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Graphical Fidelity I Expect This Gen

All of these talentless teams who took decade to make subpar games will be shutdown soon enough. E-DAY will not even sell enough to offset the cost so Coalition will be shut down shortly after release.
 
VGC lays out the new AI integration tools in UE5. Ive been using Claude at work over the last month or so and it is absolutely incredible at coding and figuring out bugs. It's not perfect by any means, but its definitely cut down my dev times by half. i feel like i have my own personal assistant.

Integrating it for designers and artists instead of just programmers is a very interesting choice. i dont know if it will cut dev times down by half, but it should help streamline development.

According to Epic, UE6 will introduce integrations with AI models such as Claude, Gemini, and others, which will act as "creativity and productivity multipliers," enabling teams to "focus their efforts on the essential creative and technical tasks of development rather than time on time-consuming manual tasks".
During State of Unreal, the Fortnite maker provided examples of such tasks developers may wish to use AI to speed up, including "setup of levels, character rigs, particle systems, skinning bone weights, as well as adjusting lighting".

"Our goal for UE6 is to greatly reduce the tedious work in authoring content to leave more time for creative exploration, and increase the amount of iterations a team can make to polish their content," it said. "UE6 will ship with tools and workflows where you can choose to bring your own favorite models, battletested against internal development and in UEFN."
During an on-stage presentation, Epic showed how AI large language models (LLMs) can be used directly with Unreal Engine to generate content. During the demonstration, it used a Claude prompt window to furnish a virtual apartment by asking for items, which were then pulled from the assets library.

It later showed how it could change the lighting in a city scene by asking Claude to alter the time of day, or even use a static photo as a reference. Epic stressed that developers will have final control over their creations and can manually change their results.
 
Similar to The Ascent, No Law is a testament to how disorganised, passionless, and complacent most of this industry in general, and Sony and MS in particular, have become.
I have been repeatedly posting about Neon Giant on this thread and how proud I am of them as a gamer. I am glad more people are now sharing this sentiment
absolutely amazing work
 
some of em are opinions but the dev cycles are facts, and the complete lack of goty nominations are also a fact.

i also liked forza 8 and i still defend its visuals to this day. hell i didnt even bother buying gt7 and only just bought yotei on a sale last week, but the fact remains that it flopped and it did not do a lot of new things compared to gt7 which was held back by last gen. especially after MS gave them 6 years. 2 more than PD got from Sony, and without a cross gen mandate.

i despise MS's leadership. i 100% agree with everything in your post about their lack of vision, especially post Don Matrick. But at the same time, Phil acquired studios, and gave them the time and money. and those studios delivered mostly b tier crap that didnt sell. save for Forza Horizon.

343 took 5 years to do a halo remake. i mean come on. even if they are using contractors, it should not take this long to remake a game in ue5. their devs are just bad at making games.

Forza 8 does look really good (still worse than GT7) and feels great driving/physics (still worse than GT7) but oh my...it wasn't even a game when it released (I bought day 1 full price). Today its not much of a game still. At release it was bugged to hell and back and partially still is. They even ruined my favourite part of such games (hot lapping) for months, as the track timer counted the time wrong as soon as you used the rewind feature. Clunky, slow menus. Pathetic replay system. The only thing this game has really going for it, is its car list (was always better than in GT). At least I could experience hundreds of cars I know I won't be able to experience anywhere else (and certainly not in GT), I used the chance and uploaded hot laps of hundreds of cars to my YT channel.

Having said all that, I'm sad Forza Motorsport died, as FM4 is one GOAT racing game (Autovista mode is STILL PHENOMENAL and unbeaten), but FM8 simply was/is a DESASTER.

Maybe we'll get PGR5 with insane path-tracing reflections on the glass structures of let's say New Yorks sky scrapers and the best engine sounds ever, pretty please? 😔
 
Color grading?
It's not just color, though it may play a part. Assets, art direction and GI settings are inadequate in this game. All the tech is in there, but if the assets aren't up to current gen standards, looking drab or don't respond to light well, everything starts looking flat.

