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Graphical Fidelity I Expect This Gen

After 3 hours i can safely say that saros look exactly like i expected, a decent upgrade over returnal but still nowhere near the big boys, art design is doing all the heavy lifting, geometry is pretty poor sometimes, another ue5 title that doesnt use nanite, what a waste.

Even without nanite the game still has those brief ue5 traversal hiccups every now and then, but far less than returnal where the hiccups were during combat.

Overall, not super impressed but at least the game itself is fire.
Are you still on the first biome? I'm nota big fan of it either. I'm hoping the next few biomes are more like that intro. My god that was stunning. Like i said, straight up demon souls vibes. i couldnt stop taking pics and videos. cant wait to make some gifs.

and yes, character models look great. huge upgrade over the first.
Interesting - I found biome 1 stunning. I LOVE the architecture and the rocky terrain, and the lighting is stunning. Honestly I'm not sure what benefits lumen or nanite would bring here - I haven't noticed any issues with low poly objects and not too much pop-in, and the TOD isn't dynamic and the baked lighting is phenomenal. I don't think it would be worth the performance hit - I think Housemarque correctly determined that performance and image quality are the most important factors here.

Biome 2 though - that's where it gets really impressive :messenger_beaming:
Some of the textures on the white pillars could be a bit more detailed and obviously the ground textures and geometry which is where nanite shines. the draw distant on those cliffs is pretty bad. mostly everything is fogged out. wouldve been cool to see that world. there is a castle in the distance that shouldve be visible.

Looking forward to the next biome but i keep dying lol

Did they released a new patch?
no patch. i just went back and switched to dlss quality after kyozz suggested it. had to turn on framegen to go over 60 fps, but man it just looks so clean now. ive played the game on DLAA with RR off and it didnt look this clean. it feels like a brand new game.

i will try the downsampling method tonight.
 
Are you still on the first biome? I'm nota big fan of it either. I'm hoping the next few biomes are more like that intro. My god that was stunning. Like i said, straight up demon souls vibes. i couldnt stop taking pics and videos. cant wait to make some gifs.

and yes, character models look great. huge upgrade over the first.

Some of the textures on the white pillars could be a bit more detailed and obviously the ground textures and geometry which is where nanite shines. the draw distant on those cliffs is pretty bad. mostly everything is fogged out. wouldve been cool to see that world. there is a castle in the distance that shouldve be visible.

Looking forward to the next biome but i keep dying lol


no patch. i just went back and switched to dlss quality after kyozz suggested it. had to turn on framegen to go over 60 fps, but man it just looks so clean now. ive played the game on DLAA with RR off and it didnt look this clean. it feels like a brand new game.

i will try the downsampling method tonight.
Second biome is like the matrix movies, looks stunning
 
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Man I am blown away by this game's visuals and art design. It is breathtaking! I took some screenshots.

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The art direction is great. Something I forget when I'm running through the levels at 90mph trying not to die.
 
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What a beautiful masterpiece of a game. In other games (looking at Avatar), devs kinda give up trying to polish the last few areas of the game. Pearl Abyss just keeps making them look better like its a single player game like TLOU2. These guys are adding new volumetric effects, new rivers, oceans, stunning vistas, new types of foliage. its right up there with RDR2 in terms of detail and love poured into every single aspect of the game's visual design.

Another thing i noticed is that every single side quest has boss encounters that are bookended by fully mocapped cutscenes where Kliff takes on multiple enemies in beautifully choreographed melee fights before taking on the boss. it has nothing to do with the story missions. its just some random mini boss who has taken over a small town in some random corner of the map, and these crazy bastards decided to mocap these insanely complex fight sequences and its fucking awesome. i am approaching 150 hours and its still throwing these fantastic cutscenes at me. Its insane how much work they've put into this game.
 
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What a beautiful masterpiece of a game. In other games (looking at Avatar), devs kinda give up trying to polish the last few areas of the game. Pearl Abyss just keeps making them look better like its a single player game like TLOU2. These guys are adding new volumetric effects, new rivers, oceans, stunning vistas, new types of foliage. its right up there with RDR2 in terms of detail and love poured into every single aspect of the game's visual design.

