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Graphical Fidelity I Expect This Gen

Again about Part I Remake



Naughty Dog didn't develop it from the start. They've finished it and marketed it as their creation for marketing purposes.

If they were developing it since 2019 I'm pretty sure it would be a different beast
yep. like i said in the post you quoted and then bolded.

You can judge them from their ps5 only tlou1 remake if you don't want to rely on their own screenshots. Some will dismiss it as a vsg game they only took over in 2020, but nd of last gen would've never released a game that looked this mid. For $70 no less. The studio has changed.

No self respecting dev at ND wouldve put their name on something that looked worse than tlou2. but they did. Neil himself said that it looks mind blowing. like i said, the studio has changed.
 
Or you know, there's that crazy old dude who shoots you in the face if you approach his cabin, then you have his woman counter part.
Or you have mama watson and her sons which are part of a gang and you can kill them all and torture the poor woman.
Or you can stumble upon the railroad workers and help them find a thief.
Or you have the St Denis Vampire.
Or you have the serial killer you can find by investigating his crime scenes.
I could go on but I think I made my point, you have many more little missions and interactions like the incestuous siblings but like I said, you have to explore and pay attention to you surroundings.
easter eggs at best. none of these events feed back into the core gameplay which is my problem with gta5 and rdr2. i do not want a city with like five easter eggs. i want a living breathing city i can get lost in and impact with my actions.

You went from shitting on the game to better than ue5?

Boy and i thought women were volatile :lollipop_grinning_sweat:
i was shitting on skin shaders. there is no denying that their rtgi, rt reflections, and level of detail in environment is on par if not better than hardware lumen and nanite. just like AC shadows and Avatar, devs can get Ue5 quality results if they embrace rtgi and virtualized geometry which im pretty sure gta6 is using.
 
easter eggs at best. none of these events feed back into the core gameplay which is my problem with gta5 and rdr2. i do not want a city with like five easter eggs. i want a living breathing city i can get lost in and impact with my actions.


i was shitting on skin shaders. there is no denying that their rtgi, rt reflections, and level of detail in environment is on par if not better than hardware lumen and nanite. just like AC shadows and Avatar, devs can get Ue5 quality results if they embrace rtgi and virtualized geometry which im pretty sure gta6 is using.
Curious to see their rocks formations because shadows definitely didnt beat the best ue5 and i havent seen anything in gta6 tha look better than the best in wukong or the usual suspects but ok...

Cant speak about lumen but i can definitely speak about metahumans still looking vastly better.

Do we even have an open world with a comparable location made with ue5?
 
if they embrace rtgi and virtualized geometry which im pretty sure gta6 is using.
RTGI, most likely. At least some of the shots would be very hard to do otherwise.
Too much "basic" geometry in the wider shots to point a finger and say "virtualized geometry", though.
What would you fix that on? I´ve not exactly meticulously gone through the screenshots as I´d classify most of those as bullshots so far.
 
RTGI, most likely. At least some of the shots would be very hard to do otherwise.
Too much "basic" geometry in the wider shots to point a finger and say "virtualized geometry", though.
What would you fix that on? I´ve not exactly meticulously gone through the screenshots as I´d classify most of those as bullshots so far.
its just the level of detail in each screenshot in general. you are not getting this in an open world without some kind of mesh shaders implementation.

e1807ffe73df3ad36a2a08c1304e07d233b0860d.gifv


xaES4Xi.gif


441fc957e41e80fbafa1dee160399824d441e3ee.gif
 
Curious to see their rocks formations because shadows definitely didnt beat the best ue5 and i havent seen anything in gta6 tha look better than the best in wukong or the usual suspects but ok...

Cant speak about lumen but i can definitely speak about metahumans still looking vastly better.

Do we even have an open world with a comparable location made with ue5?
i thought shadows overall was considered the best looking open world this gen? im debating whether or not crimson beats it, but shadows at least in this thread is very highly regarded.

i dont remember a lot of rocks in shadows, but they use virtualized geometry for everything thats not foliage. its why the castles and temples look so fucking good.

