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Graphical Fidelity I Expect This Gen

Subnautica 2 seems to be utilizing UE 5.6.1

Very early impressions:
After some initial hiccups, I'm rather surprised how smoothly it is running now (I waited until all shaders had been compiled in the main menu). It looks great.

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Loved these shots, it feels alive even in Stills.
Man I can't wait for VI's marketing to begin. I still vividly remember watching that 3rd trailer from IV for the first time and my jaw dropping.
Although it still didn't show any "real" gameplay, a lot of it were clearly gameplay clips taken with a cinematic camera so we could see those in real time fancy new graphics, sweet driving physics and damage models for the first time. I hope we get a bit of the same vibe for VI this time around.

 
I finished it a couple of days ago and I thought it was a fantastic game. Of course, you have to like this type of narrative game, otherwise it won't be for you.

If you're just starting out, you'll soon see that there are some really good technical moments, or at least quite appealing ones considering the budget and capabilities of the development studio.

A delightful game for those of us who lived through that era.
yeah, the game is special. Pretty sure this field scene is what you are referring to. It was beautiful. Magical soundtrack.

What a game.

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I don't know what next level you are talking about. Surprised that you were impressed. May be watch it on a bigger screen? It has nice reflections and... that's it. The RTGI is basically non-existent if you don't stop the car in a shaded area. It's more subtle than even Ghost of Yotei and still exclusive to PC. Tokyo was the perfect setting for indirect lighting and they skipped all of it. No RT emissives, nothing from the headlights or street lights etc. Heck, a single bounce means you don't even get nice shadowing in the gaps between buildings.

And almost everything else is the same quality as their last game, which was pretty good for the time, but this falls squarely in the "cross gen update" category.

Looks good as an overall package and seems to be a great game, but isn't that impressive from a graphics standpoint imo.
Just watched it on my 65 inch oled and the evening shots look stunning. i will probably gif them tomorrow but the lighting is very realistic. The buildings have great reflections which gives the city that edge it was lacking before. I agree the RTGI could use maybe a few more rays during day time, especially in the city, but there are plenty of next gen looking shots in that footage.

My biggest issue is the complete lack of NPCs. Japan is different from other cities in that it has a huge walking population and while I can excuse not having a lot of cars on the road in a racing game, I think the complete lack of NPCs walking around is a big mistake. They finally have a CPU that should be able to have a large NPC simulation, and they definitely have the GPU headroom seenig as how they are targeting native 4k in the 30 fps mode with no resolution scaling.

It's a very conservative upgrade on consoles. They should've tried to push more RT features in the quality mode on the xsx. Add in RTGI and reflections and drop it down to 1440p. it would look better guaranteed. But i think the PC bros will be playing the next gen version of this game.
 
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Sure, but I prefer high quality lighting with superb light bounces and decent textures, to decent lighting and high quality textures.

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Overall, a game benefits more from excellent lighting. And UE can't do P.O.M at the scale of Crimson Desert (I took those while I was playing without RR btw so the game isn't even at his best):

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Let alone with the same performances. CD has great physics too on a quite big scale and some MASSIVE battle (we are talking about hundreds of NPCs fighting). The water is an interesting step forward too imo but it's been shown over and over at this point ^^.
Also Lumen isn't optimal in UE5 and I've yet to see the Chaos Destruction Engine in action, Nanite is awesome tho. But no engine is without weaknesses, I guess I'm just glad to see another proprietary engine with this king of visual fidelity even if textures and interiors are indeed it's weak point. But overall I truly think it's one of the best looking game with so many features (volumetric fog and lighting, impressive distant view, excellent materials on armor, physics on every single bit of tissue in the world, thousands of object with interactivity in the open world etc...) and still runs quite well.

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Some materials:

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Love this game, even with it's flaws :messenger_heart:
Yeah, Crimson is doing A LOT of things right. They are pushing so many next gen features, its insane. And above all it shows. I do think its a bit too expensive on the GPU, but like you pointed out, its doing so many different things, the game was bound to be expensive.

I cant get my bricks to look like that though. Thats the one thing the game doesnt excel at. But maybe its just DLSS messing it up on my end.
 
yeah, the game is special. Pretty sure this field scene is what you are referring to. It was beautiful. Magical soundtrack.

What a game.

...

I'm actually referring to another one that you'll see when you progress further in the game. But yes, that's another one I have fond memories of. The game itself has several memorable moments, at least 2 or 3 more. You'll see.
 
Bioshock looked stunning at launch, I played the demo on Xbox 360 and didn't know I could control the game because I thought it was still a cutscene...

