Graphical Fidelity I Expect This Gen

DanielG165

Gold Member
I’m just gonna say it: Halo Infinite can be a very pretty game. Playing through the campaign now to just finish some things up, and when the visuals are hitting, they are HITTING. It’s not doing anything revolutionary at all, but it’s a very nice game to look at, especially in more natural areas like the different swamps, valleys etc. Most of the multiplayer maps are visually appealing as well.

Infinite’s just pretty uneven at its worst, where one moment it looks fantastic, and then the next it looks flat.
 
I’m just gonna say it: Halo Infinite can be a very pretty game. Playing through the campaign now to just finish some things up, and when the visuals are hitting, they are HITTING. It’s not doing anything revolutionary at all, but it’s a very nice game to look at, especially in more natural areas like the different swamps, valleys etc. Most of the multiplayer maps are visually appealing as well.

Infinite’s just pretty uneven at its worst, where one moment it looks fantastic, and then the next it looks flat.
I’ve been saying it since I played it max settings, native 4k, 120Hz on a LG C1 back in 2021. It was so smooth and when the visuals came together certain aspects looked super clean, almost CGI like…
 
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Gonzito

Gold Member
GTA V Enhanced Edition + Reality Mod

gives us an idea of what GTAVI will probably look like


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Also


The problem is that assets, textures and character models are extremely dated. Yes the lighting is spectacular and the new raytracing system is great, but the game is too old. You spend a big chunk of time driving and watching roads textures and they all look atrocious at this point. The game needs a complete revamped to be impressive at this point, at least, thats what I think
 

SimTourist

Member
GTA V Enhanced Edition + Reality Mod

gives us an idea of what GTAVI will probably look like


GTA-5-Enhanced-Edition-RealityV-Mod-2.jpg
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Also

GTA 6 will look way better. This is still oldass PS3 geometry, shaders, world complexity designed around 256 megs of VRam fundamentally. Although no way they will be able to get RTGI and RT Shadows/Reflections all at once on PS5/Series X if they can't do it on GTA 5 Enhanced at 30 fps with GPU/CPU essentially running idle pushing these old assets. We will have to wait for GTA 6 PC version to see it's full potential.
 

SlimySnake

Flashless at the Golden Globes
GTA 6 will look way better. This is still oldass PS3 geometry, shaders, world complexity designed around 256 megs of VRam fundamentally. Although no way they will be able to get RTGI and RT Shadows/Reflections all at once on PS5/Series X if they can't do it on GTA 5 Enhanced at 30 fps with GPU/CPU essentially running idle pushing these old assets. We will have to wait for GTA 6 PC version to see it's full potential.
Maybe its a custom RT solution like Kingdom Come 2's software based ray tracing or Software Lumen. Those arent as performance intensive as hardware lumen or hardware accelerated ray tracing we saw in Avatar and Star wars outlaws. Though, avatar actually averages 1440p internal resolution on consoles with all three ray tracing effects being done on hardware RT cores. So who knows maybe Rockstar can figure out.

I say that because DF found evidence of some kind of RTGI and RT reflections in the first trailer. Dont remember if they also saw any RT shadows, but they have 3,000 developers working on one game for the past 7 years. Im sure they can figure out a way to squeeze more performance out of these consoles. Epic has improved console hardware lumen performance by around 50% in the last 3 years. It now costs the same as Software Lumen did back at launch. Lets hope Rockstar developers are also on the same track.
 

rofif

Can’t Git Gud
Continue to be completely underwhelmed by this. Lighting, animations, texture quality are all sub par.
Animations look like crap. When they are petting the animals, it's so disconnected and does not feel physical at all. But normal animations seem good.
Rain also looks very bad.

But other than that it seems solid. Maybe a bit washed out but I am reserving my judgement until I see HDR

also. Must be PC because there are xbox prompts.
 
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GymWolf

Gold Member
If this was made by a Sony studio people would be waving their wand around like madmen but it's Ubisoft so... nope!
If this was made by sony you could have find me preparing a music compilation for the double suicide of me and my balls (or the correct english version of that sentence)

You probably missed how unimpressed everyone and their mother was during the sushima 2 reveal, buddy.
 
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Guys, I finally made it to the PC Master Race! I mean, I have a modest PC, still, what would you guys recommend me to play for eye candy or just for fun?
 

SlimySnake

Flashless at the Golden Globes
DF did some pixel counting and DS2 is native 4k or close to that. Sigh. Just wasting away the GPU just to get that 60 fps.

So Bluepoint, GG, Insomniac (twice), ND, PD, SSM, and now KojiPro all targeting native 4k 30 fps. Wouldnt be surprised if Ghost of Yotei looks so underwhelming because of the native 4k target. What sucks is that the consoles didnt get a massive boost in GPU power this gen. Only around 7x more powerful. So one would expect devs to go out of their way to extract every ounce of GPU out of this console, but nope. Not Sony devs. Thankfully other devs using UE5, Snowdrop, and Rage engine are targeting 1440p 30 fps and looking to push visuals instead of pixels.