ADQkoWB.gif


we will see what black flags does with rocks in a couple of weeks.
 
i thought shadows overall was considered the best looking open world this gen? im debating whether or not crimson beats it, but shadows at least in this thread is very highly regarded.

i dont remember a lot of rocks in shadows, but they use virtualized geometry for everything thats not foliage. its why the castles and temples look so fucking good.

ADQkoWB.gif


we will see what black flags does with rocks in a couple of weeks.

I think most people here haven't even played Crimson Desert. lol
 
i thought shadows overall was considered the best looking open world this gen? im debating whether or not crimson beats it, but shadows at least in this thread is very highly regarded.

i dont remember a lot of rocks in shadows, but they use virtualized geometry for everything thats not foliage. its why the castles and temples look so fucking good.

ADQkoWB.gif


we will see what black flags does with rocks in a couple of weeks.
Shadows is far more even, it takes the cake for me.

But crimson having that water tech and being so similar in quality to a rockstar game npcs\city simulation wise was more impressive than ubisoft being good at graphic tbh, imagine what they are gonna do with crimson 2
 
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I dropped Crimson Desert 20 hours in. Imagine spending years crafting a gorgeous world, only to force players to look at a giant, hideous, obnoxious, unhideable HUD the entire time. A simple HUD toggle would've fixed it. They fucking patched everything else in 20 minutes. Their refusal to add the most basic thing killed the game for me. Fuck that game

I cant do HUDs in games anymore. Immersion ruining. The only time its acceptable is fighting game. even then. let me remove that shit. Biggest pet peeve in gaming is a permament HUD. Dropped 007 because of it too.
 
I dropped Crimson Desert 20 hours in. Imagine spending years crafting a gorgeous world, only to force players to look at a giant, hideous, obnoxious, unhideable HUD the entire time. A simple HUD toggle would've fixed it. They fucking patched everything else in 20 minutes. Their refusal to add the most basic thing killed the game for me. Fuck that game

I cant do HUDs in games anymore. Immersion ruining. The only time its acceptable is fighting game. even then. let me remove that shit. Biggest pet peeve in gaming is a permament HUD. Dropped 007 because of it too.
Sometimes i kinda understand your tag :lollipop_grinning_sweat:
 
I dropped Crimson Desert 20 hours in. Imagine spending years crafting a gorgeous world, only to force players to look at a giant, hideous, obnoxious, unhideable HUD the entire time. A simple HUD toggle would've fixed it. They fucking patched everything else in 20 minutes. Their refusal to add the most basic thing killed the game for me. Fuck that game

I cant do HUDs in games anymore. Immersion ruining. The only time its acceptable is fighting game. even then. let me remove that shit. Biggest pet peeve in gaming is a permament HUD. Dropped 007 because of it too.

gay-boy.gif
 
I'm waiting another 6+ months for them to further polish the game. There's an excellent, beautiful game in Crimson Desert but there were just too many issues at launch.
It still gonna have some fundamental design flaws that annoyed me a lot, i dropped after around 150 hours because it also many good things that push you forward but i wasnt able to finish it, curious to see how kuch it improved with the last 5-6 big patches.

They have gigantic margin of improvements for a sequel.
 
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It still gonna have some fundamental design flaws that annoyed me a lot, i dropped after around 150 hours because it also many good things that push you forward but i wasnt able to finish it, curious to see how kuch it improved with the last 5-6 big patches.

They have gigantic margin of improvements for a sequel.



There will be no sequel.
The focus is on DokeV now

I prefer a current approach of constantly updating the game as a GaaS, rather than investing in sequels. New IPs are more important.
 


There will be no sequel.
The focus is on DokeV now

I prefer a current approach of constantly updating the game as a GaaS, rather than investing in sequels. New IPs are more important.

I mean after dokeV.

A new game where they improve the tech would be equally good.
 
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easter eggs at best. none of these events feed back into the core gameplay which is my problem with gta5 and rdr2. i do not want a city with like five easter eggs. i want a living breathing city i can get lost in and impact with my actions.


i was shitting on skin shaders. there is no denying that their rtgi, rt reflections, and level of detail in environment is on par if not better than hardware lumen and nanite. just like AC shadows and Avatar, devs can get Ue5 quality results if they embrace rtgi and virtualized geometry which im pretty sure gta6 is using.
I'm sorry dude but seeing someone call RDR2 stranger encounters "easter eggs" whilst praising Skyrim's procedural quests is one of the funniest things I've read in a while :messenger_tears_of_joy:
I adore both games btw.
Idk, different tastes I guess, exploring modern ubislop games genuinely makes me sleepy. That never happened while playing a gta or rdr game.
 
