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Graphical Fidelity I Expect This Gen

This is fascinating stuff. the patch notes for Samson show the actual bugs fixed by developers instead of the client facing patch notes we typically get. Not going to pretend i understand any of this stuff, but its interesting to see how the LOD issues i saw despite the Nanite implementation happened. Just good old fashioned misses. The game is clearly in development. Stuff like this happens when the game was shipped mid development. People will blame talent, UE5, but lets face it, this kind of stuff is clearly something that was shipped while still in beta.

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The reality is that you people have no fucking idea of what devs left out while creating the game from zero, unless you were in the same room you have no idea what was cut from the game because it would not run on a deck or series S, facts.

You think they didn't cut anything but you have zero proof of that.

For what we know, the first horizon could have been exactly like the first trailer with multiple tallnecks on screen but then sony told them that a pc porting was coming and the game had to run on worse hardware than a ps4 so they downscaled the ambition of the game, maybe or maybe not nobody knows.

Repeat with me folks, WE HAVE NO FUCKING IDEA WHAT DEVS CUT WHEN THEY MAKE A GAME BECAUSE WE ONLY SEE THE FINAL VERSION.
 
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The reality is that you people have no fucking idea of what devs left out while creating the game from zero, unless you were in the same room you have no idea what was cut from the game because it would not run on a deck or series S, facts.

You think they didn't cut anything but you have zero proof of that.

For what we know, the first horizon could have been exactly like the first trailer with multiple tallnecks on screen but then sony told them that a pc porting was coming and the game had to run on worse hardware than a ps4 so they downscaled the ambition of the game, maybe or maybe not nobody knows.

Repeat with me folks, WE HAVE NO FUCKING IDEA WHAT DEVS CUT WHEN THEY MAKE A GAME BECAUSE WE ONLY SEE THE FINAL VERSION.

I think DF talking about that E3 gameplay of Unity is pretty much exactly that, game was much more ambitious in its first form (and that wasn't bullshot because it was dropping below 30fps).

Then developers realized that PS4/X1 hardware was piece of shit and had to scale back a lot of stuff (even PC version). Last gen we got that with UE4 (SVOGI), WatchDogs and The Witcher 3 as well.

Nowadays we rarely got render targets like that (maybe that marvel game?) so we don't know what was sacrificed to support piece of shit platforms.
 
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The reality is that you people have no fucking idea of what devs left out while creating the game from zero, unless you were in the same room you have no idea what was cut from the game because it would not run on a deck or series S, facts.

You think they didn't cut anything but you have zero proof of that.

For what we know, the first horizon could have been exactly like the first trailer with multiple tallnecks on screen but then sony told them that a pc porting was coming and the game had to run on worse hardware than a ps4 so they downscaled the ambition of the game, maybe or maybe not nobody knows.

Repeat with me folks, WE HAVE NO FUCKING IDEA WHAT DEVS CUT WHEN THEY MAKE A GAME BECAUSE WE ONLY SEE THE FINAL VERSION.
Sometimes we do. Sometimes we dont. CD Project admitted to changing the entire renderer in Witcher 3 to get the game running on base consoles. Epic admitted to taking out realtime GI support from UE4 after realizing consoles were too weak to do it. Remedy and Avatar devs both publicly talked about Series S's memory constraints but did not use it as an excuse to hold back their games.

We are playing Crimson Desert right now, and despite its issues its doing some insane things other devs havent even bothered with this gen. So in essence we can compare two games, two engines, and two different design methodologies. Were kojiPro or Sucker Punch held back by the handheld PS6 or just their own ambition? Something BOTH developers admitted to. Risk Averse and We didnt even bother were answers from both companies' CTOs.

Maybe Sony told their devs in 2018 to target 1440p 60 fps when Demon Souls and Ratchet first began development because they were planning a 5 tflops handheld. It would make sense in a way seeing as how virtually ever other dev targeted the full 10 tflops. But 2018? or Even 2020 when development on Ghosts 2 and DS2 first started is too early. I doubt there were even conversations around a PS6 handheld back then. let alone mandates for developers. if anything, what we do know is when the mandates arrived which was late last year when devs started pushing out patches to have the games running in low power mode. So 2025.

