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Graphical Fidelity I Expect This Gen

Lmao shit looks like 0x anisotropic filtering

Looks like they only had rendering budget of 6 polygons left for the character

Looks like an April fools prank


Looks like this character wearing halloween horns -

zoolander.png
 
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Entertainment Weekly's streak of choosing the worst pics continues, this time its for a video game. We've seen the game. it looks phenomenal. the game is basically a non game set in tiny rooms so devs can push the graphics. kojima himself said everyone turned him away. only phil spencer was stupid enough to invest in this.
 
Entertainment Weekly's streak of choosing the worst pics continues, this time its for a video game. We've seen the game. it looks phenomenal. the game is basically a non game set in tiny rooms so devs can push the graphics. kojima himself said everyone turned him away. only phil spencer was stupid enough to invest in this.
What's with your definitions of a video game? You're stuck in a close minded type of thinking, normally I agree with most of what you say, but this comes off as ignorant and meathead like which isn't like you.
 
What's with your definitions of a video game? You're stuck in a close minded type of thinking, normally I agree with most of what you say, but this comes off as ignorant and meathead like which isn't like you.
i play all kinds of games. i just think this one is going to be a big nothingburger. especially since no one wanted to pick it up. if its anything like PT, it will have no gameplay.
 
i play all kinds of games. i just think this one is going to be a big nothingburger. especially since no one wanted to pick it up. if its anything like PT, it will have no gameplay.
Kojima saying OD has a system in place for gamers that find the game "Too Scary" is proof that he is so far up his own ass with this one. This is Kojima's opportunity to feel like an actual movie director
 
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Kojima saying OD has a system in place for gamers that find the game "Too Scary" is proof that he is so far up his own ass with this one. This is Kojima's opportunity to feel like an actual movie director
The same way he thought he invented "the stranding system" to connect players and in the end it wasnt even ACTUAL people that populate your server nor can you really hear them in real time, its just randomly calculated build completion over time that pretends how your own community is building the roads and any holograms or voice shouts are not real time, its just someone leaving who knows when a voice memo.
 
Why is Entertainment Weekly covering OD? Kojima wants to be accepted by Hollywood so much. I bet this game was made with a movie adaptation in mind.
With his dogshit writing nobody in hollywood is ever gonna take him seriously except uwe boll or some shit.

Dude is probably like a funny pet to have around, the hollywood equivalent of yosuke at the court of nobunaga :lollipop_grinning_sweat:
 
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With his dogshit writing nobody in hollywood is ever gonna take him seriously except uwe boll or some shit.

Dude is probably like a funny pet to have around, the hollywood equivalent of yosuke at the court of nobunaga :lollipop_grinning_sweat:

Kojima is more worried about movies, Hollywood and meeting famous actors rather than making good engaging videogames

It sucks because MGSV has one of the best gameplays ever made in a videogame in my opinion but he just doesn't seem to care anymore
 
Kojima is more worried about movies, Hollywood and meeting famous actors rather than making good engaging videogames

It sucks because MGSV has one of the best gameplays ever made in a videogame in my opinion but he just doesn't seem to care anymore
Mgs5 was probably his old konami team making the gameplay and him making the dogshit story for the most part.

The fact that he tries to do some mgs5 shit in ds2 and fail miserably is just another proof that this dude was not the reason why mgs5 was good, i'm gonna die on this stupid hill.
 
Thay actually say that it is heavier than normal...
FG model B is not heavier, it's essentially the same model as A with an added feature of separate UI interpolation ("recomposition") which improve 2D UI rendering when FG is enabled.
Generally speaking you can "force" model B by default. The UIR feature require specific input data to be provided by the game, and if it is it will activate automatically with model B; if it's not you'll get basically the same result as with model A.
The UIR feature may have some performance cost but it's minor to invisible in my testing.
 
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here's a hot take and another piece of evidence substantiating what I have repeatedly emphasised on the thread:

Hollywood studios, movie production teams and cinematographers who are involved and also dabble in
AAA game development are much more competent than today's first-party studios who try [and fail] to emulate /approximate movies


ILL devs:
Our team's portfolio includes working on such acclaimed films and series as Until Dawn,
IT: Welcome to Derry, V/H/S/Beyond, Longlegs, Azrael, and various Sony Pictures horror projects.

Over the years, we've accumulated so many of our own ideas and creative solutions,
and ILL is our dream project where we can finally realize our boldest, most creative visions.


