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[Threat Interactive] Dynamic lightning was better nine year ago | A warning about 9th gen neglect.

Dude that game was running on modified UE2, sometimes called 2.5
Same as Splinter Cell: CT. That game had IMO the best lightning when it released.
Oh, nice catch I didn't double check that. Also Chaos Theory as I remember had shit ton of graphics options to change, like shaders and stuff for older GPUs at the time. Which could ran on my older Nvidia card this way. That was a really nice port back in the day. I wouldn't have thought that Ubi will fall like that then.
 
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Games that used MSAA or SMAA always had razor sharp image, but these AA techniques do not work well in modern games, so whether people like it or not, temporal AA methods are here to stay. TAA looked pretty awful in old games, but this AA technology has improved a lot over the years. In RE2Remake for example TAA native looked like an upscaled image to my eyes, so I played it with 150% resolution scale, but in RE village, or RE4R image is really sharp even without increasing resolution scale.


re8-2024-12-02-03-22-32-825.jpg


re8-2024-12-02-03-26-00-910.jpg


re8-2024-12-02-03-21-50-995.jpg


re8-2024-12-02-03-28-33-691.jpg


Or RE4 Remake

4-K-TAA-native-lens-filters.jpg


Even if the TAA looks blurry in certain games, I can always use reshade sharpening filter and increase the resolution scale to get rid of the TAA blur. Many games also support DLSS, and because nvidia allows to use DLSS and DLDSR simultaneously, I can get perfect image quality for no performance cost.

DLSS image quality has also improved over the years. In games like RDR2, DLSS image looked like a blurry mess, but the latest games using this technology look razor sharp.

DLSSQuality

4.jpg



Horizon-DLSSQ.jpg


IMO even DLSS performance looks very good in this game and I wouldnt mind playing like that if my PC couldnt run higher resolutions.

Horizon-DLSSP.jpg


In Black Myth Wuking, I was not happy with the DLSS image quality because that game use excessive sharpening settings, but I disabled it with mods and used my own sharpening settings, so now even DLSS performance looks very good to my eyes.

b1-Win64-Shipping-2024-09-01-00-25-53-709.jpg


b1-Win64-Shipping-2024-09-01-00-07-05-687.jpg


b1-Win64-Shipping-2024-09-01-00-06-20-759.jpg


If all console games had similar image quality, not many people would be complaining. For comparison, this is what the PS5 version looks like.


25d10d16247e97b0712c.jpg


200c0f408188e0bb6aeb.jpg


As for ray tracing, games are obviously more demanding when RT features are enabled, but RT is also very scalable. Even on the lowest settings, RT still looks much better than raster without destroying performance (at least on RTX40 series cards).

Raster / no RT

raster.jpg


RT with minimum settings (rt reflections and shadows).

RT-reflections-shadows.jpg


I'm happy developers started using RT. Screen space reflections never looked good to my eyes and were ruining my immersion (screen space reflections fade as you move the camera and that's very distracting to me). RT GI also make a huge difference, especially in sandbox games. Without RT, the lighting in Cyberpunk or The Witcher 3 looks flat.
 
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zeroluck

Member
In rendering research you compare different techniques using the same scene, it is amateurish to compare different games and claim one looks better when it is all subjective. This is typical YouTube outrage clickbait.
 

FukuDaruma

Member
Tell me you havent played the game without telling me you havent played the game.

No shit, Sherlock. 😆 I don't waste my money and time on shitty UBI games, but the thread is about GRAPHICS, not gameplay or your personal taste, and I watched plenty of videos about it, from tech analysis to reviews to gameplay highlights.

Crysis was THE *reference* for high end graphics (lighting, texturing *and* effects, physics, AI, ...) for many many years. It was a huge jump from what existed before and influenced gaming forever.

You may like it a lot, but The Division didn't have ANY kind of influence, and it never has been any reference for ANYTHING. Not when it was released and certainly not today. ¯\_(ツ)_/¯

A game like RDR2, which released only 2 years after The Division, comes to mind as something that can be cited as influential and ahead of its time in many aspects, but saying The Division is "miles ahead" of modern games is just laughable.
 
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The Cockatrice

I'm retarded?
No shit, Sherlock. 😆 I don't waste my money and time on shitty UBI games, but the thread is about GRAPHICS, not gameplay or your personal taste, and I watched plenty of videos about it, from tech analysis to reviews to gameplay highlights.

