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Graphical Fidelity I Expect This Gen

SlimySnake

Flashless at the Golden Globes
From was never owned by Sony before, at the same time framerate of DeS and BB was close to locked 30fps (WITH frame pacing issues) - compare that to Dark Souls released by Bamco, it was sub 20fps at times.

There is no logical reason for ER to NOT run 60fps on PS5 and XSX, this engine is just fucking shit and decisions made by FS cripple game performance as well. Game has dynamic framerate and dynamic settings yet it targets 50 or 55fps for some dumb fucking reason.

I bought digital ER on PS5, had access to both PS4 and PS5 version and PS5 version was unplayble to me on my 4K tv - both tv and console (at the time) didn't support VRR. PS4 version was locked 60fps most of the time.

People bought ER in millions but I can guarantee you EVERYONE would prefer locked 60fps in this game - even casual noobs notice frame pacing issues and stuttering when fps is in between 30 and 60fps on 60hz tvs - maybe they can't tell what is wrong but they know something is wrong. I noticed massive fps drops in MGS2 when I was 12 (vamp fight for example) and horrible drop from 60fps target to 30fps target with MGS3 when I was 14.
We all noticed it. What i am trying to say is that we put up with it back in the 90s with golden eye, in the 2000s with mgs3 and sotc, in the 2010s with gtav and tlou1 and still do with elden ring and now stalker which runs like shit dropping from 60 to 25 fps in some areas but people are still ok with it because they find the game enjoyable.

so when i hear DF dismiss 55 fps drops from 60 and recommend 30 fps modes, im like are they fucking delusional?? or out of touch. Then I see games like tlou1, hfw and gt7 running anywhere between 80-100 fps and im like how much fucking performance is left on the table because devs were too worried about df finding worse case scenarios and giving their games a bad review. something they did not have to worry about in the ps3 era.

So yes, we all talk about devs being safe and risk averse, but we did this. We signal boosted DF reviews where they tested worst case scenarios and passed them off as average framerates, and forced devs into wasting 40-60% of the gpu just to ensure a locked 30 or 60 fps.
 
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SlimySnake

Flashless at the Golden Globes
Playing TLOUP2 Pro mode this is the fidelity I expected this gen
but this is literally what the game looked like last gen. so you expected last gen visuals at 60 fps this gen??

Not calling you out because DF just made a GT7 video today and literally called it a current gen showpiece despite the fact that its the same last gen game as tlou2. So you are not alone, but its part of the reason why certain first party devs have been aiming for last gen visuals at 60 fps and calling it a day.
 
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GymWolf

Member
but this is literally what the game looked like last gen. so you expected last gen visuals at 60 fps this gen??

Not calling you out because DF just made a GT7 video today and literally called it a current gen showpiece despite the fact that its the same last gen game as tlou2. So you are not alone, but its part of the reason why certain first party devs have been aiming for last gen visuals at 60 fps and calling it a day.
That post had me in fucking stitches :messenger_tears_of_joy:
 

SlimySnake

Flashless at the Golden Globes
This is an amazing breakdown of new UE5.5 features. I am honestly blown away by how much UE5 has been improved since its launch. It's a shame devs wont take the extra time to build their games on this new version. I dont care if it will take you a month or two, just fucking do it. the Hardware Lumen performance improvements alone should be worth it. Especially given the fact that zero games on consoles are using it. Stalker is running software lumen on consoles and cant do 60 fps. Now you can do 60 fps in hardware lumen on consoles. Just delay the game or patch it. you cant leave 2x performance on the table.



