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Graphical Fidelity I Expect This Gen

The future is dark. Things are not looking good. Corporations were making record profits post covid and decided to treat their workers like cattle anyway. Now 33% have been laid off, and the remaining 76% are considering leaving the industry. It's crazy how this industry treats its artists. Disney also just laid off 1,000 people from its CG studios. the same people who literally carried these Marvel and Star Wars movies the last 20 years or so.

 
The future is dark. Things are not looking good. Corporations were making record profits post covid and decided to treat their workers like cattle anyway. Now 33% have been laid off, and the remaining 76% are considering leaving the industry. It's crazy how this industry treats its artists. Disney also just laid off 1,000 people from its CG studios. the same people who literally carried these Marvel and Star Wars movies the last 20 years or so.


The industry is designed around gaining young talent and working them hard. There was a great interview recently of an ex-Naughty Dog developer describing the crazy hours they would work. It wasn't necessarily forced on them, but a lot of people in their 20's purposely worked crazy hours, to the point that Naughty Dog tried to implement a "no working past midnight". It didn't stick.

It is a job where people get burnt out after a period of time. Always been that way. Once you hit your late 20's, want to start a family ect, it becomes unfeasable. But there will always be young programmers to pick from, though
 
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It is a job where people get burnt out after a period of time. Always been that way.
Yes and no, games used to take 2 to 3 years for a full Dev cycle, and companies weren't as cutthroat back then. These days games take 7 years to develop and teams are often laid off at the end anyway. That is if course assuming the game isn't canceled after 5 years and the studio gets shut down.
 
LTTP but thought I'd get my thoughts in on Yotei now that I was able to play on Pro. I like the game more than Tsushima. But on a technical/graphics level, Yotei is very disappointing. It started off strong, but even then it's mostly art direction and PSSR that carries the weight. Gameplay visuals often looks indistinguishable from Tsushima and I'm not exaggerating. Only SOME of the A-tier cutscenes ever approach current gen standards. Facial animation is stuck in last gen territory. A real shame honestly.
 
Yes and no, games used to take 2 to 3 years for a full Dev cycle, and companies weren't as cutthroat back then. These days games take 7 years to develop and teams are often laid off at the end anyway. That is if course assuming the game isn't canceled after 5 years and the studio gets shut down.
Yea, I don't disagree. It is definitely more cut throat. Gaming isn't growing like in previous decades and there is more competition than ever.
 
The industry is designed around gaining young talent and working them hard. There was a great interview recently of an ex-Naughty Dog developer describing the crazy hours they would work. It wasn't necessarily forced on them, but a lot of people in their 20's purposely worked crazy hours, to the point that Naughty Dog tried to implement a "no working past midnight". It didn't stick.

It is a job where people get burnt out after a period of time. Always been that way. Once you hit your late 20's, want to start a family ect, it becomes unfeasable. But there will always be young programmers to pick from, though
You are right, there was always a high turnover in this field, but 76% is alarming. And 35% layoffs never really happened. the industry grew rapidly from the 90s to 2020.
 
LTTP but thought I'd get my thoughts in on Yotei now that I was able to play on Pro. I like the game more than Tsushima. But on a technical/graphics level, Yotei is very disappointing. It started off strong, but even then it's mostly art direction and PSSR that carries the weight. Gameplay visuals often looks indistinguishable from Tsushima and I'm not exaggerating. Only SOME of the A-tier cutscenes ever approach current gen standards. Facial animation is stuck in last gen territory. A real shame honestly.
Post this on their twitter channel which was celebrating the technical achievement win last night.



If I were them, i wouldve refused the award on principle. :messenger_tears_of_joy:
 
This game man. Some of the areas in Dementus are just as impressive as the early areas in Hernand. After a somewhat disappointing Pauline, im back in love with this game's visuals. Just like AC Shadows, the game gets more and more impressive as it opens up.

6zKRk0r.gif
 
The future is dark. Things are not looking good. Corporations were making record profits post covid and decided to treat their workers like cattle anyway. Now 33% have been laid off, and the remaining 76% are considering leaving the industry. It's crazy how this industry treats its artists. Disney also just laid off 1,000 people from its CG studios. the same people who literally carried these Marvel and Star Wars movies the last 20 years or so.



This is why I've always thought it was stupid to blame "lazy devs" on bad looking or poorly optimized games.

Devs and artists can only make use of the time, resources, prioritization, and direction from leadership that is provided to them. And most devs are paid meager wages while their CEOs are making tens of millions per year.
 