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Why is the empty couch on the left so flatly lit that it looks to be floating? Why is there no ambient occlusion at all right under the TV stand, but only shadows in front of it, even though the light source behind is placed higher than the TV? The megalights soft shadows looks nice, but that's different from AO. And what is even going on with the soda can next to the TV and the inverted triangle of a shadow or reflection under it? It looks like it's spinning on a pointy edge. Why is the TV's glow so faint, when it could be hitting the people in front of it at no performance cost with megalights? Why are the two people on the right lit differently from the rug they are sitting on? Why are clothes, skin and the rugs not responding to light in any way with any specular highlights or SSS. Why is neither the standing nor the fallen signage behind the TV having any specular detail, given the glossy floor and a reasonable amount of light? That material is probably glossy too, but it looks matte. If so, then what material is it? Could be paper, cloth, plastic... no way to tell. Why does the side table on the left (wood) not look all that different from the cushion of the couch (leather)? And if all this looks a lot better from the opposite direction, where most of the light originates, then why even frame this shot in such an unflattering angle on your first big reveal?

Now compare that with this:

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Sure, it's more colorful, but all the materials and lighting look and behave as they should. Everything in the frame tells a story, including the light. That's better art direction on top of everything else that is just technically better. Which is all a bit confusing as the underlying tech is quite literally the same.
 
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VGC lays out the new AI integration tools in UE5. Ive been using Claude at work over the last month or so and it is absolutely incredible at coding and figuring out bugs. It's not perfect by any means, but its definitely cut down my dev times by half. i feel like i have my own personal assistant.

Integrating it for designers and artists instead of just programmers is a very interesting choice. i dont know if it will cut dev times down by half, but it should help streamline development.

Unreal Engine just one-shotted Reee. As if I couldn't love this engine enough.
 
Claude at work over the last month or so and it is absolutely incredible at coding and figuring out bugs. It's not perfect by any means, but its definitely cut down my dev times by half.

Only half?

There are some game related things I've tried making that I could easily imagine myself trying to research about, code, and debug for weeks. But with AI it's done in a day and just works.
 
Only half?

There are some game related things I've tried making that I could easily imagine myself trying to research about, code, and debug for weeks. But with AI it's done in a day and just works.
yeah, in terms of coding, it can literally code entire projects from a ms word spec in minutes what would typically take weeks. find and fix issues in seconds that wouldve taken me hours. but it has this really bizarre habit of just inserting changes without fully understanding the process, and trying to brute force things instead of taking the time to debug and understand business rules.

it then takes itself down this rabbit hole of code changes and redesigning the solution instead of just debugging code. a coworker and i recently tested this. she spent two days trying to get her changes to work, while i ran the same code through claude. took us both 2 days to get it done but her code was a lot cleaner while this dude literally rewrote the entire existing process which is bound to cause regressions even if it was able to implement the functionality.
 
25 person team! meanwhile housemarque is like we are 3x the size we were when we shipped returnal (iirc 85 devs in 2021) and they couldnt even come close to this.

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yeah, in terms of coding, it can literally code entire projects from a ms word spec in minutes what would typically take weeks. find and fix issues in seconds that wouldve taken me hours. but it has this really bizarre habit of just inserting changes without fully understanding the process, and trying to brute force things instead of taking the time to debug and understand business rules.

it then takes itself down this rabbit hole of code changes and redesigning the solution instead of just debugging code. a coworker and i recently tested this. she spent two days trying to get her changes to work, while i ran the same code through claude. took us both 2 days to get it done but her code was a lot cleaner while this dude literally rewrote the entire existing process which is bound to cause regressions even if it was able to implement the functionality.

Oh for sure, it still has a high ability to send you down weird rabbit holes if you don't give enough instruction and context.

The less vague you can be the better is my overall experience with AI coding. If you can supply it most of the use cases and edge cases in one shot you tend to get pretty good results.
 
25 person team! meanwhile housemarque is like we are 3x the size we were when we shipped returnal (iirc 85 devs in 2021) and they couldnt even come close to this.

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I dont believe the 25 person team bullshit.

During The Ascent it was said they were 10, until you saw the credits with 200+ subcontractors
 
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what game is this ?
No Law.

I dont believe the 25 person team bullshit.

During The Ascent it was said they were 10, until you saw the credits with 200+ subcontractors
sigh. why do we have to do this nonsense with credits. people tried to do this with exp 33 to say 400 people worked on it.

credits are credits. the main dev team is what matters. if you actually see the credits, 90% of it is localization, marketing and publishing that has nothing to do with actual game development. we have games from sony studios that we know have 200-300 devs with credits that go up to 2000 people. i remember when the outer worlds 2 came out and obsidian said the team was around 150 devs, the credits listed 1,500 people.

we know rockstar has 7 studios and around 3000 devs that worked on rdr2. it has 8,500 people credited. Yes, the ascent has 250 credits, but saros has 2,298 people listed in the credits. 10x more. and we know the dev size went from 85 in 2021 to 3x that so around 250 devs. so 250 vs 2,300 if we go by that. roughly 10x more people with graphics that look two gens behind.
 
