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Graphical Fidelity I Expect This Gen

Just to finish my thoughts, the game look great in some parts, but what AAA game doesnt have parts where it look great nowadays?

Even the heavily criticized yotei can look great at times...
yes, but just comparing the pre-release trailers of both yotei and bond, would you say they are in the same cross gen category?

i personally think, no. its a step above yotei. for whatever reason, people arent seeing the lighting upgrades. i thought the plane setpiece was absolutely incredible. ive seen some other setpieces like a jeep chase that also looks very good. went back and played some uncharted 4 to compare and even at 4k 60 fps on the pro, i could tell it looked a generation behind in terms of lighting and level of detail. Mind you the chase level still looks marvelous, but bond is just a step above.

i think rtgi in games tend to make them feel a lot more consistent. of course, something like yotei or RE9's pro version where they use a very low quality RTGI, it probably doesnt work, but anything roughly equivalent to Avatar, AC Shadows and Lumen to me is good enough for next gen. I can immediately tell the difference. For example, i see it in wolverine. Its a clear leap over the Spiderman 2 lighting and i was like that Dicaprio meme pointing at the screen going there is no way its native 4k and they've finally targeted 1440p and used the rest to improve lighting. Lo and behold, DF confirmed the pixel count a few days later. Does it look as good as Lumen or Path tracing? no. But i can immediately tell the difference when it comes to lighting.
 
yes, but just comparing the pre-release trailers of both yotei and bond, would you say they are in the same cross gen category?

i personally think, no. its a step above yotei. for whatever reason, people arent seeing the lighting upgrades. i thought the plane setpiece was absolutely incredible. ive seen some other setpieces like a jeep chase that also looks very good. went back and played some uncharted 4 to compare and even at 4k 60 fps on the pro, i could tell it looked a generation behind in terms of lighting and level of detail. Mind you the chase level still looks marvelous, but bond is just a step above.

i think rtgi in games tend to make them feel a lot more consistent. of course, something like yotei or RE9's pro version where they use a very low quality RTGI, it probably doesnt work, but anything roughly equivalent to Avatar, AC Shadows and Lumen to me is good enough for next gen. I can immediately tell the difference. For example, i see it in wolverine. Its a clear leap over the Spiderman 2 lighting and i was like that Dicaprio meme pointing at the screen going there is no way its native 4k and they've finally targeted 1440p and used the rest to improve lighting. Lo and behold, DF confirmed the pixel count a few days later. Does it look as good as Lumen or Path tracing? no. But i can immediately tell the difference when it comes to lighting.
No no it was just an example, i think 007 look much better.

But yotei also had rare parts where you could pass the game for a super nextgen game.
 
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10 minutes into Raccoon City, I lost interest altogether and stopped playing. Never touched it again. I knew what was coming, so no bad feelings.
The care center alone was worth the price tag for me already. ❤️
Raccoon City blew me away. I think it's one of the best-realised post apocalyptic cities I've ever had the pleasure to be in, I soaked it all up!
 
For example, i see it in wolverine.
Are you sure? They seem to have a new real time GI system (likely an enhanced version of the SSGI that they implemented on pro), but I'm not sure it's RTGI, at least not in the footage shown. A lot of telltale signs that RTGI is missing.

Areas under destructible objects missing any darkening from occlusion:

enpJsHzEOZDGrwUW.png


Light leakage from the glowing sword behind his back. Per pixel RTGI would typically resolve such occlusion:

mZEO1SvgMIb2mr4W.png


Not all emissive texture are contributing their color back to the environment.

o0v0dxk6zHrU40DW.png



These issues could be explained with alternative means, like only selective items being in the BVH (like the RTGI for FH6), but without counter examples of pixel-level indirect bounce, shadowing or color bleed, all signs point to an incrementally improved probe/grid based GI solution than per pixel RTGI.

I wouldn't completely rule RTGI out, as the character models do get lit quite nicely most of the time, but it's still inconclusive imo and I'm leaning towards "no".
 
GOW3 (PS4)

PQU7E8z3cN2VVHnc.jpeg
nDA2vsc1PwxrGuKg.jpeg
eNFnosERWDun0EjZ.jpeg
zmWhr0h2xXTzhIXz.jpeg
8nk661JnI7FLqd0k.jpeg
i83AmhUZddBWtbNi.jpeg
BMo7P2sBiHqmSZuY.jpeg


Still looks good, and with better rocks than James Bond!