Crysis was THE *reference* for high end graphics (lighting, texturing *and* effects, physics, AI, ...) for many many years. It was a huge jump from what existed before and influenced gaming forever.

You may like it a lot, but The Division didn't have ANY kind of influence, and it never has been any reference for ANYTHING. Not when it was released and certainly not today. ¯\_(ツ)_/¯

A game like RDR2, which released only 2 years after The Division, comes to mind as something that can be cited as influential and ahead of its time in many aspects, but saying The Division is "miles ahead" of modern games is just laughable.
So you have no idea what youre talking about. Got it.
 

rofif

Can’t Git Gud
AzwAKWi.gif


⬆️ Runs at native 864p 60fps, looking worse than that, on PS5 Pro.

⬇️ Runs at native 4K 60fps and native 1440p 120fps on the same hardware.

YufLyTD.gif


2dScimV.gif


aIXragn.gif


76lFFLx.gif


hKGvNSS.gif


Qljn9kn.gif


Well There It Is Jurassic Park GIF
This is such a good point I can't believe it.
Uncharted 4 really still looks INCREDIBLE aside from few low lods in the distance.
The way they do baked lighting with dynamic elements is honestly better than almost any RT can do right now with this performance and level of quality.
They use a ton of smart design and techniques developed specially for special tasks... Now devs can just throw UE5 lumen or RT on the game.
We will greatly miss these games with unique tech in them.
And jus like that - I was due for replay this year. I keep list of all my games finished since 2017 when I got a ps4. I've finished uc4 FIVE times. last time remaster in 2023 in quality 30 mode.
So now quality 60 (or maybe 60+, hard to tell) HELL YEAH.
 

rofif

Can’t Git Gud
I too like RT. A lot actually, and especially Path Tracing which is like the ultimate dream and final destination of real time rendering.
It is just not worth the cost most of the time, at least on consoles. Even though I find some RT to be almost necessary, like RT reflections because SSR just suck so bad (they suck less when well implemented and in conjunction with perfectly placed cubemaps):





And whatever the hell obscure solution ND is using for the Ellie reflection in that pool:

PsIATpE.gif


Or for all their reflective mirrors, but they still suck for vast majority of teams that aren't the ND of the industry.

And RT shadows because they also often suck so bad and the only alternative to truly realistic shadows is PCSS, which is also heavy and only implemented in console games I can count on one hand.



RT GI is completely useless in static time of day games as you can simulate perfectly both GI bounce (and doing it much better than RT + denoise possible on consoles and most PCs) and occlude the bounce in many ways like capsule AO ND uses perfectly. It's a different story with dynamic time of day, there it's maybe the most important feature, but also extremely taxing and has been convingly simulated even in PS3 games like GTA V, so..

And RT AO I would never be able to tell the difference without side by side from a good HBAO+, and at times would even visually prefer an artifact free SSAO which appeared in many console games from most talented devs.

RT is the future, it's just simply sure as shit not worth it when it means I have to play at PS3-like internal resolutions and framerate.


Believe it or not, there's like a dozen users here on GAF in the "Graphical Fidelity I Expect This Gen" who believe points should be detracted from ND games for not using Ray Tracing.
On the same hardware where they already successfully simulate every RT feature possible on that hardware, but at four times the resolution and twice the framerate actual RT would require. At least to achieve similar results without noise/artifacts.

People might sigh at tlou2 all they want but with ever new port of that game, it keeps being the best looking game on the market.
You can add Demons souls to list of your gifs. It will be some time before we see actually better looking titles as a whole. Maybe Death Stranding 2
 

SlimySnake

Flashless at the Golden Globes
I am playing Space Marine 2 right now. Still early on. just did the prologue mission and the the first mission, and I gotta say the lighting is not as good as Lumen games. I dont know if its because its baked or whatever. it just doesnt look as good.
 

Mister Wolf

Member
I am playing Space Marine 2 right now. Still early on. just did the prologue mission and the the first mission, and I gotta say the lighting is not as good as Lumen games. I dont know if its because its baked or whatever. it just doesnt look as good.

Because it's baked. None of the baked lighting games look as good in that department. Saying they do has always been pure cope.
 