I adore rdr2 but i can see where slimy is coming from, these are encounter yes, they never felt like big sidequests, and the rewards are usually nothing if not just the funny cinematic or maybe a new hat or something.

Now compare that with a cauldron in horizon or an involved sidequest in w3 with a boss fight or a complicated multi location puzzle in crimson etc, they just feel so simple in comparison.

If you just care about seeing a funny interaction with good writing then yeah, you are not gonna find much in assassin creed, at least not the new ones.
 
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No self respecting dev at ND wouldve put their name on something that looked worse than tlou2. but they did. Neil himself said that it looks mind blowing. like i said, the studio has changed.
I mean, its almost like they dont call all of their shots since they are a Sony company and all that
 
I really need to try tlou2 remaster in the new oled with the pisser 2 upgrade...

Which OLED did you get? I just picked up the 65 inch Samsung QD OLED that went on sale and it is soooooo good. It gets so bright I had to lower the setting. I'm trying to figure out if it's the new TV, PSSR 2, or whatever upgrades they made to the "remaster" but yeah this looks REALLY damn good. I use to say Part 1 looks better but nah.

But what if we get another remake on ps6?

I'm a big part of the problem.

shut up and take my money GIF
 
Which OLED did you get? I just picked up the 65 inch Samsung QD OLED that went on sale and it is soooooo good. It gets so bright I had to lower the setting. I'm trying to figure out if it's the new TV, PSSR 2, or whatever upgrades they made to the "remaster" but yeah this looks REALLY damn good. I use to say Part 1 looks better but nah.



I'm a big part of the problem.

shut up and take my money GIF
I have a panasonic z95b, a top gamma one.
 
I really hope the world feels alive and not just as a back drop.
If someone can do it, it's rockstar.

Kc2 was good in this sense but their animations are a couple of gens behind rockstar so it always looked fake in a way.

Crimson has been the closest thing to a rockstar game but when you analize up close, they are still not quite there yet.
 
i thought shadows overall was considered the best looking open world this gen? im debating whether or not crimson beats it, but shadows at least in this thread is very highly regarded.

i dont remember a lot of rocks in shadows, but they use virtualized geometry for everything thats not foliage. its why the castles and temples look so fucking good.

ADQkoWB.gif


we will see what black flags does with rocks in a couple of weeks.
Shadows>Crimson Desert. Crimson desert has too many weird lighting artifacts and some stuff looks straight up bad
 
I adore rdr2 but i can see where slimy is coming from, these are encounter yes, they never felt like big sidequests, and the rewards are usually nothing if not just the funny cinematic or maybe a new hat or something.

Now compare that with a cauldron in horizon or an involved sidequest in w3 with a boss fight or a complicated multi location puzzle in crimson etc, they just feel so simple in comparison.

If you just care about seeing a funny interaction with good writing then yeah, you are not gonna find much in assassin creed, at least not the new ones.
Witcher 3 and CP2077 arguably have the best side content in open world games ever imo. It's not even fair comparing any other game to those.
But then again if you start causing mayhem in Cyberpunk the game is absolute shit at that. In Witcher 3 you can barely even do that. GTA V which is a PS3 game beats both of those in terms of actualy simulation, physics, NPC reaction and the likes.
So different flavours for different tastes.

I do get what you and Slimy mean, I just think saying there is nothing to do in Rockstar Games' open worlds is way too reductive.
 
its just the level of detail in each screenshot in general. you are not getting this in an open world without some kind of mesh shaders implementation.

e1807ffe73df3ad36a2a08c1304e07d233b0860d.gifv


xaES4Xi.gif


441fc957e41e80fbafa1dee160399824d441e3ee.gif
mmmh after scrolling through the official screenshot page for a bit looking for landcape pics I think you`re right. The tiny details in the distance in those scenes probably require some form of VG. Ofc it could all still be bullshots....We really need to see an actual in-game trailer
 
Witcher 3 and CP2077 arguably have the best side content in open world games ever imo. It's not even fair comparing any other game to those.
But then again if you start causing mayhem in Cyberpunk the game is absolute shit at that. In Witcher 3 you can barely even do that. GTA V which is a PS3 game beats both of those in terms of actualy simulation, physics, NPC reaction and the likes.
So different flavours for different tastes.