DF also is no longer sure if RTGI is in. Game looks good without it, especially the interiors which is my biggest complaint in non-RTGI games like HFW, TLOU2, and FF7 Rebirth, but I will play the entire game wondering what if.

P.S Aside from Demon Souls, I dont think i have played a single Sony game at 60 fps. The visual quality is paired back in the 60 fps mode along with the expected resolution drop. IIRC, HFW shipped with an ugly 60 fps mode which was eventually fixed a few months later, but it still has the same paired back settings. Kind of like going from Ultra to medium-high. Ratchet didnt even have ray tracing in the performance mode at launch so i played that at 30 fps. Then Spiderman 2 had RT in the 60 fps mode but they use paired back settings and it is only 1080p with regular drops below 1080p and looked grainy as fuck. So wtf is the point of offering high resolution 60 fps modes when they arent even high resolution and have to have their settings paired back? It made sense for Demon Souls because it was 1440p but every game since has dropped to 1080p with worse settings.

God I hate sony's entire philosophy this gen.
 

SlimySnake

Flashless at the Golden Globes
Guys, I finally made it to the PC Master Race! I mean, I have a modest PC, still, what would you guys recommend me to play for eye candy or just for fun?
Wukong Path Tracing
Hellblade 2
Star Wars Outlaws Path tracing (though this might be buggy so just max out the standard version which still has RT effects you can max out)
Avatar
Indiana Jones Path Tracing - Dont bother if you have a 12 GB GPU.
Silent Hill 2 - Enable Hardware Lumen
Cyberpunk (Psycho RT or Path Tracing)
Black Hawk Down - Free Campaign
RDR2 - Maxed Out
Starfield
Forza 8 - Disable RT (its useless) and run it at native 4k 60 fps with DLAA.
 

rofif

Can’t Git Gud
DF did some pixel counting and DS2 is native 4k or close to that. Sigh. Just wasting away the GPU just to get that 60 fps.

So Bluepoint, GG, Insomniac (twice), ND, PD, SSM, and now KojiPro all targeting native 4k 30 fps. Wouldnt be surprised if Ghost of Yotei looks so underwhelming because of the native 4k target. What sucks is that the consoles didnt get a massive boost in GPU power this gen. Only around 7x more powerful. So one would expect devs to go out of their way to extract every ounce of GPU out of this console, but nope. Not Sony devs. Thankfully other devs using UE5, Snowdrop, and Rage engine are targeting 1440p 30 fps and looking to push visuals instead of pixels.

DF also is no longer sure if RTGI is in. Game looks good without it, especially the interiors which is my biggest complaint in non-RTGI games like HFW, TLOU2, and FF7 Rebirth, but I will play the entire game wondering what if.

P.S Aside from Demon Souls, I dont think i have played a single Sony game at 60 fps. The visual quality is paired back in the 60 fps mode along with the expected resolution drop. IIRC, HFW shipped with an ugly 60 fps mode which was eventually fixed a few months later, but it still has the same paired back settings. Kind of like going from Ultra to medium-high. Ratchet didnt even have ray tracing in the performance mode at launch so i played that at 30 fps. Then Spiderman 2 had RT in the 60 fps mode but they use paired back settings and it is only 1080p with regular drops below 1080p and looked grainy as fuck. So wtf is the point of offering high resolution 60 fps modes when they arent even high resolution and have to have their settings paired back? It made sense for Demon Souls because it was 1440p but every game since has dropped to 1080p with worse settings.

God I hate sony's entire philosophy this gen.
Shouldn't we be happy that they are not entirely relying on upscaling and other problems coming with it?
I agree that we should have more 30fps games and sub 4k using upscaling but only if it's not to the detriment of the game and we know that there is no good upscaling on the base ps5 outside of some custom solutions.
1080p taa ends up looking better than fsr2 on ps5. Now that pro got PSSR, games can use that but base ps5 still is a bottleneck.
I absolutely am the guy to paly at 30fps with all bells and whistles. I also played ratchet at 30.

Targeting 4k60 on base ps5 100% means they are scaling back.

Also. Looks 1080p to me
The only DS2 is Dark Souls 2 you SlimySCUM !!!!!!!!!!!
(my shots, I love that game)
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SlimySnake

Flashless at the Golden Globes
Shouldn't we be happy that they are not entirely relying on upscaling and other problems coming with it?
But they are all using upscaling techniques in the 60 fps modes which they say are played by 75% of the PS5 owners. Well, everyone aside from BP, they simply output a 1440p image with no reconstruction.