You can scale graphics better than ever nowadays. Even PS5 Spiderman remakes, DLCs and sequels reduce the traffic and NPC density in performance modes. They are able to remove ray tracing effects or reduce RT vram usage by reducing the ray traced objects in the BVH. They turn off hair strands, reduce foliage to last gen levels, remove fancy water simulations from Series S versions. We are playing path traced versions of Re9, Pragmata and James Bond over the next couple of months. Path tracing is very vram heavy. They straight up skipped ray tracing on the Series S, and even base PS5 and XSX. RT only shipped on PS5 pro. The same thing will happen next gen. GTA6 will blow away everyone in ways Crimson Desert can only dream of, but RTGI, hair physics, and water simulations will likely be removed from Series S, PS6 handheld and Switch 2 versions.
 
I think DF talking about that E3 gameplay of Unity is pretty much exactly that, game was much more ambitious in its first form (and that wasn't bullshot because it was dropping below 30fps).

Then developers realized that PS4/X1 hardware was piece of shit and had to scale back a lot of stuff (even PC version). Last gen we got that with UE4 (SVOGI), WatchDogs and The Witcher 3 as well.

Nowadays we rarely got render targets like that (maybe that marvel game?) so we don't know what was sacrificed to support piece of shit platforms.
I want the full story on that Watch Dogs demo. Richard alluded to it a couple of years ago saying that the real story is even weirder because the game wasnt running on some souped up PC. He didnt go into detail but that demo was probably not even running on a graphics card. it was likely a prerendered scripted video.

I think most games start out being ambitious. We see it in those early trailers of Horizon Forbidden West and Avatar and then naturally, the constraints of video game development, hardware limitations of the lowest common denominators like the Series S have their own say in the downgrades. But Forza is a weird one. These guys were routinely topping themselves game after game for FOUR straight games, and are being extremely ambitious with both the visuals and gameplay systems of Fable, but kind of phoned in this game. Why? Gymwolf is right, we dont know. But i would love to find out. Like I said, you can scale down NPC and traffic density, lighting, and other visuals if series s is holding it back. But we saw 30 fps footage of the XSX version yesterday and it felt like Forza Horizon 5 DLC. Still gorgeous at times, but has that distinct cross gen feel of Sony exclusives that MS exclusives havent had since 2023 when they ditched Cross gen. i still think Forza 8 looks great for a current gen game, and that came out 3 years ago in 2023.
 
The reality is that you people have no fucking idea of what devs left out while creating the game from zero, unless you were in the same room you have no idea what was cut from the game because it would not run on a deck or series S, facts.

You think they didn't cut anything but you have zero proof of that.

For what we know, the first horizon could have been exactly like the first trailer with multiple tallnecks on screen but then sony told them that a pc porting was coming and the game had to run on worse hardware than a ps4 so they downscaled the ambition of the game, maybe or maybe not nobody knows.

Repeat with me folks, WE HAVE NO FUCKING IDEA WHAT DEVS CUT WHEN THEY MAKE A GAME BECAUSE WE ONLY SEE THE FINAL VERSION.

The concept goes the other way too, though. All these people confident saying "THE SERIES S HELD THIS GENERATION BACK" have literally no fucking idea, either.
 
The concept goes the other way too, though. All these people confident saying "THE SERIES S HELD THIS GENERATION BACK" have literally no fucking idea, either.
Sure, it goes both ways.

But like you believe that shitty hardwares are ininfluential, i can chose to believe the opposite.
 
Sometimes we do. Sometimes we dont. CD Project admitted to changing the entire renderer in Witcher 3 to get the game running on base consoles. Epic admitted to taking out realtime GI support from UE4 after realizing consoles were too weak to do it. Remedy and Avatar devs both publicly talked about Series S's memory constraints but did not use it as an excuse to hold back their games.