Some highlights:
- Megalights is the real deal. He shows an environment he created that was running at 5 fps and simply turning on the megalights toggle, the framereate jumped to 40 fps.
- hardware lumen now running at 60 fps on consoles
- metahuman characters now optimized. down from 950 mb to just 50 mb with minimal loss to visual fidelity
- metahuman can now have AI lip sync without facial motion capture
- way better dynamic skies and volumetric clouds, just a click away

This is the future. People are still shitting on UE5 in silent hill 2 and UE5 threads, in PSSR threads, on youtube comments. And im like half of this shit was fixed in UE5.4 last year. all devs had to do was take the time to port over the game on the latest Ue5 build.

even if this gen lasts until 2032, i think ue5 will scale up much better than Ue4 did. i think devs will just target 30 fps on base ps5 and 60 fps on ps6 starting 2028, and we will get marvel 1943 and matrix quality visuals at high res and 60 fps on next gen machines. the future is bright.
 

amigastar

Member
This is an amazing breakdown of new UE5.5 features. I am honestly blown away by how much UE5 has been improved since its launch. It's a shame devs wont take the extra time to build their games on this new version. I dont care if it will take you a month or two, just fucking do it. the Hardware Lumen performance improvements alone should be worth it. Especially given the fact that zero games on consoles are using it. Stalker is running software lumen on consoles and cant do 60 fps. Now you can do 60 fps in hardware lumen on consoles. Just delay the game or patch it. you cant leave 2x performance on the table.



Some highlights:
- Megalights is the real deal. He shows an environment he created that was running at 5 fps and simply turning on the megalights toggle, the framereate jumped to 40 fps.
- hardware lumen now running at 60 fps on consoles
- metahuman characters now optimized. down from 950 mb to just 50 mb with minimal loss to visual fidelity
- metahuman can now have AI lip sync without facial motion capture
- way better dynamic skies and volumetric clouds, just a click away

This is the future. People are still shitting on UE5 in silent hill 2 and UE5 threads, in PSSR threads, on youtube comments. And im like half of this shit was fixed in UE5.4 last year. all devs had to do was take the time to port over the game on the latest Ue5 build.

even if this gen lasts until 2032, i think ue5 will scale up much better than Ue4 did. i think devs will just target 30 fps on base ps5 and 60 fps on ps6 starting 2028, and we will get marvel 1943 and matrix quality visuals at high res and 60 fps on next gen machines. the future is bright.

That sounds good, now we need Devs with enough money and talent to take advantage of it.
 

Kerotan

Member
but this is literally what the game looked like last gen. so you expected last gen visuals at 60 fps this gen??

Not calling you out because DF just made a GT7 video today and literally called it a current gen showpiece despite the fact that its the same last gen game as tlou2. So you are not alone, but its part of the reason why certain first party devs have been aiming for last gen visuals at 60 fps and calling it a day.
The textures were far superior to 99% of games last gen but it was lacking because it was 30fps and the res wasn't that high. In this aspect it's a generational leap. It'll look better then most PS6 games launch year.
 

winjer

Member
This is an amazing breakdown of new UE5.5 features. I am honestly blown away by how much UE5 has been improved since its launch. It's a shame devs wont take the extra time to build their games on this new version. I dont care if it will take you a month or two, just fucking do it. the Hardware Lumen performance improvements alone should be worth it. Especially given the fact that zero games on consoles are using it. Stalker is running software lumen on consoles and cant do 60 fps. Now you can do 60 fps in hardware lumen on consoles. Just delay the game or patch it. you cant leave 2x performance on the table.



Some highlights:
- Megalights is the real deal. He shows an environment he created that was running at 5 fps and simply turning on the megalights toggle, the framereate jumped to 40 fps.
- hardware lumen now running at 60 fps on consoles
- metahuman characters now optimized. down from 950 mb to just 50 mb with minimal loss to visual fidelity
- metahuman can now have AI lip sync without facial motion capture
- way better dynamic skies and volumetric clouds, just a click away

This is the future. People are still shitting on UE5 in silent hill 2 and UE5 threads, in PSSR threads, on youtube comments. And im like half of this shit was fixed in UE5.4 last year. all devs had to do was take the time to port over the game on the latest Ue5 build.

even if this gen lasts until 2032, i think ue5 will scale up much better than Ue4 did. i think devs will just target 30 fps on base ps5 and 60 fps on ps6 starting 2028, and we will get marvel 1943 and matrix quality visuals at high res and 60 fps on next gen machines. the future is bright.


