So Ratchet didn't look next-gen to you?
You know what looks nextgen?
Horizon Zero Dawn PC version. Even more nextgen than Forbidden West.
So Ratchet didn't look next-gen to you?
You know what looks nextgen?
Horizon Zero Dawn PC version. Even more nextgen than Forbidden West.
Finishing up the dlc for the original now and I forgot how good it is, I’m absolutely hyped for this game!
If FW looks similar to HZD (which it does, I gave screens to prove it) and you guys think HFW is next-gen, then your statement is absolutely true.
So Ratchet didn't look next-gen to you?
Might be the chromatic aberration. I think you can turn that shit off in the PS4 game, hopefully will be able to in this too.Image quality looks very soft. Low res, post processing or wut?
To be fair white spiderman got a huge white spider on the front of his suit.of course black spiderman is wearing the black suit...
I don't think people would have been happy if Uncharted: The Lost Legacy had been exclusive launch title for a new console. I haven't played it but it was a small spin-off game.Go buy an Xbox Series X if you want everything to be recycled for years.
You can bet your ass on it.I bet if they had told them this was Miles Morales most would have believed it.
They covered the map of Spider man with snow so its not DLC, its an asset flip jeez guys.
Ratchet isn't coming out this year and doesnt even have a release date.
So this is where all of those puddles went!
You know what looks nextgen?
Horizon Zero Dawn PC version. Even more nextgen than Forbidden West.
We finally get the puddles we were promised
Watch them remove the puddles near release and we're going to have PuddleGate 2: Electric Boogaloo with:More importantly, ray tracing puddles!
Could be cubemap-based reflections in the shot.. I wouldn't get my hopes up for 4k60 with RT.. maybe checkboarded 1620p60 with half-resolution RT reflections. That would be amazing and more realistic with the hardware in mind.
Good, i dont want 4k, its a complete waste of resources. Native 4k is a waste of time, even on a powerhouse pc.
I'll go with 1440p using dlss 2.0, and upscale ray tracing reflections all day.
Unless youre gonna play at 400% to look at this shit
That goes for all platforms pc, xbx and ps5
Yeah I know what you mean. Though DLSS 2.0 isn’t possible.. because that’s Nvidia you know. So unless AMD has its own alternative to it, which is baked into RDNA2, were stuck with shitty checkerboard rendering (shitty in comparison to DLSS 2.0 that is)
This guy had been dormant or sporadically posting for years and then suddenly as soon as Halo Infinite gets delayed he goes into overdrive troll mode.
Did they activate you, sleeper agent?
It’s hard to get excited over 1 screenshot, honestly would rather wait for a blowout than get 1 image teases.
Especially when it's clearly not gameplay.
I am really surprised by the amount of misunderstanding that surrounds variable clocks with a fixed power budget. My take is that people do not fully understand what in-frame bottlecks are in graphics and how they effect the overall performance of your GPU.
Source?
It's an obvious bullshot.
I am really surprised by the amount of misunderstanding that surrounds variable clocks with a fixed power budget. My take is that people do not fully understand what in-frame bottlecks are in graphics and how they effect the overall performance of your GPU.
The best analogy that I have created is a road with cars. And please understand that it is far from perfect and I am sure someone else can come up with a better analogy than this
Going back to the road with cars: The width of the road and its speed limit is the number of CUs and the frequency respectively.
When every car has exactly the same speed you can pack the road with cars that go bumper to bumper. You are now performing at your maximum theoretical Tflops number.
Just like a road however this is a very unlikely scenario. Cars move at slightly different speeds which creates an actual throughput, or Tflops, that is lower than the theoretical max.
Now one car breaks for a few seconds. This does not only slow down that car down but actually cause downstream problems that take some time to untangle. So the problem is not just in that moment but it lingers afterwards.
This is the in-frame bottleneck problem.
If you can increase the speed of that car in that moment before it causes any ripple effects it results in a higher throughput of the road. And actually, if you were to lower the speed of all other cars for a few moments and then speed up again together with the car that performed the break, you also have a higher throughput through the entire encounter.
So the ability to modulate the speed of each car - both up and down - helps you reach an actual throughput that is much closer to your theoretical max than having fixed speeds.
Or in other words: If a road has a max speed of 120 mph, you are better off telling each car to drive 100 mph as long as you can modulate cars individually to both go slower and faster (up to 120mph) - that gives you the maximum amount of cars to your destination over time (actual Tflops). That is what Cerny is trying to do. Will he succeed? Time will tell - but variable clocks to get the flow synchronised is better than fixed for maximum actual Tflops.
Like all the other bull shots easily made with the prior games photo mode that will inevitably be featured in this one.It's an obvious bullshot.
Could be cubemap-based reflections in the shot.. I wouldn't get my hopes up for 4k60 with RT.. maybe checkboarded 1620p60 with half-resolution RT reflections. That would be amazing and more realistic with the hardware in mind.
Like all the other bull shots easily made with the prior games photo mode that will inevitably be featured in this one.
Photo mode is what it is. Or in-engine. It won’t look like it in real time gameplay.
Where in a photo mode does the slider "detail" and "cut scene mode" appear?Photo mode is what it is. Or in-engine. It won’t look like it in real time gameplay.
Well, it’s not impossible next gen. In game closeups like that should be achievable via loading in high quality assets instantly as needed, when it zooms out to regular swinging gameplay, lower quality can be swapped back in again. Seamless transitions etc.Photo mode is what it is. Or in-engine. It won’t look like it in real time gameplay.
Well, it’s not impossible next gen. In game closeups like that should be achieved via loading in high quality assets instantly as needed, when it zooms out to regular swinging gameplay, lower quality can be swapped back in again. Seamless transitions etc.