We are playing Crimson Desert right now, and despite its issues its doing some insane things other devs havent even bothered with this gen. So in essence we can compare two games, two engines, and two different design methodologies. Were kojiPro or Sucker Punch held back by the handheld PS6 or just their own ambition? Something BOTH developers admitted to. Risk Averse and We didnt even bother were answers from both companies' CTOs.

Maybe Sony told their devs in 2018 to target 1440p 60 fps when Demon Souls and Ratchet first began development because they were planning a 5 tflops handheld. It would make sense in a way seeing as how virtually ever other dev targeted the full 10 tflops. But 2018? or Even 2020 when development on Ghosts 2 and DS2 first started is too early. I doubt there were even conversations around a PS6 handheld back then. let alone mandates for developers. if anything, what we do know is when the mandates arrived which was late last year when devs started pushing out patches to have the games running in low power mode. So 2025.

You can scale graphics better than ever nowadays. Even PS5 Spiderman remakes, DLCs and sequels reduce the traffic and NPC density in performance modes. They are able to remove ray tracing effects or reduce RT vram usage by reducing the ray traced objects in the BVH. They turn off hair strands, reduce foliage to last gen levels, remove fancy water simulations from Series S versions. We are playing path traced versions of Re9, Pragmata and James Bond over the next couple of months. Path tracing is very vram heavy. They straight up skipped ray tracing on the Series S, and even base PS5 and XSX. RT only shipped on PS5 pro. The same thing will happen next gen. GTA6 will blow away everyone in ways Crimson Desert can only dream of, but RTGI, hair physics, and water simulations will likely be removed from Series S, PS6 handheld and Switch 2 versions.
I sincerely doubt that every devs is gonna list all the shit they cut from a game with a chance of making gamers angry, just a logic hunch...

It would be negative iq in any work environment to list all the good things you cut from a project, dont you think?

It is easier to believe that 99,99% of devs have no reason to tell the final client what they cut from a game, because there is literally no gain and everything to lose.
 
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The truly impressive thing about the Watch Dogs demo wasn't the graphics alone, it was the whole combo of graphics, animations, physics and NPC behaviour during and after that infamous traffic light crash. It stinks of scripted bullshots to fool the audience.
That was what really set it for me as a potential GTA competitor, how wrong I was... and to this day we still haven't gotten a game that behaves like that dynamically. In this context I honestly don't think Ubisoft downgrading the graphics because of consoles even matters that much.
Pretty graphics alone aren't enough if animation quality and NPC behaviour aren't on par. The recent Robocop games although very fun are a perfect example of that.

 
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Sometimes we do. Sometimes we dont. CD Project admitted to changing the entire renderer in Witcher 3 to get the game running on base consoles. Epic admitted to taking out realtime GI support from UE4 after realizing consoles were too weak to do it. Remedy and Avatar devs both publicly talked about Series S's memory constraints but did not use it as an excuse to hold back their games.

We are playing Crimson Desert right now, and despite its issues its doing some insane things other devs havent even bothered with this gen. So in essence we can compare two games, two engines, and two different design methodologies. Were kojiPro or Sucker Punch held back by the handheld PS6 or just their own ambition? Something BOTH developers admitted to. Risk Averse and We didnt even bother were answers from both companies' CTOs.

Maybe Sony told their devs in 2018 to target 1440p 60 fps when Demon Souls and Ratchet first began development because they were planning a 5 tflops handheld. It would make sense in a way seeing as how virtually ever other dev targeted the full 10 tflops. But 2018? or Even 2020 when development on Ghosts 2 and DS2 first started is too early. I doubt there were even conversations around a PS6 handheld back then. let alone mandates for developers. if anything, what we do know is when the mandates arrived which was late last year when devs started pushing out patches to have the games running in low power mode. So 2025.