So the problems you are alluding to are all there. HFW's 60 fps mode at launch was shit because of their checkerboarding tech refusing to reconstruct grass detail at a low 1800p cb resolution. Spiderman 2 uses INsomniac's own Temporal Injection technique which is even worse and adds shimmering everywhere in the 60 fps mode. I am sure the 60 fps mode in DS2 will use some kind of checkerboarding as well. Though DF has since figured out and it looks ok
I agree that we should have more 30fps games and sub 4k using upscaling but only if it's not to the detriment of the game and we know that there is no good upscaling on the base ps5 outside of some custom solutions.
1080p taa ends up looking better than fsr2 on ps5. Now that pro got PSSR, games can use that but base ps5 still is a bottleneck.
I absolutely am the guy to paly at 30fps with all bells and whistles. I also played ratchet at 30.

Targeting 4k60 on base ps5 100% means they are scaling back.
They are targeting native 4k 30 fps. Not 4k 60 fps. The trailer was 30 unlike the ND Intergallactic trailer which was 4k 60 fps. And it will use GG's new checkerboarding tech that fixed pretty much all the issues in HFW. But again, just like HFW, they would be reducing the settings to medium in this performance mode. Or just like Spiderman 2, it will probably go all the way down to 1080p. So i ask again, who is benefitting from this? The 30 fps guys will get native 4k instead of higher visual fidelity. The 60 fps dudes will get a paired down version at a low resolution like 1080p. they try to please both but no one wins in these scenarios.

What they couldve done was use the Pro to offer a 60 fps mode, and target 1440p reconstructed to 4k in the 30 fps mode on base consoles. Pro has Machine Learning tech that should resolve lower resolutions as well as extra horsepower to take a 1080p base ps5 image and do 1296p upscaled to 4k while keeping the same settings as the base ps5's quality mode. IIRC, Gow 2018 and SOTC remake both had 1080p 60 fps modes on the pro. No one cried about 60 fps not being available on the base ps4.
 
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SlimySnake

Flashless at the Golden Globes
shadows doesn't look better than this



HFW just has a very bright and vivid art style which makes it pop way more than your average game. i still go back to it every few weeks because i love the visuals but i notice the cracks almost immediately. draw distance isnt great. if you arent being blocked by constant fog, you get to see some really low res LODs for trees and objects in the distance.

Everything is great up close, but the rest feels dated. Shadows has a lot more foliage, and a much bigger draw distance. Its main problem is a muted art style that like avowed, just doesnt feel AAA despite it pushing many fancy next gen effects. I also think the wood needed a lot more reflectivity. the wooden floors and walls look so basic and dead in Shadows that it makes the game feel dated. Which is weird because they are using virtualized geometry for all of the buildings and ground level detail. i wonder why they didnt get Nanite quality detail.
 

GymWolf

Gold Member
HFW just has a very bright and vivid art style which makes it pop way more than your average game. i still go back to it every few weeks because i love the visuals but i notice the cracks almost immediately. draw distance isnt great. if you arent being blocked by constant fog, you get to see some really low res LODs for trees and objects in the distance.

Everything is great up close, but the rest feels dated. Shadows has a lot more foliage, and a much bigger draw distance. Its main problem is a muted art style that like avowed, just doesnt feel AAA despite it pushing many fancy next gen effects. I also think the wood needed a lot more reflectivity. the wooden floors and walls look so basic and dead in Shadows that it makes the game feel dated. Which is weird because they are using virtualized geometry for all of the buildings and ground level detail. i wonder why they didnt get Nanite quality detail.
Characters also look better in horizon, big equalizer.

btw more shadows gameplay



Yo Represent. Represent. look at this fucking combat, they turned the game into poor man tsushima, precanned death animations after the final blow, enemy that take a fixed position and glue on the ground and barely any ragdoll or dynamic stuff, look at when he beat the motherfuckers with the huge club at the 1:00 min mark.
Ragdoll seems to only kick in if during the fall there is an obstacle.
 
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HFW just has a very bright and vivid art style which makes it pop way more than your average game. i still go back to it every few weeks because i love the visuals but i notice the cracks almost immediately. draw distance isnt great. if you arent being blocked by constant fog, you get to see some really low res LODs for trees and objects in the distance.

Everything is great up close, but the rest feels dated. Shadows has a lot more foliage, and a much bigger draw distance. Its main problem is a muted art style that like avowed, just doesnt feel AAA despite it pushing many fancy next gen effects. I also think the wood needed a lot more reflectivity. the wooden floors and walls look so basic and dead in Shadows that it makes the game feel dated. Which is weird because they are using virtualized geometry for all of the buildings and ground level detail. i wonder why they didnt get Nanite quality detail.
The lighting is what sticks out to me most as a problem in HFW. It really doesn’t look good imo
 

SlimySnake

Flashless at the Golden Globes
Went back to AC Unity and while it still looks great, I noticed a lot of pop-in on NPC clothes and distant buildings. Buildings also dont have a lot of geometric detail. its great by last gen standards but for whatever reason i remembered it having a lot more tessellation. The NPC variety is insane though. still unmatched to this day. Sadly, you can kill NPCs.
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