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Graphical Fidelity I Expect This Gen

It has some cringe worthy story but it's gameplay is solid and it's structure is in fact better than the one in Rise.
I still prefer 2013's reboot to them all though. Linear games >>> open world likes.
Yeah, like all the Survivor games, the cringe stuff comes from the characters in no small part, man I hated the whiny Lara of this trilogy with a passion.
It was done by a different studio but suprsingly it's the best TR game from survival trilogy.
Couldn't agree more, I think we're in a minority with thinking Shadow was the best of them.
CD is captured by the left ideology, I hope they tone it down for their upcoming game and it will be good (Atlantis from FWH will be good for sure).
IDK, I'm keeping my hype in check, no expectations, from these recent interviews, I think CD is still pretty involved. I get the feeling this is just the Survivor TR dressed in classic clothes, hope I'm very wrong.
 
I'm impressed with Mortal Shell 2.

Hardware Lumen, high settings (with vh textures), DLSS 4.5 (Performance) and game runs ~100+FPS without frame gen.

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UE5 got really optimized at this point, and DLSS 4.5 doesn't cause any issues in this game.
 
I'm impressed with Mortal Shell 2.

Hardware Lumen, high settings (with vh textures), DLSS 4.5 (Performance) and game runs ~100+FPS without frame gen.

LEv57ilrBdcN7K5e.jpeg
bMCOIPyV0Q8r6beA.jpeg
cdG8TxgowXKs0FaJ.jpeg
CMaMjSaAT0QfUXDO.jpeg
OfWdmENcC45QfAPM.jpeg
iSKUXSAAm8paX1iq.jpeg
De42k87mbDQm8nVs.jpeg


UE5 got really optimized at this point, and DLSS 4.5 doesn't cause any issues in this game.
Game had a framegen bug where it ran at 6x no matter the settings and i didnt even noticed lol. I was playing at 300 fps and didnt had any input lag or horrible artifacting. Game is really great
 
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They are beyond lazy, those fucking cunts don't even bother themselves to switch from UE4 to UE5 on the end of current gen consoles, we did not ask them to built new engine or upgrading their inhouse engine, we only ask to upgrade from UE4 to UE5 but those cunts don't even bother themselves to do this simple task
They never attempted to fix the horrific pop in or the fucked up gamma issue going from shade to bright areas and they've had plenty of time.

The game is full of visual issues that other developers wouldn't allow to be so prominent in their game.
 
So I was looking at some of my old ss from Rebirth:

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Pretty great example of SSS we talked about some time ago, and this is not from photo mode.
 
Or only on snow

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I'm convinced now that Ragnarok had SS for characters, by viveks86 viveks86
Hehe. I believe it is on leather too for Ragnarok, but I couldn't find an extreme example to prove it. Here's one in Laufey. Notice how you can see the underside of the leather towards the edge, the moment light hits the top. The rest is in shadow, so that's neither direct light nor indirect light underneath. It's SSS from direct light hitting the top side.

p8cF7oVoVQ0eZ1kO.png



And hair/fur:

cHkeXDqgqvs1koGw.png



And pretty sure cloth didn't have it in Ragnarok. Cloth response always seemed very flat in that game regardless of light conditions. Just a lot of heavy texture work (AI upscaled for PS5 on top of that), but no actual reactivity to light. It seems to be on most cloth now:

Y7MqAm4bV8eAJY0A.png



It shines right through to the inside in the next few frames:

roY988G2H6tAne48.png



And here as well:

arqSeJzOSc3RULt3.png

It all changes in real time in line with their brand new cloth physics too:

pKWJ6ZsqcMzLGRhU.gif



I'm seeing this on all wood too. And may be even bones (not sure yet). Wood has atrocious light response in Ragnarok, so that's a solid upgrade.

And on RTGI, it seems they are doing RTGI specular as well. Not just diffuse. Any light hitting metal on the ground precisely changes lighting on one side of her armor. It changes based on how much direct light is hitting the metal too, if any. Only the first 2 frames even get any direct light on the ground, so how they are pulling this off with a single bounce for the remaining frames is beyond me. And if it hits rock, you can see how that affects lighting on the same part of her leg

PoCCkMu9Rs2zo70b.gif


Also did a quick capture of how the environment affects the character's indirect lighting as a whole when she moves around. You can see the armor's hues matching the environment, starting with purple and ending with more greens. Again, you can see how any spot where she is above metal, the armor lights up a lot more. That's specular GI and the rest is diffuse GI. Unless they doctored the entire trailer and baked her GI every couple of feet before rendering out frames, this is not possible in real time rendering. It has to be ray traced. I'm not convinced this is multibounce yet, so I'm still sticking to the guess of a probe-based system simulating multibounce for the "macro" detail and per-pixel RT to those probes for micro detail.

1R1zqiPDA0uvhWhE.gif
 
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Hehe. I believe it is on leather too for Ragnarok, but I couldn't find an extreme example to prove it. Here's one in Laufey. Notice how you can see the underside of the leather towards the edge, the moment light hits the top. The rest is in shadow, so that's neither direct light nor indirect light underneath. It's SSS from direct light hitting the top side.

p8cF7oVoVQ0eZ1kO.png



And hair/fur:

cHkeXDqgqvs1koGw.png



And pretty sure cloth didn't have it in Ragnarok. Cloth response always seemed very flat in that game regardless of light conditions. Just a lot of heavy texture work (AI upscaled for PS5 on top of that), but no actual reactivity to light. It seems to be on most cloth now:

Y7MqAm4bV8eAJY0A.png



It shines right through to the inside in the next few frames:

roY988G2H6tAne48.png



And here as well:

arqSeJzOSc3RULt3.png

It all changes in real time in line with their brand new cloth physics too:

pKWJ6ZsqcMzLGRhU.gif



I'm seeing this on all wood too. And may be even bones (not sure yet). Wood has atrocious light response in Ragnarok, so that's a solid upgrade.