Another thing i noticed is that every single side quest has boss encounters that are bookended by fully mocapped cutscenes where Kliff takes on multiple enemies in beautifully choreographed melee fights before taking on the boss. it has nothing to do with the story missions. its just some random mini boss who has taken over a small town in some random corner of the map, and these crazy bastards decided to mocap these insanely complex fight sequences and its fucking awesome. i am approaching 150 hours and its still throwing these fantastic cutscenes at me. Its insane how much work they've put into this game.
What do you mean with Avatar? I just started playing it.. it doesnt look as good mid-end game?
 
What do you mean with Avatar? I just started playing it.. it doesnt look as good mid-end game?
its split into three biomes. First one looks phenomenal. Big lush forest. Second is the plains. Still, very good looking though with some draw distance issues and last gen rocks. The last area is this fogged up mess for story reasons but even after you clear it up, the plants, and trees there just look like garbage.
 
I am FINALLY getting around to playing RE: Requiriem

Game looks solid, but definitely overhyped, at least on PS5 Pro.

Why the fuck they decided to not have a Quality/Performance mode option is beyond me.

This game DOES NOT need to be 60fps, it would benefit greatly from a 30fps mode that pushes fidelity way higher.

In a horror game like this, with narrow hallways, fidelity is part of the atmosphere. Period point blank.

Everyone is always praising Capcom, but to me they are lazy with this game.

Yeah - Everyone else can do Quality and a Performance mode, why can't you? Why are you forcing me to play a slow paced, narrative driven HORROR game at 60fps?

Give me a fucking 30fps quality mode with higher fidelity like every other game on the market.

At least the atmosphere, story, sound design are all clicking for me in the tiny bit I've played so far.

Some of the hallways have looked amazing, but I just can't help but think what could have been, with a 30fps quality mode that takes it a bit further. Just screams wasted potential to me
 
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I am FINALLY getting around to playing RE: Requiriem

Game looks solid, but definitely overhyped, at least on PS5 Pro.

Why the fuck they decided to not have a Quality/Performance mode option is beyond me.

This game DOES NOT need to be 60fps, it would benefit greatly from a 30fps mode that pushes fidelity way higher.

In a horror game like this, with narrow hallways, fidelity is part of the atmosphere. Period point blank.

Everyone is always praising Capcom, but to me they are lazy with this game.

Yeah - Everyone else can do Quality and a Performance mode, why can't you? Why are you forcing me to play a slow paced, narrative driven HORROR game at 60fps?

Give me a fucking 30fps quality mode with higher fidelity like every other game on the market.

At least the atmosphere, story, sound design are all clicking for me in the tiny bit I've played so far.

Some of the hallways have looked amazing, but I just can't help but think what could have been, with a 30fps quality mode that takes it a bit further. Just screams wasted potential to me
i think its because they designed the Grace sections to be played in first person, and 30 fps for first person is rough especially when shes being chased like 90% of the time.

Whats weird is that if you play her sections in first person, you lose all the great stumbling animations and hair physics that add so much weight to the chase sequences. So i dont even think it was needed.

It's super weird that they themselves implemented path tracing (i believe someone said that it was one guy form nvidia and one from capcom) so they shouldve been able to improve their regular ray tracing to include a better denoiser and rt shadows and reflections. if you can implement path tracing, ray tracing should be a cakewalk. On PC, its the same issue unless you activate path tracing which cuts the framerate in half. i think its just the japanese being japanese. Capcom is easily the best studio in terms of tech in Japan and even they seem to be making some very weird decisions when it comes to this stuff.
 
HBAO in 2013 game

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SSAO in 2025 (PC) game

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Yeah... looks like we desperately need RT and PT because for some reason all screen space AO techniques stopped working at some point.
 
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For DLDSR + DLSS, made this handy table.

Basic DLSS quality is 0.44x vs native. If using DLDSRs (1.78x or 2.25x), even the Performance DLSS setting renders at or higher resolution than basic DLSS quality (at or higher than 0.44x).

I find DLDSR 1.78x at DLSS Balanced (0.60x native) or DLDSR 2.25x at DLSS Performance (0.56x native) give pretty good results as a balance between quality and performance (for Crimson Desert) for me (5080).

Use the table below to find a good option for your hardware.

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