You can scale graphics better than ever nowadays. Even PS5 Spiderman remakes, DLCs and sequels reduce the traffic and NPC density in performance modes. They are able to remove ray tracing effects or reduce RT vram usage by reducing the ray traced objects in the BVH. They turn off hair strands, reduce foliage to last gen levels, remove fancy water simulations from Series S versions. We are playing path traced versions of Re9, Pragmata and James Bond over the next couple of months. Path tracing is very vram heavy. They straight up skipped ray tracing on the Series S, and even base PS5 and XSX. RT only shipped on PS5 pro. The same thing will happen next gen. GTA6 will blow away everyone in ways Crimson Desert can only dream of, but RTGI, hair physics, and water simulations will likely be removed from Series S, PS6 handheld and Switch 2 versions.

I want the full story on that Watch Dogs demo. Richard alluded to it a couple of years ago saying that the real story is even weirder because the game wasnt running on some souped up PC. He didnt go into detail but that demo was probably not even running on a graphics card. it was likely a prerendered scripted video.

I think most games start out being ambitious. We see it in those early trailers of Horizon Forbidden West and Avatar and then naturally, the constraints of video game development, hardware limitations of the lowest common denominators like the Series S have their own say in the downgrades. But Forza is a weird one. These guys were routinely topping themselves game after game for FOUR straight games, and are being extremely ambitious with both the visuals and gameplay systems of Fable, but kind of phoned in this game. Why? Gymwolf is right, we dont know. But i would love to find out. Like I said, you can scale down NPC and traffic density, lighting, and other visuals if series s is holding it back. But we saw 30 fps footage of the XSX version yesterday and it felt like Forza Horizon 5 DLC. Still gorgeous at times, but has that distinct cross gen feel of Sony exclusives that MS exclusives havent had since 2023 when they ditched Cross gen. i still think Forza 8 looks great for a current gen game, and that came out 3 years ago in 2023.

While WD could be pre rendered, Unity was running on (some) real hardware.



We got other similar downgrades like Dark Souls 2, where game was looking so much better (and was fully playable!) before release.
 
While WD could be pre rendered, Unity was running on (some) real hardware.



We got other similar downgrades like Dark Souls 2, where game was looking so much better (and was fully playable!) before release.

I think WD was multiple PS3s running the game.
 
Switch 2 version of James Bond delayed. Im sure ive said this before but devs dont give a fuck about the Switch 2 or the Series S and they will continue not giving a fuck about handhelds when the PS5 handheld launches.



the game was barely hitting 30 fps on the PS5 a few months ago. They are probably downgrading it just to get it running at a solid 30 fps on PS5. PC version hopefully wont get a big downgrade especially since its getting full path tracing. Physics might get a bit downgraded but seeing as how heavy the plane setpiece is built around it, i somehow doubt it.
 


Lets fucking go!

Seeing the denial from people regarding VI's graphics has been hilarious. For some reason people just seem to refuse that VI will be able to look as good during gameplay as it does in the trailers despite all the trailers we have from previous games.
Like sure some models and animations are bumped a notch during cutscenes but do people even notice that during gameplay? It happened to me here and there in earlier games but the last game I remember noticing that was San Andreas, from IV onward I don't remember a single instance where I was distracted because certain things in the cutscenes looked way different compared to gameplay

These trailers give an overall feeling of what the game will look like and they've been pretty accurate these past 25 years.
 
I think GTA5 trailer was a bit bullshoty vs. final game on PS360? I could be wrong.
Mixed bag, vegetation and npc number-wise it was definitely bullshoty. But then overall graphical and texture quality was superior in the final version.
Rockstar usually take some and give some but the overall graphical quality of the trailers is still in the final version of the games imo.
It's not like those Ubisoft trailers where the games looked hugely downgraded from the trailers.

 
This is why things like DLSS 5 are so important, they provide actual generational leaps.

If devs can modify the look of it, it will be the most important feature all gen (So will the Sony equivalent)

Otheerwise, yes, we'll be stuck with fucking handlheld ports all gen. Enjoy.
It's why I am primarily looking forward to what Nvidia will bring with DLSS 5 (and beyond!), also how Sony's studios will dovetail their rendering targets now that they have PSSR combined with PlayStation's whole AI Neural Rendering umbrella of applications that is surely going to get vastly expanded by the time the PS6 releases. These will be the main next-gen differentiators in the coming years!