And on RTGI, it seems they are doing RTGI specular as well. Not just diffuse. Any light hitting metal on the ground precisely changes lighting on one side of her armor. It changes based on how much direct light is hitting the metal too, if any. Only the first 2 frames even get any direct light on the ground, so how they are pulling this off with a single bounce for the remaining frames is beyond me. And if it hits rock, you can see how that affects lighting on the same part of her leg

PoCCkMu9Rs2zo70b.gif


Also did a quick capture of how the environment affects the character's indirect lighting as a whole when she moves around. You can see the armor's hues matching the environment, starting with purple and ending with more greens. Again, you can see how any spot where she is above metal, the armor lights up a lot more. That's specular GI and the rest is diffuse GI. Unless they doctored the entire trailer and baked her GI every couple of feet before rendering out frames, this is not possible in real time rendering. It has to be ray traced. I'm not convinced this is multibounce yet, so I'm still sticking to the guess of a probe-based system simulating multibounce for the "macro" detail and per-pixel RT to those probes for micro detail.

1R1zqiPDA0uvhWhE.gif
gow ragnorok they have also hardware raytraced cube maps reflections , work alongside regular ssr
 
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gow ragnorok they have also hardware raytraced cube maps reflections , work alongside regular ssr
Yeah that hasn't changed. They still seem to use RT cube maps and/or SSR.
 
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Just finished Keeper. Was on sale on Steam and thought yea, an easy adventure game after Mina is fine

Holy shit it looks good. Never seen UE5 or UE4 for that matter being used in that way where everything looks like a painting. Really nice use of shaders and texture work to make it gel together.

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It gets really fucking psychedelic towards the end, I didn't include any major spoilers but to say the least, if you have epilepsy, that's a no :messenger_tears_of_joy:

I really like the devs using UE5 in unusual ways, I mean it's just an engine and it all depends on artists, but still to see it all come together also with Lumen and they did a lot of exploratory effects I think.
 
Ninja theory announced this one last week, just to got shut down by MS this week
,

Tragic, was actually looking forward to this one - I was one of the few Hellblade II lovers here lmao.
Wait, the makers of Hellblade got shut down my MS?
Yes. Along with 2 other studios, plus more likely to come

Best looking racer ever.

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Looks incredible overall, but does the game lack sharpness/looks a little soft to anyone else or is it just the gif/my eyes?

Also assuming this isn't the game in HDR?

Also they better have a NO HUD option on day 1.

Sick of these games have huge huds and no option to hide it until months later.

I don't like film grain, CA or lens distorsion in general but POOLS, a game relying on those effects, catched my eye a couple of years ago. The particular aesthetic I belive is called liminal space.

Pools-Demo-2026-06-15-17-50-12-966.jpg
Looks stunning.

God bless Chromatic Abberation.

God bless Film Grain.

God bless Lens Distortion.

God bless motion blur.
 
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Yes. Along with 2 other studios, plus more likely to come
Good God. Why the hell did MS let them show off their new game on their show last week?
 
Just finished Keeper. Was on sale on Steam and thought yea, an easy adventure game after Mina is fine

Holy shit it looks good. Never seen UE5 or UE4 for that matter being used in that way where everything looks like a painting. Really nice use of shaders and texture work to make it gel together.

qAUBoS0McWEnCEws.jpg


woSEKU5SzofHBp0o.jpg


JVrSew6xVWOUF8yj.jpg


rUIJ66xbwS8U9aUQ.jpg


oiV5OFcWD7dpoWub.jpg


It gets really fucking psychedelic towards the end, I didn't include any major spoilers but to say the least, if you have epilepsy, that's a no :messenger_tears_of_joy:

I really like the devs using UE5 in unusual ways, I mean it's just an engine and it all depends on artists, but still to see it all come together also with Lumen and they did a lot of exploratory effects I think.
Nice fake, everyone knows that all ue5 games look exactly the same.
 
Because MS has no idea what the fuck they're doing. A week ago they probably didn't even realize they were going to close down Ninja Theory.
even ninja theory knew before e3. they were said to be shopping around for a new publisher at summer gamefest.

MS just wanted to put on a good show to win some brownie points from their rabid fanbase. just like they did with the exclusive announcement.
 
Didn't know so many of these games were already using metahumans. Death stranding 2 as well?? I had no idea!


yep. DS2 was a big one. Gymwolf found it listed at the end of the very first or second trailer. its probably why the game looks next gen in cutscenes and last gen during gameplay.
 
Curious to see what tomorrows Unreal Show looks like. Hoping they show off some more UE6!

The way things are going, xbox will announce its buying Unreal tomorrow and shut it down by Friday.
 
Perhaps another tech demo.
Doubt we'll get anything tangible regarding the real game at least until after Songs of the Past releases.
We should be getting gameplay but that info is from a gdc talk 3 months ago and plans change. They haven't officially announced anything yet.
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They made it clear that this year we shouldn't expect massive live tech demos and I think there's a chance that The Witcher 4 won't be there or at least nothing major.
 
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They made it clear that this year we shouldn't expect massive live tech demos and I think there's a chance that The Witcher 4 won't be there or at least nothing major.
Probably have nothing to show. All these devs are still using UE5. The ones on UE6 are in early ass development
 
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