades were unfortunate, but the end product is still a very handsome, very impressive looking title to my eyes!
 

GymWolf

Member
Avatar really shines the most in its environmental density, asset fidelity, and lighting, and clouds as well. It’s also a pretty easy game to max out on PC (or close to it) in my experience, and still get away with really good performance. My old 2080 Super was never feeling like it was struggling when I was playing Avatar regularly, though perhaps the amount of cooling I have helped also.

I can only go off of what I’ve experience on console thus far, but Stalker 2 still has quite a bit of asset density that holds up to scrutiny up close, and for what is essentially a radioactive wasteland. Environments look incredible and nigh spot on to their real world counterparts, the lighting is great when it’s at its best, and the reflections are decent enough for what the console is able to output in a giant UE5 title with lumen.

The downgrades were unfortunate, but the end product is still a very handsome, very impressive looking title to my eyes!
Not all assets, mostly the vegetation and the jungle, most rocks\mountains looks very turdish compared to the rest.
 
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Alex11

Member
Yeah also the clouds always appears be quite blurry and low res alike or whatever, often ruins the whole presentation in some ways imo
Yes, I have been saying this, I think in a way Horizon spoiled me with its cloud system, which IMO is the best there is and it's a big reason why I have a problem with the skybox in other games, especially games that are held in high regards in terms of visual quality.

Skyboxes are very underrated or just taken for granted, don't really know exactly, but it bugs me when in games like Alan Wake 2 with the fancy path tracing and it has a static skybox.
If we judge any game -- however large, open world, day/night cycle etc. -- for the textures and asset quality, we should judge any game for how dynamic the skybox system is or if it even is dynamic, in this day a static one IMO it's just lazy.
 
I can't wait to read this thread when the Switch 2 comes out.

david-harbour-thumbs-up.gif
 

Buggy Loop

Gold Member
Gotta be funny to see UC4 happen all over again... Made for PS4 specs, somehow still giving off current gen vibes.

It won't be coming from Nintendo though. I don't think they'll ever push a PS4 baseline power like Sony did. In raw graphics I mean, they still pull coding miracles with stuffs like ToTK for the power they had.

A 3rd party could have a go at it though, but if its just ports thrown there for quick money... could take a while to see the hardware flex.

There's no The Order 1886, Uncharted 4 or Last of Us part 2 kind of studios at Nintendo and likely never will. Just not their philosophy.
 
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SlimySnake

Flashless at the Golden Globes
People complain about UE5 sutters (rightly so), but man, this nanite technology is amazing. I just can't stop looking at the simple rocks in this game :p. This is the quality that I expected to see on my new PC.

Hellblade2-Win64-Shipping-2025-01-10-00-28-53-562.jpg


Hellblade2-Win64-Shipping-2025-01-10-00-29-01-743.jpg


Hellblade2-Win64-Shipping-2025-01-10-00-44-19-936.jpg


More screenshots in the spoiler.

Hellblade2-Win64-Shipping-2025-01-10-00-13-38-927.jpg


Hellblade2-Win64-Shipping-2025-01-10-00-15-44-513.jpg


Hellblade2-Win64-Shipping-2025-01-10-00-16-00-065.jpg




Hellblade2-Win64-Shipping-2025-01-10-00-40-15-450.jpg


Hellblade2-Win64-Shipping-2025-01-10-00-41-34-079.jpg


Hellblade2-Win64-Shipping-2025-01-10-00-42-07-566.jpg


Hellblade2-Win64-Shipping-2025-01-10-00-42-13-532.jpg


Hellblade2-Win64-Shipping-2025-01-10-00-43-47-846.jpg


Hellblade2-Win64-Shipping-2025-01-10-00-46-16-283.jpg
those rocks look like shit compared to whats about to come. nanite is the real deal.

