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Graphics Tech | OT

Dunnas

Member
I made a joke yeasterday but people take me seriously and told me that is not part of the game, they saw the same stairs with people in it, so probably a footage of ninja theory studios, i don't know.
The tweet in the second post in this thread answers the question. The answer is that it is in game, but modeled based on their office.
 
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Dunnas

Member
Lol and i joked about being in game...
Or maybe they are both videos and they just changed the art and globes and shot different times of day to trick us. Maybe there is no real game and the actual game is to confuse the fuck about of people until they go crazy by releasing a pile of videos like this one where people can’t tell if anything is real or not.
 

GymWolf

Member
Or maybe they are both videos and they just changed the art and globes and shot different times of day to trick us. Maybe there is no real game and the actual game is to confuse the fuck about of people until they go crazy by releasing a pile of videos like this one where people can’t tell if anything is real or not.
I mean, the game is about craziness so it is not a totally far fetched idea...
 
are you fucking for real?

if this is pure graphics that is goddamn terrifying
Compare these two images. For example the marble is different in the rendered one and, if you look long enough, you realize that it's the same two marble textures on top of eachother on each step.

U7IJlk0.gif
 

Journey

Banned
This suppose to be in game? Cuz ... i can clearly notice a person walking in the left side on the screen. Even on the right side i see the silhouette of a person.

#REFLECTIONS
#REMOVE THEM


Not sure if serious lol

Look at the footprints on the carpet, it's a horror game! I can see you now complaining at the movie theater that you can see the reflection of a ghost that's not there :messenger_grinning_sweat:
 

Hawke502

Member
This suppose to be in game? Cuz ... i can clearly notice a person walking in the left side on the screen. Even on the right side i see the silhouette of a person.

#REFLECTIONS
#REMOVE THEM
not sure if joking, but its an horror game about mental illness, so the ghost is part of the game, look at the carpet, the ghost is making footprints.
 

mckmas8808

Mckmaster uses MasterCard to buy Slave drives
Calm down people, we've gone through this already... Don't get excited about these. Wait for real gameplay videos, and even then, wait for the actual released game. Just think back how many downgraded games we got this gen. Tech demos are never representative of what we finally get as playable games.

A lot of time they are though.
 

scalman

Member
most amazing graphics on rails with quick time events does nothing to make it better game. Horizon zero dawn one of those open world mind blowing detailed worlds i would say.
any tech demo means nothing too its not next gen graphics is just engine tech demo.
 

Belmonte

Member
I'm not big in the graphics department since, usually, the kind of games I'm most passionate aren't that impressive technically. But after RE2 Remake, Dark Souls 3, Doom and DMCV, which are my kind of games and are also gorgeous, I cannot wait to see what the new machines can do!

To think Capcom is making a Dragon's Dogma for the next gen!

 
I JUST realized you can see footprints being made on that carpet as the camera pans out in that corridor

And you just made me realize that there's a reflection of a ghost in the same scene, walking towards the camera.

Now this is an example of Ray Tracing use that I really want to see in future games.
Game Developers, please use Ray Tracing as a way to unleash creativity, not just make the games more beautiful.
 

mckmas8808

Mckmaster uses MasterCard to buy Slave drives
I can't think of any example. Some might come (very) close but still not on that level.

But isn't that the point of a tech demo? It demonstrates what's going to be done on the console. It doesn't have to be a 1 to 1 exact copy. And sometimes games outdo the tech demo.
 

makaveli60

Member
But isn't that the point of a tech demo? It demonstrates what's going to be done on the console. It doesn't have to be a 1 to 1 exact copy. And sometimes games outdo the tech demo.
I'm tryig to think about good examples. Batman Arkham Knight came close to that Unreal Engine 3.97 or whatever. That's the only one I can think of. Can you give me examples? Tech demos at the beginning of the gen and games that came close to them.
 

VFXVeteran

Banned
We are about to get a whole lot of game renders and a whole lot of debate about them, so let’s focus it on one thread so other threads have some room to talk about other issues.