We strive for a realistic visual style, doing everything we can to ensure that the events, the environments,
and the terrifying monsters feel as immersive as possible – making players feel like they are physically inside the game's world.




and the difference in quality/fidelity, vision, and output is not just noticeable but also drastic
personally, every time I have been impressed by a game on a visual level at least,
The game has benefited to some degree from the presence of people who are familiar with and experienced in most facets of filmmaking and have cinematic interests and cinematographic tendencies,
if not complete experts of the industry [The Order1886, The Matrix Demo, Marvel 1943, Callisto Protocol]

even Kojima's games always get praised for their meticulously planned cinematic presentation [P.T. was the best]
 
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here's a hot take and another piece of evidence substantiating what I have repeatedly emphasised on the thread:

Hollywood studios, movie production teams and cinematographers who are involved and also dabble in
AAA game development are much more competent than today's first-party studios who try [and fail] to emulate /approximate movies


ILL devs:
Our team's portfolio includes working on such acclaimed films and series as Until Dawn,
IT: Welcome to Derry, V/H/S/Beyond, Longlegs, Azrael, and various Sony Pictures horror projects.

Over the years, we've accumulated so many of our own ideas and creative solutions,
and ILL is our dream project where we can finally realize our boldest, most creative visions.


We strive for a realistic visual style, doing everything we can to ensure that the events, the environments,
and the terrifying monsters feel as immersive as possible – making players feel like they are physically inside the game's world.




and the difference in quality/fidelity, vision, and output is not just noticeable but also drastic
personally, every time I have been impressed by a game on a visual level at least,
The game has benefited to some degree from the presence of people who are familiar with and experienced in most facets of filmmaking and have cinematic interests and cinematographic tendencies,

if not complete experts of the industry [The Order1886, The Matrix Demo, Marvel 1943, Callisto Protocol]
even Kojima's games always get praised for their meticulously planned cinematic presentation [P.T. was the best]
yeah, epic hired hollywood VFX artists to help make the Matrix demo and thats partially why it still hasnt been topped.
 
Yeah. It's a AA level game.
Still, the previous 2 games were also similar in this, but still were fun to play.
Graphics wise both Plague Tale games were punching way above their weight.
Requiem still looks great most of the time, even the characters.
Just finished it on my new 4K OLED and it could pass as a game just released (it's 4 years old now).
 
Hardware lumen + nanite on base ps5

kinda crazy how we went from hardware lumen in matrix demo at 20 fps to 60 fps. even on pc with a 5.1 ghz cpu, i topped out at 44 fps in the city sample demo.

havent really had any issues running hardware lumen games on my pc at 60 fps. i think silent hill 2 was the first one in 2024. but glad to see base ps5 finally getting this 5 years later. i think console developers missed a trick not going with hardware lumen in 30 fps quality modes. the gpu cost is roughly 18%. and cpu bottlenecks shouldnt really have made a difference in 30 fps modes.
 
kinda crazy how we went from hardware lumen in matrix demo at 20 fps to 60 fps. even on pc with a 5.1 ghz cpu, i topped out at 44 fps in the city sample demo.

havent really had any issues running hardware lumen games on my pc at 60 fps. i think silent hill 2 was the first one in 2024. but glad to see base ps5 finally getting this 5 years later. i think console developers missed a trick not going with hardware lumen in 30 fps quality modes. the gpu cost is roughly 18%. and cpu bottlenecks shouldnt really have made a difference in 30 fps modes.

And game runs in 1440-1690p on base PS5 with TSR - 60FPS. Crazy stuff.
 
kinda crazy how we went from hardware lumen in matrix demo at 20 fps to 60 fps. even on pc with a 5.1 ghz cpu, i topped out at 44 fps in the city sample demo.

havent really had any issues running hardware lumen games on my pc at 60 fps. i think silent hill 2 was the first one in 2024. but glad to see base ps5 finally getting this 5 years later. i think console developers missed a trick not going with hardware lumen in 30 fps quality modes. the gpu cost is roughly 18%. and cpu bottlenecks shouldnt really have made a difference in 30 fps modes.
Seems like path tracing & 60fps will be achievable on next gen consoles
 
Seems like path tracing & 60fps will be achievable on next gen consoles
well if its as good as a 5080 sure. i ran several games at 60 fps using path tracing. that said, a couple of them like wukong are bottlenecked by my cpu. if its closer to a 5070 then i dont know.

i think they should keep path tracing modes at 30 fps on next gen consoles and push other detail like nanite does in ue5. but next gen wont really start till like 2030 so it doesnt really matter. For cross gen games, yes, path tracing at 60might indeed be possible if cerny and amd have managed to finally match nvidia.
 
Expected more of this, dissapointed

Same dev as the previous plague tale games, which were pretty good! Shocking how rough these games become the moment they try to expand scope and mechanics. Just like Senua. When you truly attempt to make something more ambitious, that isn't just graphics, the difference between top tier devs and the rest becomes clear as day.
 
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So just realized that halo is also using hardware lumen on base consoles in the 60 fps mode. That means three games will release this year with hardware lumen at 60 fps on base consoles. The other two being Star Wars galla tic racer and gears eday. All three support nanite and two mega lights.

Just to keep in mind when gta6 announces performance modes tomorrow. These consoles are perfectly capable of running these games with hardware rt as long as devs put in the effort optimizing.
 
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