• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Evolution of Graphics Technology

VFXVeteran

Banned
All:

There's a repeated discussion about potential gains during this gen of consoles. Maybe it needs it's own OT because that's actually an interesting discussion.

I started this thread because there is a lot of misunderstanding and arguing over what we will actually see with the evolution of graphics technology WITHIN a current generation. Many people believe that the lifecycle of ANY generation will repeat itself to infinity.


Imagine how good Spider-Man 2 will look.
2080 level base performance this early and these consoles aren’t even close to being maxed out yet. Incredible.
Well isn't it because developers get more used to the hardware overtime?
Yes this is very important . A game fully developed from the scratch and optimized exclusively (by a competent developer) for these next gen consoles will look out of the world . I can't wait for the next Naught Dog or UE5 game .
I'm not even speaking of new techniques. I'm just speaking of ways to reduce cycle time, through better programming/memory management, that allows you to place more on the screen (regardless of whether the technique is "new")


That leads to the first claim:

CLAIM #1 - No matter what the generation, developers will ALWAYS need to start their learning process of the hardware all over again from ground zero.

Having said that, many people also believe that with a given hardware architecture that has been thoroughly benchmark against a known example (i.e. PS5 vs 2080), that this architecture isn't being utilized to it's full potential concerning graphics technology - despite no remarkable change in graphics algorithms, which leads to claim#2

CLAIM #2 - The hardware is nowhere near fully utilizing it's GPU at the start of the generation.

Finally, people think that relationships with technology and output are exponential combinations. The phrase "if the game looks this good at the start of this generation, imagine..." gets said over and over again in threads concerning 1st party games. That leads to the 3rd claim:

CLAIM #3 - Graphics technology has an exponential output based on linear time. A game today will look exponentially better in 2-3yrs.

I want to discuss these fallacies in detail and get to the heart of why people think that generations are always the same despite evidence that they are not always the same. The assumption that developers are always inexperienced and lack knowledge of basic graphics principles in the beginning of a generation. And we will discuss why people think a game today will look dramatically worst than it's successor within the SAME generation. We will get down to details such as

Volumetric Smoke/Light scattering
Normal maps
Texture map sizes
Physically based Shaders
Ray-Tracing
GI light probe evolution
Polygonal rendering
Hair/Fur
Environment lighting
Shadows
Resolution
Reconstruction/Upsampling
Native 4k
Bandwidth constraints
SSD technology and how it could affect rendering
FPS target budgets
Overall scope of the game


and follow their specific evolution within THIS generation to see if we can spot any improvements either massive or subtle.

Welcome!
 
Last edited:

VFXVeteran

Banned
CLAIM #3 Thoughts - I used to go to Siggraph every year when the job sent me to learn up on the latest graphics techniques. Listening to a talk about procedural smoke and clouds was always challenging because you had to understand exactly how to build the structure (if using strictly procedural noise) first before you could shade the smoke (which came with it's own set of rules and restrictions). Taking the case for smoke in games, they use transparent cards and most use a pre-texturing of the noise itself, not being evaluated in realtime which would take up a lot of GPU cycles. Over the generations, we've come to a stop gap where volume smoke can either be done in a true ray-marching way like in the game: Lords of the Fallen or Batman Arkham Knight:






or the more conventional sprite card based:




The ray-marched technique videos were dated back 5yrs ago and we have yet to see a game make liberal use of them in a videogame. The cost is too expensive and most developers avoid it. Batman's smoke with it's physics calculations look the best in the industry so far.

Could a next-gen title squeeze out some more GPU cycles to include this in their next game? Highly unlikely - except for Black Myth:



And even that showing doesn't have the kind of shading we see in Batman AK and FS2020.

This is just one example of CLAIM #3 being proven false. Graphics tech does NOT exponentially grow with linear time. We see here that there is a stagnant growth period here where pushing further costs too many GPU cycles.
 
Last edited:
giphy-downsized-large.gif
 

MastaKiiLA

Member
Never owned a console? I'll just c&p my post from the other thread here, because you're just plain wrong.

Not a student of history, I see. If you think game engines won't improve over the course of the generation, then you're going to be in for a surprise. No launch game in the history of consoles has ever gotten anywhere near 100% out of the hardware. AFAIK, no game has tapped the Geometry Engine yet, and these cross-gen games aren't built to maximize the streaming capabilities of the PS5 SSD. As another poster noted, the leap from Infamous to GoT is pretty substantial. That's launch to late-gen. I wouldn't expect anything less, save for the fact that the returns will be diminished due to the already high quality of the games due to the improved hardware.

I wonder if you're apply PC sensibilities to consoles, where PC game engines are rarely optimized (even for high-end cards), whereas console games always are for closed architectures. Getting a stable framerate at launch, during a pandemic (which is when the final optimizations should occur) is almost certain to result in inefficiencies in the graphics pipeline. Inefficiencies that will be remedied in the next iteration. This is the way.

This thread reads like someone who's never bought multiple games from the same developer, on the same system. If console devs could make games like PC devs, they could just slap on any old tech, and then pitch the game as "too ambitious", while PC gamers pine for a card that can process the messy code fast enough to deliver playable framerates with all the goodies turned on. Console-only devs have to build a game based on fixed performance, and balance what features that can add, against their framerate target. As development cycles are limited, you are never going to maximize performance on your first crack, especially early in the console generation, as your time with mature dev kits is limited, and your timeframe to QA/optimize the game (something PC devs can skimp on) is truncated. Anyone who's ever owned a console knows games improve over the course of the generation. If you are correct about what you posted, it would literally be the first time in history that it's ever happened.

That's why your comments are being ridiculed, because history is not on your side, and most of us own 2 fully-functioning eyeballs that tells us you're wrong.
 

VFXVeteran

Banned
Never owned a console? I'll just c&p my post from the other thread here, because you're just plain wrong.

Welcome to the thread! I hope you are ready for doing a lot of searching and showing to prove your point.

I've owned every single console to date except these latest ones. Yes, I've played ALL of the AAA games on each one and have a thorough understanding of what's going on under the hood. That's why I mentioned all of the graphics techniques in my OP. We will dissect them one by one if we have to.

As development cycles are limited, you are never going to maximize performance on your first crack, especially early in the console generation, as your time with mature dev kits is limited, and your timeframe to QA/optimize the game (something PC devs can skimp on) is truncated.

The argument isn't whether the hardware is max'd out or not or if there will be NO improvements at all. That's not the claims! Please read the claims bud!

The BIG question is not whether developers will get time to optimize for a particular piece of hardware, but will that translate to A SIGNIFICANT LEAP in visuals from it's predecessor. If you say YES, then state WHAT was improved upon significantly! It will take much more than one improved feature to make a dramatic difference in overall visuals. Cyberpunk is proof of that claim I just made.

Let's take one of our favorite companies GG.

KZ:SF:



Deferred lighting system
SSR are abundant
Mie scattering environment lighting
PBR shaders
Normal maps
Conventional smoke that's colored like in Cyberpunk today
SSAO on rocks and debris


How about Horizon on PS4:



Same Mie scattering of environment lighting
DIFFERENT Clouds!! - They look much better
PBR shaders in environment - same!
Conventional smoke - same
SSAO on rocks and debris - same
Shadows - same


That's why your comments are being ridiculed, because history is not on your side, and most of us own 2 fully-functioning eyeballs that tells us you're wrong.