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Mister Wolf

Member
nonsense.
Good bake is of higher quality than real time rt can deliver... considering like the time of day is not changing etc.
If it's well done. I've not played SM2

I bet you think the lighting in this linear PS5 game:



Looks as good as this linear title:



We both know the truth. Just keep it real rofif.
 

Vick

Gold Member
nonsense.
Good bake is of higher quality than real time rt can deliver...
I don't thinik even Nvidia PR marketing team would deny this..

Devs use path tracing references far exceeding what's possible in real time currently on any hardware, and when talented enough perfectly emulate the reference do so cleanly without all sort of denoising artifacts which are still extremely common on every hardware.

7UdhYNN.jpg


boon-cotter-epilogue-bedroom-01.jpg


boon-cotter-epilogue-livingroom-01.jpg


boon-cotter-epilogue-workshed-01.jpg


boon-cotter-townhome-office-01.jpg


boon-cotter-townhome-office-02.jpg


boon-cotter-townhome-bedroom-02.jpg




And this is decade old PS4 hardware, imagine what you could achieve on modern ones.

The pure cope is pretending the amount of rays (and denoising) currently possible would be able to match offline rendering.
 
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Jinzo Prime

Member
I am playing Space Marine 2 right now. Still early on. just did the prologue mission and the the first mission, and I gotta say the lighting is not as good as Lumen games. I dont know if its because its baked or whatever. it just doesnt look as good.
It gets better. Every planet has a certain color filter to make them look unique and the first world has this ugly green cast to it. Also, make sure your gamma settings are correct, a slight change makes a difference for some reason.
 

rofif

Can’t Git Gud


The lighting in this AA sandbox game looks way better than the Last Of Us Remake's lighting with all it's bakes. Gee I wonder why.

nah. robocop does not impress me too much. It might be technically better lit than ton of games but tlou2 and uc4 is still better to me. Looks like quixel megascan store assets tech demo.
Don't get me wrong, RT is great and it definitely is a benefit to most games. But can we stop acting like it's the end all be all when raster was doing so amazingly after so many years of bespoke techniques and workarounds were invented?
RT is old as computer graphics and it's the brute force approach.
Lumen is a good middleground between poor raster and expensive RT. Actually feels like expansion of global illumation raster techniques.

Anyway. I find it kinda funny how we were all touting for Metro Exodus when it first came out with RT mode but then after they released enhanced edition with PROPER rt with multiple bounces, it looked completely different and we saw how wrong and too dark original metro exodus with rt was. Just an anecdote

Just as a reminder. 4k60+ fps with completely flawless image quality. I would be happy with that. Just add this gen assets quality and it's done.
All my shots. not a single cutscene.
TLOU2:
iZ7wLDW.jpeg

cvmrFN1.jpeg

rKBVppb.jpeg

WqZabv0.jpeg


And some uc4 just for good measure:
00PVoxw.jpeg

sqMbd9o.jpeg

8jsPi9c.jpeg

8ESyKEe.jpeg
 

rofif

Can’t Git Gud
I don't thinik even Nvidia PR marketing team would deny this..

Devs use path tracing references far exceeding what's possible in real time currently on any hardware, and when talented enough perfectly emulate the reference do so cleanly without all sort of denoising artifacts which are still extremely common on every hardware.

7UdhYNN.jpg


boon-cotter-epilogue-bedroom-01.jpg


boon-cotter-epilogue-livingroom-01.jpg


boon-cotter-epilogue-workshed-01.jpg


boon-cotter-townhome-office-01.jpg


boon-cotter-townhome-office-02.jpg


boon-cotter-townhome-bedroom-02.jpg




And this is decade old PS4 hardware, imagine what you could achieve on modern ones.

The pure cope is pretending the amount of rays (and denoising) currently possible would be able to match offline rendering.

yep.
hhaha exactly we posted the same thing at the same time :p
 

Mister Wolf

Member
nah. robocop does not impress me too much. It might be technically better lit than ton of games but tlou2 and uc4 is still better to me. Looks like quixel megascan store assets tech demo.
Don't get me wrong, RT is great and it definitely is a benefit to most games. But can we stop acting like it's the end all be all when raster was doing so amazingly after so many years of bespoke techniques and workarounds were invented?
RT is old as computer graphics and it's the brute force approach.
Lumen is a good middleground between poor raster and expensive RT. Actually feels like expansion of global illumation raster techniques.