Lets keep the pixel peeking and art vs tech debate here...

Let the games begin!

I've already made an OT on this topic.

Mod of War Mod of War could you join this thread with the one I made please?
 
So, can someone explain to me what Star Citizens Sky/Spacebox is and how it works? I keep hearing conflicting info on how it is being implemented atm. I know that it is supposed to be made up of both fake stars and also systems and stuff that you can actually go to. I ask because I saw this pic that just blew me away. I've not seen a skybox look this nice in any game and I was wondering if it was supposed to get even better.

The pic I'm talking about. Credit to N Nafeken
2020.01.17-11.23_01o3jzz.jpg


Anyway, I was so impressed by this that I made a wallpaper engine wallpaper out of it with a very subtle twinkling affect in case anyone likes the shot and uses wallpaperengine. https://steamcommunity.com/sharedfiles/filedetails/?id=1975150447

Awesome thread btw. Will be lurking religiously.
 

mckmas8808

Mckmaster uses MasterCard to buy Slave drives
I'm tryig to think about good examples. Batman Arkham Knight came close to that Unreal Engine 3.97 or whatever. That's the only one I can think of. Can you give me examples? Tech demos at the beginning of the gen and games that came close to them.

I tend to think that if we saw these screenshots in 2012..................

26891434216_e82a02272c_o.png

1462734953-uncharted-tm-4-a-thief-s-end-20160508212851.png

uncharted4_athiefsendigk2v.png


We'd have lost our everlasting minds.
 

makaveli60

Member
I tend to think that if we saw these screenshots in 2012..................

26891434216_e82a02272c_o.png

1462734953-uncharted-tm-4-a-thief-s-end-20160508212851.png

uncharted4_athiefsendigk2v.png


We'd have lost our everlasting minds.
I'm not arguing about this. I'm just saying that we should keep our expectations in check and wait for real gameplays because techdemos always aim higher than what is possible in real games. I saw countless UE4 techdemos for example but didn't see anything that came close to them, despite having awesome looking games with the engine, like Gears 5.
 

Quixz

Member
I'm not arguing about this. I'm just saying that we should keep our expectations in check and wait for real gameplays because techdemos always aim higher than what is possible in real games. I saw countless UE4 techdemos for example but didn't see anything that came close to them, despite having awesome looking games with the engine, like Gears 5.

The above shots are from Uncharted 4 if I'm correct 😅
 

VFXVeteran

Banned
You have no idea what you're talking about.



Do feel free to name other games that have this implementation of ray tracing.


Yes, he does. He sees what I see.. and I've seen a LOT of images throughout my career. P psorcerer is talking about having the excellent RTX implementation but not having the talent behind it to make the images look pretty. There are several games that don't even have ray-tracing that just looks leagues better than Metro and Control (Control looks the worst) -- like Detroit.

Look guys, these subjective comments can't be argued, so let's try not to judge someone's opinion. I want this thread to be more about the tech to make the images as opposed to the images themselves.
 
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There are several games on the PC that are next-gen quality. Metro is one of the less appealing next-gen games IMO. Even Sniper: Ghost looks better.
Yes, he does. He sees what I see.. and I've seen a LOT of images throughout my career. P psorcerer is talking about having the excellent RTX implementation but not having the talent behind it to make the images look pretty. There are several games that don't even have ray-tracing that just looks leagues better than Metro and Control (Control looks the worst) -- like Detroit.

Look guys, these subjective comments can't be argued, so let's try not to judge someone's opinion. I want this thread to be more about the tech to make the images as opposed to the images themselves.

Art style is subjective. Tech isn't. Metro's RTX tech is next-gen. Whether you don't like how the game's overall visuals come together that's your own problem. Sniper looks like the most generic pos I've ever seen.

