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Graphical Fidelity I Expect This Gen

i know you dont which is why i said this thread comes around when the game finally comes out. you said it yourself, you praised crimson desert but you did only after it came out. But before the release i had to hand hold you into seeing what the game was doing well, and even that didnt work.

and yes, you are not the only one shitting on bond which is why i said the whole thread. ive just been through this with you guys for years now so i know how this plays out. 99% of you will come around.

you seem to 'get' the visuals for UE5 games pre-launch so im assuming that nanite seems to be the thing that pops out at you. nanite does rocks really well so any time any game doesnt come close, you tend to write it off whereas im like ok but what about the foliage or lighting or other effects? the lighting in this game looks so fucking good to me. it has the cg feel lacking in so many games. the setpieces are shot like a movie. it feels like a sony game made by Naughty Dog.

p.s i too was hoping for a crimson desert style simulation in Black Flag. its definitely disappointing but when the water looks this good im good with it. having played the original, i know just how impressive the water became during storms and combat so any upgrade to that will look phenomenal.


Im sorry but the water is way way outdated for a 2026 game that has so much of it. Like a super let down for me.
 
Im sorry but the water is way way outdated for a 2026 game that has so much of it. Like a super let down for me.

I think it's an expectation thing. Considering how water looked in the original and how it looked in games like Sea of Thieves and Horizon FW people expected to be floored and in the end it looks very good but it's not breaking new ground.
 
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They are ray traced, meaning they are pixel perfect and not bound to a fixed shadowmap resolution which carries all the issues we know. They can be either soft or hard depending on the distance between the object casting shadow and the surface the shadow is cast upon...

edit: after testing the most annoying problem, the flickering, is still there. idk what exactly and how they implemented them.

There is some flickering but much less than before and there seems to be flickering in small shadows from ropes or small things. Its an improvement but I agree that it could be better
 
Yep, and they're all the same, regardless the distance.


As bad as in the video?
They are clearly not traditional RT shadows. Assuming it's working properly, it must be a hybrid technique, that's either generating a much higher quality shadow map on the fly using RT or sampling existing shadow maps with RT for better filtering. Given the quality of previous shadow maps, the only thing certain is it's not the original prebaked shadow map + filtering
 
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Absolutely zero chance of that happening, unless your expectations are far beyond anything we've seen to date and even then it may well deliver on that as well. Just food for thought but look what they accomplished on a PS4/Xbox One with RDR2, they are now working with machines that are upto 10 time's more powerful and unlike most developer's Rockstar have the time and money to utilise that power difference.
The writing will definitely be and I hate to use this word but, "woke" trash. We know this by looking at the writing for some of the GTA online stuff. The edge is gone and it's simply neither funny nor interesting.

In many ways, I feel that this might be the least GTA games of GTA games at least content wise. The series creators are gone and it's been hijacked by corporate culture. This is why it's taking 13 years to release GTA 6. No more boys club, no more crunch, lots of diversity in the work place, etc. This has led to the longest gap between GTA games.
 
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There is some flickering but much less than before and there seems to be flickering in small shadows from ropes or small things. Its an improvement but I agree that it could be better

Are you seeing cascading shadows anymore? Is there a visible change in LoD the closer you get? May help guess if they are entirely new shadows or just better filtering of existing ones using RT.

I'm thinking it's the latter as there seems to be no performance penalty
 
Are you seeing cascading shadows anymore? Is there a visible change in LoD the closer you get? May help guess if they are entirely new shadows or just better filtering of existing ones using RT.

I'm thinking it's the latter as there seems to be no performance penalty

The lod changes still exist close to the camera, thar hasn't changed but the transitions are much less jarring and when you are further away from the object the shadows flicker is extremely mild, the shadows seem to retain most of the quality and resolutions. Honestly it doesnt trigger my ocd as much as before which is great but it's still not ideal compared to most other open games.

Honesty its so weird because even older open world games dont have issues with shadows like this
 
I wish the anvil engine could do overcast lighting properly. With the sun blocked out by clouds, there's always hard shadows. This always bugged me during snow and rainstorms in AC shadows. There's a constant spotlight, that isn't affected by anything.
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The lod changes still exist close to the camera, thar hasn't changed but the transitions are much less jarring and when you are further away from the object the shadows flicker is extremely mild, the shadows seem to retain most of the quality and resolutions. Honestly it doesnt trigger my ocd as much as before which is great but it's still not ideal compared to most other open games.

Honesty its so weird because even older open world games dont have issues with shadows like this
Got it. Then it's definitely improved shadow filtering using RT. Bit of a stretch to call it RT shadows, but still a useful upgrade. The same shadow maps are being sampled using RT to reduce flicker and smoothen out transitions.
 
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