also, i dont remember any traversal stutters in this game or in black myth. good devs will figure it out while the bloobers will blame the engine. lets not forget days gone was an open world game with no stutters. it did have a memory leak issue but that was unrelated to ue5 and fixed on the pc release.
 
those rocks look like shit compared to whats about to come. nanite is the real deal.

also, i dont remember any traversal stutters in this game or in black myth. good devs will figure it out while the bloobers will blame the engine. lets not forget days gone was an open world game with no stutters. it did have a memory leak issue but that was unrelated to ue5 and fixed on the pc release.
I know that future UE5 games (Marvel 1943 or Gears preguel) will probably look even better compared to Hellblade 2, but I'm still impressed. I can't remember playing games without nanite that had incredibly detailed ground and rocks. God Of War Ragnarock has somewhat similar levels, but the details just weren't here.
 

SlimySnake

Flashless at the Golden Globes
It won't be coming from Nintendo though. I don't think they'll ever push a PS4 baseline power like Sony did. In raw graphics I mean, they still pull coding miracles with stuffs like ToTK for the power they had.

A 3rd party could have a go at it though, but if its just ports thrown there for quick money... could take a while to see the hardware flex.
people think nintendo gives a shit about graphics, they dont. they will never make a game that looks like tlou2 or rdr2. they just dont have the talent.

i kept trying to tell people not to expect 4 tflops switch 2 but i was told the specs had already been leaked and i was wrong. well, turns out its not even a ps4 in handheld mode so good luck. now we are putting all of our hopes in dlss 4 which i find hilarious as if nintendo devs are going to utilize ray tracing in a 1.5 tflops handheld gpu.

their talent lies elsewhere. no offense to ND and GG, but they got bitchslapped by the ToTK devs on a ps3 era hardware. amazing use of physics, ingenious even. and i hope thats what they do with the switch 2, show these other devs what games can really be about.

the sad thing is that the mario team is limited just like the astro bot team. you really cant do much with platforming. the metroid team is working on a 60 fps switch 1 game so they are useless. that leaves only the zelda totk team which takes 6 years to make one game so im not sure if we will get anything remotely exciting at the reveal. im sure nintendo fans will love it but this thread will not get anything until the totk devs show something physics based in 4 years.
 

SlimySnake

Flashless at the Golden Globes
Yes, I have been saying this, I think in a way Horizon spoiled me with its cloud system, which IMO is the best there is and it's a big reason why I have a problem with the skybox in other games, especially games that are held in high regards in terms of visual quality.

Skyboxes are very underrated or just taken for granted, don't really know exactly, but it bugs me when in games like Alan Wake 2 with the fancy path tracing and it has a static skybox.
If we judge any game -- however large, open world, day/night cycle etc. -- for the textures and asset quality, we should judge any game for how dynamic the skybox system is or if it even is dynamic, in this day a static one IMO it's just lazy.
Horizons clouds are godly. But i flew through them once and never went back up again. there is nothing to do up there. its just for show. might as well be a fake 2d skybox.

i honestly never look at the sky. yes, when im flying sure, i'd love to go above the clouds, but in most games like alan wake 2 i never looked up at the sky.

clouds rarely move fast in real life so having gamey fast moving clouds would just look weird. im happy with what most games do and id rather that graphics budget for fully simulated volumetric clouds go towards better draw distance or rtgi. both of which are much more noticeable when flying in HFW.
 

Buggy Loop

Gold Member
people think nintendo gives a shit about graphics, they dont. they will never make a game that looks like tlou2 or rdr2. they just dont have the talent.

i kept trying to tell people not to expect 4 tflops switch 2 but i was told the specs had already been leaked and i was wrong. well, turns out its not even a ps4 in handheld mode so good luck. now we are putting all of our hopes in dlss 4 which i find hilarious as if nintendo devs are going to utilize ray tracing in a 1.5 tflops handheld gpu.

their talent lies elsewhere. no offense to ND and GG, but they got bitchslapped by the ToTK devs on a ps3 era hardware. amazing use of physics, ingenious even. and i hope thats what they do with the switch 2, show these other devs what games can really be about.

the sad thing is that the mario team is limited just like the astro bot team. you really cant do much with platforming. the metroid team is working on a 60 fps switch 1 game so they are useless. that leaves only the zelda totk team which takes 6 years to make one game so im not sure if we will get anything remotely exciting at the reveal. im sure nintendo fans will love it but this thread will not get anything until the totk devs show something physics based in 4 years.