This is what UE 5.0 should have been.
It's like all previous EU5 versions were betas and only now we are getting a proper final version.
And this does not change that UE5 until recently was a pile of excrement. And that UE4 was even worse, for much longer and never got fixed.

But then there are still the issues with traversal stutters, caused by asset streaming. Something that was a major issue with UE4 and is still a problem with UE5.
 

Trilobit

Member
Stalker 2 genuinely continues to impress me; there’s far more visually stunning than there is lackluster here. A vast majority of the detail, even the minute stuff, is heavily picked out and dense, with things looking like they actually exist in that space.

What does that mean? Not being obtuse, just curious about how you experience that thing.
 

DanielG165

Member
What does that mean? Not being obtuse, just curious about how you experience that thing.
Absolutely! So, say there’s maybe a truck or a tractor that’s sitting in a field, and it’s been sitting there for several years if not decades, in-game. You’ll see the tires or tread embedded deeply into the dirt, with a bunch of foliage growing all around underneath it. That makes said object feel real and not just a mere prop.

Hope that makes more sense!
 
The textures were far superior to 99% of games last gen but it was lacking because it was 30fps and the res wasn't that high. In this aspect it's a generational leap. It'll look better then most PS6 games launch year.
30fps has zero to do with how it looked and it launched at full 1080p which last I checked is still “full HD”. Even when it came out the ps4 pro had it at 1440p and months ago we got a ps5 remaster at 4k which is “ultra hd”. All the while, it has looked exactly like how it is, a very pretty PS4 game

Have we lost our minds in this thread? TLOU 2 was surpassed a year after launch by demon souls and has been surpassed time and time and time and time and time again since. Hell even on it’s goddamn launch day it was trading blows with an open world game that shipped a year prior, RDR2
 
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BlownUpRich

Neo Member
Elden Ring in performance mode is not "great" unless you have a VRR TV, which you obviously do. The stutter and drops were awful though on my non vrr oled and I would know after putting 250 hrs into it
I only said my opinion, it really is smooth for the most part, could it be better? Yes.
Could it be better optimized? Yes.

I was only mentioning it as an example of people obsessing over something that is superficial, more than the actual things that change a game into something really special when it comes to core mechanics that need much higher simulation fidelity or much higher graphical fidelity.

I do play Elden Ring in quality mode if you want to know and I had no problems with it, goes to show why I’m not in the “60 FPS or die!!” boat with some people that have loud voices on the internet, and I believe that there’s a great reason to be where I am honestly, and I will continue to voice my thoughts honestly, no hard feelings, only love ❤️
 
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BlownUpRich

Neo Member
OK since I was talking about Elden Ring, I really want to show my appreciation for how good this game looks.

It is the best looking video game my eyes have ever laid upon, yes it’s that good, I know in terms of technology, it’s not super high-end, it’s in the middle (even though there is a noticeable graphical jump from base game to DLC ), and I know this thread is about the latest & greatest tech, but I hope it also leaves a bit space for how much breathtaking art direction & a keen eye on distribution of in-game assets, because this game (especially the DLC) does those two so well that I don’t think any other game can compete in my humble opinion, and I know this may not excite some on here.

Here are some lovely screenshots I took from my PS5 (Quality mode) for you all to feast upon.


3UnT3Pg.jpeg
d1kJULg.jpeg
ZDHav7i.jpeg
DwKjmCR.jpeg
a7bgUFS.jpeg
iYUaE9h.jpeg
UCGZgWV.jpeg
PMwFSs3.jpeg
 
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SlimySnake

Flashless at the Golden Globes
This is what UE 5.0 should have been.
It's like all previous EU5 versions were betas and only now we are getting a proper final version.
And this does not change that UE5 until recently was a pile of excrement. And that UE4 was even worse, for much longer and never got fixed.