Screenshot-2-scaled.jpg



A165DAEEEF96530DB25C50D07281D4F31C143F98

If that's what you consider a better-looking game than Metro, both artistically and technically, I got nothing else to say to you ever again and no those are not low graphics settings. I honestly think I should ask people to show me they actually played Metro Exodus on PC whenever they argue that it's ugly.
 
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Armorian

Banned
I think Dishonored engine (Void) is slighty underrated, yes it does have bad performance on PC and some aspects of graphics looks weak (character models, low res textures, blocky shadows) but I think their PBR is quite great and they have something that is rare in games: interactive dynamic lighting and shadowing

lAzrkfBbIR2hfsRsFLEheKddydJZ2ApA_NwMl7awzujQpirCOkN13JmDArwSA4bQ0RUTENdTZUj_DT6jdG_gxSSzLMOYe0zbStjkcfCtA8YB1f0fc0d2jZVsjDK-fAulzUYakZsGv864ECC2oyrJwrIPiTxCVwTbco8KBfwQejT2HjCvUtXqrtZX8Gi6hijK91B5Sw5ykcRlptxwULCt3eJxJ6Oy9PaeYigK3mRG8_XmhoGr3du5KGJZzIqekf5aqkhWDYZXvzby_yi8sEFMdnsbo0a8wWHZHEnRV_36erq-tPNTlrJZ612XxraeY3S_KlWZpadoFRYdkXy2lMRlGDfsvYlJsOc1yIdLAWEhHY6siEml34V8rLJ4H3aDRrezk9LYzsxr4e21t7LmYXGAmbo7xV89ESXWQAk5zOvgGFnWaNez9T8W3P7uFEgogore5Ir3p7mhM-_Jd6HUUBpX-bkOlg4BeYg1Ke2d8Vx8RDQD8bYHnogctyCXRhS4MDtkkh7AEG0ZRY_7Q0ZrB7wOYlG60_Uuk-EsML-nW69YUu1h1-d0CJLU9XkCq1tMMv4sgMuPHgUH9Zw6NsZ4ZOjLtqVZhPYpjwRxKKY-I-caHy2favAYfu-1i6wY8kzUx5i2Pf6oT5ow9ndXErY_mjn63b33PQwpu-GRp0BTEaa_r3vHU74F9nkysuVW8PW_kGKv81YAk1jrT_kplGLQPRFrQF-fma4Fik6a93rTjSbC7XsH8MVyI6JEcUQ=w1090-h460-no
 
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makaveli60

Member
I think Dishonored engine (Void) is slighty underrated, yes it does have bad performance on PC and some aspects of graphics looks weak (character models, low res textures, blocky shadows) but I think their PBR is quite great and they have something that is rare in games: interactive dynamic lighting and shadowing

lAzrkfBbIR2hfsRsFLEheKddydJZ2ApA_NwMl7awzujQpirCOkN13JmDArwSA4bQ0RUTENdTZUj_DT6jdG_gxSSzLMOYe0zbStjkcfCtA8YB1f0fc0d2jZVsjDK-fAulzUYakZsGv864ECC2oyrJwrIPiTxCVwTbco8KBfwQejT2HjCvUtXqrtZX8Gi6hijK91B5Sw5ykcRlptxwULCt3eJxJ6Oy9PaeYigK3mRG8_XmhoGr3du5KGJZzIqekf5aqkhWDYZXvzby_yi8sEFMdnsbo0a8wWHZHEnRV_36erq-tPNTlrJZ612XxraeY3S_KlWZpadoFRYdkXy2lMRlGDfsvYlJsOc1yIdLAWEhHY6siEml34V8rLJ4H3aDRrezk9LYzsxr4e21t7LmYXGAmbo7xV89ESXWQAk5zOvgGFnWaNez9T8W3P7uFEgogore5Ir3p7mhM-_Jd6HUUBpX-bkOlg4BeYg1Ke2d8Vx8RDQD8bYHnogctyCXRhS4MDtkkh7AEG0ZRY_7Q0ZrB7wOYlG60_Uuk-EsML-nW69YUu1h1-d0CJLU9XkCq1tMMv4sgMuPHgUH9Zw6NsZ4ZOjLtqVZhPYpjwRxKKY-I-caHy2favAYfu-1i6wY8kzUx5i2Pf6oT5ow9ndXErY_mjn63b33PQwpu-GRp0BTEaa_r3vHU74F9nkysuVW8PW_kGKv81YAk1jrT_kplGLQPRFrQF-fma4Fik6a93rTjSbC7XsH8MVyI6JEcUQ=w1090-h460-no
I agree, it's among the best of current-gen engines IMO.
 