Are you sure? They seem to have a new real time GI system (likely an enhanced version of the SSGI that they implemented on pro), but I'm not sure it's RTGI, at least not in the footage shown. A lot of telltale signs that RTGI is missing.

Areas under destructible objects missing any darkening from occlusion:

enpJsHzEOZDGrwUW.png


Light leakage from the glowing sword behind his back. Per pixel RTGI would typically resolve such occlusion:

mZEO1SvgMIb2mr4W.png


Not all emissive texture are contributing their color back to the environment.

o0v0dxk6zHrU40DW.png



These issues could be explained with alternative means, like only selective items being in the BVH (like the RTGI for FH6), but without counter examples of pixel-level indirect bounce, shadowing or color bleed, all signs point to an incrementally improved probe/grid based GI solution than per pixel RTGI.

I wouldn't completely rule RTGI out, as the character models do get lit quite nicely most of the time, but it's still inconclusive imo and I'm leaning towards "no".

Could be another case of "we don't want to make base PS5 raster look bad" similar to Yotei, weak ass implementation of RTGI. Dumb fucking devs.
 
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Are you sure? They seem to have a new real time GI system (likely an enhanced version of the SSGI that they implemented on pro), but I'm not sure it's RTGI, at least not in the footage shown. A lot of telltale signs that RTGI is missing.

Areas under destructible objects missing any darkening from occlusion:

enpJsHzEOZDGrwUW.png


Light leakage from the glowing sword behind his back. Per pixel RTGI would typically resolve such occlusion:

mZEO1SvgMIb2mr4W.png


Not all emissive texture are contributing their color back to the environment.

o0v0dxk6zHrU40DW.png



These issues could be explained with alternative means, like only selective items being in the BVH (like the RTGI for FH6), but without counter examples of pixel-level indirect bounce, shadowing or color bleed, all signs point to an incrementally improved probe/grid based GI solution than per pixel RTGI.

I wouldn't completely rule RTGI out, as the character models do get lit quite nicely most of the time, but it's still inconclusive imo and I'm leaning towards "no".
doesnt have to be hardware based RTGI. could just be software based like lumen. Slightly worse coverage. but better overall compared to spiderman 2.

the bigger GPU budget is going somewhere and it shows.
 
GOW3 (PS4)

PQU7E8z3cN2VVHnc.jpeg
nDA2vsc1PwxrGuKg.jpeg
eNFnosERWDun0EjZ.jpeg
zmWhr0h2xXTzhIXz.jpeg
8nk661JnI7FLqd0k.jpeg
i83AmhUZddBWtbNi.jpeg
BMo7P2sBiHqmSZuY.jpeg


Still looks good, and with better rocks than James Bond!



Could be another case of "we don't want to make base PS5 raster look bad" similar to Yotei, weak ass implementation of RTGI. Dumb fucking devs.
its a shame that they basically gave up all their ambitions because those big setpieces took 6 months to a year to make.

What's frustrating is that their games take 5 years to make anyway and they still lack these epic setpieces. Like come on, there is no excuse anymore. you are taking half a decade whereas previously it took you less than 3 years to get these games out with incredible setpieces that defined the series.

Now the series is defined by long walking sections, retarded single camera takes that take away from the epic scale these games are supposed to capture, and sad dad moments that have fuck all to do with these larger than life gods. I still cant believe how quickly and easy Thor was disposed in the last game. its like the entire studio just doesnt get what this series should be about.
 
its a shame that they basically gave up all their ambitions because those big setpieces took 6 months to a year to make.

What's frustrating is that their games take 5 years to make anyway and they still lack these epic setpieces. Like come on, there is no excuse anymore. you are taking half a decade whereas previously it took you less than 3 years to get these games out with incredible setpieces that defined the series.

Now the series is defined by long walking sections, retarded single camera takes that take away from the epic scale these games are supposed to capture, and sad dad moments that have fuck all to do with these larger than life gods. I still cant believe how quickly and easy Thor was disposed in the last game. its like the entire studio just doesnt get what this series should be about.

I replayed both games on PC recently and yeah... there are just few "epic" moments (in the two games, combined) vs. dozens of them in GOW 1-3.

I have a feeling that they will fuck up those remakes, we will see...
 
I replayed both games on PC recently and yeah... there are just few "epic" moments (in the two games, combined) vs. dozens of them in GOW 1-3.