I do get what you and Slimy mean, I just think saying there is nothing to do in Rockstar Games' open worlds is way too reductive.
Not sure if i agree about w3 and cp having the best sidestuff ever, but i agree with the rest.


I definitely enjoy the more rpg systems of an horizon\cyberpunk in term of sidecontent personally, i need something in the gameplay department and some juicy rewards other than just chaos and brief encounters that amount at almost nothing.
 
ywe have 0 idea how much of gta6 screenies are total bullshots and how much of it could be some experimental maxed out pc build.
Actual proper gameplay on base ps5 or even pr0 would give us tons of data to analyze, all roads lead to rome aka us wanting that 3rd gta6 trailer 🫡

there is no denying that their rtgi, rt reflections, and level of detail in environment is on par if not better than hardware lumen and nanite.

i havent seen anything in gta6 tha look better than the best in wukong or the usual suspects but ok...

Cant speak about lumen but i can definitely speak about metahumans still looking vastly better.

RTGI, most likely. At least some of the shots would be very hard to do otherwise.
Too much "basic" geometry in the wider shots to point a finger and say "virtualized geometry", though.

Against my own advise, I decided to be a hypocrite and analyze these shots, as they didn't release a trailer (fuck you, R*), and I was actually pleasantly surprised. Aside from IQ and obvious staging, there is nothing in these shots that shoots above what the trailers already aimed, which they have confirmed to be captured on base PS5. I'm quite inclined to think these are actually unaltered base console photo mode shots, with no settings cranked up, apart from overall resolution. Even resolution, I can't say for sure as I never learnt how to pixel count. The overall image looks a bit too sharp and clean compared to the game footage. That's all I'm able to deduce.

Are they technically bullshots? Yes. But not the kind where we can't say anything for sure. And PeteBull PeteBull , this is not some experimental high end PC build. That's quite easy to prove if you go through this post.

And in terms of overall conclusions, apart from Hellblade 2, I would say GTA 6 does more graphically than any UE 5 game I've seen. And I don't think Hellblade 2 is a fair comparison. It's barely even a game.

In terms of tech:

Rage RTGI > HW Lumen GI
Rage RT Reflections >>>>> HW Lumen Reflections
Rage translucency effects >>>> UE5 translucency
UE 5 Nanite >>> Rage geometry (no idea if it's virtualized, but there are some low poly assets for sure. Certainly not as impressive)
UE5 megalights > Rage "megalights"
Rage Characters = Metahumans
Rage Hair >>> Metahuman hair (the physics and lighting are not even in the same league)
Rage Water >> UE 5 water
Rage Cloth = UE5 cloth (both are not that great TBH. Even Laufey does it better)
Rage Fur > UE5 fur
UE5 foliage > Rage foliage (so far. TBD)
UE 5 VSM > Rage shadow maps (still seem to be traditional shadow maps)

Bonus comparisons, but I won't count it as no game seems to use it yet:

UE5 experimental mesh terrain >>>> Rage terrain
UE5 substrate >> Rage (using car paint as reference)

May be Clutch uses substrate for paint? Not sure. Haven't investigated.

Just making these claims on UE5 based on gut feel and memory as I haven't bothered looking though all the UE5 games again. Consider them as hot takes. Happy to change my stance if anyone can present clear technical advantages (not art) in UE5. But overall, I do agree with SlimySnake SlimySnake that GTA 6 is more advanced than any shipped UE5 game. The top 3 games right now (No Law, Clutch and ILL) are extremely limited in scope. If the next trailer holds up, GTA 6 will exceed in sheer scale, interactivity and robustness. Nanite is literally the only feature where UE5 wins hands down. The rest are trading blows or inferior at the moment.

Now here's my analysis on the screens. Breaking this down in sections, as usual:

There's plenty of issues with the screenshots that you would not get if you cranked in-engine settings.