But then there are still the issues with traversal stutters, caused by asset streaming. Something that was a major issue with UE4 and is still a problem with UE5.
IIRC, by 5.2 they had improved software lumen performance by 2x. And by 5.4, they had improved the cpu performance by 50-80%.

I could understand last year's UE5 games like immortal, robocop and lords of the fallen not using it, but this year? All games shouldve released on the latest versions. Especially given the performance improvements.
 

powder

Neo Member
IIRC, by 5.2 they had improved software lumen performance by 2x. And by 5.4, they had improved the cpu performance by 50-80%.

I could understand last year's UE5 games like immortal, robocop and lords of the fallen not using it, but this year? All games shouldve released on the latest versions. Especially given the performance improvements.
It’s cool how rapidly UE5 is getting updates, but what I’d like to know is, for example, how realistic would it be to have a game like silent hill 2 remake taken from 5.0 to 5.5. Do you think it would be a colossal pain in the ass for the devs? I’m kind of hoping we see these sorts of “patches” going forward. I almost expect it at this point.
 

BlownUpRich

Neo Member
What I’m trying to understand is why did Sony mostly disappointed me when it comes to pushing graphical fidelity? I mean sure, outside of Demon’s Souls & Ratchet Rift Apart, and maybe Spider Man 2 when it’s at its best, but there’s still no such game that blew us away & were 4 years into the generation entering the 5th year now, and all Sony has right now is Ghost of Yotei, which looks like a supercharged PS4 game, nothing really kind-blowing, you can see how most of the assets look the same, I doubt there was an upgrade in character animations & character models.

And they still have nothing on the roadmap for next years, please don’t tell me Death Stranding 2, that’s not even a Sony 1st-party game, where Naughty Dog? Cory Barlog’s next game? Sony Bend Studios? 😓

Not gonna lie, Astro Bot’s physics simulations kinda caught me off guard, they were impressive and, dare I say, delicious. 😋
 

winjer

Member
IIRC, by 5.2 they had improved software lumen performance by 2x. And by 5.4, they had improved the cpu performance by 50-80%.

I could understand last year's UE5 games like immortal, robocop and lords of the fallen not using it, but this year? All games shouldve released on the latest versions. Especially given the performance improvements.

Yes, each iteration had improvements. But the reality is that only now is UE5 leaving a beta state, despite what Epic calls each version.
And they still haven't fixed the stutters from asset streaming, that affect so many game on PC and consoles.

Very few studios have the capability so fix Unreal Engine. Both in terms of money and technical talent.
Third party studios have some blame, but the majority of the blame has to be placed on Epic.
For nearly a decade, UE4 and UE5 have been a shit show.

Studios can't afford to update engine version constantly. Especially if their game has a lot of custom code.
New game engines should be to introduce new features. Not to fix basic functionality and performance.
 

RavionUHD

Member
A couple of more Stalker 2 screenshots on PC in 4K Ultrawide DLDSR with ReShade, the game can look very stunning in some scenes, especially with all the details on the assets:

1732758001833-jpeg.1476235

1732758187645-jpeg.1476237

1732758282091-jpeg.1476239

1732758210126-jpeg.1476238
 
This is an amazing breakdown of new UE5.5 features. I am honestly blown away by how much UE5 has been improved since its launch. It's a shame devs wont take the extra time to build their games on this new version. I dont care if it will take you a month or two, just fucking do it. the Hardware Lumen performance improvements alone should be worth it. Especially given the fact that zero games on consoles are using it. Stalker is running software lumen on consoles and cant do 60 fps. Now you can do 60 fps in hardware lumen on consoles. Just delay the game or patch it. you cant leave 2x performance on the table.