I back up my statements with concrete proof. You do the same and you can ridicule to your heart's content.
 
Last edited:
I don’t know what the point of this thread is? Games always look better deeper into a consoles lifecycle.

There are a few outliers (Killzone / Ryse spring to mind) but other than that games always look much more advanced graphically than they do at the beginning of a gen.

How is this even arguable?
 
Last edited:

diffusionx

Gold Member
The idea about generations comes from when the hardware really was completely different and devs had to build their own engines and tools and figure it all out right from the start.

But nowadays... you go from one PC-derived platform to another. That's a simplification but not a huge one. There's no secret sauce that is going to make the PS5 do ray tracing better than it does on Spiderman MM. Devs may refine the technique somewhat to get more out of it, similar to what we saw comparing the shitty implementation in BFV to the great one in Control, on the same GPU. But the capabilities are what they are. I wouldn't be surprised if CP2077 with the patch turns out to be one of the best looking games on the PS5/XSX.
 

Tripolygon

Banned
There is no misunderstanding, you have turned what is just a simple developers learn to use the hardware better as the generation goes into something bigger than it is. Take a look at games from the beginning of the generation to the end of the generation and you see a marked improvement in scope, technology, design, visual quality. This does not apply to every game or every studio.

Funny you should mention SIGGRAPH, GDC because those presentations are made for the exchange of ideas so other developers can learn from the lessons a studio learned during game development. Nobody is saying they are starting from scratch, that is a strawman, but knowledge is cumulative.
 
Last edited:

VFXVeteran

Banned
The idea about generations comes from when the hardware really was completely different and devs had to build their own engines and tools and figure it all out right from the start.

Yup. 100% agree.

But nowadays... you go from one PC-derived platform to another. That's a simplification but not a huge one. There's no secret sauce that is going to make the PS5 do ray tracing better than it does on Spiderman MM. Devs may refine the technique somewhat to get more out of it, similar to what we saw comparing the shitty implementation in BFV to the great one in Control, on the same GPU. But the capabilities are what they are.

Why can't these guys actually ADDRESS this meaningfully instead of just stating I'm wrong. WTF?
 

VFXVeteran

Banned
There is no misunderstanding, you have turned what is just a simple developers learn to use the hardware better as the generation goes into something bigger than it is. Take a look at games from the beginning of the generation to the end of the generation and you see a marked improvement in scope, technology, design, visual quality. This does not apply to every game or every studio.

I just gave an example KZ:SF and Horizon. And yet, you still don't address the specifics? Those videos don't look DRASTICALLY different at all! Why? Because a lot of the techniques are REUSED!

I gave an example of volume smoke. And it gets ignored. What the hell?
 
Last edited:

MastaKiiLA

Member
Welcome to the thread! I hope you are ready for doing a lot of searching and showing to prove your point.

I've owned every single console to date except these latest ones. Yes, I've played ALL of the AAA games on each one and have a thorough understanding of what's going on under the hood. That's why I mentioned all of the graphics techniques in my OP. We will dissect them one by one if we have to.



The argument isn't whether the hardware is max'd out or not or if there will be NO improvements at all. That's not the claims! Please read the claims bud!

The BIG question is not whether developers will get time to optimize for a particular piece of hardware, but will that translate to A SIGNIFICANT LEAP in visuals from it's predecessor. If you say YES, then state WHAT was improved upon significantly! It will take much more than one improved feature to make a dramatic difference in overall visuals. Cyberpunk is proof of that claim I just made.

Let's take one of our favorite companies GG.

KZ:SF:



Deferred lighting system
SSR are abundant
Mie scattering environment lighting
PBR shaders
Normal maps
Conventional smoke that's colored like in Cyberpunk today
SSAO on rocks and debris


How about Horizon on PS4:



Same Mie scattering of environment lighting
DIFFERENT Clouds!! - They look much better
Same PBR shaders on character - better!
Same conventional smoke - same
SSAO on rocks and debris - same
PBR shaders better!
Shadows - same




I back up my statements with concrete proof. You do the same and you can ridicule to your heart's content.

You've demonstrated an inability to appreciate steps in graphics that most of us notice. We've seen this with your comments on the RT in Miles Morales. I don't know if this is a by-product of you working in the field, but you clearly don't view games like a normal gamer. We're not graphics engineers, we're just shmoes. Some of us are engineers, but again, we don't specialize in graphics work. All I have to rely on are the differences that my own eyes pickup, and they are vast. Yes, Horizon looks a step up from KZ to me. I'm not dissecting the tech that went into it, because I have no reason to care. The totality of the final product is what matters.

As a product manager on web apps, I geek out over some neat navigational trick I've incorporated into one of my products, or a switch from pages to overlays, and then seamless overlays. But my end-users don't give a shit about that. They care about the totality of the UI that I deliver, and how that looks and feels. They're looking at it from 2 levels higher than I am. That's how normal gamers approach gaming visuals. We're looking at this from 2 levels up from the graphics engineer. We're marveling at the RT in MM, not because of the number of bounces, or the specific resolution of the reflections, but because we see a city full of people and vehicles, that are reflected in a bunch of surfaces, and in a "clear" manner. WDL supposedly has more ray bounces, but its RT isn't as visually-arousing as what MM provides. When I look at KZ, and compare it to HZD, I'm seeing a more visually-arousing presentation for the latter, aesthetic differences aside.

At the end of this next-generation, I expect to see more visually-arousing games coming from Insomniac and Bluepoint, than I currently see with their launch titles. That would be in keeping with tradition. The reason many of us then apply this increased visual appeal to improvements in engines is due to comments from the developers themselves. You can blame them for misspeaking, if you like, but this is something that has been said for decades now. The engines get more efficient over time. Logistically, it makes sense, especially with regards to launch games being compared to late-gen games. Tools simply aren't as mature at a system launch. Never have been, and never will be, as getting a system out the door is very much a race between hardware and software preparedness. So assuming that efficiencies are derived from maturity of tools (dev kits), then it stands to reason that those efficiencies will manifest themselves in the engines themselves. That's also ignoring improvements in engines that are down simply to the passage of time and the resulting improvements in technical know-how.

tl;dr: I think you're wrong, and I don't think you're equipped to understand the gamer's perspective on visuals, because your job has given you old eyes. It happens to many of us who work professionally in certain fields. We lose the ability to view certain things like normal people. I can't help but scrutinize every UI I encounter, and I'm less impressed by certain idea that normal people consider to be novel.
 
Last edited:

Tripolygon

Banned
I just gave an example KZ:SF and Horizon. And yet, you still don't address the specifics? Those videos don't look DRASTICALLY different at all! Why? Because a lot of the techniques are REUSED!

I gave an example of volume smoke. And it gets ignored. What the hell?
This is a daft thread. No game technique being used today was invented in the last 10 years, they were invented several decades ago. What is your point? Killzone 3 had volumetric smoke so what Killzone shadowfall is not impressive? Techniques are reused, refined, rejiggled, redone, reinvented all the time.

The Real-time Volumetric Cloudscapes of Horizon: Zero Dawn (d3ihk4j6ie4n1g.cloudfront.net)

Decima Engine: Advances in Lighting and AA (slideshare.net)
 
Last edited:

VFXVeteran

Banned
You've demonstrated an inability to appreciate steps in graphics that most of us notice. We've seen this with your comments on the RT in Miles Morales. I don't know if this is a by-product of you working in the field, but you clearly don't view games like a normal gamer. We're not graphics engineers, we're just shmoes. Some of us are engineers, but again, we don't specialize in graphics work. All I have to rely on are the differences that my own eyes pickup, and they are vast. Yes, Horizon looks a step up from KZ to me. I'm not dissecting the tech that went into it, because I have no reason to care. The totality of the final product is what matters.