I'm expecting ~PS4 in handheld. ~1.8Tflops. 12 SMs with 128 cuda cores per SM, 2 instructions per cuda makes it that at 600 MHz we have 12x128x2x600 = 1843200 = 1.84 TFlops. Like PS4.

Docked at higher clocks and power consumption at ~3.2Tflops. Less than a PS4 Pro but just enough to run more faster frametimes to insert the use of tensor cores and upscale to better TV resolutions. No point using neural model for upscaling in handheld mode, there's much more efficient upscaling techniques and on a tiny screen I doubt anyone sees a lighter faster upscaler, if even needed. It would save on battery versus using DLSS in handheld.

This is on a much more modern GPU architecture than PS4 though, Ampere's cache management is a paradigm shift compared to AMD's GCN from 2012. It's a lot more efficient in concurrent tasks and hiding memory copy latencies, etc.

A78C cluster of cores is a lot more powerful than Jaguars so that part is not a bottleneck, GPU will be.

12GB RAM is also an improvement over that era of course.

Storage with fast UFS 3.1 with 2.1GB/s transfer speeds or the express micro-SD @ 800MB/s is a huge I/O improvement over PS4.

RT I'm not expecting much, but Steam deck which is underpowered compared to what I establish for performances above, still does RT for some games and that's without any RT cores. Reflections here and there, which is fine enough imo. Maybe a super optimized Metro Exodus EE.



Those PC portable systems are kneecapped by Windows OS or the window→proton layer overhead along with APIs that aren't anywhere as fast as Sony's Metal. Nvidia's API for Switch and the fact its a closed system should help a lot. If you tried to build a PC matching the specs of a PS4 back in 2013, it would have aged like milk when you came to run The Order 1886 / Uncharted 4 / Last of Us part 2. Still not bad what those PC portables even manage with so much overhead.

So while I don't think Switch 2 games will grace this thread, the technology behind it is perfectly fine for a portable. It won't be PS5 assets, it won't run GTA 6.. But the whole crossgen period of games is a good indication that a lot of peoples will be wondering how its possible to have that in an handheld because of graphic diminishing returns. I'm mainly wondering who will flex the hardware, because I doubt Sony's gonna start porting games on it lol.
 
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SlimySnake

Flashless at the Golden Globes
I'm expecting ~PS4 in handheld. ~1.8Tflops. 12 SMs with 128 cuda cores per SM, 2 instructions per cuda makes it that at 600 MHz we have 12x128x2x600 = 1843200 = 1.84 TFlops. Like PS4.

Docked at higher clocks and power consumption at ~3.2Tflops. Less than a PS4 Pro but just enough to run more faster frametimes to insert the use of tensor cores and upscale to better TV resolutions. No point using neural model for upscaling in handheld mode, there's much more efficient upscaling techniques and on a tiny screen I doubt anyone sees a lighter faster upscaler, if even needed. It would save on battery versus using DLSS in handheld.

This is on a much more modern GPU architecture than PS4 though, Ampere's cache management is a paradigm shift compared to AMD's GCN from 2012. It's a lot more efficient in concurrent tasks and hiding memory copy latencies, etc.

A78C cluster of cores is a lot more powerful than Jaguars so that part is not a bottleneck, GPU will be.

12GB RAM is also an improvement over that era of course.

Storage with fast UFS 3.1 with 2.1GB/s transfer speeds or the express micro-SD @ 800MB/s is a huge I/O improvement over PS4.