Some highlights:
- Megalights is the real deal. He shows an environment he created that was running at 5 fps and simply turning on the megalights toggle, the framereate jumped to 40 fps.
- hardware lumen now running at 60 fps on consoles
- metahuman characters now optimized. down from 950 mb to just 50 mb with minimal loss to visual fidelity
- metahuman can now have AI lip sync without facial motion capture
- way better dynamic skies and volumetric clouds, just a click away

This is the future. People are still shitting on UE5 in silent hill 2 and UE5 threads, in PSSR threads, on youtube comments. And im like half of this shit was fixed in UE5.4 last year. all devs had to do was take the time to port over the game on the latest Ue5 build.

even if this gen lasts until 2032, i think ue5 will scale up much better than Ue4 did. i think devs will just target 30 fps on base ps5 and 60 fps on ps6 starting 2028, and we will get marvel 1943 and matrix quality visuals at high res and 60 fps on next gen machines. the future is bright.

Console gaming is cursed ...if the PS5 Pro isn't proof of that I don't know what is. Wait 4 years to be charged $700 turns out PSSR is like 2x as expensive to use as dlss and has major inherent issues with RT and shimmering on fine edges. Devs have to drop native resolution low due to frame time cost...say goodbye to supposed 2-3x rt performance with that overhead. Even with modest bump in specs we still have bad dev decisions being made and still can't good upgrades on demanding current gen games ...

Hardware lumen? Yeah right with console ...even if the system had the power these devs don't care enough it seems. Just like how we've been getting FSR2 all along while PC has had FSR3 for 2 years ...
 

Rayjin

Neo Member
IIRC, by 5.2 they had improved software lumen performance by 2x. And by 5.4, they had improved the cpu performance by 50-80%.

I could understand last year's UE5 games like immortal, robocop and lords of the fallen not using it, but this year? All games shouldve released on the latest versions. Especially given the performance improvements.
this year games did not start production yesterday lol

you dont update your game engine like you update your anti-virus or windows, you're paying way too much attention to surface level stuff like rendering, but they update much more than that, you could lose/break months of work just by updating, ther's a good reason why most recent games use older UE version, you have to stick to a version and optimize around it, you cant risk millions of dollars of delay just because the latest UE version has shiny new lights and you wanna use them

we will get games that use all these news features but it gonna take some times, you have to factor in at least 3~years of production lag
 
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GymWolf

Member
OK since I was talking about Elden Ring, I really want to show my appreciation for how good this game looks.

It is the best looking video game my eyes have ever laid upon, yes it’s that good, I know in terms of technology, it’s not super high-end, it’s in the middle (even though there is a noticeable graphical jump from base game to DLC ), and I know this thread is about the latest & greatest tech, but I hope it also leaves a bit space for how much breathtaking art direction & a keen eye on distribution of in-game assets, because this game (especially the DLC) does those two so well that I don’t think any other game can compete in my humble opinion, and I know this may not excite some on here.

Here are some lovely screenshots I took from my PS5 (Quality mode) for you all to feast upon.


3UnT3Pg.jpeg
d1kJULg.jpeg
ZDHav7i.jpeg
DwKjmCR.jpeg
a7bgUFS.jpeg
iYUaE9h.jpeg
UCGZgWV.jpeg
PMwFSs3.jpeg
Art design does 99% of the heavy lifting in this game.
 
I only said my opinion, it really is smooth for the most part, could it be better? Yes.
Could it be better optimized? Yes.

I was only mentioning it as an example of people obsessing over something that is superficial, more than the actual things that change a game into something really special when it comes to core mechanics that need much higher simulation fidelity or much higher graphical fidelity.

I do play Elden Ring in quality mode if you want to know and I had no problems with it, goes to show why I’m not in the “60 FPS or die!!” boat with some people that have loud voices on the internet, and I believe that there’s a great reason to be where I am honestly, and I will continue to voice my thoughts honestly, no hard feelings, only love ❤️
Right but you have a VRR TV RIGHT? because of course it'll be smooth there bit it's not a superficial issue on a standard 4k TV let me tell you ...that shit is noticeable
 

AW_CL

Member
I don’t understand why Silent Hill 2 looks almost identical on the PS5 Pro compared to the base PS5. Considering the Pro’s increased power and enhanced ray tracing capabilities, you’d expect a noticeable visual improvement, but that doesn’t seem to be the case. It’s not just Silent Hill 2, Black Ops and Star Wars Outlaws also look virtually identical on the Pro. With the Pro’s upgraded power and ray tracing, it’s puzzling why there’s no noticeable difference in these titles. The Pro should offer a more distinct upgrade, yet the experience feels the same as the base model.
 