Why is the empty couch on the left so flatly lit that it looks to be floating?
Because the light source is on the near side.

Why is there no ambient occlusion at all right under the TV stand, but only shadows in front of it, even though the light source behind is placed higher than the TV?
I don't understand exactly what you're talking about. The only thing that stands out there is the soda can, because its shadow comes from a different source.

Why is the TV's glow so faint, when it could be hitting the people in front of it at no performance cost with megalights?
So as not to disrupt the dark, oppressive atmosphere? They said outright that the very first trailer for GeoW was their source of inspiration


Now compare that with this:
This is a promotional video for a game that will be released at an unspecified date.
 
Final Fantasy 7 Rebirth ladies and gentlemen

I need to try that texture pack mod but I dont want to pay 10 euros for nexus to download 160gb lol

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I've said it before, it's the worst looking AAA title on consoles. I tried playing it on PS5 Pro with the PSSR patch and stopped playing because it looks so bad. The cutscenes look nice though...
 
I've said it before, it's the worst looking AAA title on consoles. I tried playing it on PS5 Pro with the PSSR patch and stopped playing because it looks so bad. The cutscenes look nice though...
I just installed the 160gb texture mod. It took me an hour to download.

I will report here if this mod does make a difference

EDIT

For anyone interested this mod https://www.nexusmods.com/finalfantasy7rebirth/mods/1181?tab=posts&BH=3 is 160gb and it promises HD texture in most areas of the game

I am testing it and it works, in some areas it looks better but when it comes to rocks and ground, it doesnt upscale everything so you will still find nasty assets unfortunately. The mod helps a bit but the game still looks bad imo. I guess you cant polished a turd at the end of the day

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At least it fixers the hilariously awful vanilla curtains but then you said the wood material next to it and it looks like a ps2 videogame. Awful, these developers are terrible at their jobs

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Don't know if posted but running on Series X at 60fps, amazing.





Nanite, hardware Lumen and mega lights (thousands of shadow casting lights in any scene) all confirmed.
 
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Epic is getting rid of Blueprints for UE6 and has no plans to support visual scripting.

It's pretty crazy considering Blueprints are used by a huge number of developers, and there are games that are almost entirely made with them, like Clair Obscur for example.
 
25 person team! meanwhile housemarque is like we are 3x the size we were when we shipped returnal (iirc 85 devs in 2021) and they couldnt even come close to this.

oWuAC3z.gif


oypX65Z.gif
you're right
I haven't played their games yet, but in their defense, UE wasn't as developed or dev-friendly back then and No Law still has a lot of time for polish and tech advancement before it comes out
but I appreciate and agree with your point
 
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Epic is getting rid of Blueprints for UE6 and has no plans to support visual scripting.

It's pretty crazy considering Blueprints are used by a huge number of developers, and there are games that are almost entirely made with them, like Clair Obscur for example.
That's crazy to me, blueprints are super useful for prototyping, especially for artists who want to quickly try out things. Surely they must have something similar in place.
 
So I know a guy who knows a guy who knows another guy, but RE Code Veronica will be the first current gen only RE title. RE9 was built on PS4 but never released.

i think path tracing saved RE9, and we definitely didnt see the game reach the heights of the intro. Maybe with Code Veronica we can see a more consistent look.
 
John from DF on the lack of RT and next-gen features on GOW : Laufey : "it is what it is"

What a pathetic response, probably already preparing for his glaze puff piece once they get early access review codes.
 
John from DF on the lack of RT and next-gen features on GOW : Laufey : "it is what it is"

What a pathetic response, probably already preparing for his glaze puff piece once they get early access review codes.
Sony's 1st-parties getting beat left and right by many other games technology-wise is something that was not in my expectations list this generation...
 
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Where's the ferris wheel reflection?

disappointed standing in the rain GIF
We can also catch them SSR thingies on the surface of the water on the far left of the screen. Maybe it uses some sort of RT reflections for water & SSR plopped on top of it? Or maybe straight up SSR on water...

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Sorry for the trash quality GIF, best I could do in a hasty manner.
 
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