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Graphical Fidelity I Expect This Gen



Captured on PS5 PRO lmao

Looks phenomenal. Day 1 for me. Classic campaign and super fun gameplay.

I cant believe they didn't include the MP for this. Would have been a Summer smash hit.

first part of the trailer is all cg, and the new dlc levels look way better than the old ones built on top of the main game.
 
It would have been genius for the first half to play like a horror game and the second half be normal Gears. Kind of like what Resident Evil Requiem did. Gears games have always been fun, but repetitive to me. I really wanted a God of War 2018 reimagining of the gameplay loop. Coalition played it too safe, imo
You've seen almost nothing of the game so far, it's a safe bet they have some horror based levels in there as did the original.
 
It would have been genius for the first half to play like a horror game and the second half be normal Gears. Kind of like what Resident Evil Requiem did. Gears games have always been fun, but repetitive to me. I really wanted a God of War 2018 reimagining of the gameplay loop. Coalition played it too safe, imo
Maybe not exactly survival horror like grace section tho, they should find a balance between being a survival gears and not just a survival.

I dont think anyone would want to play half of a gears game hiding from enemies and having 5 pistol ammo total it would be too radical of a change.
 
You've seen almost nothing of the game so far, it's a safe bet they have some horror based levels in there as did the original.
It was a 30min deep dive? We clearly see the gameplay of what it plays like in the beginning, during E-day. It is run and gun Gears. I was hoping for slower pace, limited ammo, survival horror. That would have been really interesting. Like Leon Kennedy section of Requiem
 
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It does but the game resembles an UE5 visually, with Xbox360 gameplay and animations.

The character animation rigs and special effects are really low quality and bring the whole thing down IMO visually.

It's the polar opposite of e.g. Monster Hunter Wilds & Onimusha, which have pretty basic visuals, but with beautiful fluid gameplay & animations (which on balance, I prefer to be honest).
ill have to wait and see how it looks with higher quality footage before i come to my conclusion. I thought the sliding animation looked pretty cool although admitingly the vaulting one did seem a little out dated for sure.
 
Gears of war despite having ugly characters, has better character details, while Wolverine is ugly but with worse graphics.
fubf6Mc.png

xXWB2rq.jpeg
 


Captured on PS5 PRO lmao

Looks phenomenal. Day 1 for me. Classic campaign and super fun gameplay.

I cant believe they didn't include the MP for this. Would have been a Summer smash hit.


This looks so much better than the reveal trailer. PSSR2 probably helping a ton to eliminate all the fizzle and dissolution.
 
Terrible shots of both games though, and no Metro didn't look that good either.
Not sure if we saw the same trailers.
Metro has like 10x the environmental detail and also much better lighting than Gears.
Gears looks really bland most of the time while Metro has a much better artistic vision imho, it looks much more "alive".
Metro games have always delivered when it comes to high-end graphics at least.
 
Gears of war despite having ugly characters, has better character details, while Wolverine is ugly but with worse graphics.
fubf6Mc.png

xXWB2rq.jpeg
I mean Wolverine doesn't look good at all, [especially the blood/fluids simulation] but to be completely fair, those are NPCs, of whom there'll be hundreds in the game,
whereas those in the GEARS shot [which I assume is a very important opening cutscene] are at worst a few well-crafted side characters, if not actual supporting characters. but I agree on the whole
other engines are not aging or should I say improving as gracefully as UE5 is.
 
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It was a 30min deep dive? We clearly see the gameplay of what it plays like in the beginning, during E-day. It is run and gun Gears. I was hoping for slower pace, limited ammo, survival horror. That would have been really interesting. Like Leon Kennedy section of Requiem
Like I said the original had it's moments of horror as did 4 but I can't imagine we've seen everything this game has to offer, I agree it's a missed opportunity if they don't do anything horror related.
 

PS6 and Project Helix "Battle" Will Come Down to Frame Rate, Not Image Quality – Rumor

According to new analysis of leaked specs for the next-gen consoles, Project Helix's higher horsepower won't make that big of a difference.