As a product manager on web apps, I geek out over some neat navigational trick I've incorporated into one of my products, or a switch from pages to overlays, and then seamless overlays. But my end-users don't give a shit about that. They care about the totality of the UI that I deliver, and how that looks and feels. They're looking at it from 2 levels higher than I am. That's how normal gamers approach gaming visuals. We're looking at this from 2 levels up from the graphics engineer. We're marveling at the RT in MM, not because of the number of bounces, or the specific resolution of the reflections, but because we see a city full of people and vehicles, that are reflected in a bunch of surfaces, and in a "clear" manner. WDL supposedly has more ray bounces, but its RT isn't as visually-arousing as what MM provides. When I look at KZ, and compare it to HZD, I'm seeing a more visually-arousing presentation for the latter, aesthetic differences aside.

At the end of this next-generation, I expect to see more visually-arousing games coming from Insomniac and Bluepoint, than I currently see with their launch titles. That would be in keeping with tradition. The reason many of us then apply this increased visual appeal to improvements in engines is due to comments from the developers themselves. You can blame them for misspeaking, if you like, but this is something that has been said for decades now. The engines get more efficient over time. Logistically, it makes sense, especially with regards to launch games being compared to late-gen games. Tools simply aren't as mature at a system launch. Never have been, and never will be, as getting a system out the door is very much a race between hardware and software preparedness. So assuming that efficiencies are derived from maturity of tools (dev kits), then it stands to reason that those efficiencies will manifest themselves in the engines themselves. That's also ignoring improvements in engines that are down simply to the passage of time and the resulting improvements in technical know-how.

You just took a technical thread and boiled it down to this:

"I can tell the difference - no matter if it's artistic or not and that makes what you say wrong!"

If you are going to say you subjectively think there is a BIG visual difference and you can't technically put it into words but claim a professional is wrong when he CAN put into words that there is a difference but not a BIG one.. don't you think something is wrong there?
 

Darius87

Member
Claim 1 and 3 is total nonsense i've never see anyone in neogaf say such bs you allways exaggerate things then believe it's true, only exception with claim 1 was PS3 but still nowhere near it have learning curve from ground zero.

now i would love to see who says games will look exponentially better in 2-3 years time it would be great if you support your claims by posting evidence.(which you can't because there isn't any).

claim 2 is true because you can extract more power from Consoles because of targeted spec it also have way more Application-Specific Integrated Circuits then PC.

overall in comparisson with PS5 does PC have:

advantage of APU? (better latency between CPU/GPU)
advantage of unified memory? (better data management)
advantage of less hungry OS then PS5 OS?
advantage of less abstact API then PS5 API's?
advantage of cache scrubbers? (more efficient memory BW)
advantage of cooling based on workload(not frequency)? (more efficiency of Tflops)
advantage of memory coherency? (better data management)
advantage of decompression? (faster asset streaming)
advantage of co-processors? (texture mapping, file i/o)
advantage of sound processor? (can help with other task not just sound processing)
advantage of high bandwidth SSD? (reduces RAM memory usage)
advantage of smart shift? (more performance to GPU)
advantage of SSD priority levels? (more parallel assets streaming)
advantage of low latency data movement?
advantage of better Geometry processor?(more compute to GPU)
...

games barely take advantage of any of these ASIC silicon mainly because it works as last-gen consoles intended to work.

these are things we know so far there's most likely stuff we don't know yet in conclussion PS5 was made with low latency for fast data movement which means the faster data arrives the more quick it could be proccesed with CPU/GPU.

p.s don't bother to respond unless you post evidence to refute what i say.
 
Last edited:

VFXVeteran

Banned
This is a daft thread. No game technique being used today was invented in the last 10 years, they were invented several decades ago. What is your point? Killzone 3 had volumetric smoke so what Killzone shadowfall is not impressive? Techniques are reused, refined, rejiggled, redone, reinvented all the time.

Killzone 3 was from a previous generation than KZ:SF. Don't steer far from the topic or the content. Don't rationalize. Don't assume.

We are talking about WITHIN A GENERATION ONLY. Not PS3 vs. PS4. It's PS4 game by same developer vs. PS4 game later by same developer. EVOLUTION of the graphics tech from within a company that iterates from early lifecycle to late lifecycle.
 

Tripolygon

Banned
Killzone 3 was from a previous generation than KZ:SF. Don't steer far from the topic or the content. Don't rationalize. Don't assume.

We are talking about WITHIN A GENERATION ONLY. Not PS3 vs. PS4. It's PS4 game by same developer vs. PS4 game later by same developer. EVOLUTION of the graphics tech from within a company that iterates from early lifecycle to late lifecycle.
I'm not staring from the topic, I'm showing you how daft your premise from the beginning is. Nobody claimed Volumetric smoke was new in Horizon Zero Dawn. You made up a dumbass strawman you can argue with.

I can say that Naughtydog is not reinventing the wheel here but also appreciate the marked improvement between Uncharted 4 and The Last of Us Part 2.
 
Last edited:

VFXVeteran

Banned
Claim 1 and 3 is total nonsense i've never see anyone in neogaf say such bs you always exaggerate things then believe it's true, only exception with claim 1 was PS3 but still nowhere near it have learning curve from ground zero.

I gave quotes. Is that not good enough? I can spend time finding several more that point to hyperbole? But if you claim all of these people are exaggerating then say so. In fact, it would be better if you state that WHEN they say it. This topic has come up so much it deserves conversation.

now i would love to see who says games will look exponentially better in 2-3 years time it would be great if you support your claims by posting evidence.(which you can't because there isn't any).

I would give you the honors in stating what VASTLY better means.

overall in comparisson with PS5 does PC have:

advantage of APU? (better latency between CPU/GPU)
advantage of unified memory? (better data management)
advantage of less hungry OS then PS5 OS?
advantage of less abstact API then PS5 API's?
advantage cache scrubbers? (more efficient memory BW)
advantage of cooling based on workload(not frequency)? (more efficiency of Tflops)
advantage of memory coherency? (better data management)
advantage of decompression? (faster asset streaming)
advantage of co-processors? (texture mapping, file i/o)
advantage of sound processor? (can help with other task not just sound processing)
advantage of high bandwidth SSD? (reduces RAM memory usage)
advantage of smart shift? (more performance to GPU)
advantage of SSD priority levels? (more parallel assets streaming)
advantage of low latency data movement?
advantage of better Geometry processor?(more compute to GPU)
...

This is not a PC vs PS5 thread. Make one if you want to go down that road.
 

M1chl

Currently Gif and Meme Champion
What people need to understand, that GPUs are now programmable, not fixed functions, so this "mastery" does not really make sense. Because it's up to devs, how much they squeeze from GPU and how they optimize their code, how efficient their code is. Basically it's up to code tricks, not that they need to call some fixed function, which is at the bottom of the manual. Architecture in consoles nowadays is greatly understood, it's about how well you can write your code. This probably applies on Playstation or Switch, because Xbox have that directX layer, which could be pain in the ass to make sure your code runs efficiently.