I thought it looked ugly in 2007, compared to other pc games. Years later I finally completed the game (remastered version) and I changed my mind - it looks ok. But only thanks to art, tech in the game was always outdated (they had some incredible water effects but rest of the presentation was well below average).

But first two bioshocks despite using ancient engine, have physical interactions with objects - something completely missing from UE3 Bioshock Infinite that is static as fuck.
 
tbh i love the way they do CA and film grain in this one. CA might be a tad strong but i love the grain effect in this game. I think im gonna let these options on

Film grain is one of those effects I can actually live with. In some games it even adds to the atmosphere, like in Silent Hill or Mass Effect. But chromatic aberration? That effect feels like attempted murder on my eyes. Absolutely hideous. Cant stand it
 
Film grain is one of those effects I can actually live with. In some games it even adds to the atmosphere, like in Silent Hill or Mass Effect. But chromatic aberration? That effect feels like attempted murder on my eyes. Absolutely hideous. Cant stand it
I think subtle CA use can look good in certain games. This is definitely really strong, but in some games i actually let it on
 
tbh i love the way they do CA and film grain in this one. CA might be a tad strong but i love the grain effect in this game. I think im gonna let these options on

Film grain is one of those effects I can actually live with. In some games it even adds to the atmosphere, like in Silent Hill or Mass Effect. But chromatic aberration? That effect feels like attempted murder on my eyes. Absolutely hideous. Cant stand it

FG completely kills black level on oled screens (unless black level is lifted already) - TERRIBLE.

I mean, anyone should try playing Siren: BC (PS3), holy shit what they did there.
 
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I was already pretty negative on buying the james bland game and that aggressive CA and film grain doesnt help at all :lollipop_grinning_sweat:

Hopefully you can disable all that shit on pc.
 
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Forza Horizon 6 ground textures and look at the geometry of the exhaust pipe lol. This is not next gen sorry

And the whole map is just empty, how is this Tokyo lol

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Pretty sure it's a matter of higher LoD not loading for some reason. What car is that?
 
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lol nah dude, the game just looks last gen, spare your apologies and see the truth.
"last gen" cars already have much better geometry than that and for what I already played no car has that low level of geometry normally so I doubt it's not a lower LoD level for some reason. Look at the exhaust pipe here:

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Spare us of your ignorance.
 
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Same car.



Can't find a better video but at least we can see here that it doesn't have that low poly exhaust pipe.

On the same DF video at 10:25 we can see the pipe much more "round".
 
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Just watched it on my 65 inch oled and the evening shots look stunning. i will probably gif them tomorrow but the lighting is very realistic. The buildings have great reflections which gives the city that edge it was lacking before. I agree the RTGI could use maybe a few more rays during day time, especially in the city, but there are plenty of next gen looking shots in that footage.
Would like to see what those are. A lot of those building closeups were quite impressive. Their environmental assets are top notch. But those would look great even without RTGI. They looked great even in their previous game.

Some issues I spotted with their RTGI, specifically:

The building here looks nicer with a bit more visual variety, but likely a difference in ToD between platforms and not related to RTGI. But the foliage looks objectively worse, like it was transplanted from Elden Ring. No idea why that's happening as there are other areas where foliage AO looks significantly better.

NyKhRIQgv360ThX4.gif

Here's another one where the baked lighting actually has more directionality from the light coming in to the tunnel. RTGI looks noticeably flatter (see walls of tunnel around its mouth, especially on the right). The car's rear, however, does look correct only with RTGI

XcEmNWhwqqBjFnPN.gif



At least it looks better below. There is a nice added glow to the vegetation and cherry blossoms with RTGI:

Zry4lQ3n4VQ0r0ag.gif


It's subtle though and baked lighting looks just fine. With a single bounce, the biggest contribution from RTGI in this game will be under bridges or inside enclosures, like this.

4bqIef4hLhgyC11t.gif




But when you have RTGI in place, implementing RT emissives should be extremely cheap, if not free. And yet all we have are just traditional emissive textures with their brightness cranked up, but emit no actual light. These buildings below and its immediate surroundings should be bathed in multiple colors, yet all we get is some hand placed lights. Cyberpunk does it so well. GTA 6 does it on base console. That's a Tokyo signature look that was missed. Given it's already a PC exclusive feature, all this is surprisingly underwhelming. They could have gone wild with it as there is quite a bit of headroom on higher end GPUs

GpB48IwWcCedJqSn.png


Like... what even is this? More emissive textures that don't actually light anything up. If that's a reflector, it should bounce it all around. There should be some approximation for caustics too.