Anyway. I find it kinda funny how we were all touting for Metro Exodus when it first came out with RT mode but then after they released enhanced edition with PROPER rt with multiple bounces, it looked completely different and we saw how wrong and too dark original metro exodus with rt was. Just an anecdote

Just as a reminder. 4k60+ fps with completely flawless image quality. I would be happy with that. Just add this gen assets quality and it's done.
All my shots. not a single cutscene.
TLOU2:
iZ7wLDW.jpeg

cvmrFN1.jpeg

rKBVppb.jpeg

WqZabv0.jpeg


And some uc4 just for good measure:
00PVoxw.jpeg

sqMbd9o.jpeg

8jsPi9c.jpeg

8ESyKEe.jpeg

I'm not interested in a bunch of Instagran glamour shots rofif. Post the game in motion with all of those dynamic objects not getting any coverage by that baked lighting and sticking out like a sore thumb.
 

rofif

Can’t Git Gud
I'm not interested in a bunch of Instagran glamour shots rofif. Post the game in motion with all of those dynamic objects not getting any coverage by that baked lighting and sticking out like a sore thumb.
these are gameplay shots. Just sometimes photomode to remove the character.
Looks exactly as good in motion. Vick Vick posted clips many times.
Sure, there is an odd room here or there with some flat lighting. of course there is but generally it's very impressive.
These are now the cleanest console games in motion imo.... ok Demons Souls beats them.
Compared to all UE5 or RT heavy games that break up in motion quite badly.

All the problems we have on Alan wake 2 on consoles... is the cause of using their own rt-like tech. It's still grainy, even on pro. Still constructs and denoises the image. Still shimmers... and is 30fps.
Meanwhile, uc4 and tlou1,2 over here are delivering postcard image quality in motion.
Gotta give the props to RE4 remake too. It can look surprisingly clean and good. Capcom using photogrammetry assets starting with RE7 and their bake quality really shows.
 

Mister Wolf

Member
these are gameplay shots. Just sometimes photomode to remove the character.
Looks exactly as good in motion. Vick Vick posted clips many times.
Sure, there is an odd room here or there with some flat lighting. of course there is but generally it's very impressive.
These are now the cleanest console games in motion imo.... ok Demons Souls beats them.
Compared to all UE5 or RT heavy games that break up in motion quite badly.

All the problems we have on Alan wake 2 on consoles... is the cause of using their own rt-like tech. It's still grainy, even on pro. Still constructs and denoises the image. Still shimmers... and is 30fps.
Meanwhile, uc4 and tlou1,2 over here are delivering postcard image quality in motion.
Gotta give the props to RE4 remake too. It can look surprisingly clean and good. Capcom using photogrammetry assets starting with RE7 and their bake quality really shows.

Post the game in motion. There is a reason why you won't. Let me guess you cant find a single 4K video on youtube that lives up to those shots.



I can post this no problem. Zero doubt the lighting in Robocop looks better. Especially taking into consideration how the characters interact with the light in the scene.
 
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Because it's baked. None of the baked lighting games look as good in that department. Saying they do has always been pure cope.
Not so long time ago I was still very impressed with raster / prebaked graphics, but I changed my perspective since I upgraded my PC and started playing with RT. The thing is, as you start playing games with better graphics, you start to notice the imperfections of older games.

2a.jpg

2b.jpg


Uncharted 4 was mentioned in this thread. Well I played this game just two weeks ago and couldnt believe how dated it looks now (just the lighting, because assets in this game still look quite good).
 

rofif

Can’t Git Gud
Post the game in motion. There is a reason why you won't. Let me guess you cant find a single 4K video on youtube that lives up to those shots.



I can post this no problem. Zero doubt the lighting in Robocop looks better. Especially taking into consideration how the characters interact with the light in the scene.

I am a screenshot guy. not a video guy.
yt is full of hdr to sdr converted videos and I can't be bothered looking for it.
Oh and that's another thing - what HDR does to those games on oled is worth more than rt games honestly.