VFXVeteran VFXVeteran great thread!
 

VFXVeteran

Banned
I'm not staring from the topic, I'm showing you how daft your premise from the beginning is. Nobody claimed Volumetric smoke was new in Horizon Zero Dawn. You made up a dumbass strawman you can argue with.

Dude. In order to get vastly different visuals as you seem to claim (and others), you HAVE to pinpoint what they are!! Otherwise you are being daft yourself! I'm going through the effort of proving these claims are either full of hyperbole or downright wrong by getting *specific*.

I can say that Naughtydog is not reinventing the wheel here but also appreciate the marked improvement between Uncharted 4 and The Last of Us Part 2.

It was an improvement. I never said to the contrary. But that's not what's being said. Are you guys really that blind to what is being said or do you just ignore it because it's said about your platform of choice?
 
Last edited:

FireFly

Member
If you are going to say you subjectively think there is a BIG visual difference and you can't technically put it into words but claim a professional is wrong when he CAN put into words that there is a difference but not a BIG one.. don't you think something is wrong there?
I think the point is that how much better a given technique looks than another is a function not just of its inherent accuracy, but on the particular visual system of the person(s) perceiving that technique. And being an expert on determining the former doesn't make you an expert on determining the latter. In fact if you have trained your visual system to spot inaccuracies, it can make you believe certain techniques are less effective than they really are for the majority of the population – which I take to be MastaKiiLA's point. Just think about the DF guys constantly reproducing SSR artifacts! Or their uncanny ability to spot even the slightest of frame rate drops.
 
Last edited:

Tripolygon

Banned
Dude. In order to get vastly different visuals as you seem to claim (and others), you HAVE to pinpoint what they are!! Otherwise you are being daft yourself! I'm through the effort of proving these claims are either full of hyperbole or downright wrong.
I'm downright wrong because I see a vast improvement between the 2 games. Says the person who claims Cyberpunk 2077 has the best skin rendering in any game without having in even played it.

It was an improvement. I never said to the contrary. But that's not what's being said. Are you guys really that blind to what is being said or do you just ignore it because it's said about your platform of choice?

That is exactly what is being said. Ha my platform of choice, i didn't realize this thread was about a platform but rather games in general. Who is being a fanboy now?
 
Last edited:

VFXVeteran

Banned
I think the point is that how much better a given technique looks than another is a function not just of its inherent accuracy, but on the particular visual system of the person(s) perceiving that technique. And being an expert on determining the former doesn't make you an expert on determining the latter. In fact if you have trained your visual system to spot inaccuracies, it can make you believe certain techniques are less effective than they really are for the majority of the population – which I take to be MastaKiiLA's point. Just think about the DF guys constantly reproducing SSR artifacts! Or their uncanny ability to spot even the slightest of frame rate drops.

That's all fine and I can't argue that. But to say that what I am saying is factually "wrong" is stepping on toes. Your way of putting it I have no problem with. But I'm sure you'd also agree when I say that particular techniques are the same from one game to the next game based on what I know. I've always conceded that I can't argue subjectivity.
 

VFXVeteran

Banned
I'm downright wrong because I see a vast improvement between the 2 games.

NO. I challenge you to specify what's so VAST? You can point it out and I can define it. You don't have to be a graphics engineer to point out things.

Says the person who claims Cyberpunk 2077 has the best skin rendering in any game without having in even played it.

WTF are you talking about? I owned Cyberpunk from Day 1. Cyberpunks' skin rendering is of the more advanced form shown in cinematics. It's now moving to gameplay for 3rd person games (TLOU 2, Watch Dogs, AC: Valhalla, etc..) but Cyberpunk is taking up way more pixel budget by taking up larger areas of the rendering window showing it (i.e. hands and NPC faces/skin). Expensive.
 
Last edited:

onesvenus

Member
All I have to rely on are the differences that my own eyes pickup, and they are vast. Yes, Horizon looks a step up from KZ to me. I'm not dissecting the tech that went into it, because I have no reason to care. The totality of the final product is what matters.
How is that a valid answer to counter the claim that rendering techniques used at the end of the generation are 90% the sames ones used at the beginning of the generation?

Your opinion does not contradict that. Artistic preference does not contradict that.
 

Darius87

Member
I gave quotes. Is that not good enough? I can spend time finding several more that point to hyperbole? But if you claim all of these people are exaggerating then say so. In fact, it would be better if you state that WHEN they say it. This topic has come up so much it deserves conversation.
you're exaggerating not people you quoted
no one is saying that A game today will look exponentially better in 2-3yrs. key word: exponentially isn't exaggeration? i mean then what is?
I would give you the honors in stating what VASTLY better means.
definetely not exponentially better

This is not a PC vs PS5 thread. Make one if you want to go down that road.
that was my response to claim 2 where more headroom for PS5 is.
 

Tripolygon

Banned
NO. I challenge you to specify what's so VAST? You can point it out and I can define it. You don't have to be a graphics engineer to point out things.
I know you don't have to be a graphics engineer to point out things. I don't agree with the premise of your thread so i am not engaging in this lets point out techniques nonsense. I am telling you that none of the techniques used was invented in the last 10 years, they were invented several decades ago. But it does not mean they haven't been refined over the years or used to greater effect now than it was decades or even a few years prior. The Last of Us part 2 is a culmination of all the knowledge gained up to that point and it shows as to me and anyone who has eyes can see it is a marked improvement from their last project not only visually, but scope and design.


WTF are you talking about? I owned Cyberpunk from Day 1. Cyberpunks' skin rendering is of the more advanced form shown in cinematics. It's now moving to gameplay for 3rd person games but it's taking up way more pixel budget by taking up larger areas of the rendering window.
You made this claim long before the game was released mate. And no it is not, the skin rendering in Cyberpunk is no more advanced than The Last of us part 2. You have no idea how the rendering budget is divided so stop making claims you are in no position to know unless you have intimate knowledge of their rendering pipeline and engine.
 

FireFly

Member
That's all fine and I can't argue that. But to say that what I am saying is factually "wrong" is stepping on toes. Your way of putting it I have no problem with. But I'm sure you'd also agree when I say that particular techniques are the same from one game to the next game based on what I know. I've always conceded that I can't argue subjectivity.
Right, but your claims are about how a game looks, right? And that involves an inherently subjective component.

And moreover I would say that the artistry of game development revolves around using the same technical budget to make something look better through more effective artistic choices. If your artists get better at hiding the limitations of the techniques available to them, you can have a "better" looking game that does nothing new technically. Even something like improving skin shaders on characters can yield massive differences in how lifelike characters look, when it is just a different shader running on the same hardware. (Compare characters in Halo Reach vs Halo 3 for example)

So if this is a technical thread, I think it should be about the accuracy of the techniques themselves, rather than how much better one game looks than another, which is (at least partially) a function of artistic choices combined with subjective visual preferences.
 

RedVIper

Banned
So if this is a technical thread, I think it should be about the accuracy of the techniques themselves, rather than how much better one game looks than another, which is (at least partially) a function of artistic choices combined with subjective visual preferences.

Is it? I much prefer the art direction of Dark souls 1, but Dark souls 3 is clearly a much better looking game.

People need to learn how to put their subjective opinion aside, otherwise I can say Furi looks better than Uncharted because I prefer it's art direction.
 