In a video analyzing the potential performance of the PS6 and Project Helix based on the hardware specifications that have been leaked so far, Moore's Law is Dead drew comparisons like Project Helix having 70 compute units, compared to the PS6's 54. Similarly, there is also some speculation on their respective processors' clock speeds.

The YouTuber brought up the fact that, in the current console generation, while Xbox Series X has "better compute" than the PS5, Sony's console was helped by the fact that it has better cooling systems, allowing it to run at higher speeds for longer times before heat becomes an issue. He noted that the difference between the two consoles in terms of horsepower came down to arguing about the Xbox Series X's 12.1 teraFLOPS versus PS5's 10.3 teraFLOPS.

"That's a 30 percent difference. That's a bigger teraFLOPS difference than last-gen; that's notable," said Moore's Law is Dead when comparing the next-generation consoles. "But we don't know the clock speeds. Maybe the XBOX Helix runs at 2.5 GHz, and the PS6 runs at 3 GHz. Then it's pretty much a wash. Maybe it's the other way around though. Maybe Sony wants to save on cooling, because I know it's a 160-watt design; maybe Sony's is 2.5 GHz and Microsoft's is 3. In that scenario, Microsoft actually has a substantial win in compute."

After discussing the differences in how the two next-generation consoles will handle memory bandwidth, he went on to note that "All I can tell you without knowing the clock [speeds] is that the bandwidth difference is smaller than last time, and the compute difference is a little larger. Net-on-net, it's kind of similar to last-gen. And so, for me, that sounds like one of them is meant for 4K 144 [FPS], and one of them is made for 4K 60."

GAMINGBOLT


*sighs heavily*

WHAT ABOUT animations, simulations, physics and interactivity???? I swear everyone is willing to go to great lengths to avoid even the discussion of next-gen graphics let alone implemnetation of it.
because then they would actually have to put in the time and the effort


also:

Gears of War: E-Day is The Coalition's First Project Since 2015 to Not Reuse Any Assets or Code

"Literally everything you see in E-Day did not exist before we made it for this game," explained brand director Nicole Fawcette.

 
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I mean Wolverine doesn't look good at all, [especially the blood/fluids simulation] but to be completely fair, those are NPCs, of whom there'll be hundreds in the game,
whereas those in the GEARS shot [which I assume is a very important opening cutscene] are at worst a few well-crafted side characters, if not actual supporting characters. but I agree on the whole
other engines are not aging or should I say improving as gracefully as UE5 is.
Those are mutants and not just nameless NPC, and they were highlighted to be important during that gameplay session.
 

PS6 and Project Helix "Battle" Will Come Down to Frame Rate, Not Image Quality – Rumor

According to new analysis of leaked specs for the next-gen consoles, Project Helix's higher horsepower won't make that big of a difference.


In a video analyzing the potential performance of the PS6 and Project Helix based on the hardware specifications that have been leaked so far, Moore's Law is Dead drew comparisons like Project Helix having 70 compute units, compared to the PS6's 54. Similarly, there is also some speculation on their respective processors' clock speeds.

The YouTuber brought up the fact that, in the current console generation, while Xbox Series X has "better compute" than the PS5, Sony's console was helped by the fact that it has better cooling systems, allowing it to run at higher speeds for longer times before heat becomes an issue. He noted that the difference between the two consoles in terms of horsepower came down to arguing about the Xbox Series X's 12.1 teraFLOPS versus PS5's 10.3 teraFLOPS.

"That's a 30 percent difference. That's a bigger teraFLOPS difference than last-gen; that's notable," said Moore's Law is Dead when comparing the next-generation consoles. "But we don't know the clock speeds. Maybe the XBOX Helix runs at 2.5 GHz, and the PS6 runs at 3 GHz. Then it's pretty much a wash. Maybe it's the other way around though. Maybe Sony wants to save on cooling, because I know it's a 160-watt design; maybe Sony's is 2.5 GHz and Microsoft's is 3. In that scenario, Microsoft actually has a substantial win in compute."