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GymWolf

Member
I don’t understand why Silent Hill 2 looks almost identical on the PS5 Pro compared to the base PS5. Considering the Pro’s increased power and enhanced ray tracing capabilities, you’d expect a noticeable visual improvement, but that doesn’t seem to be the case. It’s not just Silent Hill 2, Black Ops and Star Wars Outlaws also look virtually identical on the Pro. With the Pro’s upgraded power and ray tracing, it’s puzzling why there’s no noticeable difference in these titles. The Pro should offer a more distinct upgrade, yet the experience feels the same as the base model.
These are nextgen games, pro fair better with crossgen and crosssgen looking games, for now at least.

Gt7 must be the first case of an actual nextgen looking title having a good pro patch, but i never played gt7 so i don't know if it only looks good with cockpit view or during replays.

Tldr, ue5 is probably too heavy to get good results on pro.

Bend is using ue5 and they are a sony first party, let's see how they are gonna fair.
 
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I don’t understand why Silent Hill 2 looks almost identical on the PS5 Pro compared to the base PS5. Considering the Pro’s increased power and enhanced ray tracing capabilities, you’d expect a noticeable visual improvement,
Why would you be surprised?
On consoles more power doesn`t do anything by itself aside from maybe stabilize framerates or increase resolution in dynamic scaling scenarios. Everything else requires active rework efforts from the developers, and the performance jump from the base to the pro is not exactly gargantuan either.
 
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BlownUpRich

Neo Member
I think we’ll get to see Insomniac’s Wolverine by either the long-rumored PlayStation event (which I don’t believe it’ll happen) or at The Game Awards, I wanna see how it’ll look graphically, but one thing that puts me off from getting too excited by it, is with the leaked documents from Insomniac saying that the game will run at 60 FPS on PS5, they even made a slight joke in their own documents which goes something like “30 FPS? Why bother?” Like our guy SlimySnake SlimySnake always said, they waste half the GPU & CPU render/process time on higher resolutions & 60 FPS lol. (Been reading your comments a lot, I love them so much).

So I don’t think it’ll be an extremely impressive showcase honestly, it’ll definitely look great, that’s for sure, but I'm not sure if it’ll be mind blowing, why this extreme focus on 60? 😭
 
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SlimySnake

Flashless at the Golden Globes
this year games did not start production yesterday lol

you dont update your game engine like you update your anti-virus or windows, you're paying way too much attention to surface level stuff like rendering, but they update much more than that, you could lose/break months of work just by updating, ther's a good reason why most recent games use older UE version, you have to stick to a version and optimize around it, you cant risk millions of dollars of delay just because the latest UE version has shiny new lights and you wanna use them

we will get games that use all these news features but it gonna take some times, you have to factor in at least 3~years of production lag
It’s not about shiny new lights. Its about performance. The cpu performance was increased by upto 80%. Gpu performance of software lumen was doubled.

These games are all having issues with performance and yes, even if it costs 3 months of delay to get the game running properly it should be expected. Games get delayed all the time. Ac shadows, kingdom come, space marine 2 all saw delays.
 

SimTourist

Member
I think we’ll get to see Insomniac’s Wolverine by either the long-rumored PlayStation event (which I don’t believe it’ll happen) or at The Game Awards, I wanna see how it’ll look graphically, but one thing that puts me off from getting too excited by it, is with the leaked documents from Insomniac saying that the game will run at 60 FPS on PS5, they even made a slight joke in their own documents which goes something like “30 FPS? Why bother?” Like our guy SlimySnake SlimySnake always said, they waste half the GPU & CPU render/process time on higher resolutions & 60 FPS lol. (Been reading your comments a lot, I love them so much).