But I will say it again, fuck Sony for making this portable PS6 garbage.
 
I think GTA5 trailer was a bit bullshoty vs. final game on PS360? I could be wrong.
Comapred to retail Xbox 360 & PS3 versions, it had some bullshot stuff with NPCs in a few scenes, plus dramatically polished lighting in certain scenes combined with additional effects. But overall graphics are better in the retail version.

I will say RDR 2 final version looks consistently better than all trailers, yes even on PS4.
 
Looks much better here


Looks aight! It's really underwhelming overall, first time a new FH release without much graphical upgrades, if any. It also feels less polished visually, visual details & overall scene density look too ambient & unsatisfying, it's almost like you have to keep finding places to look at in order to get a good looking scene.

This looks so ugly IMO.
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New Samson patch is out and they have definitely improved the framerates while driving. its actually playable now. Very few hitches if any. its still cpu bound but not that bad, it sits in the low 50s which isnt exactly smooth. I saw some people suggest framegen to get a smooth framerate and it works. Its practically flawless now.

DLSS is still trash. This is the second game in a row where DLSS is straight up broken.

Graphics wise. Im not a fan. I was hoping for some UE5 goodness, but the city buildings feel fairly last gen. If nanite is used here i cant tell. The game is built on UE5.7 which is the latest version. I dont like how buildings feel low res and the distant buildings are blurred out. Very last gen-ish. I can excuse the art style which is going for this dirty grimy look, but it doesnt make for a very good looking game. Maybe DLSS is hiding all the details. I will try DLAA or native TSR tomorrow which is supposedly better in performance in this game.

d8xndS9.gif


08ABzx7.gif
 
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New Samson patch is out and they have definitely improved the framerates while driving. its actually playable now. Very few hitches if any. its still cpu bound but not that bad, it sits in the low 50s which isnt exactly smooth. I saw some people suggest framegen to get a smooth framerate and it works. Its practically flawless now.

DLSS is still trash. This is the second game in a row where DLSS is straight up broken.

Graphics wise. Im not a fan. I was hoping for some UE5 goodness, but the city buildings feel fairly last gen. If nanite is used here i cant tell. The game is built on UE5.7 which is the latest version. I dont like how buildings feel low res and the distant buildings are blurred out. Very last gen-ish. I can excuse the art style which is going for this dirty grimy look, but it doesnt make for a very good looking game. Maybe DLSS is hiding all the details. I will try DLAA or native TSR tomorrow which is supposedly better in performance in this game.

d8xndS9.gif


08ABzx7.gif
I don't know, looks pretty good on those gifs lol.
 
New Samson patch is out and they have definitely improved the framerates while driving. its actually playable now. Very few hitches if any. its still cpu bound but not that bad, it sits in the low 50s which isnt exactly smooth. I saw some people suggest framegen to get a smooth framerate and it works. Its practically flawless now.

DLSS is still trash. This is the second game in a row where DLSS is straight up broken.

Graphics wise. Im not a fan. I was hoping for some UE5 goodness, but the city buildings feel fairly last gen. If nanite is used here i cant tell. The game is built on UE5.7 which is the latest version. I dont like how buildings feel low res and the distant buildings are blurred out. Very last gen-ish. I can excuse the art style which is going for this dirty grimy look, but it doesnt make for a very good looking game. Maybe DLSS is hiding all the details. I will try DLAA or native TSR tomorrow which is supposedly better in performance in this game.

d8xndS9.gif


08ABzx7.gif

Work in progress game but it looks nice.

Game actually forces Hardware Lumen. You can in theory use software lumen by using Nvidia inspector (and turning off DXR flag), it gives it big CPU performance boost.

Looks like all those 5.6 promises about much better performance were a bit empty, ehhhh....
 
New Samson patch is out and they have definitely improved the framerates while driving. its actually playable now. Very few hitches if any. its still cpu bound but not that bad, it sits in the low 50s which isnt exactly smooth. I saw some people suggest framegen to get a smooth framerate and it works. Its practically flawless now.

