Sure, but the new shot has no puddle. You are comparing the puddle of an old shot with… a large water body in the new shot? The water on the side is a boat launch, literally branching in from the ocean behind, hence having whatever reflection tech that is driving the ocean's.
Large water bodies have had atrociously unstable reflections in the trailers already. Remember this?
Does this look like hw lumen with 40+ accumulated samples? It's noisy as hell. Hopefully PSSR fixes it. All we can conclude is that RT reflection resolution and denoising hasn't improved. Also proof that the new shots were likely taken on base console.
The game is treating every type of water surface differently for reflections and not everything is ray traced. Some are SSR and cube maps. Some are ray tracing just to the sky. Some may be SSR + RT etc.
Yup this one is most definitely it, different reflections, different reflection settings on different materials and ocean is treated differently from a puddle, makes it clear theyre not using pathtracing/non-realtime render and that its likely base console footage disproving DFs claims.
(quality and visibility is so bad in this one shot that i cant tell anything from it, are the skeletal meshes reflected? cannot say) water reflections needs work the most imo, however i personally wouldnt assume consistency between the current batch of footage, let alone between current and old, especially on a game on a custom engine, there will probably be a lot of changes in the upcoming months still.
Unless we compare puddles to similar puddles, this isn't apples to apples.
Disagree, its not apples to apples, but its useful because we can tell differences in reflections quality and methods from it and that they dont use same reflection quality for everything irrespective of materials and roughness, granted this should be a safe assumption for every game in existance, but sure its easily possible to come to the same conclusion from different footage too, but i was comparing just these 2 cuz its easy. I did notice hints of translucency on some of the other screenshots which is always very nice to see and hope that makes it into the final build.
I really dont like how a game can have RT reflections for just something and youll have people saying theyre all rt reflections for everything which is the case for a lot of games as youll have a ton of differences in how each respective reflection is done, how it can be traced and what is traced/hit.
These have nothing to do with downgrade claims. Did you see these tables and fences have shadows at this distance before? Can't even see them in the old shots due to camera angle, so how do we say it was downgraded? Game has no RT shadows and shadow maps have already been spotted throughout the trailers. Low res ones too.
I wasnt claiming these got downgraded, camera is different so its not possible, just that theyre not adequate and same goes kind of for the rest, they need to increase the distances a bit, same was true even for the very first footage theyve shown.
This is not true at all. This is entirely related to sun position. A lot of what you saw in the old trailer are straight up shadows. Not AO. We are literally comparing sun on top-left (new) versus sun on near-mid-right (old). In the new shot, the overhead sun is bouncing off the ground causing all shadows that receive indirect light to brighten a little, making them gray instead of black, which you are mistaking as lower quality AO.
This isnt what i meant, youre absolutely right thats the correct behaviour, but the foliage should be affecting other foliage and itself, i dont see much variance if any on some of the foliage which to me feels as if they arent hit and evaluated (i struggle to see highlights on foliage itself), perhaps i shouldve said it gives off irradiance cache vibes instead.
See the changes when hit
gta grass is worse than either, not affecting itself, possibly an oversight, unflagged placeholder, bug or whatever, its a work in progress so no big deal
The foliage barely gets a shadow because the sun is overhead. With RTGI, we won't see blobs of dark AO like we did in games before. That's not how AO looks when combined with RTGI, or real life for that matter, on small, sparse foliage. Light reaches there quite easily with one or two indirect bounces. See isolated, sparse grass around noon in broad daylight. After getting so used to them in videogames, I used to think they have no shadowing at all and had to recalibrate what to expect with PT. The old shot had foliage shadows due to lower Sun angle. The new ones don't due to overhead Sun. Simple as that.
hese are just not comparable screens to be discussing shadowing. Assuming 12pm is exactly overhead, the time appears to be 7 or 8 am in the old and new appears to be 1:30 pm or so. Massive difference in lighting conditions.
I will agree that the new shot is not as impressive as the old. But that's like real life too. Not every time of day and sky condition is as impressive.
Don't mean to disagree with everything you are saying. Just calling a spade a spade. I do agree the grass looks flat, but I suspect it has a potential alternative explanation, one of 3 I listed earlier. The rest is all time of day.
Yes, youre right, i was largely joking thats why i said it is there and just gives an illusion of details being destroyed. It is irresponsible comparing different time/lighting conditions,
to empathize it further i am complaining about inadequancies rather than the differences and different camera/ToD doesnt play a role for that, shortcomings exist irregardless of that.
I dont want to talk about other shots/trailers since i think there are many photo/editor mode shenanigans, ive seen trailers years ago and didnt pay any attention, nor effort to analyze them, dont have time for that, so i am hung up exclusively on these new shots, well particularly on this specific house one which i think is the best representative of how the game will look normally, in all fairness i find the other quite impressive, but there are clear compromises in this one and i dont like compromises.
Stuff is very hard to guess with these custom engines without knowing how they achieve things since you can get to similar results through slightly different routes and rockstar especially is likely to even use novel solutions, but i dont think this applies to the topics at hand now, were not discussing low-level stuff, but high level. Thats why i try to focus on the end result instead of how it might be achieved for now, guessing is fun and mostly reliable though.