After discussing the differences in how the two next-generation consoles will handle memory bandwidth, he went on to note that "All I can tell you without knowing the clock [speeds] is that the bandwidth difference is smaller than last time, and the compute difference is a little larger. Net-on-net, it's kind of similar to last-gen. And so, for me, that sounds like one of them is meant for 4K 144 [FPS], and one of them is made for 4K 60."

GAMINGBOLT


*sighs heavily*

WHAT ABOUT animations, simulations, physics and interactivity????
lol they will both target the same framerates. they will just have higher drs resolutions. just like this gen.
 
lol they will both target the same framerates. they will just have higher drs resolutions. just like this gen.
right !? but I wouldn't put the insanity of the opposite scenario past these lazy MFs
Those are mutants and not just nameless NPC, and they were highlighted to be important during that gameplay session.
I mean you're right at the end of the day. this game being completely linear cannot and should not make any excuses but I think they are still stuck in their SM2 phase
 
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Even that Fable monstrosity looks better

9gsMrcnv4NkK3AWx.png

You sure seem to be trolling also by bringing up all those body type bullshit talks into a graphic thread, but I'll take the bait thinking you don't know...

its this character



Which looks exactly in-character with a "hasbeen" hero.

And the actor is Matt King

1WGWqW8j9bCG6YwnLPF8N4CZDjY.jpg


an older Matt King

noughties-sitcom-star-looks-unrecognisable-996558883.jpg


This nonsense of always shitting on characters is getting tiring.
 
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These Gears pics are all fake pictures formerly known as "bullshots". Is there some collective amnesia going on in this thread that everyone has forgotten the last 14 years and all the trickery used by these studios and companies? Or is everyone new here
There real. At least fhe close ups of marcus and that locus are. Just confirmed by re watching the gamplay on huge tv @4k @ 1/4 speed pauseing to check at moments of little camera shake so yt could resolve the image. Those shots are real. Which means most likely the rest are.
 
Gears of war despite having ugly characters, has better character details, while Wolverine is ugly but with worse graphics.
fubf6Mc.png

xXWB2rq.jpeg


I agree in theory but we're comparing the key protagonist characters of a game versus incidental NPC's here.
 
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All of these "direct feed" pics are balant fake from gears to senua, etc. they are all fake.

It's sad this thread no longer sees obvious fakery as basic as this.
So I did a bit more digging. The "gameplay" press shots definitely have some... ahem... embellishments. Some of it could have been narrowed down to youtube compression, different builds, but a couple of things definitely suggest post process trickery or straight up doctored shots.

1) Radial blur: The game doesn't have this type of high quality radial blur during gameplay. It's not DoF, but has a similar effect so what's at the cenrer of the screen looks much more in focus. It's either photomode filter or some AI enhancement after taking the in-game shot. So we can already dismiss that this is not "direct feed". Anyone calling it direct feed should stop right away


ZW9IYrsInihDAstS.gif




2) Let's follow all the arrows from left to right. These are all the inconsistencies based on the comparison above:

  • hTrwHF0p5NnCvkj3.png


  • One side of the trunk is lit less than the other in the bullshot. The scene light setup seems near identical. So either these are console versus high end PC differences in lighting accuracy or AI enhanced.
  • Debris is all different with a lot more objects in the bullshot. I believe the developer commentary suggests the procedural generation is at design time and not randomized at runtime. So this is either different builds or... again AI enhanced
  • These are the ones that definitely make me question the legitimacy of these shots the most. Dom in the bullshot is lit very differently compared to Marcus in gameplay. Dom's lighting actually makes less sense than the gameplay shot. His right shoulder and even his right hand is getting lit by the headlight from the car on the left. The gameplay shot has none of that, and the lighting angle/range of the headlight make less sense. This is most certainly AI enhanced. Guessing lighting angle based on screenspace info
vdIbNQUa5yVirM9j.gif