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This is why I've always thought it was stupid to blame "lazy devs" on bad looking or poorly optimized games.

Devs and artists can only make use of the time, resources, prioritization, and direction from leadership that is provided to them. And most devs are paid meager wages while their CEOs are making tens of millions per year.
Agreed. Poor incompetent leadership is a huge problem in this industry.
 
It was PS4 gameplay I believe, but honestly the game doesn't look that much better compared to the PS3. It just naturally looks that good.
Even on PC the game pushed hard, I remember it like it was yesterday, on my measly computer AC3 ran at relatively decent frame rates, AC4 did not go past 10 or 15fps. I was both amazed and extremely sad how the game was so much heavier compared to the previous one.
I was really bummed out because naval combat was my absolute favourite part of AC3 and was hyped af for AC4, only in 2015 when I finally got a new computer I was able to play it.

Curious to see how this remake handles smoke. AC4 on PC has PhysX which makes the smoke look incredible to the point where in some fights you can literally lose sight of enemy ships because of it. I suspect the remake might actually be a downgrade in this department in particular.



I found the PhysX in this game to be excessive and caused many performance issues, even on powerful machines.

This was ridiculous, you'd shoot and it'd create a huge smoke. Coming from a pistol, completely unrealistic.

assassins-creed-4-gets-physx-support-lots-of-billowing-smoke-v0-LmpyXxryX2sRZo0JSRR3QKBD01bsMugnKDqH_yk0FjY.jpg


This is why I've always thought it was stupid to blame "lazy devs" on bad looking or poorly optimized games.

Devs and artists can only make use of the time, resources, prioritization, and direction from leadership that is provided to them. And most devs are paid meager wages while their CEOs are making tens of millions per year.

There's not much of such a thing as a lazy developer, because lazy people get fired.

The reality is that you have deadlines and are usually forced to deliver something, regardless of quality. If you prioritize quality, you'll face pressure from your managers and could end up being fired.
 
LTTP but thought I'd get my thoughts in on Yotei now that I was able to play on Pro. I like the game more than Tsushima. But on a technical/graphics level, Yotei is very disappointing. It started off strong, but even then it's mostly art direction and PSSR that carries the weight. Gameplay visuals often looks indistinguishable from Tsushima and I'm not exaggerating. Only SOME of the A-tier cutscenes ever approach current gen standards. Facial animation is stuck in last gen territory. A real shame honestly.

Y1DEKkK.jpeg

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The only area that actually looks damn good is the Tokachi Range. That's where the graphics, draw distance, and lighting really shine. Every other area looks completely mediocre. It's just constant ugly weather.

And not only that, you can't even hunt animals or interact with the world in meaningful ways. Totally disappointing. Why the hell can't I hunt animals in an open world game set in the early Edo period?

The villages are a disappointment too. NPCs just stand around like mannequins in the same spot. They have no daily routine. They don't eat, sleep, or work. They just repeat the same actions over and over. I mean, what have these developers been doing for six or seven years?

And then there's the campfire cooking they proudly showed off. All you can do is roast fish and mushrooms. That's it. I would've much preferred a deeper system where you can cook a variety of meals, like different meats and proper dishes.

The game itself is very good. I enjoyed it much more than AC Shadows. The gameplay is fun, and the combat system is honestly one of the most satisfying out there. Duels and boss fights are genuinely enjoyable and well done. But on a technical and graphical level, I expected a lot more.

I'm playing Crimson Desert right now, and it feels like a completely different world. It's crazy that these two games came out in the same console generation.

I really hope Sucker Punch reads posts like this and feels ashamed. A first party developer should be able to deliver top tier graphics. Anything less is unacceptable.
 
More Crimson Desert in 4K DLDSR Ultrawide, max settings, Ray Reconstruction and Reshade:

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Man, this is impressive. How do you have displacement mapping On so clean w/o any artifacts? in 4k dlss RR on it still looks horrible for me, so i keep it off completely
Just use DLDSR, the image quality is really good, I use DLDSR in every game!
 
Related to downsizing due to cost savings, part of the ridiculously high cost of game development is that so many studios are located on the US West Coast.

Meanwhile, you've got Warhorse and 4A Games putting out AAA games at a fraction of the price due to lower cost of living/lower wages.

Why isn't there a AAA Midwest or elsewhere US game studio? Cost of living in the Bay Area is 50-80% higher than the Midwest. Boom. I just reduced your AAA dev cost from $200M to $120M by setting up shop in anywhere from Kansas to Kentucky.
 