Last edited:
imagine getting feelings hurt because 500$ console is x3 cheaper then best GFX card on the market which can run CP at max settings and still can't look as detailed as DS.
It looks better though, especially from a technical standpoint. The fact that you have to quote me, make a comparison that was completely false, just shows that you are insecure about the facts. Anyone who's made it past pre-teen stage, should be able to afford a computer, which is why price is irrelevant. Once you understand these concepts, the hurt won't be so bad. You'll never get Ferrari performance from a Toyota Corolla price. Remember that
 

VFXVeteran

Banned
I know you don't have to be a graphics engineer to point out things. I don't agree with the premise of your thread so i am not engaging in this lets point out techniques nonsense.

Then politely leave the thread. That's exactly what this thread is about.

You made this claim long before the game was released mate. And no it is not, the skin rendering in Cyberpunk is no more advanced than The Last of us part 2.

Where was the claim that I made that Cyberpunk's skin shader is more advanced than TLOU2?

You have no idea how the rendering budget is divided so stop making claims you are in no position to know unless you have intimate knowledge of their rendering pipeline and engine.

You are barking up the wrong tree bud. My personal friend worked on the skin shader enhancements to TLOU2. I know more than you think I know.
 

Darius87

Member
It looks better though, especially from a technical standpoint. The fact that you have to quote me, make a comparison that was completely false, just shows that you are insecure about the facts. Anyone who's made it past pre-teen stage, should be able to afford a computer, which is why price is irrelevant. Once you understand these concepts, the hurt won't be so bad. You'll never get Ferrari performance from a Toyota Corolla price. Remember that
why i would be insecure? CP next-gen version coming to PS5 isn't?
CP is technically better but it doesn't look better then DS.
EaRDH48XQAU2aK8.jpg

Cyberpunk-2077-new-screenshots-August-2020-7.jpg

EaRDHRIXgAASHFp.jpg

Cyberpunk-2077-new-screenshots-August-2020-5.jpg

Demon_s_Souls_Church.jpg

Cyberpunk-2077-new-screenshots-August-2020-3.jpg


with your car analogy you saying that PS5 won't have any games that is or will look better then CP?
 

VFXVeteran

Banned
Right, but your claims are about how a game looks, right? And that involves an inherently subjective component.

Completely avoiding subjective art direction in this thread for sure.

What I"m trying to discuss is in the assumptions made by many console gamers that gaining more knowledge of tech (if there was none to begin with) will yield better/more graphics features which in turns yields a MUCH better looking game WITHIN a generation. I'm not talking about cross generational comparisons here.

And moreover I would say that the artistry of game development revolves around using the same technical budget to make something look better through more effective artistic choices. If your artists get better at hiding the limitations of the techniques available to them, you can have a "better" looking game that does nothing new technically. Even something like improving skin shaders on characters can yield massive differences in how lifelike characters look, when it is just a different shader running on the same hardware. (Compare characters in Halo Reach vs Halo 3 for example)

Sweet that you mention SSS. SSS is complicated shader. It's very expensive if done the correct way (using Henry's absorption technique). An artist is at their limits with it already. No longer can use scatter maps to make it look plausible. It also has to compute in realtime with a light source. In other words, it can't be baked like a static light map. Most games today is still using the old technique that Nvidia published.

So if this is a technical thread, I think it should be about the accuracy of the techniques themselves, rather than how much better one game looks than another, which is (at least partially) a function of artistic choices combined with subjective visual preferences.

DF did wonders to show exactly what technological advances can be made with each and every rendering feature to make a game look DRASITCALLY better. We have none other than Cyberpunk for that. And that's an example of a generational leap.



To expect these kinds of changes with, let's say, the next Spiderman is dreamy at best.
 

Tripolygon

Banned
Then politely leave the thread. That's exactly what this thread is about.
Nawl i won't unless you ask a mod to remove me. Your schtick is getting old.

Where was the claim that I made that Cyberpunk's skin shader is more advanced than TLOU2?
You said cyberpunk has the best skin rendering. I have a terribly good memory when it comes to remembering stupid shit because i distinctly remember people posting screenshot which you claimed was not impressive. But come on mate

2nd vid:

More NPC viewing details. PBR shaders are incredible! I check out a woman at a terminal and focus on her skin shading. That skin shading is better than every skin shader of main characters from games up until this generation with Watch Dogs and AC:Valhalla. You can even see her veins in her feet! Pretty much all the other games out (DeS, Spiderman MM, Avengers, RE3 REmake, Horizon, GoW, etc..) all use a lower form of SSS. Also checking out the excellent environment in the building of the corporation - light placement, windows, offices, etc.. looks better than Control's environment.

You are barking up the wrong tree bud. My personal friend worked on the skin shader enhancements to TLOU2. I know more than you think I know.
Which one is your friend, Yibing Jiang or Frank Tzeng? Is it same friend told you PS5 was 1080 performance? This is how all your conversations goes. Someone says something about a Sony game or hardware you don't like and you go on a rant trying to disprove it. This thread was born from DF comparing PS5 to PC and people posted in that thread so you had to disprove it. Same shit different day. It is old and it is tiring.
 
Last edited:

VFXVeteran

Banned
why i would be insecure? CP next-gen version coming to PS5 isn't?
CP is technically better but it doesn't look better then DS.
EaRDH48XQAU2aK8.jpg

Cyberpunk-2077-new-screenshots-August-2020-7.jpg

EaRDHRIXgAASHFp.jpg

Cyberpunk-2077-new-screenshots-August-2020-5.jpg

Demon_s_Souls_Church.jpg

Cyberpunk-2077-new-screenshots-August-2020-3.jpg


with your car analogy you saying that PS5 won't have any games that is or will look better then CP?

Dude, stop this shit right now. We aren't in a console/PC war here. This thread is about the SAME game within a generation.
 

VFXVeteran

Banned
Nawl i won't unless you ask a mod to remove me. Your schtick is getting old.

If you want to stick around, then you'd better put on your engineer hat and start discussing. I'm completely game.

You said cyberpunk has the best skin rendering. I have a terribly good memory when it comes to remembering stupid shit because i distinctly remember people posting screenshots to compare to which you claimed was not impressive. But come one mate

What does "impressive" mean to you? Shall we dissect SSS to the lighting equation and computing the individual scatter lobes? I'm ready if you want to talk tech. Let's go.

Which one is your friend, Yibing Jiang or Frank Tzeng? Is it same friend told you PS5 was 1080 performance? This is how all your conversations goes. Someone says something about a Sony game or hardware you don't like and you go on a rant trying to disprove it. This thread was born from DF comparing PS5 to PC and people posted in that thread so you had to disprove it. Same shit different day.

Yibing was gone and didn't work on TLOU 2. But why does it matter? Just know that I had a friend that worked on the shaders because I worked with them before for a number of years. It's a small world in the gaming/film industry.
 

RedVIper

Banned
why i would be insecure? CP next-gen version coming to PS5 isn't?
CP is technically better but it doesn't look better then DS.
EaRDH48XQAU2aK8.jpg

Cyberpunk-2077-new-screenshots-August-2020-7.jpg

EaRDHRIXgAASHFp.jpg

Cyberpunk-2077-new-screenshots-August-2020-5.jpg

Demon_s_Souls_Church.jpg

Cyberpunk-2077-new-screenshots-August-2020-3.jpg


with your car analogy you saying that PS5 won't have any games that is or will look better then CP?