RT I'm not expecting much, but Steam deck which is underpowered compared to what I establish for performances above, still does RT for some games and that's without any RT cores. Reflections here and there, which is fine enough imo. Maybe a super optimized Metro Exodus EE.



Those PC portable systems are kneecapped by Windows OS or the window→proton layer overhead along with APIs that aren't anywhere as fast as Sony's Metal. Nvidia's API for Switch and the fact its a closed system should help a lot. If you tried to build a PC matching the specs of a PS4 back in 2013, it would have aged like milk when you came to run The Order 1886 / Uncharted 4 / Last of Us part 2. Still not bad what those PC portables even manage with so much overhead.

So while I don't think Switch 2 games will grace this thread, the technology behind it is perfectly fine for a portable. It won't be PS5 assets, it won't run GTA 6.. But the whole crossgen period of games is a good indication that a lot of peoples will be wondering how its possible to have that in an handheld because of graphic diminishing returns. I'm mainly wondering who will flex the hardware, because I doubt Sony's gonna start porting games on it lol.

its one thing to have ps4 specs and another thiing altogether to have devs capable or willing to put in the effort to push ps4 quality graphics like uncharted 4, tlou2 and the order. i just dont think nintendo devs care about that. and lets face it, most of them will make 60 fps games anyway. watch mario odyseey 2 look like astro bot at best. japan is lost and looking at monster hunter, they have clearly given up.

i dont think its running any UE5 games which barely run on a 4 tflops series s. you might get some 'impossible' ports but we all know they ran and looked like shit. at best, it will run some last gen games from 4 years ago, but i dont think ubisoft is porting star wars outlaws, avatar or any of the other next gen only games we've seen this year that target 1440p 30 fps on the ps5.
 

Alex11

Member
Horizons clouds are godly. But i flew through them once and never went back up again. there is nothing to do up there. its just for show. might as well be a fake 2d skybox.

i honestly never look at the sky. yes, when im flying sure, i'd love to go above the clouds, but in most games like alan wake 2 i never looked up at the sky.
Maybe it's just me, I always look at the skybox and there are quite a lot of old games that have at least a 2d moving skybox. Now days, for me is a bit of a letdown and lazy a static one.
clouds rarely move fast in real life so having gamey fast moving clouds would just look weird. im happy with what most games do and id rather that graphics budget for fully simulated volumetric clouds go towards better draw distance or rtgi. both of which are much more noticeable when flying in HFW.
Well, most of them sure, if it's sunny, but changing altitude, overcast, rainy, storms, here there are lots of possibilities, visual wise, gameplay wise, it's just the talent and passion is a bit weak at the moment.
Yeah, it's not that important in a static time of day, but imagine RDR2, GTA, Horizon with static skyboxes, hell, any open world with day/night cycle, they wouldn't be the same.

I think I would make any game a bit better visually, never mind that it would up the immersion, you wouldn't need a fancy ass cloud system, a 2d one that moves or wobbles wouldn't affect the budget almost at all, come on, this is just lazy.
 
It won't be coming from Nintendo though. I don't think they'll ever push a PS4 baseline power like Sony did. In raw graphics I mean, they still pull coding miracles with stuffs like ToTK for the power they had.

A 3rd party could have a go at it though, but if its just ports thrown there for quick money... could take a while to see the hardware flex.

There's no The Order 1886, Uncharted 4 or Last of Us part 2 kind of studios at Nintendo and likely never will. Just not their philosophy.
Luigi's Mansion 3 already heavily disagrees but I understand Pixar-ish graphics aren't as appreciated in this thread.
 