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This game man. Some of the areas in Dementus are just as impressive as the early areas in Hernand. After a somewhat disappointing Pauline, im back in love with this game's visuals. Just like AC Shadows, the game gets more and more impressive as it opens up.

6zKRk0r.gif
This game only looks good on this forum with still pictures and smaller gifs lol
 
Related to downsizing due to cost savings, part of the ridiculously high cost of game development is that so many studios are located on the US West Coast.

Meanwhile, you've got Warhorse and 4A Games putting out AAA games at a fraction of the price due to lower cost of living/lower wages.

Why isn't there a AAA Midwest or elsewhere US game studio? Cost of living in the Bay Area is 50-80% higher than the Midwest. Boom. I just reduced your AAA dev cost from $200M to $120M by setting up shop in anywhere from Kansas to Kentucky.
there are some studios in Austin, Texas. Bethesda is based out of Maryland. Sony Bend is in Oregon. Bungie in Seattle. Rockstar has a studio in NYC.

Problem is that Austin is getting a lot more expensive now that everyone from the tech sector is moving there. Seattle was always expensive. NYC is worse than LA. And the midwest just isnt interesting enough for artist types to come and settle. Especially when Hollywood is based out of LA. Those same artists are getting hired in hollywood studios and have a much easier job finding another job in that town. IIRC, Insomniac, ND, SSM, Infinity Ward, and a bunch of other EA and Activision studios are in that LA area.

The rest are in the silicon valley area which is even more idiotic. But thats where Sony decided to build their new headquarters because again as a tech company, you want to be where most of the talent is. Getting people to move to a shithole like Kentucky isnt going to be easy when people barely want to come into the office.
 
This game only looks good on this forum with still pictures and smaller gifs lol
nah man. this is the real deal. In fact, it doesnt even look that good in the gifs. I hate the shimmering its added on the steps to the throne. Its also shot at 16 fps, i really want to show off how good it looks in 60 fps.

The game is doing so many different things well that it ends up blowing me away on a regular basis. The materials in interiors are just sublime. The reflections and light bounce off of them just look right. It's something last gen did so poorly but here, marble floors and those amazing pillars look and reflect like they should. You go outside the Dementis Castle, and all of a sudden they've added volumetric light scattering on distant trees. I swear i didnt see that in Hernand or Pauline so id figured they just didnt add it. Nope it's there and its beautiful.

You explore a bit more and you run into massive rivers, not just small streams you saw in Hernand, and the water looks perfect. You follow the river into giant waterfalls that then go into the ocean and the waves are perfect. Everything just looks the way it should even if its going for a very cartoony RDR2 look. I wanted Matrix quality photorealism this gen, but my god how can I hate a game that does so many different things right.

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It's magnificent.
 
nah man. this is the real deal. In fact, it doesnt even look that good in the gifs. I hate the shimmering its added on the steps to the throne. Its also shot at 16 fps, i really want to show off how good it looks in 60 fps.

The game is doing so many different things well that it ends up blowing me away on a regular basis. The materials in interiors are just sublime. The reflections and light bounce off of them just look right. It's something last gen did so poorly but here, marble floors and those amazing pillars look and reflect like they should. You go outside the Dementis Castle, and all of a sudden they've added volumetric light scattering on distant trees. I swear i didnt see that in Hernand or Pauline so id figured they just didnt add it. Nope it's there and its beautiful.

You explore a bit more and you run into massive rivers, not just small streams you saw in Hernand, and the water looks perfect. You follow the river into giant waterfalls that then go into the ocean and the waves are perfect. Everything just looks the way it should even if its going for a very cartoony RDR2 look. I wanted Matrix quality photorealism this gen, but my god how can I hate a game that does so many different things right.

iiPg7vt.gif


GPE1BDX.gif


It's magnificent.
The image quality is still ass to me and RR looks even worse. Im gonna wait for the LOD patch next week and might go back to fuck around
 
I'm playing Crimson Desert right now, and it feels like a completely different world. It's crazy that these two games came out in the same console generation.

I really hope Sucker Punch reads posts like this and feels ashamed. A first party developer should be able to deliver top tier graphics. Anything less is unacceptable.
Well, Pearl Abyss has like a thousand devs while Sucker Punch only has around 150. Sony refused to give them a budget increase despite selling 10 million units on a $60 million budget. The team size remained the same, and despite a 5+ year dev cycle, all they could do was a DLC sequel with the same tech.