I have a feeling that they will fuck up those remakes, we will see...
well, we will see soon what they intend to do with the female god of war game. The crater level in Ragnorak was literally created because of a battle between Faye and Thor. If they were really serious, they could put that in a game and let us just create our own craters and have these massive God vs Giant battles. I mean Titans/Giants vs Norse Gods could be amazing if they wanted to.

And its been 8 years since Cory started working on it so time shouldnt be an excuse either. No CPU or GPU constraints. No SSD constraints (they brought this up for GOW 2018) and certainly no time constraints. Just go all out and give us a cool Giants vs Team Odin and it will be the greatest game of all time. But i think they will just go with a semi open world metroidvania like GOW 2018 because ambition has left Sony devs.
 
Ground textures in a triple A videogame in 2026. There is zero excuse for this crap on pc with extreme settings

vDvlOYkb6oa1No7W.png

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SFgZ4aCDy96925KQ.png
The textures in Tokio city are bugged, they have loading issues and are low rez most of the time compared to any other part of the map. Its only the ground textures and some indoor shop textures. everything else in Tokio is high quality. The other part of the map has some of the best textures you will see.

Just look at the transition when entering Tokio
Forza-Horizon-6-17-05-2026-2-44-41.jpg



See what happens when you move the camera too quick and wait 1 sec, the textures start loading weirdly.
1.jpg

2.jpg



Look at the textures outside Tokio, they are pin sharp and detailed. They are also not just flat textures, they have some impressive pom.
Forza-Horizon-6-17-05-2026-3-00-52.jpg

Forza-Horizon-6-17-05-2026-18-48-43.jpg

Forza-Horizon-6-16-05-2026-16-43-08.jpg



Later this week i will have a more in depth review of FH6 graphics. I will point out the good, bad and bugs of the game like i always do.
 
GOW3 (PS4)

PQU7E8z3cN2VVHnc.jpeg
nDA2vsc1PwxrGuKg.jpeg
eNFnosERWDun0EjZ.jpeg
zmWhr0h2xXTzhIXz.jpeg
8nk661JnI7FLqd0k.jpeg
i83AmhUZddBWtbNi.jpeg
BMo7P2sBiHqmSZuY.jpeg


Still looks good, and with better rocks than James Bond!



Could be another case of "we don't want to make base PS5 raster look bad" similar to Yotei, weak ass implementation of RTGI. Dumb fucking devs.
PS3 game looks better than many PS5 games with low Resolution, FSR, Shimmering, Flickering, RT useless, Ghosting
 
The textures in Tokio city are bugged, they have loading issues and are low rez most of the time compared to any other part of the map. Its only the ground textures and some indoor shop textures. everything else in Tokio is high quality. The other part of the map has some of the best textures you will see.

Just look at the transition when entering Tokio
Forza-Horizon-6-17-05-2026-2-44-41.jpg



See what happens when you move the camera too quick and wait 1 sec, the textures start loading weirdly.
1.jpg

2.jpg



Look at the textures outside Tokio, they are pin sharp and detailed. They are also not just flat textures, they have some impressive pom.
Forza-Horizon-6-17-05-2026-3-00-52.jpg

Forza-Horizon-6-17-05-2026-18-48-43.jpg

Forza-Horizon-6-16-05-2026-16-43-08.jpg



Later this week i will have a more in depth review of FH6 graphics. I will point out the good, bad and bugs of the game like i always do.
The road textures in the hardware unboxed videos are exceptional. At least on extreme. This definitely looks like a bug.
 
GOW3 (PS4)
Yo what the hell, just finished my playthrough today as well!

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Unfortunately screenshots don't do the game justice at all as a good 70% of the presentation is about the CGI-like light sources' pulsing glows, exposure shifts, and per-pixel specular highlights (and HDR bloom) of their dynamic vertex lighting system. There's some absolutely mindblowing sub-pixel texture work as well most of the time.
It's just beyond insane that they accomplished this with 256+256MB of RAM.

Still best boobs physics in gaming too.
 
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Why does cinematic presentation and human modelling in fh6 look worse than even fh1 from 2012? Wtf?

Gaming is dying for me. Couldnt care less about indies, AA titles dont exist and aaa are mostly sequels that barely look any better but take 5 years to make. Gta vi is the last game i am buying and then i move on to other hobbies until this shit resets if ever
 
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The textures in Tokio city are bugged, they have loading issues and are low rez most of the time compared to any other part of the map. Its only the ground textures and some indoor shop textures. everything else in Tokio is high quality. The other part of the map has some of the best textures you will see.