GymWolf

Member
It has its problems but it's impressive in some aspects. Like physics/destruction:

SJpVzV9LCA7aokx7XGCh3FHtKRHTY5lsdfIhn70ZkReIbXx5r1WBKnPhspf4B2-jtLMqVJyZnIpIT4NeOnrBygFX-iU9pVuOLutzz6QaMGJJZ2iZUCcyim2GyUMZ4Y9RyrjWxYY9VwD2jrWGwPybZ9qKT3fASGHLz3pAr3su15GPpBxlEKXzE2942thJNcuDhQP151YFw6i9QAUKNbKnRE2IqQ5w0og09KBSQg4fAB5ec8ujH5vRK1h6oRbb0pmtLW-yJ6MtiMUo1IUr5Un29QyrOxzHsgi4BPBpV-VWGwNFbr2jaF0jCoB-Xz3XmYR6gDRQV3yTmUAXgdNq7X01RAXDV2OAUaG0vV8BuN2BgkRB2LexgNc84yx5VJe1h7afb78WuexcYXtsK_iKBs4l9GIbUzIJjJU1-NZYLHGBg0CPeBkjPDSH-dzqwF6CewnqfatBdvuXTd1ihIq16LA67vcsOk4B6sf0rlKBtH8L82mB39p6A1DdV-_KpjFNb8riYwglL43rgWao5czOM8JKM_sXgUQz-ZkkUkYQ_R09BvL64uDy4772MFR8FYOtEmsBaNyjtoyWNrTa7srQZ99Odla7-7noZBBQjEXrlE9-_q34mlAJssDwYQuRuNxtCHSBPRmKHU673vz5t9Xs3mPYF5sMseLT2yyOg2PnH7llEjLXuaUL_5UyOZVdNK_XjlwJPjUY1EHIVDzz5o2gMWX4uOMAFew3J5dI5jfria5QMAPzmOBV-6tf0eU=w896-h378-no




Dishonored didn't do so great sales wise IIRC, I would like it but who knows (same for Deus Ex).
at least the devs from arkane are doing a next-gen immersive sim from the last rumors i heard, better than nothing i guess.
 
I'm a big fan of the rain drops on screen effect in racing games.

Some examples along the history:

Rad Rally (Sega AM2, 1991). Probably the earliest example of this effect being properly done.

bGRhIcg.gif


Speedboat Attack (Criterion Games, 1997). Yep, that Criterion Games. Drops are always the same layer of animation but it still looks cool and only happens in the tail of the rivals.

JyDZ7Jj.gif


Wave Race: Blue Storm (NST, 2001). Subtle yet cool effect.

5IAU9cN.gif


Need for Speed II: Special Edition (EA Canada, 1997). I'd say the first hardware accelerated and randomized drops effect ever. They're only displayed in the Special Edition and using the Glide (3DFX) API. It also features snow pellets on screen.

Z4Cot9U.gif


Colin McRae Rally 3 (Codemasters, 2002). The first game in the series to feature such effect, and it was really cool.

LHphH5T.gif


Mobil 1 Rally Championship (Magnetic Fields, 2000). Another old game with good looking effect, drops varying direction/speed based on the car handling.

7u7kw0p.gif


The Touryst (Shin'en, 2019). Another great effect, hard to tell in this GIF. It would be 10x better with voxelized drops tho.