Dithered hair:

80ExAkYajPBGPuH3.png



1/2 res RT reflections:

1jjBnbDt1dX9Aw7m.png



Noisy reflections (water and most other surfaces with RT):

mQwYqKcj5TBpAy4e.png


Noisy RTGI:
5mbP4WTNQrL45J4n.png



Limited shadow draw distance (thanks for pointing this out T4keD0wN T4keD0wN )
drPpukASBRjorLDa.png


ToHb2OsWnSlBJ7Kw.png


Possible shadow cascading too (see sudden distinct drop in PCSS sharpness after red arrow instead of a gradual fall off):

vq96E6HEm3ktNVWK.png


All of these are identical to the trailers on base PS5. Noisy RT reflections, for example:

Trailer

mqZ9oAEsYCzlf62R.png




Not improved by even a smidgeon. I think it's safe to assume the visual features and fidelity, other than overall resolution, is representative of the final game on base consoles.

Looking at the shots. We can safely assume that ALL chrome has RT reflections. I would even go so far to say all mirror like surfaces (except water and actual car mirrors) get pure RT reflections. They seem to handle water much more selectively, which we have talked about. And I'll talk about my reservations on car mirrors later below.

This shot was actually the most impressive demonstration of RT reflections amongst all of the promo.

aSv7GJLux2RxoKJl.jpg



Not sure what I'm talking about? Let's zoom in.

naS3kynm5ggaAND6.png


You can see not just the back of Jason (second arrow), but the Sun that is lighting them from the left, the sky above, the car paint itself, the road and the world in front, all completely off screen space, except the car paint. Lower quality proxies in the BVH, obviously. But that's incredible/extensive detail on something so tiny. Anything more would have no additional visual impact. You can even see the second FUCKING fake light that is lighting them from the front (red arrow). *screams into pillow*

And this isn't a one off. It's there even on the tiny strip of chrome on the car's hood, from a different angle. First arrow shows Lucia's back, her brown jacket is clearly visible, followed by Jason (not as clear, but you can tell), followed by World and Sky


D5Zh1Ql17Ics3aWs.png


You see this behavior on all chrome in every single screenshot. Some more examples below:

JTJpAp9lHrMpL9Xn.png


Ljf1aPmvJBDEB75G.png



Bojji Bojji unlike the Matrix demo, I'm yet to find a single glass pane (store windows, buildings and cars) that doesn't do RT reflections either. Car bodies seem to do RT reflections too:
V9dTmZmyjTAUfayI.png



Heck, look at the spokes in the wheel here. Every portion of a shiny spoke facing the sky, reflects the blue sky. And you can see the whole BVH accurately wrapped around the hub cap. Extreme divergence of blue sky reflections in all directions!
HFDyepP7dQRwNVa8.png



You can tell there is quite a bit of noise. Some people online coping by calling it "aged" chrome on vintage cars. It's not. It's just RT noise. The chrome on the boat railing above, for example, is not supposed to look "aged". It's just super noisy when you zoom in. At normal TV viewing distance, it should be fine even on base console, and may be cleared up on Pro. When PC, next gen is out, all these will be obsolete nitpicks.

Regardless of noise, I can't recall UE 5 games getting anywhere near this kind of accuracy. You get some basic ass 1:1 reflections. Not seen anything this complex.

I think even her fingernails have RT if the coat is reflective enough (not sure but worth paying attention to):

AzCHAC2hnCe1lpsM.png


I'm still not certain if all car mirrors accurately reflect the world or not. Trailer 2 had some obvious shenanigans that DF missed. The screenshots show very accurate self reflections of the car itself in the mirror. But that isn't conclusive proof of world reflections imo. They may still be using some hybrid solutions to keep track of the moving/changing world around the car. TBD. I don't agree with DF's take on it. And if anyone wants to discuss it, happy to do that separately.

Now with water, the answer is even less clear. Here is a puddle with accurate RT
mq1RuRjJnSOOwIrj.png


And a puddle with inaccurate/sky only/no RT

Io8mVJCwnFMGbXy9.png


May be rain puddles on tarmac gets RT, but mud doesn't, because mud can move around, affecting those puddles in realtime? No idea. And we have already talked about water bodies. Just a mix of stuff and nothing conclusive. But looking at more screens, it's clear they are ray tracing to the sky at least. It never looks inaccurate in that aspect.