Buggy Loop

Gold Member
its one thing to have ps4 specs and another thiing altogether to have devs capable or willing to put in the effort to push ps4 quality graphics like uncharted 4, tlou2 and the order. i just dont think nintendo devs care about that. and lets face it, most of them will make 60 fps games anyway. watch mario odyseey 2 look like astro bot at best. japan is lost and looking at monster hunter, they have clearly given up.

i dont think its running any UE5 games which barely run on a 4 tflops series s. you might get some 'impossible' ports but we all know they ran and looked like shit. at best, it will run some last gen games from 4 years ago, but i dont think ubisoft is porting star wars outlaws, avatar or any of the other next gen only games we've seen this year that target 1440p 30 fps on the ps5.

No nintendo won't push. They'll never focus on graphics like Sony did on PS4, squeezing that lemon to the last drop. Hell it seems even those studios have kind of lifted the foot from the pedal on PS5 to be honest. The modern costs for making these games is just insane.

Luigi's Mansion 3 already heavily disagrees but I understand Pixar-ish graphics aren't as appreciated in this thread.

They probably will be discussed in this thread but won't have staying power hehe.

That's also a thing you're right, there's only so much you can push the Nintendo art style.

I would be perfectly happy with a Zelda cranking up the Studio Ghibli art style even further, maybe closer to the original reveal of BOTW before the downgrades.
 
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No nintendo won't push. They'll never focus on graphics like Sony did on PS4, squeezing that lemon to the last drop. Hell it seems even those studios have kind of lifted the foot from the pedal on PS5 to be honest. The modern costs for making these games is just insane.



They probably will be discussed in this thread but won't have staying power hehe.

That's also a thing you're right, there's only so much you can push the Nintendo art style.

I would be perfectly happy with a Zelda cranking up the Studio Ghibli art style even further, maybe closer to the original reveal of BOTW before the downgrades.
The Mario Movie if anything proved how much they can actually push their own artstyles, they're not even close to scratching the surface yet. Not even close at all... And I don't agree with the "they won't push" either, the physics Zelda is doing aren't free and they are running on 0.393 TFLOPS and 3 A57 cores at 1 GHz.
 

SlimySnake

Flashless at the Golden Globes
Maybe it's just me, I always look at the skybox and there are quite a lot of old games that have at least a 2d moving skybox. Now days, for me is a bit of a letdown and lazy a static one.

Well, most of them sure, if it's sunny, but changing altitude, overcast, rainy, storms, here there are lots of possibilities, visual wise, gameplay wise, it's just the talent and passion is a bit weak at the moment.
Yeah, it's not that important in a static time of day, but imagine RDR2, GTA, Horizon with static skyboxes, hell, any open world with day/night cycle, they wouldn't be the same.

I think I would make any game a bit better visually, never mind that it would up the immersion, you wouldn't need a fancy ass cloud system, a 2d one that moves or wobbles wouldn't affect the budget almost at all, come on, this is just lazy.
Im ok with fancy dynamic clouds if it means weather effects. Storms, snow, etc. Days Gone had some of the best rain and snowstorms. shame not many open world games bother with it.
 

SlimySnake

Flashless at the Golden Globes
The Mario Movie if anything proved how much they can actually push their own artstyles, they're not even close to scratching the surface yet. Not even close at all... And I don't agree with the "they won't push" either, the physics Zelda is doing aren't free and they are running on 0.393 TFLOPS and 3 A57 cores at 1 GHz.
mario movie just depressed me. i wanted to walk out during the mario kart chase it looked so good. no reason why nintendo couldnt have come close to those visuals even with the switch graphics feature set but they just ported the wii u version to the switch, increased the resolution and moved on. super lame.

and lets not forget they claimed this was running realtime on the wii u hardware in 2012. 12 years later, they are literally two gens behind this because they want 60 fps and open worlds.

PSiVbSb.gif


K7B5.gif


Avatar bet, we dont see anything even remotely close to this at the reveal.
 