198ljpF.gif

Driceclub also had some pretty good weather effects.

giphy.gif
 

TaurezAG

Member
Not sure where to post this question, this thread felt the closest.

To the people who actually work in graphics here, is RT acceleration in GPU's limited to only RT with BVH or can it be used to accelerate the approximation methods like cone tracing ?
Tech like SVOTI, HFTS, have already been used in games this gen, so if they can be accelerated with RT capable cards, maybe it can be a good compromise between the accuracy of RT and the FPS hit.

For demonstration
SVOTI


HFTS
tom-clancys-the-division-shadow-quality-001-nvidia-hfts.png
 

Bo_Hazem

Banned
Want to bump this so people can discuss their screenshot threads in the tech forum here.

This company, now known as Sony Atom View, has been bought by Sony, and they've posted this 3 years ago. Seems to be Sony that helped Epic Games make their Nanite tech, using 1 asset, high quality, with staggering total polygons/atoms that draw according to your distance. It also works as a plugin in UE and Unity, and most likely Sony WWS proprietary engines:

 

VFXVeteran

Banned
Are you kidding? Look at those shadows - there is noise which you can see in all ray-traced games. Look more carefully. I know DF are blind nowdays, but you are VFXveteran :)

Edit: Look at the picture. This how ray-traced soft shadows looks like:

Some people can't tell the difference between RT and normal rasterization of these features showing in games. I'd like to clear up some of these misconceptions.

RT shadows - the catch to recognizing this algorithm is in first understanding how RT shadows work. Since we aren't just casting simple 1 ray casts to get sharp shadows.. You need to recognize how a sharp shadow looks and a RT shadow looks using importance sampling (or area lights).

Here is a screen of ray-traced shadows vs. cascade soft shadows

PowerVR-Ray-Tracing-cascaded-vs-ray-traced-3.png


Cascade will be blurred all around the edge of the shadow.. In the case of Demon Souls, I have NO idea what kind of shadows those are but they fail to look like RT shadows. In fact, they fail to look like cascade shadow volumes too. The very low sampling around the edges is troubling. I hope they aren't using small 1-2 ray casts around the edges to mimic soft shadows. IF those are RT shadows, then that would explain their low cost and thus why they can render this scene @ 60FPs, but they have got to be the ugliest shadows I've ever seen in a game tbh. Let's hope that's NOT RT shadows or at the very least it's cleaned up in the 30FPS mode of the game.

XE2knRb.jpg
 

Bo_Hazem

Banned
Some people can't tell the difference between RT and normal rasterization of these features showing in games. I'd like to clear up some of these misconceptions.

RT shadows - the catch to recognizing this algorithm is in first understanding how RT shadows work. Since we aren't just casting simple 1 ray casts to get sharp shadows.. You need to recognize how a sharp shadow looks and a RT shadow looks using importance sampling (or area lights).

Here is a screen of ray-traced shadows vs. cascade soft shadows

PowerVR-Ray-Tracing-cascaded-vs-ray-traced-3.png


Cascade will be blurred all around the edge of the shadow.. In the case of Demon Souls, I have NO idea what kind of shadows those are but they fail to look like RT shadows. In fact, they fail to look like cascade shadow volumes too. The very low sampling around the edges is troubling. I hope they aren't using small 1-2 ray casts around the edges to mimic soft shadows. IF those are RT shadows, then that would explain their low cost and thus why they can render this scene @ 60FPs, but they have got to be the ugliest shadows I've ever seen in a game tbh. Let's hope that's NOT RT shadows or at the very least it's cleaned up in the 30FPS mode of the game.

XE2knRb.jpg

Assuming the devkit has raytracing, could you use offline raytracing to draw rasterization faster? So you can develop games faster? Then "nitpick" what you need for ray tracing?

Also this non-expensive RT solution is most-likely coming to PS5 exclusively for consoles, along with PC/smartphones:





As mentioned one console only, and used Spiderman which is a property of Sony and Marvel.

It can be used on phones as well!
 
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