I'll repeat.,

Art direction ≠ technically better.

I much prefer demons souls aestethic, but that doesn't mean it's technically superior to cyberpunk.
 

Tripolygon

Banned
If you want to stick around, then you'd better put on your engineer hat and start discussing. I'm completely game.
I am not a graphics engineer, just an enthusiast who enjoys a bit of the technical side of the gaming industry.

What does "impressive" mean to you? Shall we dissect SSS to the lighting equation and computing the individual scatter lobes? I'm ready if you want to talk tech. Let's go.
First define what impressive means to you. Lets start with Cyberpunk, what is impressive and makes the material and skin rendering the best above everything and please don't say they use more advanced SSS or more advanced BRDF for the material shader as that is not specific. Most developers use Disney BRDF model for their materials.


Yibing was gone and didn't work on TLOU 2. But why does it matter? Just know that I had a friend that worked on the shaders because I worked with them before for a number of years. It's a small world in the gaming/film industry.
Yibing setup the shading pipeline for Naughtydog she was still there when TLOU was still being developed. i know it is a small world in this industry. Specially graphics and animation field is very interchangeable between Film, TV and Games.
 

Tqaulity

Member
Ok listen closely.

First, let me say that as a fellow game/graphics industry veteran I respect your position VFXVeteran VFXVeteran on several points. I have even come across your name in my work a few times so I can appreciate someone who is as passionate about graphics tech as I am. I obviously do not know you personally so I would never say anything to personally attack you or your character.

WIth that said, many of your posts around this forum comes across as highly defensive, sometimes combative, and oftentimes misconstrued. I think this is clearly one of those cases where you are clearly missing the point and making the argument about something that it is not.

So let's be clear, I don't think the argument is that graphics technology itself somehow changes or evolves within a console generation. To your point you keep making between Killzone and Horizon (which isn't the best example and I'll explain why), I don't think anybody with any knowledge of the situation would argue that graphics techniques and algorithms are not reused throughout a generation (or even across generations). There is still tech that we've seen in the PS3 generation that we never saw replicated in the PS4 generation for example (glass rendering in Resistance Fall and mud deformation in Motorstorm come to mind). Yes ray tracing is a nearly 50 year old technology and is not novel today just because we are starting to see it used to some level in realtime games. Similarly, it's common knowledge and common sense that the actual hardware remains fixed throughout a console generation. So again when we talk about the evolution of graphics within a generation it is not due to magically changing hardware or the invention of fundamentally new graphics techniques that have not been used before on other platforms. There is no argument and if that is your primary point, then you can close this thread now.

What we are really talking about with the evolution of graphics within a console generation is a problem with humans and software. This is strictly a function of the human developers' ability to write efficient software that actually utilizes the hardware effectively and THAT is something that evolves over time, particularly with consoles which are typically more bespoke and unknown entities when they first launch. Hardware is just plastic and novel algorithms you may read at a Siggraph is just words on paper until a human being can actually make sense of them and apply them to that hardware with quality software. One's ability to do that for a given piece of hardware will vary and there still other factors involved such as the quality of the tools (for debugging and optimizing code) and the SDK/drivers that ultimately provide the instructions to the hardware. The point that folks are making when saying things like "wait until developers learn the hardware" is that at launch the particular tools and technology that they may have (i.e. their engine optimized for the previous generation) is not mature and will not take advantage of the true advances that the new hardware makes right away. Again this isn't about them not being aware of the state of the art graphics techniques (which hasn't changed) but purely on their ability to apply that tech on the new hardware in an optimal way. This point isn't up for debate or augment as it is fact and common sense for anyone that has ever developed a game across multiple generations.

Now let me make a distinction here on why this point is more relevant to console gamers. With PCs games, the fundamental principles and framework has not changed since the advent of 3D games roughly 30 years ago. Windows is still the OS, DirectX still the graphics API, keyboard/mouse still the primary input mechanism, discrete CPU/GPU still the core architecture etc. Thus, one can argue that PCs don't really have the concept of a "generation" in the same way that consoles do even though we see new hardware (mainly GPUs) with new features introduced throughout. However, since the PC is segmented and not standardized like a console platform, many of those technologies go underutilized and their impact is limited (think Gameworks, PhsyX, and the myriad of other PC technologies that has seen minimal penetration).

With a console you traditionally have bespoke hardware that is novel and divergent from what you would see on a PC. What this means is that the simple act of getting a game to build and run on the new platform can be a painful process taking many months (before trying to leverage the newer features and tech). Remember Mark Cerny called this "time to triangle". Especially for the Nintendo, Sega, and Sony platforms in the past, a Western developer may try to take their previous game and game engine, port it to the new platform, and just run into a ton of errors where the game doesn't run. Then there are language barriers to overcome where much of the documentation is not understandable, SDKs and drivers that are extremely buggy and unoptimized, and time zone differences for getting support etc. I point this out to say that there are typically a ton of barriers that limit the developer's ability to utilize the new hardware at launch. Yes the hardware is there with it's "theoretical" power and the software techniques are known but cannot be effectively applied at launch. So we get the "launch games" that often look rough with poor performance and are not indicative of the capabilities of the system.

Furthermore, the bespoke hardware in console often adopted fundamentally different architectures than PCs to run a game effectively. As you have pointed out, games are developed on PCs before being ported over to the platform of choice. But that doesn't mean the code developed on PC is optimized to run best on a PC. In fact, coding for a PS2 back in the day often required developing code that would never run on a standard PC, only a PS2 dev kit or virtual machine. Platforms like the PS2 used a CPU based rendering solution with 2 co-processors that needed to be used in harmony in order to extract even remotely respectable results. It had a non-traditional "GPU" and a ton of memory bandwidth that far exceeded even PCs of the time. With this architecture, taking a game designed for the traditional DX pipeline with a CPU, dedicated GPU, and RAM as was found on PCs of the day would result in horrible results. In order to get quality results, you HAD to learn that bespoke hardware and write low level assembly code to program the co-processors to do tasks that a may have been done on a discrete GPU on a PC for example. Similarly, the PS3 was even worst where most of the launch games just attempted to port over their PS2 or PC engines with again horrible results. The Cell was a beast with tons of processing power but if you tried to run it similarly to a PC, you would be leaving the majority of it's performance on the table. Plus, the RSX in isolation was not a powerful GPU even by the standards of the day. We saw the horrible performance at launch in games like Genji, COD3, and Madden 07 (which only ran at 30fps even though the X360 version ran at 60fps). Same hardware, same developer, and same known techniques. But guess what, those techniques didn't work the same on that platform. It took EA 2 more iterations of Madden to eventually get it to 60fps on PS3...once they learned how to use that hardware to achieve the same results. Yeah you have to actually create multiple jobs to distribute across the SPUs. Have to use the Cell in "unconventional" ways (relative to PC development) to supplement the RSX to boost perf. Once you do that, you start to see huge boosts in the performance you're able to get out of the system and even go beyond other platforms. But that learning curve is what took time and that learning curve is why there was such a gulf from launch games and end of gen games 7 years later.