Jack Howitzer

Neo Member
You speak with a dude that puts clouds on medium or lower, never cared for clouds at all :lollipop_grinning_sweat:
And that's when the quizzes coming in:Cloudscape is a big deal to the vibe of the world we live in,it's the scenery of nature one can't live away from.(at least for now;P) But what makes graphics fetishists turn down this slider everytime they open a game?Why do they choose to play in this way?
Well it certainly can't be only a simple matter of taste when devs constantly fail to deliever convincing and pleasant lookin volumetric clouds to justify the overall performance cost in the first place.
Yes, I have been saying this, I think in a way Horizon spoiled me with its cloud system, which IMO is the best there is and it's a big reason why I have a problem with the skybox in other games, especially games that are held in high regards in terms of visual quality.

Skyboxes are very underrated or just taken for granted, don't really know exactly, but it bugs me when in games like Alan Wake 2 with the fancy path tracing and it has a static skybox.
If we judge any game -- however large, open world, day/night cycle etc. -- for the textures and asset quality, we should judge any game for how dynamic the skybox system is or if it even is dynamic, in this day a static one IMO it's just lazy.
Ah these devs eccentricities,they are just as disgusting as a turd in a fruit bowl at this point
 
mario movie just depressed me. i wanted to walk out during the mario kart chase it looked so good. no reason why nintendo couldnt have come close to those visuals even with the switch graphics feature set but they just ported the wii u version to the switch, increased the resolution and moved on. super lame.

and lets not forget they claimed this was running realtime on the wii u hardware in 2012. 12 years later, they are literally two gens behind this because they want 60 fps and open worlds.

PSiVbSb.gif


K7B5.gif


Avatar bet, we dont see anything even remotely close to this at the reveal.
Speaking of the raw technology, this was for sure already surpassed because of the PBR technicality but yeah, not having a proper Mario Kart this gen was a tragedy. The reveal is days away by now, at this point we're at the stage of "wait and see".
 

Alex11

Member
And that's when the quizzes coming in:Cloudscape is a big deal to the vibe of the world we live in,it's the scenery of nature one can't live away from.(at least for now;P) But what makes graphics fetishists turn down this slider everytime they open a game?Why do they choose to play in this way?
Exactly, might as well be just black fog like in the early days of Tomb Raider, I think then we would notice immediately just how important and neglected the skybox really is.
Well it certainly can't be only a simple matter of taste when devs constantly fail to deliever convincing and pleasant lookin volumetric clouds to justify the overall performance cost in the first place.
Just ignorance mixed with lack of passion and talent to make anything interesting gameplay wise with any cloud system and we can't expect them to be able to if even the simplest physics, interactions and destructions took a nose dive.
 

SlimySnake

Flashless at the Golden Globes
Exactly, might as well be just black fog like in the early days of Tomb Raider, I think then we would notice immediately just how important and neglected the skybox really is.

Just ignorance mixed with lack of passion and talent to make anything interesting gameplay wise with any cloud system and we can't expect them to be able to if even the simplest physics, interactions and destructions took a nose dive.
I’m playing uncharted 1 right now and im rather impressed by just how many different physics based destruction elements were in an nd game back then. Lots of covers that explode very convincingly, trees fall during a chase scene, lots of chairs and tables with physics etc. for the sequel, they limited these physics and destruction elements solely for setpieces like crumbling bridges, but i honestly miss the interactivity in the combat sections because it feels more organic and less baked.

Of course, we praised them to high heavens for doing what they did with u2, so we have no one but ourselves to blame.

Sometimes i look at mass effect 1, ac 1, and uncharted 1 and wonder if that’s where this whole safe and formulaic trend started. Devs went for simple gameplay and fancy graphics at the expense of physics and interactivity, and all 3 sequels became all time classics and set the blueprint for games to come for two generations.
 

Alex11

Member
I’m playing uncharted 1 right now and im rather impressed by just how many different physics based destruction elements were in an nd game back then. Lots of covers that explode very convincingly, trees fall during a chase scene, lots of chairs and tables with physics etc. for the sequel, they limited these physics and destruction elements solely for setpieces like crumbling bridges, but i honestly miss the interactivity in the combat sections because it feels more organic and less baked.