Granted, Alan Wake 2 had a 50 million euro budget so roughly $60 million and a 4 year dev cycle, and they still managed to give us next gen graphics.

Sony had to increase team sizes and budgets of single player games at the end of last gen to keep up with the industry, but they chose instead to invest in six different GaaS studios, and forced another 6 of their internal studios to make GaaS trash. We dont know how much money was sunk into Deviation Games, Factions, BP, Bend, Firewalk, And Jade Raymond's new studio, but we know they spent $3.6 BILLION on Bungie. That's $3,600 million on one useless studio vs 60 million budget for Ghost of Yotei.
 
Y1DEKkK.jpeg

pRremqE.jpeg


The only area that actually looks damn good is the Tokachi Range. That's where the graphics, draw distance, and lighting really shine. Every other area looks completely mediocre. It's just constant ugly weather.

And not only that, you can't even hunt animals or interact with the world in meaningful ways. Totally disappointing. Why the hell can't I hunt animals in an open world game set in the early Edo period?

The villages are a disappointment too. NPCs just stand around like mannequins in the same spot. They have no daily routine. They don't eat, sleep, or work. They just repeat the same actions over and over. I mean, what have these developers been doing for six or seven years?

And then there's the campfire cooking they proudly showed off. All you can do is roast fish and mushrooms. That's it. I would've much preferred a deeper system where you can cook a variety of meals, like different meats and proper dishes.

The game itself is very good. I enjoyed it much more than AC Shadows. The gameplay is fun, and the combat system is honestly one of the most satisfying out there. Duels and boss fights are genuinely enjoyable and well done. But on a technical and graphical level, I expected a lot more.

I'm playing Crimson Desert right now, and it feels like a completely different world. It's crazy that these two games came out in the same console generation.

I really hope Sucker Punch reads posts like this and feels ashamed. A first party developer should be able to deliver top tier graphics. Anything less is unacceptable.

I think this game is the victim of GaaS push, Sony lowered amount of money for single player games while dropping hundreds of millions on live service games.
 
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there are some studios in Austin, Texas. Bethesda is based out of Maryland. Sony Bend is in Oregon. Bungie in Seattle. Rockstar has a studio in NYC.

Problem is that Austin is getting a lot more expensive now that everyone from the tech sector is moving there. Seattle was always expensive. NYC is worse than LA. And the midwest just isnt interesting enough for artist types to come and settle. Especially when Hollywood is based out of LA. Those same artists are getting hired in hollywood studios and have a much easier job finding another job in that town. IIRC, Insomniac, ND, SSM, Infinity Ward, and a bunch of other EA and Activision studios are in that LA area.

The rest are in the silicon valley area which is even more idiotic. But thats where Sony decided to build their new headquarters because again as a tech company, you want to be where most of the talent is. Getting people to move to a shithole like Kentucky isnt going to be easy when people barely want to come into the office.
I'd like to see a company try it again--similar to Origin Systems and Retro Studios setting up shop in Austin back in the 80s/90s. Be the draw to those lower CoL places. Sell the talent on them being pioneers and the start of something new compared to being in the news once a year for mass layoffs.

Or stop forcing people into the office at all, and offer lower pay for the privilege to WFH. Hire talent that can be trusted on their own.

It's obvious something's rotten in the industry, but they keep on doing what they've been doing anyway. It's frustrating.
 
Well, Pearl Abyss has like a thousand devs while Sucker Punch only has around 150. Sony refused to give them a budget increase despite selling 10 million units on a $60 million budget. The team size remained the same, and despite a 5+ year dev cycle, all they could do was a DLC sequel with the same tech.

Granted, Alan Wake 2 had a 50 million euro budget so roughly $60 million and a 4 year dev cycle, and they still managed to give us next gen graphics.

Sony had to increase team sizes and budgets of single player games at the end of last gen to keep up with the industry, but they chose instead to invest in six different GaaS studios, and forced another 6 of their internal studios to make GaaS trash. We dont know how much money was sunk into Deviation Games, Factions, BP, Bend, Firewalk, And Jade Raymond's new studio, but we know they spent $3.6 BILLION on Bungie. That's $3,600 million on one useless studio vs 60 million budget for Ghost of Yotei.

Exact number:

Screenshot-20260418-163214-Samsung-Notes.jpg
 
Well, Pearl Abyss has like a thousand devs while Sucker Punch only has around 150. Sony refused to give them a budget increase despite selling 10 million units on a $60 million budget. The team size remained the same, and despite a 5+ year dev cycle, all they could do was a DLC sequel with the same tech.