A9eMKNkCsLTDYWdC.png




And not to mention several aspects that actually look better in their previous game. The water effects, sand, even the car looks better in many light conditions imo.

Nd3nDO6lOOmvrP0w.png




My biggest issue is the complete lack of NPCs. Japan is different from other cities in that it has a huge walking population and while I can excuse not having a lot of cars on the road in a racing game, I think the complete lack of NPCs walking around is a big mistake. They finally have a CPU that should be able to have a large NPC simulation, and they definitely have the GPU headroom seenig as how they are targeting native 4k in the 30 fps mode with no resolution scaling.

Agreed, but I'm seeing some groups of large NPCs. They are either sequestered in pockets or just too far from the car to make a visual impact .


OjoH22zMLAvUsoiZ.png


Same night scene below. See crowds on the distant left. Technically, they are there, but not filling up enough of the frame to make an impact.

GpB48IwWcCedJqSn.png
 
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My biggest issue is the complete lack of NPCs. Japan is different from other cities in that it has a huge walking population and while I can excuse not having a lot of cars on the road in a racing game, I think the complete lack of NPCs walking around is a big mistake. They finally have a CPU that should be able to have a large NPC simulation, and they definitely have the GPU headroom seenig as how they are targeting native 4k in the 30 fps mode with no resolution scaling.

This is my biggest beef with the game. If you set a game on the sea then you need extremely good water rendering. If you set a game in the sand you need extremely good sand rendering. Jungle... foliage. Skyscrapers... reflections.

Most populous city on Earth = people.

Meanwhile indies are doing these crowd simulations at 60fps easily:

 
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Beyond all the bugs and lighting glitches in Outlaws, what I would like to praise is that, like in AC Shadows, lower resolutions also have great IQ.

I had to lower from 4K perf to 1440p quality and I was surprised how crisp everything still looks.

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Beyond all the bugs and lighting glitches in Outlaws, what I would like to praise is that, like in AC Shadows, lower resolutions also have great IQ.

I had to lower from 4K perf to 1440p quality and I was surprised how crisp everything still looks.

enUoNLW4vxqDPKFt.png
2elGVzdOJSgLCeLL.png
XIKvWXUcC9FAqrXy.png
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isnt that the same internal resolution? 4k performance is 1080p. 1440p quality is 1080p.

The only difference is that your tv/,monitor is upscaling that 1440p image to 4k.

2026 have more "filmic look". Also, woman have ear and earpiece shadow in final version....


i miss the hero lighting on his face! Noooooooo!
 
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isnt that the same internal resolution? 4k performance is 1080p. 1440p quality is 1080p.

The only difference is that your tv/,monitor is upscaling that 1440p image to 4k.
I think the internal res of 1440p Quality is a bit lower than 4k Peformance no? I need to see a chart, lol.

Even so, I tried all sorts of games at 1440p Q and everytime it's way worse than 4K P. Hell, just recenttly with RE Requiem, at 1440p Q, the IQ suffers and shadows flicker and light boils like crazy.
Here in Outlaws just like in AC Shadows it's cleaner than most at lower resolutions.
 
2026 have more "filmic look". Also, woman have ear and earpiece shadow in final version....


The ear ring does have a shadow in the old version too. It's along her jawline in the old version and you'll see it move in the last couple of frames. They've removed the unrealistic hero lighting and moved other lights around, so the shadows are falling elsewhere.

What makes me happy though is the ugly-ass shadow maps in the background are all gone now. And the spotlight on the left face of the back wall seems to be giving a yellow hue to the entire scene, grounding the rest of the backdrop as well as the characters. And by removing the hero lights, it's like they de-DLSS5'd the entire shot. Interesting choice!

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And the spotlight on the left face of the back wall seems to be giving a yellow hue to the entire scene, grounding the rest of the backdrop as well as the characters. And by removing the hero lights, it's like they de-DLSS5'd the entire shot. Interesting choice!
The hero lighting really made the details and textures pop, enhancing the sheen on his jacket and highlighting his scar. LOD on the trees is a huge step down as well. Worse AO and shadowing on secondary chars face.
 
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Would like to see what those are. A lot of those building closeups were quite impressive. Their environmental assets are top notch. But those would look great even without RTGI. They looked great even in their previous game.

Some issues I spotted with their RTGI, specifically:

The building here looks nicer with a bit more visual variety, but likely a difference in ToD between platforms and not related to RTGI. But the foliage looks objectively worse, like it was transplanted from Elden Ring. No idea why that's happening as there are other areas where foliage AO looks significantly better.