Of course, we praised them to high heavens for doing what they did with u2, so we have no one but ourselves to blame.

Sometimes i look at mass effect 1, ac 1, and uncharted 1 and wonder if that’s where this whole safe and formulaic trend started. Devs went for simple gameplay and fancy graphics at the expense of physics and interactivity, and all 3 sequels became all time classics and set the blueprint for games to come for two generations.
Yeah, and we all like fancy graphics, but why not both, and sure, I understand that not all games need or should have some complex physics and interactions. Like a game that is more cinematic or story heavy and you want to nuke all buidlings and towns just for fun, I mean, it would be bonkers. But simple stuff, it's a no brainer, I always praise CP 2077, yeah it's idioticaly good looking, but when it's time for anything physics related, the game breaks down.

Like water in some recent games -- can't remember which ones exactly, one of them is CP 2077 at launch -- with no splashes from firing guns and the bare minimum with character interaction, that is just beyond lame and lazy.
 

Jack Howitzer

Neo Member
Speaking of Horizons,the decimas engine really has a long way to go in order to deleiver a visually cohesive package in a performant way.Tried HFW with dlaa enabled and Otis_Inf's photomode camera tools to maximum the lod value,the framerate hits are totally something else.Visually speaking,still a unsavable totally mixed bag in the roots,but way better than vanilla game that's for sure.Maybe it's just their old rendering engine really has issues when forcing to draw dense vegetations hq assets further away,or maybe it's always completely out of question to brute force high polygon vegetations environments with decent scale on current gen hardwares with traditional rendering methods?
MKEufe.png


With lod override,
MKEN0k.png


MKEPqx.png


MKEfYH.png


MKEU21.png


MKEcCc.png


And for a walking simulator the constant vegetation pop-in in Alan Walk 2 doesn't feel very charming at all,after forcing max lod with flawless widescreen to get rid of the mess the fps hit becoming quite a business as well, (average 50-60 fps with 4k dlss quality frame-gen) ,but at least way better than the hfw mess lol.Anyway really need these nanite methods for everything ASAP!
 

Radical_3d

Member
and lets not forget they claimed this was running realtime on the wii u hardware in 2012. 12 years later, they are literally two gens behind this because they want 60 fps and open worlds.
I’d love if people stopped buying open world games. I don’t need that there are none, but I need that a couple of AAA are linear. Just a couple. Is it much to ask?
 

GymWolf

Member
And that's when the quizzes coming in:Cloudscape is a big deal to the vibe of the world we live in,it's the scenery of nature one can't live away from.(at least for now;P) But what makes graphics fetishists turn down this slider everytime they open a game?Why do they choose to play in this way?
Well it certainly can't be only a simple matter of taste when devs constantly fail to deliever convincing and pleasant lookin volumetric clouds to justify the overall performance cost in the first place.

Ah these devs eccentricities,they are just as disgusting as a turd in a fruit bowl at this point
Even graphic whores have their priorities when it comes to graphic settings and i would love to tell you that my 4080 can run any single game at 4k120 with everything on ultra but the reality is a bit different so sometimes i have to chose what settings are not a priority, and for a guy who never look up or never take pics, clouds are tertiary if not lower in my priority scale.


P.s. everytime someone bring nintendo and switch on this topic, an angel dies, fucking stop :lollipop_grinning_sweat:
 

GymWolf

Member
Luigi's Mansion 3 already heavily disagrees but I understand Pixar-ish graphics aren't as appreciated in this thread.
Rift apart is the current king of pixar looking graphic, luigi looks good for a switch game but it's vastly inferior to proper nextgen game with the same artstyle.

So yeah, even their best effort is not gonna beat people who actually care about graphic and great production values so they are not gonna be considered much in a topic where we post the best of the best.
 
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