  • Noted this just for fun. It appears their procedural generation is adding road markings after adding the debris. You will see several spots where the white paint is on TOP of the debris. It's there in the gameplay as well as the bullshot. Someone gotta fix that
  • There is wayyyy more detail under the overhead bridge. The original gameplay has those details when Marcus goes further down the road, so this is either youtube compression or the LoD being cranked all the way up to take the bullshot.
  • More added debris that doesn't exist in the gameplay. Not sure if different build or additional AI decoration
  • The third light under the bridge in the distance gets a bloom effect that the gameplay doesn't have. Again, suggesting cranked up LoD.
  • The car paint is much more reflective, seemingly catching the red glow from the emergence hole. This reflectivity is completely missing in the gameplay shot. Again, could be Ultra PC having much higher lumen quality (I think a lot of the gameplay footage is missing lumen altogether, especially the dev commentary video) or it has been AI enhanced to catch the red glow from screenspace
  • The top of the hood and side of the rightmost car are getting lit with a fake circular light instead of the actual headlights. This most certainly points to AI enhancement as it doesn't understand the lighting in gameplay is coming from the headlights, which are not in screenspace. So it is rounding out the light incorrectly, instead of keeping it forward direction only, like in the gameplay footage.
GTg9uuD0DWNvLwDe.gif



I think there is more than sufficient evidence just in this one shot to show the press images are not indicative of the final game. Can't believe we are still doing this in 2026. And it seems Wolverine is doing that too? I can't be bothered when the gameplay was enough to show how underwhelming it looks. Blood message seems to be up to some fuckery as well... Sigh.
 
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Man, they couldn't even leave the cutscene shots untouched. Subtle detail added to Marcus's face. His eyes catch more light... Even if you discount the texture improvements as that could be a result of compression, there is noticeable lighting changes to the person behind him, and Dom has been removed from the frame altogether. This is definitely photomode of the cutscene on a higher end PC or... again... AI enhanced. So this proves that literally no shot is "direct feed". Not even cutscenes.

hWWfMaefRvtywroz.gif
 
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Wow, that new HALO trailer!

What the?

I previously praised the reflections and surfaces. Now open areas, the ground details, particle effects and textures look quite impressive in new trailer. Very impressive. This game have extra clean image quality? It's one of the best remade examples I've ever seen.

Great job to dev studio.

Ekran-g-r-nt-s-2026-06-08-202106.png

Ekran-g-r-nt-s-2026-06-08-201742.png

Ekran-g-r-nt-s-2026-06-08-202829.png

Ekran-g-r-nt-s-2026-06-08-202159.png

Ekran-g-r-nt-s-2026-06-08-202643.png

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Ekran-g-r-nt-s-2026-06-08-202352.png
 
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So I did a bit more digging. The "gameplay" press shots definitely have some... ahem... embellishments. Some of it could have been narrowed down to youtube compression, different builds, but a couple of things definitely suggest post process trickery or straight up doctored shots.

1) Radial blur: The game doesn't have this type of high quality radial blur during gameplay. It's not DoF, but has a similar effect so what's at the cenrer of the screen looks much more in focus. It's either photomode filter or some AI enhancement after taking the in-game shot. So we can already dismiss that this is not "direct feed". Anyone calling it direct feed should stop right away


ZW9IYrsInihDAstS.gif




2) Let's follow all the arrows from left to right. These are all the inconsistencies based on the comparison above:

  • hTrwHF0p5NnCvkj3.png


  • One side of the trunk is lit less than the other in the bullshot. The scene light setup seems near identical. So either these are console versus high end PC differences in lighting accuracy or AI enhanced.
  • Debris is all different with a lot more objects in the bullshot. I believe the developer commentary suggests the procedural generation is at design time and not randomized at runtime. So this is either different builds or... again AI enhanced
  • These are the ones that definitely make me question the legitimacy of these shots the most. Dom in the bullshot is lit very differently compared to Marcus in gameplay. Dom's lighting actually makes less sense than the gameplay shot. His right shoulder and even his right hand is getting lit by the headlight from the car on the left. The gameplay shot has none of that, and the lighting angle/range of the headlight make less sense. This is most certainly AI enhanced. Guessing lighting angle based on screenspace info
vdIbNQUa5yVirM9j.gif