Granted, Alan Wake 2 had a 50 million euro budget so roughly $60 million and a 4 year dev cycle, and they still managed to give us next gen graphics.

Sony had to increase team sizes and budgets of single player games at the end of last gen to keep up with the industry, but they chose instead to invest in six different GaaS studios, and forced another 6 of their internal studios to make GaaS trash. We dont know how much money was sunk into Deviation Games, Factions, BP, Bend, Firewalk, And Jade Raymond's new studio, but we know they spent $3.6 BILLION on Bungie. That's $3,600 million on one useless studio vs 60 million budget for Ghost of Yotei.

Jason Schreier has already confirmed that Ghost of Yōtei cost far more than $60 million. At this point, it really feels like PlayStation Studios have lost some of that old hunger, that drive to push every aspect and set real graphical benchmarks.

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We are also getting a first look at Cory Barlog's Faye game this year. Leaks suggest a Devil May Cry style combat system, with the game spanning multiple mythological settings, including Mayan and East Asian. Kratos is also allegedly involved and is said to wield an Egyptian sword.

After more than five years in development, expectations are extremely high. It was meant to be a massive spectacle, especially the boss fights. This game has to be a visual showcase, anything less than blowing us away would be a disappointment.
 
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Well, Pearl Abyss has like a thousand devs while Sucker Punch only has around 150. Sony refused to give them a budget increase despite selling 10 million units on a $60 million budget. The team size remained the same, and despite a 5+ year dev cycle, all they could do was a DLC sequel with the same tech.

Granted, Alan Wake 2 had a 50 million euro budget so roughly $60 million and a 4 year dev cycle, and they still managed to give us next gen graphics.

Sony had to increase team sizes and budgets of single player games at the end of last gen to keep up with the industry, but they chose instead to invest in six different GaaS studios, and forced another 6 of their internal studios to make GaaS trash. We dont know how much money was sunk into Deviation Games, Factions, BP, Bend, Firewalk, And Jade Raymond's new studio, but we know they spent $3.6 BILLION on Bungie. That's $3,600 million on one useless studio vs 60 million budget for Ghost of Yotei.
There is no evidence Sony stopped Sucker Punch from hiring. They continued to grow since releasing GOT, albeit slowly. A lot of studios don't want to grow. Kojima has stated he never wants to direct a game with more than 150 developers. Obsidian wants to develop smaller games with 100 people max per game

There are a multitude of reasons why some studios don't want to expand. GOY had a relatively cheap budget and sold incredibly well. That surely means bigger bonuses for execs at Sucker Punch with a crazy ROI like that. And some studios just may not want to spend 6-7 years on one game or manage a project that big

Sony as a whole has been spending big money on their big AAA studios. SM2 was 315mil, HFW(200mil), Ragnarok(200mil), Wolverine(300mil+). Druckmann stated Intergalactic is ND's biggest budget ever. SSM has grown considerably since Ragnarok. There is zero evidence Sony is penny pinching their elite AAA studios

I wasn't a big fan of GOY. It was fine. I was hoping Sucker Punch would make the leap of being considered alongside Sony's best studios(ND, SSM). That didn't happen, but it is laughable to assume it was because Sony prevented them from hiring

And tbf to Pearl Abyss, they have 4-5 other games in development. I highly doubt more than 500 people worked on Pearl Abyss at its peak
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There is no evidence Sony stopped Sucker Punch from hiring. They continued to grow since releasing GOT, albeit slowly. A lot of studios don't want to grow. Kojima has stated he never wants to direct a game with more than 150 developers. Obsidian wants to develop smaller games with 100 people max per game

There are a multitude of reasons why some studios don't want to expand. GOY had a relatively cheap budget and sold incredibly well. That surely means bigger bonuses for execs at Sucker Punch with a crazy ROI like that. And some studios just may not want to spend 6-7 years on one game or manage a project that big

Sony as a whole has been spending big money on their big AAA studios. SM2 was 315mil, HFW(200mil), Ragnarok(200mil), Wolverine(300mil+). Druckmann stated Intergalactic is ND's biggest budget ever. SSM has grown considerably since Ragnarok. There is zero evidence Sony is penny pinching their elite AAA studios

I wasn't a big fan of GOY. It was fine. I was hoping Sucker Punch would make the leap of being considered alongside Sony's best studios(ND, SSM). That didn't happen, but it is laughable to assume it was because Sony prevented them from hiring