Anyway. Your vid looks like shit. Exactly what you would do if I posted a video.
legit, no joke that's 3 places I clicked in your vid lol. Looks more flat than your moms bum! <3
8PIVAe1.png

QchSLwj.png

nJ6Zd7X.png


Shouldn't lumen take care of this stuff?! Isn't robocop like a poster child for ue5 games?! matrix demo but in a game?!
edit: I have ton of forspoken screenshots looking 10x better than robocop lol

Vick Vick - another great bunch of examples!

Like a 2nd random vid I found that's not HDR to SDR washed out and while I've not watched all of it, it seems to be holding great and it's a cloudy day... a challenge for all sorts of gi.

Here is a vid I found online
 
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Mister Wolf

Member
Not so long time ago I was still very impressed with raster / prebaked graphics, but I changed my perspective since I upgraded my PC and started playing with RT. The thing is, as you start playing games with better graphics, you start to notice the imperfections of older games.

2a.jpg

2b.jpg


Uncharted 4 was mentioned in this thread. Well I played this game just two weeks ago and couldnt believe how dated it looks now (just the lighting, because assets in this game still look quite good).

Exactly. You'll see them flood the thread with cherry picked glamour shots. None of them will post straight up video of the game. When they do post the game the lighting looks old as hell in comparison.
 

rofif

Can’t Git Gud
Exactly. You'll see them flood the thread with cherry picked glamour shots. None of them will post straight up video of the game. When they do post the game the lighting looks old as hell in comparison.
The point is, my shots are not very cherry picked. I have like 500 shots from each of these games.
Witcher 3 was an open world game with day and night cycle. Not the best example for a bake mind you to start with.
They don't even do 16 bakes like horizon does to prevent what's showing in that screenshot, so of course good RT helps here... but it's so expensive. That game destroys my pc with rt and I bet they could find some middle ground
 
Scenes with hours worth of prerendered lighting look great as long as everything stays absolutely 100% static... News at 10.
Now if only these stupid video games didn't require any movement at all, right?
 
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zeroluck

Member
I don't thinik even Nvidia PR marketing team would deny this..

Devs use path tracing references far exceeding what's possible in real time currently on any hardware, and when talented enough perfectly emulate the reference do so cleanly without all sort of denoising artifacts which are still extremely common on every hardware.

7UdhYNN.jpg


boon-cotter-epilogue-bedroom-01.jpg


boon-cotter-epilogue-livingroom-01.jpg


boon-cotter-epilogue-workshed-01.jpg


boon-cotter-townhome-office-01.jpg


boon-cotter-townhome-office-02.jpg


boon-cotter-townhome-bedroom-02.jpg




And this is decade old PS4 hardware, imagine what you could achieve on modern ones.

The pure cope is pretending the amount of rays (and denoising) currently possible would be able to match offline rendering.

It is impossible to perfectly emulate reference because you can't fully bake specular. I bet the reference would look quite a bit different in those screenshots, btw they need to tone down that SSAO, looks too strong.
 

Mister Wolf

Member

You guys can never just post straight up video. I wonder why. Always some glamour shot or curated gif.



The lighting in this looks old. No where close to the sandbox games using RTGI let alone the linear titles like Hellblade. Pure cope.
 
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Vick

Gold Member
It is impossible to perfectly emulate reference because you can't fully bake specular. I bet the reference would look quite a bit different in those screenshots, btw they need to tone down that SSAO, looks too strong.
Dude this is 2016 software on 2013 hardware..

And it's for sure closer to reference than what the laughable amount of rays possible to trace in real time now, combined with the altering results of heavy denoising, would be able to achieve.

You guy can never just post straight up video. I wonder why. Always some glamour shot or curated gif.
Stupidity Are You Stupid GIF


The games in motion:











Is YouTube the only video hosting website allowed? Is there also a time timit to the videos in order to be eligible or?

The lighting in this looks old. No where close to the sandbox games using RTGI let alone the linear titles like Hellblade.
Because it's an open level and:

"Dude this is 2016 software on 2013 hardware.."
 
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Clear

CliffyB's Cock Holster
Don't you find it ironic though that a common dismissal of modern games is that they look "last gen"? :D
 

Mister Wolf

Member
Dude this is 2016 software on 2013 hardware..

And it's for sure closer to reference than what the laughable amount of rays possible to trace in real time now, combined with the altering results of heavy denoising, would be able to achieve.


Stupidity Are You Stupid GIF




Is YouTube the only video hosting website allowed? Is there also a time timit to the videos in order to be eligible or?