  • Noted this just for fun. It appears their procedural generation is adding road markings after adding the debris. You will see several spots where the white paint is on TOP of the debris. It's there in the gameplay as well as the bullshot. Someone gotta fix that
  • There is wayyyy more detail under the overhead bridge. The original gameplay has those details when Marcus goes further down the road, so this is either youtube compression or the LoD being cranked all the way up to take the bullshot.
  • More added debris that doesn't exist in the gameplay. Not sure if different build or additional AI decoration
  • The third light under the bridge in the distance gets a bloom effect that the gameplay doesn't have. Again, suggesting cranked up LoD.
  • The car paint is much more reflective, seemingly catching the red glow from the emergence hole. This reflectivity is completely missing in the gameplay shot. Again, could be Ultra PC having much higher lumen quality (I think a lot of the gameplay footage is missing lumen altogether, especially the dev commentary video) or it has been AI enhanced to catch the red glow from screenspace
  • The top of the hood and side of the rightmost car are getting lit with a fake circular light instead of the actual headlights. This most certainly points to AI enhancement as it doesn't understand the lighting in gameplay is coming from the headlights, which are not in screenspace. So it is rounding out the light incorrectly, instead of keeping it forward direction only, like in the gameplay footage.
GTg9uuD0DWNvLwDe.gif



I think there is more than sufficient evidence just in this one shot to show the press images are not indicative of the final game. Can't believe we are still doing this in 2026. And it seems Wolverine is doing that too? I can't be bothered when the gameplay was enough to show how underwhelming it looks. Blood message seems to be up to some fuckery as well... Sigh.
I think these shots are far more telling of the quality we will end up with than that vasaline yt feed.
 
Man, they couldn't even leave the cutscene shots untouched. Subtle detail added to Marcus's face. His eyes catch more light... Even if you discount the texture improvements as that could be a result of compression, there is noticeable lighting changes to the person behind him, and Dom has been removed from the frame altogether. This is definitely photomode of the cutscene on a higher end PC or... again... AI enhanced. So this proves that literally no shot is "direct feed". Not even cutscenes.

hWWfMaefRvtywroz.gif
Hmmmmm...The removeal of dom does imply photomode shenanigans.
 
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I think these shots are far more telling of the quality we will end up with than that vasaline yt feed.
In IQ, perhaps, but the lighting issues I've pointed out suggest things that don't exist in the real game. The way the cars on the leftmost and rightmost are being lit as well as the MC lighting scream AI enhancements that are working off of screenspace with no concept of how light and directionality should actually work.

May be we can explain the MC lighting to added hero lights that may make it in the final game, but that still doesn't explain the cars. That lighting is BS for sure

F0alG2s6KD50MZ1d.gif
05K1jJ8bfXS1pLSj.gif
 
Ok plague tale look mostly great, not outstanding but definitely nextgen.

i just dont see the hook of the game, it seems like there are no rats and a different protagonist and no stealth, it just look like bossgirl modern audience-ish action game with clunky combat.
 
So I did a bit more digging. The "gameplay" press shots definitely have some... ahem... embellishments. Some of it could have been narrowed down to youtube compression, different builds, but a couple of things definitely suggest post process trickery or straight up doctored shots.

1) Radial blur: The game doesn't have this type of high quality radial blur during gameplay. It's not DoF, but has a similar effect so what's at the cenrer of the screen looks much more in focus. It's either photomode filter or some AI enhancement after taking the in-game shot. So we can already dismiss that this is not "direct feed". Anyone calling it direct feed should stop right away


ZW9IYrsInihDAstS.gif




2) Let's follow all the arrows from left to right. These are all the inconsistencies based on the comparison above:

  • hTrwHF0p5NnCvkj3.png


  • One side of the trunk is lit less than the other in the bullshot. The scene light setup seems near identical. So either these are console versus high end PC differences in lighting accuracy or AI enhanced.
  • Debris is all different with a lot more objects in the bullshot. I believe the developer commentary suggests the procedural generation is at design time and not randomized at runtime. So this is either different builds or... again AI enhanced
  • These are the ones that definitely make me question the legitimacy of these shots the most. Dom in the bullshot is lit very differently compared to Marcus in gameplay. Dom's lighting actually makes less sense than the gameplay shot. His right shoulder and even his right hand is getting lit by the headlight from the car on the left. The gameplay shot has none of that, and the lighting angle/range of the headlight make less sense. This is most certainly AI enhanced. Guessing lighting angle based on screenspace info
vdIbNQUa5yVirM9j.gif