DLSS is still trash. This is the second game in a row where DLSS is straight up broken.

Graphics wise. Im not a fan. I was hoping for some UE5 goodness, but the city buildings feel fairly last gen. If nanite is used here i cant tell. The game is built on UE5.7 which is the latest version. I dont like how buildings feel low res and the distant buildings are blurred out. Very last gen-ish. I can excuse the art style which is going for this dirty grimy look, but it doesnt make for a very good looking game. Maybe DLSS is hiding all the details. I will try DLAA or native TSR tomorrow which is supposedly better in performance in this game.

d8xndS9.gif


08ABzx7.gif
I dunno man, it just has this generic UE5 look. Gives me nothing and watching people play the game, it's janky af.

Also what's with the performance fix patch notes, they keep saying "misses", is that a thing... never heard someone say it like that.

"Fixed some misses with...", "Fixed.... misses".
 
I don't know, looks pretty good on those gifs lol.
Just saw them on my phone. They look much better than they do on my TV. Game has a very soft look which doesn't look good blown up on big TVs.

Work in progress game but it looks nice.

Game actually forces Hardware Lumen. You can in theory use software lumen by using Nvidia inspector (and turning off DXR flag), it gives it big CPU performance boost.

Looks like all those 5.6 promises about much better performance were a bit empty, ehhhh....
Yeah, very surprising, but they did improve performance from like mid 30s to low 50s in 2 days, so maybe it's just the devs.
 
DLSS is still trash. This is the second game in a row where DLSS is straight up broken.
DLSS is a known commodity at this point, I don't know what's going on with these developers not implementing it correctly. What makes it even worse is that these are games that you basically have to use it to get acceptable framerates, so you think they'd take the time to do it right.
 
New Samson patch is out and they have definitely improved the framerates while driving. its actually playable now. Very few hitches if any. its still cpu bound but not that bad, it sits in the low 50s which isnt exactly smooth. I saw some people suggest framegen to get a smooth framerate and it works. Its practically flawless now.

DLSS is still trash. This is the second game in a row where DLSS is straight up broken.

Graphics wise. Im not a fan. I was hoping for some UE5 goodness, but the city buildings feel fairly last gen. If nanite is used here i cant tell. The game is built on UE5.7 which is the latest version. I dont like how buildings feel low res and the distant buildings are blurred out. Very last gen-ish. I can excuse the art style which is going for this dirty grimy look, but it doesnt make for a very good looking game. Maybe DLSS is hiding all the details. I will try DLAA or native TSR tomorrow which is supposedly better in performance in this game.

d8xndS9.gif


08ABzx7.gif
Don't these GIFs look absolutely ridiculous graphically? The Ray Tracing and the scene density effects here look really high fidelity.

EDIT: Oh I see, you explained to someone else above my post that it looked worse on TV.
 
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I believe this is one of the witches. So not a random NPC but still very impressive for a glorified vendor in the game.

I havent encountered her in the game yet. the last screenshot looks AI.

 
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I believe this is one of the witches. So not a random NPC but still very impressive for a glorified vendor in the game.

I havent encountered her in the game yet. the last screenshot looks AI.


Witches all look like barbies but this look a tiny bit too clean...

Third pic definitely look ai...

Crimson character rendering doesn't mog shit most of the times...i guess he is talking about being beatiful.
 
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New metro game next week that would be huge🔥🔥
Another dev thats gone 7 years without showing anything.

I am going to start keeping record now:
- Coalition Studios - 6.5 years since Gears 5. Only a CG reveal made by Blur Studios.
- 4A Games - 7+ years since Metro Exodus. Nothing.
- Cory Barlog - 8 years since GOW. Nothing.
- Naughty Dog/Neil Druckman - 6 years since TLOU2. Only one inengine cutscene.
- CD Project Red - 5.5 years since Cyberpunk, only one CG trailer and one tech demo. No gameplay footage or even a story trailer.
- Ubisoft Montreal - 5.5 years since Valhalla's release. Nothing.
- Sony Bend - 7 years since Days Gone. Nothing.
- Crystal Dynamics - 5.5 years since Avengers. Only one CG trailer released since.
- Quantic Dream - 8 years since Detroit. Only one CG trailer released since.
- Guerrilla Games - 4+ years since HFW's release. No Horizon 3 footage.

its like devs forgot how to make games since covid.
 