Just look at the transition when entering Tokio
Forza-Horizon-6-17-05-2026-2-44-41.jpg



See what happens when you move the camera too quick and wait 1 sec, the textures start loading weirdly.
1.jpg

2.jpg



Look at the textures outside Tokio, they are pin sharp and detailed. They are also not just flat textures, they have some impressive pom.
Forza-Horizon-6-17-05-2026-3-00-52.jpg

Forza-Horizon-6-17-05-2026-18-48-43.jpg

Forza-Horizon-6-16-05-2026-16-43-08.jpg



Later this week i will have a more in depth review of FH6 graphics. I will point out the good, bad and bugs of the game like i always do.


Please show me a confirmation by Playground Games that these textures are indeed bugged because your post just seems speculative. Just because there are good textures in the countryside it doesn't mean that the ones in the city are bugged, maybe they just reduced the quality to keep a good framerate in the city with so many assets.

Apart from that, the pictures that I took did not have the ground changing their quality with the camera movement. The quality was always static
 
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I was disappointed to find out as well. I would like to have a shooter campaign with those animations
I mean you can just play any recent rockstar game, those animations are basically euphoria stumblings and trying to maintain balance, i know people shit on rdr2 gunplay because of the controls etc. But when the bullet actually touch the enemies, it has the best stumbles in the business, no kill is gonna look exactly the same.

Half sword does the same but the core animations are more silly so it doesnt look as realistic, but they have their proprietary euphoria-ish engine aswell.

Hell half sword has enemies trying to balance on one leg because you can break bones in that game so it goes even a step further...

But I would like to play a game like bodycam with these animations and 2026 graphic fidelity.
 
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Why in the absolute fuck is the game only multyplayer? :messenger_loudly_crying:

I want to try these animations in a single player campaign:messenger_pensive:
What's the point when the AI is almost certainly terrible, I think as we get closer to GTA we'll see amazing AI with best in class animations. These games are always just good looking but no substance.
 
PS3 game looks better than many PS5 games with low Resolution, FSR, Shimmering, Flickering, RT useless, Ghosting

And it's quite clean thanks to MSAAx2. PS5 Pro sharpening filters makes it look really good.

Yo what the hell, just finished my playthrough today as well!

God-of-War-III-Remastered-20260517182959.png


God-of-War-III-Remastered-20260517183137.png


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God-of-War-III-Remastered-20260519160035.png


God-of-War-III-Remastered-20260519165234.png


Unfortunately screenshots don't do the game justice at all as a good 70% of the presentation is about the CGI-like light sources' pulsing glows, exposure shifts, and per-pixel specular highlights (and HDR bloom) of their dynamic vertex lighting system. There's some absolutely mindblowing sub-pixel texture work as well most of the time.
It's just beyond insane that they accomplished this with 256+256MB of RAM.

Still best boobs physics in gaming too.

Spectacle in this game is better looking that in 90% of modern games (into alone). And GFX still holds up.

Ano another thing... notice how good this game looks in SDR - deep contrast and rich colors. Now, try to run any modern game in SDR mode - it looks like shit, HDR is needed to achieve good image (and even this not always works). Developers lost the ability to make good looking SDR picture, and that's the case even for games with no HDR mode (many UE5 titles), movie/tv shows industry is very similar.
 
What's the point when the AI is almost certainly terrible, I think as we get closer to GTA we'll see amazing AI with best in class animations. These games are always just good looking but no substance.
I can live with fps with shit ai number 49568385 but at least i would have animations that very few games have.

Clear Expectations is the key word here, i have far more than 200 hours on a silly game like half sword ONLY because i like the violence and animations tech...

I'm a sucker for procedural\dynamic animations, i would treat the game as a playable animation showcase :lollipop_grinning_sweat:
 
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The textures in Tokio city are bugged, they have loading issues and are low rez most of the time compared to any other part of the map. Its only the ground textures and some indoor shop textures. everything else in Tokio is high quality. The other part of the map has some of the best textures you will see.