RTGI is everywhere in this game and I can't find a single spot where it fails. Obviously nowhere near PT. And it can certainly be noisy in lowlight, but it's not presenting any "boiling" correlation artefacts like Lumen. It's a very uniform noise that can easily be denoised with AI denoisers. Heck, it may even get cleaned up with PSSR, like it did for reflections in Alan Wake 2.

5mbP4WTNQrL45J4n.png


It's way too obvious everywhere for me to even bother analyzing. If anyone isn't sure or disagree, just quote me and I'll compile some evidence.

After a closer look, I'm pretty confident there is no downgrade with the shrub/grass in front of Jason's house. They are simulating foliage drying and wear over time. I don't think it's as extensive as simulating seasons (as the flowers seem the same), but certainly shows passage of time (the more you drive/walk on them the flatter they get?) and may be lack of maintenance. May be you actually need to water these plants. There is a lot of house maintenance work that's quite evident in the trailers and screenshots (roofing, floor repair, window blinds, visible fencing upgrade from mesh to wood etc). Watering plants does not seem like a stretch. And then there is rain that would play a part too.

These are not "flat" textures. You can see actual shadowing under them, as well as some dry yellow grass that still remains upright amongst them.
dOHKaLkUYlQeqbQk.png


What you are seeing is a feature we have probably never seen in any open world game so far? LOL @ downgrade.

Foliage elsewhere is inline with current gen. You can see self shadowing, shadows of one affecting the other, sub surface scattering as well as specular highlights.
FRkJJxl2oGIJlp3A.png
RjBerXZB9Fo1YCYy.png


And yes, basic ass current gen green grass still exists elsewhere in the screenshots

qdZyegHpYhohfXfL.png

The fly over has made it very clear that they have something similar to megalights in place. Though I'm not seeing them cast unlimited shadows the way UE5 does it. So perhaps not as advanced? I do see up to two light sources casting shadows even on small objects, like weapons. Red arrows for light direction and blue arrows for 2 shadows of the same shoulder rest/back of gun.

k2BQ99cmtkiJqLYt.png


I can't recall if this behavior existed in RDR2, but they did this already with characters if I'm not mistaken. Shadows on the gun seemed like an upgrade, but someone can correct me if I'm wrong. Haven't played RDR2 yet. Still waiting for an upgrade patch, so I'm just guessing for the most part. Yet to spot anything casting more than 2 shadows though.

Just not ready to talk about skin on these shots. Too many issues with how they have shot them, like mentioned earlier. And makeup doesn't help. I did spot freckles on the tattoo artists skin, that looked very lifelike and convincing. You can see subtle variations/imperfections in skin tone throughout Lucia's leg as well. Beyond that, no further comment.

mUMX7B7KXzNqZZB1.png



On a side note, her license should be revoked for looking at the camera without lifting her tattoo gun. Disaster waiting to happen.

MEnODUmmnepqDSGL.png

Still going through them whenever I get time and will share more if I find anything interesting.
 
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Against my own advise, I decided to be a hypocrite and analyze these shots, as they didn't release a trailer (fuck you, R*), and I was actually pleasantly surprised. Aside from IQ and obvious staging, there is nothing in these shots that shoots above what the trailers already aimed, which they have confirmed to be captured on base PS5. I'm quite inclined to think these are actually unaltered base console photo mode shots, with no settings cranked up, apart from overall resolution. Even resolution, I can't say for sure as I never learnt how to pixel count. The overall image looks a bit too sharp and clean compared to the game footage. That's all I'm able to deduce.

Are they technically bullshots? Yes. But not the kind where we can't say anything for sure. And PeteBull PeteBull , this is not some experimental high end PC build. That's quite easy to prove if you go through this post.

And in terms of overall conclusions, apart from Hellblade 2, I would say GTA 6 does more graphically than any UE 5 game I've seen. And I don't think Hellblade 2 is a fair comparison. It's barely even a game.