  • Noted this just for fun. It appears their procedural generation is adding road markings after adding the debris. You will see several spots where the white paint is on TOP of the debris. It's there in the gameplay as well as the bullshot. Someone gotta fix that
  • There is wayyyy more detail under the overhead bridge. The original gameplay has those details when Marcus goes further down the road, so this is either youtube compression or the LoD being cranked all the way up to take the bullshot.
  • More added debris that doesn't exist in the gameplay. Not sure if different build or additional AI decoration
  • The third light under the bridge in the distance gets a bloom effect that the gameplay doesn't have. Again, suggesting cranked up LoD.
  • The car paint is much more reflective, seemingly catching the red glow from the emergence hole. This reflectivity is completely missing in the gameplay shot. Again, could be Ultra PC having much higher lumen quality (I think a lot of the gameplay footage is missing lumen altogether, especially the dev commentary video) or it has been AI enhanced to catch the red glow from screenspace
  • The top of the hood and side of the rightmost car are getting lit with a fake circular light instead of the actual headlights. This most certainly points to AI enhancement as it doesn't understand the lighting in gameplay is coming from the headlights, which are not in screenspace. So it is rounding out the light incorrectly, instead of keeping it forward direction only, like in the gameplay footage.
GTg9uuD0DWNvLwDe.gif



I think there is more than sufficient evidence just in this one shot to show the press images are not indicative of the final game. Can't believe we are still doing this in 2026. And it seems Wolverine is doing that too? I can't be bothered when the gameplay was enough to show how underwhelming it looks. Blood message seems to be up to some fuckery as well... Sigh.
Yeah something fishy is definitly happening here. Nice catch with the car reflection. Could be the subtle angle of incidence or like you said a pc lumen setting. Whats crazy is its not like it looks much better so kinda wild that they would bother knowing sleuths would find em out? I still thinl the textures details in the "direct" shot way better represent what people will get never the less.

Im not seeing the extra detail you are under the bridge. Seems the same just out of focus.
 
In IQ, perhaps, but the lighting issues I've pointed out suggest things that don't exist in the real game. The way the cars on the leftmost and rightmost are being lit as well as the MC lighting scream AI enhancements that are working off of screenspace with no concept of how light and directionality should actually work.

May be we can explain the MC lighting to added hero lights that may make it in the final game, but that still doesn't explain the cars. That lighting is BS for sure

F0alG2s6KD50MZ1d.gif
05K1jJ8bfXS1pLSj.gif
Yeah i feel yuh. It so odd cause i dont feel like it made it much better. Shits wild.
 
umm ok halo look much better in cutscene than gameplay but i guess it looks ok overall, the game also being a damn classic help with the positive perception.

Hopefully they remake the whole trilogy.
 
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Yeah something fishy is definitly happening here. Nice catch with the car reflection. Could be the subtle angle of incidence or like you said a pc lumen setting. Whats crazy is its not like it looks much better so kinda wild that they would bother knowing sleuths would find em out? I still thinl the textures details in the "direct" shot way better represent what people will get never the less.
With texture detail, I'm willing to give the benefit of the doubt. It's everything else, especially lighting differences.

And this shit isn't new. Internet sleuths have existed forever and devs continue to get away with bullshots. The last I'd seen something this obviously doctored was actually RE Requiem

Good luck reproducing this even with PT enabled on a maxed out PC. And yet, it's just handed out to the press to freely distribute with no disclaimers

uLUsorwTw2TFepD3.png




 
Yeah i feel yuh. It so odd cause i dont feel like it made it much better. Shits wild.

But it accomplished it's goal didn't it? It changed your own opinion of the game below:

Well well well.....Youtube's dogshit encoder strikes again. Shit got straight decimated in the process. Looks fantastic here.

