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Graphical Fidelity I Expect This Gen

M1987

Member
Maybe if someone, or perhaps I shall, mad(k)e a mod to remove the color grading on this, it'd be more than a little better than matrix. Right now it's neck and neck.
The streets are definitely on par,but the tall buildings in the background look pretty bad.It was done by a small studio though so they did well
 

ChiefDada

Gold Member
I'm playing around with city from Matrix on PC right now and I've found a familiar looking sign:

VANB5AT.jpg


And this is from RoboCop:

73rvmy3.jpg

This is exactly what I didn't want to happen. We are starting to see asset reuse between ue5 titles that have nothing to do with one another. With nanite, lumen, and megastar library being commoditized, how much credit should go to the developer vs epic games? I'm not discrediting robocop here, I hear it's wonderful. But I think it's a legitimate question. I'm happy these tools are available to smaller dev teams but ue5 games are beginning to have a certain look which to me risks obscuring developer identity.
 

ckstine

Member
This is exactly what I didn't want to happen. We are starting to see asset reuse between ue5 titles that have nothing to do with one another. With nanite, lumen, and megastar library being commoditized, how much credit should go to the developer vs epic games? I'm not discrediting robocop here, I hear it's wonderful. But I think it's a legitimate question. I'm happy these tools are available to smaller dev teams but ue5 games are beginning to have a certain look which to me risks obscuring developer identity.
what the fuck is megastar
 

SKYF@ll

Member
As it should be. There's no need to waste time and resources to model and texture every day objects for every single game.

Man, I like this demo. It's a glimpse into the future. I remember I was critical about it but the more I check it out the more impressed I am.

s0X83lf.jpg
Images of Spider-Man 2(Fidelity 40fps/VRR smooth) similar to your Matrix demo.
It's a comparison between a technology demo and a game, so don't take it too seriously and enjoy the comparison.
The compression rate of JPEG was kept the same.
8OUq0h7.jpg
teStfB6.jpg
 

Represent.

Represent(ative) of bad opinions
robocop ps5 quality mode. Geometric density is fucking amazing!

robocop_roguecity_202yuedf.png

robocop_roguecity_202pyf4q.png

robocop_roguecity_20214d6m.png

robocop_roguecity_202tecjk.png

robocop_roguecity_202hjfsj.png

robocop_roguecity_202blftb.png

robocop_roguecity_2021vdvw.png

robocop_roguecity_202taipz.png

robocop_roguecity_202tgfz1.png

robocop_roguecity_202zhea8.png

robocop_roguecity_2028sig3.png
Looks very damn good, may have just sold me on the game. only the gun models need some work, they look worse than MW2. but this will be my next game after AW2. Then MW3 to finsih the year. yes, im buying it, im sucker for that MP
 
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CGNoire

Member
Yes, it does. Static meshes, landscape and more. I am too lazy to check additional hundreds of rows to figure out what else.
I guess what I really meant was if its using it with "Offline level assets" or if it just using it for LODs like so many other games?
 

SlimySnake

Flashless at the Golden Globes
This is exactly what I didn't want to happen. We are starting to see asset reuse between ue5 titles that have nothing to do with one another. With nanite, lumen, and megastar library being commoditized, how much credit should go to the developer vs epic games? I'm not discrediting robocop here, I hear it's wonderful. But I think it's a legitimate question. I'm happy these tools are available to smaller dev teams but ue5 games are beginning to have a certain look which to me risks obscuring developer identity.
Dude quixel megascans are used in many games. Re4 and village used them. Metro exodus, shadows of tomb raider, battlefield 1942. Just look at the

They just come free with ue5 whereas you have to pay to use them in your own engine. Insomniac could’ve used them, but they are too cheap i guess.
 

GymWolf

Gold Member
Dude quixel megascans are used in many games. Re4 and village used them. Metro exodus, shadows of tomb raider, battlefield 1942. Just look at the

They just come free with ue5 whereas you have to pay to use them in your own engine. Insomniac could’ve used them, but they are too cheap i guess.
Quixel was used in the re games? Then why they looked so meh?

I remember the mansion in re8 looking good but the outdoors weren't too hot.
 

Kikorin

Member
What? How RoboCop can looks this good? That's insane, videos and screens i'm seeing here are mindblowing, even lot more impressive than last triple A games released. It just shows is a low-budget game because of animations, but overall is incredible.
 