NyKhRIQgv360ThX4.gif

Here's another one where the baked lighting actually has more directionality from the light coming in to the tunnel. RTGI looks noticeably flatter (see walls of tunnel around its mouth, especially on the right). The car's rear, however, does look correct only with RTGI

XcEmNWhwqqBjFnPN.gif



At least it looks better below. There is a nice added glow to the vegetation and cherry blossoms with RTGI:

Zry4lQ3n4VQ0r0ag.gif


It's subtle though and baked lighting looks just fine. With a single bounce, the biggest contribution from RTGI in this game will be under bridges or inside enclosures, like this.

4bqIef4hLhgyC11t.gif




But when you have RTGI in place, implementing RT emissives should be extremely cheap, if not free. And yet all we have are just traditional emissive textures with their brightness cranked up, but emit no actual light. These buildings below and its immediate surroundings should be bathed in multiple colors, yet all we get is some hand placed lights. Cyberpunk does it so well. GTA 6 does it on base console. That's a Tokyo signature look that was missed. Given it's already a PC exclusive feature, all this is surprisingly underwhelming. They could have gone wild with it as there is quite a bit of headroom on higher end GPUs

GpB48IwWcCedJqSn.png


Like... what even is this? More emissive textures that don't actually light anything up. If that's a reflector, it should bounce it all around. There should be some approximation for caustics too.


A9eMKNkCsLTDYWdC.png




And not to mention several aspects that actually look better in their previous game. The water effects, sand, even the car looks better in many light conditions imo.

Nd3nDO6lOOmvrP0w.png






Agreed, but I'm seeing some groups of large NPCs. They are either sequestered in pockets or just too far from the car to make a visual impact .


OjoH22zMLAvUsoiZ.png


Same night scene below. See crowds on the distant left. Technically, they are there, but not filling up enough of the frame to make an impact.

GpB48IwWcCedJqSn.png

Really like the evening lighting here. Day time in first person looks really good too.

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The hero lighting really made the details and textures pop, enhancing the sheen on his jacket and highlighting his scar. LOD on the trees is a huge step down as well. Worse AO and shadowing on secondary chars face.
The hero lighting… I think is a matter of taste, and preference is subjective. It makes every scene with the character look exactly the same, which I'm personally not a fan of. Aloy looked good with the hero lighting, but looked the same all the time, everywhere, at any time of day. Even though it's great in isolation and often looks technically superior, I feel it removes a lot of what makes the whole package varied and visually interesting.

It's a bit creatively bankrupt to be honest. But in the right circumstances, can be selectively used to great effect. Like you said, to show his scar, for example. It's an elevated moment in a trailer that needs that emphasis, but if this cutscene is happening well into the actual game, it may be focusing on it needlessly.

Not a knock on people who like it (*cough*… SlimySnake SlimySnake *cough*). Just my personal preference on how I'd like scenes to be lit and directed.

Nice catch on the tree LOD. Thought it was just changes to lighting, but no. A lot of it is actually missing. Hmmmm. Now I can't unsee it :/
 
Beyond all the bugs and lighting glitches in Outlaws, what I would like to praise is that, like in AC Shadows, lower resolutions also have great IQ.

I had to lower from 4K perf to 1440p quality and I was surprised how crisp everything still looks.

enUoNLW4vxqDPKFt.png
2elGVzdOJSgLCeLL.png
XIKvWXUcC9FAqrXy.png
sAVGY7H4EEBfxl0y.png
Duhu6y4XjbYnW3Go.png
hEBsVUpxVeBuXCkc.png
The environments, assets, UI, all look great in this game. Shame about the characters and animations. They should repurpose these environments in to a new game (maybe a Jedi game).
 
Made another comparison. Looks like they have removed a lot of fake lights (see foreground crowd) and letting the environment and RTGI naturally light the characters instead. Not everyone is perfectly lit anymore (which is good imo). Also, the fireworks are a nice add. Was probably the plan all along but didn't make it in the first cut. The original looks unfinished without it. Lights up the whole scene quite nicely with the dark arches on both sides now getting some light. Good stuff!

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Alright I'll give it to you, the early evening light actually looks pretty good. Probably even better with HDR. I'll upgrade it's condition to 'current gen'.

IO Interactive are hopeless at HDR. Hitman: WoA needed a RenoDX mod to look acceptable because, as the HDR reviewer KoKlusz pointed out, "it's bad, like really bad".

But hey, at least the latest previews of 007 showed they fixed the most egregious pop-in issues I complained about last year:

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Now:



So maybe some faith in 007's HDR implementation is warranted.
 
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