Another dev thats gone 7 years without showing anything.

I am going to start keeping record now:
- Coalition Studios - 6.5 years since Gears 5. Only a CG reveal made by Blur Studios.
- 4A Games - 7+ years since Metro Exodus. Nothing.
- Cory Barlog - 8 years since GOW. Nothing.
- Naughty Dog/Neil Druckman - 6 years since TLOU2. Only one inengine cutscene.
- CD Project Red - 5.5 years since Cyberpunk, only one CG trailer and one tech demo. No gameplay footage or even a story trailer.
- Ubisoft Montreal - 5.5 years since Valhalla's release. Nothing.
- Sony Bend - 7 years since Days Gone. Nothing.
- Crystal Dynamics - 5.5 years since Avengers. Only one CG trailer released since.
- Quantic Dream - 8 years since Detroit. Only one CG trailer released since.
- Guerrilla Games - 4+ years since HFW's release. No Horizon 3 footage.

its like devs forgot how to make games since covid.

Maybe they got COVID Brain Fog 🤒

Never said otherwise but they are not exactly the pinnacle of character rendering so i think the dude was talking about the fact that they are ugly cunts.

Yeah, that was probably about design.

Models themselves are ok for open world game, and that's it.
 
I believe this is one of the witches. So not a random NPC but still very impressive for a glorified vendor in the game.

I havent encountered her in the game yet. the last screenshot looks AI.


OMG gorgeous charatcer model, both technologically & design wise.

ALSO…!



The Anti-AI folks' brains have been rotted so hard, they see anything looking (admittedly) too clean, they immediately think "AI SHLOP!" 😭
 
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sddefault.jpg


That's more similar to the actual ingame face.

Dont get me wrong, I would still enjoy unlocking her rectum, if you catch my drift...
 
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Another dev thats gone 7 years without showing anything.

I am going to start keeping record now:
- Coalition Studios - 6.5 years since Gears 5. Only a CG reveal made by Blur Studios.
- 4A Games - 7+ years since Metro Exodus. Nothing.
- Cory Barlog - 8 years since GOW. Nothing.
- Naughty Dog/Neil Druckman - 6 years since TLOU2. Only one inengine cutscene.
- CD Project Red - 5.5 years since Cyberpunk, only one CG trailer and one tech demo. No gameplay footage or even a story trailer.
- Ubisoft Montreal - 5.5 years since Valhalla's release. Nothing.
- Sony Bend - 7 years since Days Gone. Nothing.
- Crystal Dynamics - 5.5 years since Avengers. Only one CG trailer released since.
- Quantic Dream - 8 years since Detroit. Only one CG trailer released since.
- Guerrilla Games - 4+ years since HFW's release. No Horizon 3 footage.

its like devs forgot how to make games since covid.
I'm giving 4A a pass because of Ukraine and everything... And they released the Enhanced Edition in 2021 which was quite something imo.
But of all those studios Bend is the one that astounds me the most. Until proven otherwise I believe they have Hulst's nudes to hold him hostage.
 

It looks... hmm... serviceable (?). In this snippet, there are cookie-cutter, bog-standard, weightless animations, standard non-physics-based effects, a train-track-narrow, boring path with clicking on CLEARLY-DEFINED obstacles, with an interaction prompt popping up. TBH, it looks very uninspired, probably due to a smaller budget.
I hope they have something more impressive to show in the summer. Or, hopefully, there's at least a deep, incredible, fun RPG game wrapped in this last-gen-looking package.
 