MidGenRefresh

*Refreshes biennially
What? How RoboCop can looks this good? That's insane, videos and screens i'm seeing here are mindblowing, even lot more impressive than last triple A games released. It just shows is a low-budget game because of animations, but overall is incredible.

Passion + talent + UE5. It's far, far from perfect but when it hits, it hits harder than RoboCop himself!
 

MidGenRefresh

*Refreshes biennially
This is exactly what I didn't want to happen. We are starting to see asset reuse between ue5 titles that have nothing to do with one another.

Nothing to do with one another? Both City Demo (Matrix) and RoboCop take place in American city. Isn't this an obvious commonality?

Why would developers waste time to model and texture I don't know, a restroom, when they can just download that shit with once click of a button?

 
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rofif

Banned
This is exactly what I didn't want to happen. We are starting to see asset reuse between ue5 titles that have nothing to do with one another. With nanite, lumen, and megastar library being commoditized, how much credit should go to the developer vs epic games? I'm not discrediting robocop here, I hear it's wonderful. But I think it's a legitimate question. I'm happy these tools are available to smaller dev teams but ue5 games are beginning to have a certain look which to me risks obscuring developer identity.
Yeah. It’s not a bad thing but ue5 megascan assets are just available in the store or for free. I bet many more of robocop assets are just replaced from the store.
These rocks everyone is falling over are just generic rock which you can multiply, change size and copy in ue. It’s also an asset. You can make that landfill in few minutes. Or at least it’s general idea. There are many vids on yt tutorializing ue5 and showing how easy it is.
Some scenes in this game look just like these indie games with assets placed in a room. Yeah the fidelity is amazing but it’s just fidelity of quixel assets or whatever.
 
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MidGenRefresh

*Refreshes biennially
Some scenes in this game look just like these indie games with assets placed in a room. Yeah the fidelity is amazing but it’s just fidelity of quixel assets or whatever.

Show us these scenes. This thread should be more 'show' then 'tell', I hope you agree.

These rocks everyone is falling over are just generic rock which you can multiply, change size and copy in ue. It’s also an asset. You can make that landfill in few minutes. Or at least it’s general idea.

Of course they are. Which is amazing. Cheap AA game with rocks this good? These rocks are better than anything that can be found in Red Dead Redeption 2 or Horizon Forbidden West. It's great.

I bet many more of robocop assets are just replaced from the store.

Yes, another example is the chain link fence that's fully 3D just like in Matrix Demo. They just change the texture to make it rusty. It looks amazing. Light interacts with it, it cast shadow... all looks exactly how it should look.

R6IUrpx.jpg


dUcUjdv.jpg
 

GymWolf

Gold Member
Show us these scenes. This thread should be more 'show' then 'tell', I hope you agree.



Of course they are. Which is amazing. Cheap AA game with rocks this good? These rocks are better than anything that can be found in Red Dead Redeption 2 or Horizon Forbidden West. It's great.



Yes, another example is the chain link fence that's fully 3D just like in Matrix Demo. They just change the texture to make it rusty. It looks amazing. Light interacts with it, it cast shadow... all looks exactly how it should look.

R6IUrpx.jpg


dUcUjdv.jpg
Also better rocks than aw2, don't forget that.
 
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GymWolf

Gold Member
That too. These scans are next-level.
Tbf, when you go very close to these rocks, they kinda look a bit mushy.

This is still not ue5 mountain demo level where they zoomed in and they were still pristine.

But from not-so-close-medium-long range they look basically as good as the demo.
 
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SKYF@ll

Member
Show us these scenes. This thread should be more 'show' then 'tell', I hope you agree.



Of course they are. Which is amazing. Cheap AA game with rocks this good? These rocks are better than anything that can be found in Red Dead Redeption 2 or Horizon Forbidden West. It's great.



Yes, another example is the chain link fence that's fully 3D just like in Matrix Demo. They just change the texture to make it rusty. It looks amazing. Light interacts with it, it cast shadow... all looks exactly how it should look.

R6IUrpx.jpg


dUcUjdv.jpg
I never noticed the chain link fence.
I searched and found it.(Spider Man2:Fidelity 40fps/VRR smooth)
HDpj2WB.jpg
fwRhwaR.jpg
 

MidGenRefresh

*Refreshes biennially
I never noticed the chain link fence.
I searched and found it.(Spider Man2:Fidelity 40fps/VRR smooth)
HDpj2WB.jpg
fwRhwaR.jpg

Nice! See, someone had to put time rendering this when they could just download an even more detailed version from UE marketplace and use their time on other, more important things. That's why I think sharing resources should be more common.