So I don’t think it’ll be an extremely impressive showcase honestly, it’ll definitely look great, that’s for sure, but I'm not sure if it’ll be mind blowing, why this extreme focus on 60? 😭
It's ironic because back in ps3 days Insomniac said that 60 fps is useless because you can't show it in screenshots and it doesn't increase sales so they went with 30.
 

SlimySnake

Flashless at the Golden Globes
I don’t understand why Silent Hill 2 looks almost identical on the PS5 Pro compared to the base PS5. Considering the Pro’s increased power and enhanced ray tracing capabilities, you’d expect a noticeable visual improvement, but that doesn’t seem to be the case. It’s not just Silent Hill 2, Black Ops and Star Wars Outlaws also look virtually identical on the Pro. With the Pro’s upgraded power and ray tracing, it’s puzzling why there’s no noticeable difference in these titles. The Pro should offer a more distinct upgrade, yet the experience feels the same as the base model.
Software lumen does not use hardware rt cores on the consoles. Thats hardware Lumen.

Now Star Wars outlaws does, but the devs used pssr which takes up some of the 30-40% gpu they have available leading to a smaller increase in fidelity. Had they done nothing, and let the gpu simply run at higher ends of the dynamic resolution, you would see far better results.

Callisto does this. You are now getting rt effects in the 60 fps mode and the quality mode hits native 4k. Before the rt patch, the drs was running the game at upto 60% better resolutions. Other devs should’ve simply done that. Or rather done nothing. But no they wanted that sweet pssr money. Sh2 performance mode now runs at the top end of the drs range and looks much better.

But ultimately this pro console simply isn’t as powerful as it should be. In some games you are seeing gains as little as 30%. Most are stuck around 40%. You can’t do much with this kind of power if you add expensive upscaling solutions or increase graphics settings like remedy did with AW2.

The fact is the console should’ve been scrapped the moment they saw that adding 67% more CUs/tflops resulted in 30% more performance. But new Sony doesn’t care and knew people would buy a new console anyway.
 
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SimTourist

Member
Software lumen does not use hardware rt cores on the consoles. Thats hardware Lumen.

Now Star Wars outlaws does, but the devs used pssr which takes up some of the 30-40% gpu they have available leading to a smaller increase in fidelity. Had they done nothing, and let the gpu simply run at higher ends of the dynamic resolution, you would see far better results.

Callisto does this. You are now getting rt effects in the 60 fps mode and the quality mode hits native 4k. Before the rt patch, the drs was running the game at upto 60% better resolutions. Other devs should’ve simply done that. Or rather done nothing. But no they wanted that sweet pssr money. Sh2 performance mode now runs at the top end of the drs range and looks much better.

But ultimately this pro console simply isn’t as powerful as it should be. In some games you are seeing gains as little as 30%. Most are stuck around 40%. You can’t do much with this kind of power if you add expensive upscaling solutions or increase graphics settings like remedy did with AW2.

The fact is the console should’ve been scrapped the moment they saw that adding 67% more CUs/tflops resulted in 30% more performance. But new Sony doesn’t care and knew people would buy a new console anyway.
It will be interesting to see the specs for PS6, no way they can make a significant boost over this in just another 3 years and targeting a reasonable price.
 

mrqs

Member
This is an amazing breakdown of new UE5.5 features. I am honestly blown away by how much UE5 has been improved since its launch. It's a shame devs wont take the extra time to build their games on this new version. I dont care if it will take you a month or two, just fucking do it. the Hardware Lumen performance improvements alone should be worth it. Especially given the fact that zero games on consoles are using it. Stalker is running software lumen on consoles and cant do 60 fps. Now you can do 60 fps in hardware lumen on consoles. Just delay the game or patch it. you cant leave 2x performance on the table.