It looks... hmm... serviceable (?). In this snippet, there are cookie-cutter, bog-standard, weightless animations, standard non-physics-based effects, a train-track-narrow, boring path with clicking on CLEARLY-DEFINED obstacles, with an interaction prompt popping up. TBH, it looks very uninspired, probably due to a smaller budget.
I hope they have something more impressive to show in the summer. Or, hopefully, there's at least a deep, incredible, fun RPG game wrapped in this last-gen-looking package.
The fact that it didnt looked great on my small phone screen where everything look like a cg movie is kinda of a red flag.

I would not expect great gameplay chops from this one, hopefully they nail story, lore, characters and atmosphere.
 
Another dev thats gone 7 years without showing anything.

I am going to start keeping record now:
- Coalition Studios - 6.5 years since Gears 5. Only a CG reveal made by Blur Studios.
- 4A Games - 7+ years since Metro Exodus. Nothing.
- Cory Barlog - 8 years since GOW. Nothing.
- Naughty Dog/Neil Druckman - 6 years since TLOU2. Only one inengine cutscene.
- CD Project Red - 5.5 years since Cyberpunk, only one CG trailer and one tech demo. No gameplay footage or even a story trailer.
- Ubisoft Montreal - 5.5 years since Valhalla's release. Nothing.
- Sony Bend - 7 years since Days Gone. Nothing.
- Crystal Dynamics - 5.5 years since Avengers. Only one CG trailer released since.
- Quantic Dream - 8 years since Detroit. Only one CG trailer released since.
- Guerrilla Games - 4+ years since HFW's release. No Horizon 3 footage.

its like devs forgot how to make games since covid.
R* - 8 Years since RDR 2 - 2 trailers. No gameplay footage.
 
Another dev thats gone 7 years without showing anything.

I am going to start keeping record now:
- Coalition Studios - 6.5 years since Gears 5. Only a CG reveal made by Blur Studios.
- 4A Games - 7+ years since Metro Exodus. Nothing.
- Cory Barlog - 8 years since GOW. Nothing.
- Naughty Dog/Neil Druckman - 6 years since TLOU2. Only one inengine cutscene.
- CD Project Red - 5.5 years since Cyberpunk, only one CG trailer and one tech demo. No gameplay footage or even a story trailer.
- Ubisoft Montreal - 5.5 years since Valhalla's release. Nothing.
- Sony Bend - 7 years since Days Gone. Nothing.
- Crystal Dynamics - 5.5 years since Avengers. Only one CG trailer released since.
- Quantic Dream - 8 years since Detroit. Only one CG trailer released since.
- Guerrilla Games - 4+ years since HFW's release. No Horizon 3 footage.

its like devs forgot how to make games since covid.

We all know why but it's this taboo that is always rapidly shun upon in public, but work at home is not more efficient when you're trying to tackle something as complex as games, there's no convincing me otherwise.

This anti-AI movement also has to stop at one point. If Larian speedruns concepts with AI inspiration and they go into development phase faster than ffs go for it.
 
Another dev thats gone 7 years without showing anything.

I am going to start keeping record now:
- Coalition Studios - 6.5 years since Gears 5. Only a CG reveal made by Blur Studios.
- 4A Games - 7+ years since Metro Exodus. Nothing.
- Cory Barlog - 8 years since GOW. Nothing.
- Naughty Dog/Neil Druckman - 6 years since TLOU2. Only one inengine cutscene.
- CD Project Red - 5.5 years since Cyberpunk, only one CG trailer and one tech demo. No gameplay footage or even a story trailer.
- Ubisoft Montreal - 5.5 years since Valhalla's release. Nothing.
- Sony Bend - 7 years since Days Gone. Nothing.
- Crystal Dynamics - 5.5 years since Avengers. Only one CG trailer released since.
- Quantic Dream - 8 years since Detroit. Only one CG trailer released since.
- Guerrilla Games - 4+ years since HFW's release. No Horizon 3 footage.

its like devs forgot how to make games since covid.
Actually they developed some open world version of metro 4 then canceled it on 2022, some leaked build have surfaced online
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