But from not-so-close-medium-long range they look basically as good as the demo.

True, when you go close they get a bit blurry. Optimization? Weird, isn't the promise behind Nanite that you can have infinite amount of detail? That's why a developer interview on the tech they used would be so interesting.
 

GymWolf

Gold Member
Nice! See, someone had to put time rendering this when they could just download an even more detailed version from UE marketplace and use their time on other, more important things. That's why I think sharing resources should be more common.



True, when you go close they get a bit blurry. Optimization? Weird, isn't the promise behind Nanite that you can have infinite amount of detail? That's why a developer interview on the tech they used would be so interesting.
I think it's our eyes getting tricked when we are not close more than a change in lod.

It would not make sense to use an inferior version when you get close so the quality is the same.
 

Kikorin

Member
I'm in for AA and indie team using assets for generic things like rocks to save time and have amazing results. If the game looked like these cheap horror steam games that flood the store or generic than would have been a problem, but this Robocop game nailed the atmosphere of the movie perfectly and the environments seems taken exactly from the movie, is an incredible results for a small team IMHO. If UE5 made it possible, good for them.
 
Big studios will do just fine. Remedy and Ubisoft Massive have already tailored their engines to use primitive and mesh shaders and are pushing insane level of detail. GG, SSM and ND will do the same. Insomniac shouldve done it as well, but they are making like 3 games at a time every 2 years.

Ubisoft's engines support Mesh/Primitive Shaders? Source?

Would be nice to see these major features finally get adopted more by 3rd party developers. Although I know Mesh Shaders take longer to implement because it takes much more time to re-write the pipeline.
 

Hugare

Member
I never noticed the chain link fence.
I searched and found it.(Spider Man2:Fidelity 40fps/VRR smooth)
HDpj2WB.jpg
fwRhwaR.jpg

See in the first image how the ones at the bottom of the image are noticeably flat

Also, on the second image, how they all are lit the same (it's just a texture, right?)

It's convincing, but you can definitely see the flaws
 
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geary

Member
Does anyone has some high quality screenshot of the landscape in ACValhala?

I remember i was impressed by nature and forrest in that game.
 

rofif

Banned
Show us these scenes. This thread should be more 'show' then 'tell', I hope you agree.



Of course they are. Which is amazing. Cheap AA game with rocks this good? These rocks are better than anything that can be found in Red Dead Redeption 2 or Horizon Forbidden West. It's great.



Yes, another example is the chain link fence that's fully 3D just like in Matrix Demo. They just change the texture to make it rusty. It looks amazing. Light interacts with it, it cast shadow... all looks exactly how it should look.

R6IUrpx.jpg


dUcUjdv.jpg
Just go to quixel website. It’s all there. This rocks, fence, debris. It’s placed assets.

I don’t think this game looks good. The assets are high quality but it doesn’t make good visuals alone. Some interiors look bland and sterile.
Everyone sees these high poly rocks and debris on the floor and says robocop is suddenly best looking game this year
 

GymWolf

Gold Member
Just go to quixel website. It’s all there. This rocks, fence, debris. It’s placed assets.

I don’t think this game looks good. The assets are high quality but it doesn’t make good visuals alone. Some interiors look bland and sterile.
Everyone sees these high poly rocks and debris on the floor and says robocop is suddenly best looking game this year
You have some strange taste about good looking games like robocop or lies of p, i'm still trying to crack how your brain work.
 
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MidGenRefresh

*Refreshes biennially
I don’t think this game looks good. The assets are high quality but it doesn’t make good visuals alone. Some interiors look bland and sterile.

Show, don't tell? I'm sure there are some 'bland' interiors but at the same time some interiors is where this game looks its best. We've been posting screens of interiors and exterior for the last couple of pages. I think they are impressive.
 

SKYF@ll

Member
See in the first image how the ones at the bottom of the image are noticeably flat

Also, on the second image, how they all are lit the same (it's just a texture, right?)