Some highlights:
- Megalights is the real deal. He shows an environment he created that was running at 5 fps and simply turning on the megalights toggle, the framereate jumped to 40 fps.
- hardware lumen now running at 60 fps on consoles
- metahuman characters now optimized. down from 950 mb to just 50 mb with minimal loss to visual fidelity
- metahuman can now have AI lip sync without facial motion capture
- way better dynamic skies and volumetric clouds, just a click away

This is the future. People are still shitting on UE5 in silent hill 2 and UE5 threads, in PSSR threads, on youtube comments. And im like half of this shit was fixed in UE5.4 last year. all devs had to do was take the time to port over the game on the latest Ue5 build.

even if this gen lasts until 2032, i think ue5 will scale up much better than Ue4 did. i think devs will just target 30 fps on base ps5 and 60 fps on ps6 starting 2028, and we will get marvel 1943 and matrix quality visuals at high res and 60 fps on next gen machines. the future is bright.


Really cool. The denoiser looks awesome. Unfortunately it might take years for us to see that in games.
 

Edder1

Member
The textures were far superior to 99% of games last gen but it was lacking because it was 30fps and the res wasn't that high. In this aspect it's a generational leap. It'll look better then most PS6 games launch year.
I've seen a bunch of left field takes in this thread, but this is certainly something. Even cross gen game like Forbidden West absolutely shits all over TLOU visually, and Forbidden West is open world nonetheless. Seriously, only some weird fanboys would say such things.

"Generational leap"... LMAO
 
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SlimySnake

Flashless at the Golden Globes
oh-come-on.gif



They were familiar with ue4, hell they made arguably the best looking ue4 game of past gen and you let them work with another engine??

Darkman.Why.gif
Epic changed the payment structure on ue5. They went from a one time fee to a percentage cut of the revenue. I think it’s up to 12% now. The Penny pinching suits at Sony don’t want to do that.

At least they are using decima and not the ssm, nd, insomniac or sucker punch engines. Not that it matters anyway, the studio that made days gone is long gone. Remember the director said that 90% of the people who made DG are no longer with the studio.
 

GymWolf

Member
Epic changed the payment structure on ue5. They went from a one time fee to a percentage cut of the revenue. I think it’s up to 12% now. The Penny pinching suits at Sony don’t want to do that.

At least they are using decima and not the ssm, nd, insomniac or sucker punch engines. Not that it matters anyway, the studio that made days gone is long gone. Remember the director said that 90% of the people who made DG are no longer with the studio.
Can we trust garvey? Dude seems jaded and petty as fuck since they fired him.

The studio was around 150 people when they finished days gone, can i believe that 135 dudes left??!
 

SlimySnake

Flashless at the Golden Globes
Can we trust garvey? Dude seems jaded and petty as fuck since they fired him.

The studio was around 150 people when they finished days gone, can i believe that 135 dudes left??!
50% of ac shadows devs have never shipped a game. According to a Ubisoft exec.

We keep talking about talent drain in this industry. Honestly dragon age kind of proves this. It doesn’t feel like a BioWare title because the BioWare we remember is no longer there.
 
I don’t understand why Silent Hill 2 looks almost identical on the PS5 Pro compared to the base PS5. Considering the Pro’s increased power and enhanced ray tracing capabilities, you’d expect a noticeable visual improvement, but that doesn’t seem to be the case. It’s not just Silent Hill 2, Black Ops and Star Wars Outlaws also look virtually identical on the Pro. With the Pro’s upgraded power and ray tracing, it’s puzzling why there’s no noticeable difference in these titles. The Pro should offer a more distinct upgrade, yet the experience feels the same as the base model.
Exactly!
 

GymWolf

Member
50% of ac shadows devs have never shipped a game. According to a Ubisoft exec.

We keep talking about talent drain in this industry. Honestly dragon age kind of proves this. It doesn’t feel like a BioWare title because the BioWare we remember is no longer there.
Good way to kill any hype...

No ue5 and different team with the same name...
 
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