And tbf to Pearl Abyss, they have 4-5 other games in development. I highly doubt more than 500 people worked on Pearl Abyss at its peak
tmj9plwNnpdlM4G0.jpeg

With the release of the CD, they have two games in development: DokeV and Plan 8.
 
that would be the director. In movies, he tells the cinematographer the look he's going for and its the cinematographer's job to get it done. In games, that job is the art director's who then works with the technical director to get the look the main director wants. The programmers work under the tech director while the animators, modelers and artists work under the art director and do his bidding who is following directions from say Neil Druckmann. You dont get conflicts if everyone is working on one man's singular vision.

The Star Wars Outlaws guys did a lot of fancy stuff emulating the look of the movie as if the game was shot with a film lens. Same engine as Avatar which goes for a more gamey look.

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Exactly.
 
There is zero evidence Sony is penny pinching their elite AAA studios
Zero?

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Their single player budget went down after 2019 when it shouldve been going up. This is literally from their own slides.

Also, that $300 spiderman number is nonsense. It came from the same slide that showed the the Miles DLC cost $150 million. Dont believe what is clearly a money laundering operation. The spiderman director admitted that he was forced by Sony to cut a lot of stuff and rush out the game in 2023.

Exact number:

Screenshot-20260418-163214-Samsung-Notes.jpg
lol why do they need 570 business staff?
 
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Zero?

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Their single player budget went down after 2019 when it shouldve been going up. This is literally from their own slides.

Also, that $300 spiderman number is nonsense. It came from the same slide that showed the the Miles DLC cost $150 million. Dont believe what is clearly a money laundering operation. The spiderman director admitted that he was forced by Sony to cut a lot of stuff and rush out the game in 2023.


lol why do they need 570 business staff?

Perhaps it's because of the MMORPG and the company's infrastructure.

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Zero?

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Their single player budget went down after 2019 when it shouldve been going up. This is literally from their own slides.

Also, that $300 spiderman number is nonsense. It came from the same slide that showed the the Miles DLC cost $150 million. Dont believe what is clearly a money laundering operation. The spiderman director admitted that he was forced by Sony to cut a lot of stuff and rush out the game in 2023.


lol why do they need 570 business staff?
Just because Sony heavily invested in GAAS doesn't mean they took funds away from their single player games

I don't know how to respond to you believing a money laundry operation is occurring at Insomniac. And Sony pushed Insomniac to release SM2 early because they had zero 2023 game releases otherwise. They wanted to hit the holiday window too. It had nothing to do with cost
 
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The future is dark. Things are not looking good. Corporations were making record profits post covid and decided to treat their workers like cattle anyway. Now 33% have been laid off, and the remaining 76% are considering leaving the industry. It's crazy how this industry treats its artists. Disney also just laid off 1,000 people from its CG studios. the same people who literally carried these Marvel and Star Wars movies the last 20 years or so.


The push for A.I. generated movies and big actors... take notice to what's happening, we must resist it...
 
I stopped playing the game, but the LOD patch coming next week with difficulty settings and more so might go back
A LOD patch? Holy shit, if they can really fix it/significantly reduce it, it'll make the game 10x better. Can't get myself immersed in a world where everything appears out of nowhere. They should focus on close objects though, it's pretty bad.
 
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A LOD patch? Holy shit, if they can really fix it/significantly reduce it, it'll make the game 10x better. Can't get myself immersed in a world where everything appears out of nowhere. They should focus on close objects though, it's pretty bad.
Its about distance object detail. Its pretty rough right now
 
A LOD patch? Holy shit, if they can really fix it/significantly reduce it, it'll make the game 10x better. Can't get myself immersed in a world where everything appears out of nowhere. They should focus on close objects though, it's pretty bad.
They already released a patch to fix the pop in up close. Well, eliminate. You can turn off a new setting called geometric detail or something and that will remove all the little pebbles and small bits of foliage that were popping in constantly.
 
Looks like it doesn't auto-translate on here. The caption is: "Believe it or not, this is a mod for Assetto Corsa. Yes, this is a game."
It only works in dull/cloudy weather. As soon as you put a sunny scape, the illusion breaks and looks gamey.
That's certainly part of the trick. Why is that, though? Cloudy/wet weather helps further obscure detail in both real life and CGI?
Clear blue skies are the final boss for realism in graphics. They're great for fun arcade games though.

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