If you follow what I'm saying so far, then it may be clear why I said that Killzone and Horizon were not the best examples. The learning curve is a direct function of how different the hardware is from the conventional platforms(i.e. PC) and how easy it is for developers to get up to speed on the new hardware. Starting with the PS4, Sony made huge strides in making the initial learning curve much shorter and more manageable. Combined with the fact that the PS4 was the first Playstation console to adopt "off the shelf" PC components and devs were able to port over their PC skus relatively easily. This meant that those early launch games were able to utilize much more of the hardware right away and many of the PS4 launch games still hold up to this day. Games like Killzone SF and Infamous Second Son looked amazing at launch and there really wasn't much more room for the developer to expand on a purely technical level. What we saw more of this gen was the talents of the humans behind the games being exercised in terms of their level, art, and gameplay design. To your point, that is the difference we really see with Killzone SF to Horizon or Infamous to Ghosts of Tsushima . Like you said same technical features for the most part but applied in different ways. This was intentional on Sony's part to remove the system as a barrier to allow developers to spend more time being creative. It worked!

Now, the reason why you hear more PlayStation fans make this claim about game looking so much better by the end of the generation is because while this principle does apply to Xbox and Nintendo platforms as well, it is MOST noticeable on Sony platforms BY DESIGN. Particularly when Ken Kuturagi was lead system architect for PS1-PS3 he deliberated designed systems that would a) be unlike anything else on the market that plays games and B.) would have a steep learning curve for devs to harness its power. This gives the impression that the system is evolving over time (difficult to learn, impossible to master :messenger_grinning: ). Mark Cerny (being a developer himself and hearing the negative feedback from devs on PS3) worked to undo that model and adopt more of a (easy to learn, difficult to master). It's in PlayStation's DNS to have some features and do some things that are unlike any other system and (as Cerny has said many times) they want developers to be rewarded for digging deeper into the system over time (Cerny described this as balancing "Evolution vs Revolution"). In contrast, Microsoft literally created the Xbox to be a "DirectX machine for the living room so anyone working on PC would be right at home on Xbox. There really wasn't much of a learning curve and much to unlock over time which is why OG Xbox games looked great pretty much out of the box. That is NOT to say that you don't see some evolution on Xbox as well, just not as stark as on Sony platforms.

Ok, with the detailed explanation out the way, it must be stated that there are countless examples where you can compare an early launch game on a console to a end of life game and see a stark difference. In some cases, I would argue that it almost looks like 2 different platforms. Again, solely because developer's understanding of the hardware and the associated tools matured to a point to allow developers to achieve more performance in the same envelope.

PS1: Ridge Racer (1995) vs Ridge Race Type 4 (1999)
246919-ridge-racer-playstation-screenshot-struggling-for-a-better.jpg
37479-Ridge_Racer_Type_4_U-8.jpg



PS2: Gran Theft Auto (2001) vs Gran Theft Auto: San Andreas (2004)
608342-grand-theft-auto-iii-screenshot.png
39073-grand-theft-auto-san-andreas-screenshot.jpg



PS3: Resistance Fall of Man (2006) vs Resisence 3 (2011)
130684-resistance-fall-of-man-screenshot.jpg
130674-resistance-3-screenshot.jpg


Xbox 360: Gears 1 (2006) vs Gears 3 (2011)
404158-gears-of-war-xbox-360-screenshot-fun-with-grenades.jpg
764029-gears-of-war-3-xbox-360-screenshot-erupting-enemies.jpg


PS3: Uncharted (2007) vs Uncharted 3 (2011)
1623-uncharted-drake-s-fortune-screenshot.jpg
765668-uncharted-3-drake-s-deception-playstation-3-screenshot-in.jpg



So there you have it. If you followed what I'm saying and see these examples I've provided (which is just a small sample of this principle in action) and still don't believe that there is true evolution in the quality of game visuals through a console generation then I don't think you ever will no matter what anybody says here. Just look at the images above and you can see how the latter versions look almost a generation ahead. Everything is dramatically improved from textures, geometry, shaders, color, visual effects etc. As some have said this isn't really an argument at all, its fact.

Again, I think the misconception that you have is that the evolution is with the hardware or techniques themselves and it is not. The evolution is with the software that the developers use to build apps on that hardware. It has historically been more pronounced with more bespoke difficult to learn hardware (mostly coming from Sony) and thus is actually becoming less noticeable today with these more PC like consoles. PS4 is the outlier in that the difference is not nearly as pronounced as it was in the past. PS4 was almost entirely evolution while PS2 and PS3 were almost entirely revolution with their approaches. However, PS5 strikes a great balance of the "Evolution vs Revolution" where most devs can get their PC or PS4 engine up and running in a month or so but the Dualsense and SSD+I/O block contain true revolutionary features that will be difficult to replicate in a PC or Xbox. I expect we will see some true innovation in game design due to the capabilities of the hardware in the next few years.

Yes I'm sorry for writing an essay and going IN on this (it's what I do :messenger_grinning:) but I really wanted to hopefully put this argument to bed because frankly it isn't an argument. The fact that historically games evolve throughout a generation is indisputable and anyone that has developed games (particularly for consoles) would know this and understand why with little difficultly.

giphy.gif
 

VFXVeteran

Banned
First define what impressive means to you. Lets start with Cyberpunk, what is impressive and makes the material and skin rendering the best above everything and please don't say they use more advanced SSS or more advanced BRDF for the material shader as that is not specific. Most developers use Disney BRDF model for their materials.

There is no Disney specular or diffuse equations for the skin shading. It uses a different algorithm.

The best way to tell if you have a good approximation to a scattered lobe in SSS is how well it diffuses from being lit to being in shadow and what the "color" of that shadow is.

Let's take a base case example of good SSS approximation. I point us to an in-game cinematic (nearly all cinematics use a great form of SSS approximation).

Here is Avengers Load Screen using high-end SSS shaders:




Now let's compare to other games that have released recently.

Here is HZ:FW cinematic screenshot

ZNi6emi.jpg


Here we see her skin look more plastic (too much specular). And the approximation isn't taken to a higher order with light bounce.. it looks like a normal diffuse bounce with perhaps some painted diffuse maps for the ears.

Here is BG3 in action. Looks pretty good, it has at least a fresnel factor around the rim of the skin but still not quite scattering enough.




Marvel Avengers in-game of Thor's skin:


Here is RE3 Remake (done this year):


Again, it falls short of approximating to a higher degree the scattering equation.

Of all the vids I've shown, here is Cyberpunk's example - which does indeed compute a higher order approximation for the scattering lobes in-game without cinematics.




Yibing setup the shading pipeline for Naughtydog she was still there when TLOU was still being developed.

Some of what she did had to be redone.
 
Last edited:

Great Hair

Banned
2013 Killzone Shadowfall | FHD@30



2014 Infamous Second Son | FHD@30




2015 The Order 1886 | 800p@21:9@30



2015 Bloodborne | FHD30




2016 Uncharted 4 | FHD30



2017 Horizon Zero Dawn | FHD30



2018 God of War | FHD30



2018 Spiderman | FHD30



2019 Death Stranding | FHD30 | F4K30
(PS4 Pro shots)



2019 Days Gone | F4K30



2020 The Last of Us 2 | F4K30



2020 Ghost of Tsushima | F4K30



2020 Demon´s Souls Remake PS5 | 1440p60



I have no complaints, but one where´s ma PS5! Sony
 

VFXVeteran

Banned
Ok listen closely.

First, let me say that as a fellow game/graphics industry veteran I respect your position VFXVeteran VFXVeteran on several points. I have even come across your name in my work a few times so I can appreciate someone who is as passionate about graphics tech as I am. I obviously do not know you personally so I would never say anything to personally attack you or your character.