It's convincing, but you can definitely see the flaws
After searching, it seems that there are at least 6 types of chain link fences in Spider-Man 2.
Depending on the type of metal, there were also objects that reflected ray tracing.
Shadows and reflections seem to change depending on the ambient light.
A bicycle made of similar material was a good example.
dCnPCau.jpg
93hi5A5.jpg
IwunX6H.jpg
 

rofif

Banned
Show, don't tell? I'm sure there are some 'bland' interiors but at the same time some interiors is where this game looks its best. We've been posting screens of interiors and exterior for the last couple of pages. I think they are impressive.
I am the guy who posts most of my own shots in this thread. I am in work now so I won’t.
But you posted some. The interiors look like crap. I showed the game to my coworkers and they also think it looks like crap…. I am not convinced.
You have some strange taste about good looking games like robocop or lies of p, i'm still trying to crack how your brain work.
Maybe I am just not as impressed by scanned rocks which will be in every ue5 game.
Lies of p looked good but it wasn’t even close to bloodborne graphics. Sure, comparing indie to AAA 2015 game is not fair but still.
 

rofif

Banned
After searching, it seems that there are at least 6 types of chain link fences in Spider-Man 2.
Depending on the type of metal, there were also objects that reflected ray tracing.
Shadows and reflections seem to change depending on the ambient light.
A bicycle made of similar material was a good example.
dCnPCau.jpg
93hi5A5.jpg
IwunX6H.jpg
This is sm2! But people said it’s only possible with nanite.
 

GymWolf

Gold Member
I am the guy who posts most of my own shots in this thread. I am in work now so I won’t.
But you posted some. The interiors look like crap. I showed the game to my coworkers and they also think it looks like crap…. I am not convinced.

Maybe I am just not as impressed by scanned rocks which will be in every ue5 game.
Lies of p looked good but it wasn’t even close to bloodborne graphics. Sure, comparing indie to AAA 2015 game is not fair but still.
Literally no one has those rocks, so for now robocop is the only game using them, we had like another 5 ue5 games and no one use those assets.

When console are gonna have enough horse power to have 4k textures everywhere, asset are gonna look all similar.

The more we go forward with graphic the more similar some games are gonna look because they all aim for the same results.

i take samey looking high quality asset over diversified shitty looking assets.


And bb only beat lop in art design (and even that is opinable if you like puppet enemies more than horror enemies), technically lop is much better and it run flawlessly and not with a dogshit framerate and the worst chromatic aberration i ever saw in a videogame.
 
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MidGenRefresh

*Refreshes biennially
I am the guy who posts most of my own shots in this thread. I am in work now so I won’t.
But you posted some. The interiors look like crap. I showed the game to my coworkers and they also think it looks like crap…. I am not convinced.

Maybe I am just not as impressed by scanned rocks which will be in every ue5 game.
Lies of p looked good but it wasn’t even close to bloodborne graphics. Sure, comparing indie to AAA 2015 game is not fair but still.

Post some screenshots of interiors in games that you find impressive. Like, I don’t know, FF16? Then we can compare.
 

CGNoire

Member
What the hell is ac ah?

And we need receipts for those explosions.
Ace Combat Assualt Horizon.

Im too tired right now but will find yah some footage later on. Thd opening intro of Mission 2 is literally fire and the explosions and effects work is so good in that game it looks very good today. You know the japanese and there custom "fx" work.

Im not saying its next gen quality im just saying it suggested back in2011 that by 2023 we would havd way better effects today the same way 2002s SH2's fog did.
 
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Alexios

Cores, shaders and BIOS oh my!
Notice how in the 2nd picture every piece of the chain is lit the same.

Now look how uniquely lit are each piece from Robocop's fence. And they are way rounder.
Can't believe anyone needs to point this out, to folks active in this thread who dictate graphics kings by just spamming pics that don't show anything special with hyperbolic statements when they can't tell 2D from 3D, I guess that's why a game gets a pass for 2D trees like we play Dreamcast or PS2.
 
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ChiefDada

Gold Member
Nothing to do with one another? Both City Demo (Matrix) and RoboCop take place in American city. Isn't this an obvious commonality?

Sure but to have the exact same sign is uncanny and sticks out like a sore thumb.

Washington D.C.
v35LQ0u.jpg


Los Angeles

XiReIbe.jpg


Chicago

Xg4ly00.jpg


NYC

Lml2JM1.jpg


Why would developers waste time to model and texture I don't know, a restroom, when they can just download that shit with once click of a button?


Because recognizing identical assets in different game worlds reeks of excess commonality from art perspective. If I go to ten different restaurants and all of them had the same tables, chairs, layout etc. I'd be so bored of asthetics. Sure the food may be great but I also pay for unique atmosphere.
 
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