In terms of tech:

Rage RTGI > HW Lumen GI
Rage RT Reflections >>>>> HW Lumen Reflections
Rage translucency effects >>>> UE5 translucency
UE 5 Nanite >>> Rage geometry (no idea if it's virtualized, but there are some low poly assets for sure. Certainly not as impressive)
UE5 megalights > Rage "megalights"
Rage Characters = Metahumans
Rage Hair >>> Metahuman hair (the physics and lighting are not even in the same league)
Rage Water >> UE 5 water
Rage Cloth = UE5 cloth (both are not that great TBH. Even Laufey does it better)
Rage Fur > UE5 fur
UE5 foliage > Rage foliage (so far. TBD)
UE 5 VSM > Rage shadow maps (still seem to be traditional shadow maps)

Bonus comparisons, but I won't count it as no game seems to use it yet:

UE5 experimental mesh terrain >>>> Rage terrain
UE5 substrate >> Rage (using car paint as reference)

May be Clutch uses substrate for paint? Not sure. Haven't investigated.

Just making these claims on UE5 based on gut feel and memory as I haven't bothered looking though all the UE5 games again. Consider them as hot takes. Happy to change my stance if anyone can present clear technical advantages (not art) in UE5. But overall, I do agree with SlimySnake SlimySnake that GTA 6 is more advanced than any shipped UE5 game. The top 3 games right now (No Law, Clutch and ILL) are extremely limited in scope. If the next trailer holds up, GTA 6 will exceed in sheer scale, interactivity and robustness. Nanite is literally the only feature where UE5 wins hands down. The rest are trading blows or inferior at the moment.

Now here's my analysis on the screens. Breaking this down in sections, as usual:

There's plenty of issues with the screenshots that you would not get if you cranked in-engine settings.

Dithered hair:

80ExAkYajPBGPuH3.png



1/2 res RT reflections:

1jjBnbDt1dX9Aw7m.png



Noisy reflections (water and most other surfaces with RT):

mQwYqKcj5TBpAy4e.png


Noisy RTGI:
5mbP4WTNQrL45J4n.png



Limited shadow draw distance (thanks for pointing this out T4keD0wN T4keD0wN )
drPpukASBRjorLDa.png


ToHb2OsWnSlBJ7Kw.png


Possible shadow cascading too (see sudden distinct drop in PCSS sharpness after red arrow instead of a gradual fall off):

vq96E6HEm3ktNVWK.png


All of these are identical to the trailers on base PS5. Noisy RT reflections, for example:

Trailer

mqZ9oAEsYCzlf62R.png




Not improved by even a smidgeon. I think it's safe to assume the visual features and fidelity, other than overall resolution, is representative of the final game on base consoles.


Looking at the shots. We can safely assume that ALL chrome has RT reflections. I would even go so far to say all mirror like surfaces (except water and actual car mirrors) get pure RT reflections. They seem to handle water much more selectively, which we have talked about. And I'll talk about my reservations on car mirrors later below.

This shot was actually the most impressive demonstration of RT reflections amongst all of the promo.

aSv7GJLux2RxoKJl.jpg



Not sure what I'm talking about? Let's zoom in.

naS3kynm5ggaAND6.png


You can see not just the back of Jason (end arrow), but the Sun that is lighting them from the left, the sky above, the car paint itself, the road and the world in front, all completely off screen space, except the car paint. Lower quality proxies in the BVH, obviously. But that's incredible/extensive detail on something so tiny. Anything more would have no additional visual impact. You can even see the second FUCKING fake light that is lighting them from the front (red arrow). *screams into pillow*

And this isn't a one off. It's there even on the tiny strip of chrome on the car's hood, from a different angle. First arrow shows Lucia's back, her brown jacket is clearly visible, followed by Jason (not as clear, but you can tell), followed by World and Sky


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You see this behavior on all chrome in every single screenshot. Some more examples below:

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Bojji Bojji unlike the Matric demo, I'm yet to find a single glass pane (store windows, buildings and cars) that doesn't do RT reflections either. Car bodies seem to do RT reflections too:
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Heck, look at the spokes in the wheel here. Every portion of a shiny spoke facing the sky, reflects the blue sky. And you can see the whole BVH accurately wrapped around the hub cap. Extreme divergence of blue sky reflections in all directions!
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You can tell there is quite a bit of noise. Some people online coping by calling it "aged" chrome on vintage cars. It's not. It's just RT noise. The chrome on the boat railing above, for example, is not supposed to look "aged". It's just super noisy when you zoom in. At normal TV viewing distance, it should be fine even on base console, and may be cleared up on Pro. When PC, next gen is out, all these will be obsolete nitpicks.