If it can change your opinion on what the game looks like, an enthusiast with an eye for graphics, the impact it has on the average gamer is massive. It's not about texture detail or IQ. It's visual splendor, lighting, depth and density. Cutscenes are subtle as they are already pushing things to the limit, but gameplay differences are quite noticeable.

 
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Same. Even though I was so disappointed it didnt lean more into it when i played it.
It was a testosterone shooter where you need to feel powerful, i think they stroke the right balance with the first game where marcus is already a strong soldier and the menace is well known.

They should have done what you ask with the new one where the menace is still not well-known and marcus should not be able to dispatch literal monsters like you dispatch your run of of the mill soldier.
 
Not sure if we saw the same trailers.
Metro has like 10x the environmental detail and also much better lighting than Gears.
Gears looks really bland most of the time while Metro has a much better artistic vision imho, it looks much more "alive".
Metro games have always delivered when it comes to high-end graphics at least.
Would help if you posted some comparisons but remember Gears is rendering a fairly open city so the 10x environment detail claim seems exaggerated to say the least.

giphy.gif


Cut scene I know but that's pretty much pre-rendered level of detail.
 
umm ok halo look much better in cutscene than gameplay but i guess it looks ok overall, the game also being a damn classic help with the positive perception.

Hopefully they remake the whole trilogy.
Their marketing is getting shameless. Blatantly mixing prerendered and gameplay and calling it "Captured on PS5 Pro". I guess playing a video and capturing that video on PS5 Pro counts... :pie_eyeroll:
 
It was a testosterone shooter where you need to feel powerful, i think they stroke the right balance with the first game where marcus is already a strong soldier and the menace is well known.

They should have done what you ask with the new one where the menace is still not well-known and marcus should not be able to dispatch literal monsters like you dispatch your run of of the mill soldier.
Yeah i agree. Those pre release Gears1 bullshots where wild. Monstef designs looked so cool i was hyped for UE3. In the end i think i preferred Rainbow six vegas as one of my 1st UE3 titles.
 
Their marketing is getting shameless. Blatantly mixing prerendered and gameplay and calling it "Captured on PS5 Pro". I guess playing a video and capturing that video on PS5 Pro counts... :pie_eyeroll:
Yah i ve noticed this new trend of "captured on...".
So let me get this straight "Does that mean my dvd player is rendering Avatar(2009) in realtime" 😂
 
But it accomplished it's goal didn't it? It changed your own opinion of the game below:



If it can change your opinion on what the game looks like, an enthusiast with an eye for graphics, the impact it has on the average gamer is massive. It's not about texture detail or IQ. It's visual splendor, lighting, depth and density. Cutscenes are subtle as they are already pushing things to the limit, but gameplay differences are quite noticeable.
Idk it didnt change my opinion about the lighting much just the textures and shader nuance which i think it will match just from what ive seen from this cycle of yt compression depression before. It hasnt tricked me about the lighting because i personally dont think it looks much better to be frank.


Just to be clear I fucking loath bullshot nonsense and photomode bullshit and am in no way defending that scummy ass practice. Dont get me started if it turns out they used ai on these shots.
 
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kinda of an hot take, that locust close up is far less impressive when you think days gone potentially had 500 of these cunts on screen at the same time, in a huge open world, on a ps4...talking just about the face.


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8uWYYjYVycJeCGWh.jpg
 
Yeah i agree. Those pre release Gears1 bullshots where wild. Monstef designs looked so cool i was hyped for UE3. In the end i think i preferred Rainbow six vegas as one of my 1st UE3 titles.
I think gears1 was still graphically phenomenal when it came out tho.

As a graphic whore, I had a constant smile playing that game.

X360 was really one hell of a console.
 
T
kinda of an hot take, that locust close up is far less impressive when you think days gone potentially had 500 of these cunts on screen at the same time, in a huge open world, on a ps4...talking just about the face.


ZGOMUGIziVusNUQf.jpg
8uWYYjYVycJeCGWh.jpg
The artist did a really good job on these considering the hardware but there pretty far away from the locust in texture res alone. We also have to remember we only 2x ram upgrade this time. 🤬
 
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