Because it's an open level and:

"Dude this is 2016 software on 2013 hardware.."

The Last Of Us Remake lighting looks dated and those were "baked" for PS5 alone.
 
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Vick

Gold Member
The Last Of Us Remake lighting looks dated and those were "baked" for PS5 alone.
Baking requires time, significant time.

TLOU Remake was made, in collaboration with another studio, in one year total. TLOU 2 took 5.8 years.

All this being said, I'm not arguing RT lighting advantages over baked when it comes dynamic objects. I'm arguing over the use of it over careful baking if the former results in 800p and the latter in native 4K.
 

Mister Wolf

Member
Baking requires time, significant time.

TLOU Remake was made, in collaboration with another studio, in one year total. TLOU 2 took 5.8 years.

All this being said, I'm not arguing RT lighting advantages over baked when it comes dynamic objects. I'm arguing over the use of it over careful baking if the former results in 800p and the latter in native 4K.

We moving on from baked Vick. Thankfully.
 

Redneckerz

Those long posts don't cover that red neck boy
There is way too much dev emphasis on tech filling in the blanks - ray reconstruction, dynamic resolution scalers, etc... this is a thing of the late 8th gen and became the holy grail in this gen. Supposely to cut down on dev time, all these easy workarounds do is hide the fact your general pipeline isn't based on filling out the details, but rather, delivering assets as fast as possible.

People in this thread bring various older games up to highlight the interactivity of them, a sure tellsign that amongst the years, developers stopped caring about that and just look for a pretty picture - except, that picture now is generated by tech filling in the blanks.

I don't expect developers to go back to these older days. But i do wish that interactivity is back on the table. Uncharted 4 is wildly interactive, same for Quantum Break - You would think these are current gen games. But they are years and years old.

So far, the only game that actually impressed me was Avatar, and even that is mostly about the picture and not so much the interactivity.
 

SlimySnake

Flashless at the Golden Globes
TLOU2 is the poster child for why baked lighting needs to go. When it looks good, it looks AMAZING. because devs spent more time perfecting those areas. When it looks bad, it looks BAD. Because those areas clearly didnt get a lot of love.

TLOU2 also went through a lot of rewrites and redesigns so a lot of the areas were made towards the end.

Here are my screenshots from the fidelity mode. Atrocious is how i would describe them. And i consider this the best looking game of last generation because of its high points. But lets not forget the low points that were a direct result of baking in AO and shadows.

HG7K8IV.jpeg



DofiOEL.jpeg


LIWYCMd.jpeg


hUwxyEV.jpeg
 
You guys can never just post straight up video. I wonder why. Always some glamour shot or curated gif.



The lighting in this looks old. No where close to the sandbox games using RTGI let alone the linear titles like Hellblade. Pure cocope.

Vick Vick screenshots show Uncharted 4 in a very good light, so if someone were to look at his screenshots and then read our comments, then people can think we are drunk :). I will however try to explain what's the problem with the lighting in this game. I will be using screenshots from the Uncharted 4 thread here on neogaf, because downloading this game would take some time.

Characters lighting in Uncharted 4 looks good, but only during cutscenes, where the lighting artist has manually placed and adjusted light sources. During cutscens we can see directional shadows that give dimension to the characters faces. During gameplay however character model have only flat lighting that lack directionality and self shadows.

26648538370_218288a176_o.png


1463125541-uncharted-tm-4-a-thief-s-end-20160513092545.png


RT lighting would drastically improve the graphics on these screenshots. That difference in character loghting would look comparable to cyberpunk comparison.

gblHuOP.jpeg


Indoor locations in Uncharted 4 has plenty of indirect shadows and noticeabke prebaked GI bounce, so I can understand why some people are still impressed with the lighting in this game. However, outdoor lighting can often look flat.

1463070956-uncharted-tm-4-a-thief-s-end-20160512144146.png

1463080554-uncharted-tm-4-a-thief-s-end-20160512205515.png

1463155676-uncharted-tm-4-a-thief-s-end-20160513170523.png

1463232129-uncharted-tm-4-a-thief-s-end-20160514135222.png

owbZRTK.jpeg
DmKe2il.jpeg

ZHCLaxk.png

26954842905-fed626207d-o.png


Objects and grass are missing self shadows and realistic AO, and the lighting in the whole scene just doesnt look right.