Just look at the transition when entering Tokio
Forza-Horizon-6-17-05-2026-2-44-41.jpg



See what happens when you move the camera too quick and wait 1 sec, the textures start loading weirdly.
1.jpg

2.jpg



Look at the textures outside Tokio, they are pin sharp and detailed. They are also not just flat textures, they have some impressive pom.
Forza-Horizon-6-17-05-2026-3-00-52.jpg

Forza-Horizon-6-17-05-2026-18-48-43.jpg

Forza-Horizon-6-16-05-2026-16-43-08.jpg



Later this week i will have a more in depth review of FH6 graphics. I will point out the good, bad and bugs of the game like i always do.
Tokyo city was actually made by a separate sub-team, or maybe it's just an optimsation thing as someone else said. Hopefully it's patched either way.
 
Wolverine - Gears E Day - Cory new game - witcher 4- intergalactic - Harry Potter 2 - Fable , this is enough for me on June events as for GTA VI i dont know if they gonna release any new trailer because I am sure it will delayed
 
Wolverine - Gears E Day - Cory new game - witcher 4- intergalactic - Harry Potter 2 - Fable , this is enough for me on June events as for GTA VI i dont know if they gonna release any new trailer because I am sure it will delayed
Dont forget the sequel to Lethal01's Graphics GOTY from 2024, Final Fantasy 7 Rebirth.
 

Photorealistic my behind. Games have been nailing overcast conditions since the ps360 era. This is ride 4 on ps5 from 4 years ago.



The only way Forza looks photorealistic is if you're blind. Buildings pop in, lighting errors, low geometry assets like buildings, trees, etc. Photorealistic, good joke.

Also what is this insane obsession with photorealism. We see photo realistic graphics everyday outside and rarely say wow.
 
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We see photo realistic graphics everyday outside and rarely say wow.
Ummmm... I beg to differ. Anytime I step out, I'm awestruck by the real time shadows, the foliage animation and volumetric cloud rendering. I spend so much time admiring the high resolution ground textures, the streaming LoD, the path tracing and the infinite anisotropic filtering until my wife thinks I've glitched out and snaps me out of it. Don't know about you guys, but outside for me is always Wowtside.
 
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The textures in Tokio city are bugged, they have loading issues and are low rez most of the time compared to any other part of the map. Its only the ground textures and some indoor shop textures. everything else in Tokio is high quality. The other part of the map has some of the best textures you will see.

Just look at the transition when entering Tokio
Forza-Horizon-6-17-05-2026-2-44-41.jpg



See what happens when you move the camera too quick and wait 1 sec, the textures start loading weirdly.
1.jpg

2.jpg



Look at the textures outside Tokio, they are pin sharp and detailed. They are also not just flat textures, they have some impressive pom.
Forza-Horizon-6-17-05-2026-3-00-52.jpg

Forza-Horizon-6-17-05-2026-18-48-43.jpg

Forza-Horizon-6-16-05-2026-16-43-08.jpg



Later this week i will have a more in depth review of FH6 graphics. I will point out the good, bad and bugs of the game like i always do.
You've earned that tag so many times, can't wait for your breakdown !
 
Please show me a confirmation by Playground Games that these textures are indeed bugged because your post just seems speculative. Just because there are good textures in the countryside it doesn't mean that the ones in the city are bugged, maybe they just reduced the quality to keep a good framerate in the city with so many assets.
Its possible but the city is full of high quality textures. Its only the road textures that are super low rez. Even in there offficial screenshot you can see that the textures where high quality like the countryside.

1409531.jpg

latest


Just look at the difference between road textures vs any other texture. If it was intended for optimization purposes than all the other textures would be the same quality. And i think they would rather choose high quality road textures than sidewalks and roadsides textures.
Forza-Horizon-6-20-05-2026-21-21-14.jpg

Forza-Horizon-6-20-05-2026-21-25-53.jpg

Forza-Horizon-6-20-05-2026-21-29-04.jpg

Forza-Horizon-6-20-05-2026-21-29-22.jpg

Apart from that, the pictures that I took did not have the ground changing their quality with the camera movement. The quality was always static
It is bugged liked you saw in my other screenshot. Even in the photomode the textures are bugged sometimes. You can see here the high quality textures in the middle of the city and the texture bug thats happening in photomode.

Gameplay
Forza-Horizon-6-20-05-2026-21-53-53.jpg


Photomode
Forza-Horizon-6-20-05-2026-21-53-41.jpg



And here you can see that the textures in the shop gets lower rez the closer you come
Forza-Horizon-6-14-05-2026-22-40-56.jpg

Forza-Horizon-6-14-05-2026-22-40-47.jpg
 
It's about having the capability to do photorealistic graphics...
Yep, IMO most devs always tried or wanted to make games visually photorealistic, they just couldn't or didn't have the tech. So many visual styles or stylized games were born from this limitation.