WIth that said, many of your posts around this forum comes across as highly defensive, sometimes combative, and oftentimes misconstrued. I think this is clearly one of those cases where you are clearly missing the point and making the argument about something that it is not.

Thanks for coming in! I appreciate your intro and appreciate the compliment. :)

So let's be clear, I don't think the argument is that graphics technology itself somehow changes or evolves within a console generation. To your point you keep making between Killzone and Horizon (which isn't the best example and I'll explain why), I don't think anybody with any knowledge of the situation would argue that graphics techniques and algorithms are not reused throughout a generation (or even across generations). There is still tech that we've seen in the PS3 generation that we never saw replicated in the PS4 generation for example (glass rendering in Resistance Fall and mud deformation in Motorstorm come to mind). Yes ray tracing is a nearly 50 year old technology and is not novel today just because we are starting to see it used to some level in realtime games. Similarly, it's common knowledge and common sense that the actual hardware remains fixed throughout a console generation. So again when we talk about the evolution of graphics within a generation it is not due to magically changing hardware or the invention of fundamentally new graphics techniques that have not been used before on other platforms. There is no argument and if that is your primary point, then you can close this thread now.

I'm glad we are on the same page. No that's not what I was addressing.

What we are really talking about with the evolution of graphics within a console generation is a problem with humans and software. This is strictly a function of the human developers' ability to write efficient software that actually utilizes the hardware effectively and THAT is something that evolves over time, particularly with consoles which are typically more bespoke and unknown entities when they first launch.

That is completely dependent on the complexity of said hardware. If we are talking about the PS3 and going to PS4. Yes, I agree. But the PS4 has the overall same architecture as the PS5. In fact, I'd go as far as to say that not much has changed with regards to the overall ability to code up in their base GCN API. Thoughts?

The point that folks are making when saying things like "wait until developers learn the hardware" is that at launch the particular tools and technology that they may have (i.e. their engine optimized for the previous generation) is not mature and will not take advantage of the true advances that the new hardware makes right away. Again this isn't about them not being aware of the state of the art graphics techniques (which hasn't changed) but purely on their ability to apply that tech on the new hardware in an optimal way.

I argue that the GPU has no advances. We know what RDNA 2 is and we know about RT..but we also know it's generally a modern GPU that has been around for a few years already. I'd also question the word "optimal". How optimial? Let's quantify it. Will it be enough to make a game that could barely run dynamic res 4k suddenly run at native 4k at the end of the generation? I would argue no, not THAT optimal. Thoughts?




Combined with the fact that the PS4 was the first Playstation console to adopt "off the shelf" PC components and devs were able to port over their PC skus relatively easily. This meant that those early launch games were able to utilize much more of the hardware right away and many of the PS4 launch games still hold up to this day.

This is what my point is!

Games like Killzone SF and Infamous Second Son looked amazing at launch and there really wasn't much more room for the developer to expand on a purely technical level. What we saw more of this gen was the talents of the humans behind the games being exercised in terms of their level, art, and gameplay design.

Exactly! If people would actually BELIEVE that instead of stating that a game like Spiderman MM will look significantly worse than Spiderman 2, I wouldn't be making this thread. There are limits. And the buck will ultimately stop at the hardware - even if the developer completely mastered it.

To your point, that is the difference we really see with Killzone SF to Horizon or Infamous to Ghosts of Tsushima . Like you said same technical features for the most part but applied in different ways. This was intentional on Sony's part to remove the system as a barrier to allow developers to spend more time being creative. It worked!

I have NO argument with that at all. 100% agree.

Now, the reason why you hear more PlayStation fans make this claim about game looking so much better by the end of the generation is because while this principle does apply to Xbox and Nintendo platforms as well, it is MOST noticeable on Sony platforms BY DESIGN. Particularly when Ken Kuturagi was lead system architect for PS1-PS3 he deliberated designed systems that would a) be unlike anything else on the market that plays games and B.) would have a steep learning curve for devs to harness its power.

And this is my main issue. EVERY generation isn't the EXACT same as before. That's not reality. Just because we struggled with hardware for the PS3 generation doesn't mean we struggle yet again for hardware in the PS8 era. Yet, people seem to think that is some law of the universe. The PS5 is more equivalent to the PS4 than ever before. Why? Because devs have invested a lot of money into their graphics engines and want to quickly create content and add additions to the engine as needed. They literally WANT the flexibility of 3rd party developers so they can make more content!

Ok, with the detailed explanation out the way, it must be stated that there are countless examples where you can compare an early launch game on a console to a end of life game and see a stark difference.

My argument has and always will be the point of diminishing returns. Your case in the images cover very complex hardware that indeed had to be mastered during their lifecycles.

But you didn't show a single game comparison starting with PS4. Which is my point all along. The PS4 and PS5 and then moving forward will follow more of the way of the PC.

Again, I think the misconception that you have is that the evolution is with the hardware or techniques themselves and it is not. The evolution is with the software that the developers use to build apps on that hardware. It has historically been more pronounced with more bespoke difficult to learn hardware (mostly coming from Sony) and thus is actually becoming less noticeable today with these more PC like consoles.

That is all I'm saying right here. The gamers have in their minds that we are still in 1995. We are not. The thinking has to change.
 

Tripolygon

Banned
There is no Disney specular or diffuse equations for the skin shading. It uses a different algorithm.
Cool? Didn't say there was.

The best way to tell if you have a good approximation to a scattered lobe in SSS is how well it diffuses from being lit to being in shadow and what the "color" of that shadow is.
So essentially how it looks to the eye. So I can say for example this looks better than anything in Cyberpunk.


Let's take a base case example of good SSS approximation. I point us to an in-game cinematic (nearly all cinematics use a great form of SSS approximation).
Sure some cinematics turn up everything to the max.

Here is Avengers Load Screen using high-end SSS shaders:
Looks good, I don't think anybody said it didn't.

Now let's compare to other games that have released recently.
Sure lets.

Here is HZ:FW cinematic screenshot, shows a marked improvement from the screenshot you posted earlier doesn't it? yet you were here saying Horizon Zero Dawn on PC would look better than Forbidden West on PS5.
6IZtd49.png


Again, it falls short of approximating to a higher degree the scattering equation.
Looks good as well. I don't recall anyone saying it was the best. I do recall some people saying it can look plasticky at times but there are moments where it looks really good. Can't be arsed to find screenshots.

Of all the vids I've shown, here is Cyberpunk's example - which does indeed compute a higher order approximation for the scattering lobes in-game without cinematics.
There is nothing there that is impressive to the point where i would say it looks better than

This.
50628085231_c1fc2917a5_o.png


Or this
rFyaaT0.jpg


Or this
E9u12nd.jpg
 
Last edited:

Lethal01

Member
You just took a technical thread and boiled it down to this:

"I can tell the difference - no matter if it's artistic or not and that makes what you say wrong!"

If you are going to say you subjectively think there is a BIG visual difference and you can't technically put it into words but claim a professional is wrong when he CAN put into words that there is a difference but not a BIG one.. don't you think something is wrong there?

Your claim comes down to opinion
You agree that Horizon has improvements over Killzone,"clouds/procedural foliage tech"
you say that this isn't enough to make Horizon a huge step up from Killzone. Others disagree.
One or two big improvements in specific areas is enough to make a game a huge leap from the last.
 
Top Bottom