If someone would ask me 3 weeks ago if uncharted 4 still can be considered one of the best looking games, I would say yes, becasue I had good memeries about this game. Two weeks ago however I have replayed again and I noticed how dated it started to look. I probably wouldn't notice this flat lighting if I hadn't played so many RT games, but with my new perspective I just can't admire Uncharted 4's graphics like I used to.
 
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Zathalus

Member
The advantages of RTGI do lend itself to faster iteration and less need for developers to carefully adjust lighting and shadows for every scene. Cyberpunk 2077 makes this quite apparent, go to any shop or area that is out of the way of any quests or major story beats and see the stark difference in traditional rendering vs PT.

It’s all well and good to show off how well baked lighting and traditional rendering works in a game (a non-sandbox or open-world one) that took 6 years to make with over 2000 developers contributing and a budget in the hundreds of millions. Most games and developers don’t have anywhere near that luxury, or the game does not lend itself to that kind of rendering.
 

Vick

Gold Member
Just to provide context, these the atrocious TLOU areas (time-stamped).



One where you can't stay still for a single second otherwise you are shot to death, given it's an escape sequence where you traverse multiple areas while running.

The other is from the new No Return mode, which was absent in the original release and is a frenetic action mode involving scores and allows for all sort of modifications and different kinds of encounters and bonuses and of which many involving a timer.

The other is from this horde sequence in the Hotel, another area you're not supposed to stay in for long:



Indoor locations in Uncharted 4 has plenty of indirect shadows and noticeabke prebaked GI bounce, so I can understand why some people are still impressed with the lighting in this game. However, outdoor lighting can often look flat.
Those photo-mode HDR to SDR Uncharted 4 screenshots..

puke GIF


Would be like me posting all the countless instances where Cyberpunk looks like a literal PS2 game. Here some outdoor shots as well, all gameplay (first person ones while aiming with no HUD):

eVClcnX.jpg


1juA4wi.jpg


MGpXvGn.jpg


03CPAaa.jpg


06THhIH.jpg


QcWCWgt.jpg


tbEtpDC.png


NTQaGtB.png


BEWCnsZ.png


kJnIBaH.png


CoIsjhE.png


4X9DZR9.png


Mpt1ZoL.png


g2edQQE.png


fC8uSMs.png


jg7dzWb.png


Cs1kett.png


siAHTVd.png


And some of the characters lighting in gameplay:

Y93WIXT.jpg


22ZfBuL.png


7SoKPz0.jpg


1bWkZnK.jpg


FaxNbxK.jpg


lC5Vbfy.jpg


LPAeNPB.jpg


3I4ZI6r.jpg


WYuKV75.jpg
 
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Just to provide context, these the atrocious TLOU areas (time-stamped).



One where you can't stay still for a single second otherwise you are shot to death, given it's an escape sequence where you traverse multiple areas while running.

The other is from the new No Return mode, which was absent in the original release and is a frenetic action mode involving scores and allows for all sort of modifications and different kinds of encounters and bonuses and of which many involving a timer.

The other is from this horde sequence in the Hotel, another area you're not supposed to stay in for long:




Those photo-mode HDR to SDR Uncharted 4 screenshots..

puke GIF


Would be like me posting all the countless instances where Cyberpunk looks like a literal PS2 game. Here some outdoor shots as well, all gameplay (first person ones while aiming with no HUD):

eVClcnX.jpg


1juA4wi.jpg


MGpXvGn.jpg


03CPAaa.jpg


06THhIH.jpg


QcWCWgt.jpg


tbEtpDC.png


NTQaGtB.png


BEWCnsZ.png


kJnIBaH.png


CoIsjhE.png


4X9DZR9.png


Mpt1ZoL.png


g2edQQE.png


fC8uSMs.png


jg7dzWb.png


Cs1kett.png


siAHTVd.png


And some of the characters lighting in gameplay:

Y93WIXT.jpg


22ZfBuL.png

WzRcju3.jpeg

On consoles Cyberpunk can look quite bad unfortunately, even worse than PS2 games ;). On PC with PT however I havent seen a single scene where the lighting would look bad.

You found two places with directional light on character faces but I played this game so I know character lightings looks most of the times. I will post my Uncharted 4 screenshots tomorrow instead of using other people's screenshots.
 
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