It's harder to do, because everything must be of the highest quality. Do I want all games to be photorealistic, hell no, it also depends on the genre, themes or whatnot.
 
Its possible but the city is full of high quality textures. Its only the road textures that are super low rez. Even in there offficial screenshot you can see that the textures where high quality like the countryside.

1409531.jpg

latest


Just look at the difference between road textures vs any other texture. If it was intended for optimization purposes than all the other textures would be the same quality. And i think they would rather choose high quality road textures than sidewalks and roadsides textures.
Forza-Horizon-6-20-05-2026-21-21-14.jpg

Forza-Horizon-6-20-05-2026-21-25-53.jpg

Forza-Horizon-6-20-05-2026-21-29-04.jpg

Forza-Horizon-6-20-05-2026-21-29-22.jpg


It is bugged liked you saw in my other screenshot. Even in the photomode the textures are bugged sometimes. You can see here the high quality textures in the middle of the city and the texture bug thats happening in photomode.

Gameplay
Forza-Horizon-6-20-05-2026-21-53-53.jpg


Photomode
Forza-Horizon-6-20-05-2026-21-53-41.jpg



And here you can see that the textures in the shop gets lower rez the closer you come
Forza-Horizon-6-14-05-2026-22-40-56.jpg

Forza-Horizon-6-14-05-2026-22-40-47.jpg


Great examples and I agree. Looks bugged indeed. I can't quite figure out how something like this escapes QA though. It's not like Tokyo is some corner of the map that no one goes to... 🤷‍♂️

Unless... unless, they are hitting some streaming bottleneck in the engine within the city environment and thought this was the better compromise....
 
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I like this kind of videos

this was really cool.

Some highlights.
- RTGI is per pixel based up to full resolution or half resolution depending on quality setting.
- There is a fallback to probed based GI for lower end systems. My guess is series s, 60 fps modes on consoles etc.
- Volumetric smoke tech looks fucking amazing. Apparently their artists went nuts and you will see it a lot in both cutscenes and gameplay.
- Animation system was made from scratch to use motion matching! they said Hitman had like 10 animations while walking. Bond has over 100.
- Facial animation system and body animation systems were both created inhouse. They didnt use a third party middleware.
- PS5 quality mode is 1440p reconstructed to 4k. Performance mode is 1080p 60 fps. Game was built for 60 fps and they wanted all the new rendering features to be available for everyone.
 
Take2's earning call is tomorrow at 4:30. If we are getting something, it will be before that.

Assuming we get a trailer or a full blowout tomorrow, I want to take a quick poll and ask what this thread thinks will top best Graphics this E3. Obviously, GTA6 will be the game to beat, but ND did top RDR2 last gen with TLOU2 albeit a couple of years later. CD project also topped RDR2 although they were effectively targeting next gen systems.

I think obviously GTA6 will top everything based on scale and detail alone, but just like with TLOU2, i think ND will top it in terms of photorealistic character models, foliage. Witcher 4, Marvel 1943 and Gears are using Nanite so they just might be able to compete with GTA6 in terms of asset quality. The Faye GOW game might stand out as well if they push setpieces. GTA6 is relatively grounded so SSM could one up them by having some epic setpieces.

Here is my prediction.
1) GTA6
2) Marvel 1943
3) Witcher 4
4) Gears E Day
5) Intergallactic
6) Far Cry 7
7) Cory's new Game
8) Tomb Raider
9) Wolverine

Lots of 2023 games should be getting a reveal this year. But I have no hope of seeing Rocksteadys new game. Hogwarts 2? EA hasnt talked at all about Star Wars Jedi 3. Those are three big AAA games using UE5. I guess we will see Final Fnatasy 7 Part 3 but it wont be using UE5.
 
Uncharted 3 called and said that it wants its rocks back


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Pretty sure fucking crossgen gow ragnarock had better rocks when you climb the mountain with little shit...
My God this looks ugly, not just in graphics quality, even the art style (subjective I know).

I always wasn't impressed by this game and I'm not sure where the impressive part is, even in its first showing, there were great looking moments, but not much. It has these dreadful inconsistencies that I found in abundance in a game like Spider Man 2, one angle looks great, then turn the camera 90 degrees to the left and it looks horrid. I feel like this game will be filled with these moments...
 
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