Regardless of noise, I can't recall UE 5 games getting anywhere near this kind of accuracy. You get some basic ass 1:1 reflections. Not seen anything this complex.

I think even her fingernails have RT if the coat is reflective enough (not sure but worth paying attention to):

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I'm still not certain if all car mirrors accurately reflect the world or not. Trailer 2 had some obvious shenanigans that DF missed. The screenshots show very accurate self reflections of the car itself in the mirror. But that isn't conclusive proof of world reflections imo. They may still be using some hybrid solutions to keep track of the moving/changing world around the car. TBD. I don't agree with DF's take on it. And if anyone wants to discuss it, happy to do that separately.

Now with water, the answer is even less clear. Here is a puddle with accurate RT
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And a puddle with inaccurate/sky only/no RT

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May be rain puddles on tarmac gets RT, but mud doesn't, because mud can move around, affecting those puddles in realtime? No idea. And we have already talked about water bodies. Just a mix of stuff and nothing conclusive. But looking at more screens, it's clear they are ray tracing to the sky at least. It never looks inaccurate in that aspect.

RTGI is everywhere in this game and I can't find a single spot where it fails. Obviously nowhere near PT. And it can certainly be noisy in lowlight, but it's not presenting any "boiling" correlation artefacts like Lumen. It's a very uniform noise that can easily be denoised with AI denoisers. Heck, it may even get cleaned up with PSSR, like it did for reflections in Alan Wake 2.

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It's way too obvious everywhere for me to even bother analyzing. If anyone isn't sure or disagree, just quote me and I'll compile some evidence.

After a closer look, I'm pretty confident there is no downgrade with the shrub/grass in front of Jason's house. They are simulating foliage drying and wear over time. I don't think it's as extensive as simulating seasons (as the flowers seem the same), but certainly shows passage of time (the more you drive/walk on them the flatter they get?) and may be lack of maintenance. May be you actually need to water these plants. There is a lot of house maintenance work that's quite evident in the trailers and screenshots (roofing, floor repair, window blinds, visible fencing upgrade from mesh to wood etc). Watering plants does not seem like a stretch. And then there is rain that would play a part too.

These are not "flat" textures. You can see actual shadowing under them, as well as some dry yellow grass that still remains upright amongst them.
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What you are seeing is a feature we have probably never seen in any open world game so far? LOL @ downgrade.

Foliage elsewhere is inline with current gen. You can see self shadowing, shadows of one affecting the other, sub surface scattering as well as specular highlights.
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And yes, basic ass current gen green grass still exists elsewhere in the screenshots

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The fly over has made it very clear that they have something similar to megalights in place. Though I'm not seeing them cast unlimited shadows the way UE5 does it. So perhaps not as advanced? I do see up to two light sources casting shadows even on small objects, like weapons. Red arrows for light direction and blue arrows for 2 shadows of the same shoulder rest/back of gun.

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I can't recall if this behavior existed in RDR2, but they did this already with characters if I'm not mistake. A gun seemed like an upgrade, but someone can correct me if I'm wrong. Yet to spot anything casting more than 2 shadows though.

Just not ready to talk about skin on these shots. Too many issues with how they have taken shot them, like mentioned earlier. And makeup doesn't help. I did spot freckles on the tattoo artists skin, that looked very lifelike and convincing. You can see subtle variations/imperfections in skin tone throughout Lucia's leg as well. Beyond that, no further comment.

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On a side note, her license should be revoked for looking at the camera without lifting her tattoo gun. Disaster waiting to happen.

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Still going through them whenever I get time and will share more if I find anything interesting.

True, so far UE5 is pretty weak when it comes to reflections, even in games like Avowed or Oblivion remaster with hardware lumen - reflections are quite simple and lack a ton of stuff that is added with SSR (I still prefer to turn if off).

Those GTA6 reflections are pretty good (and GTA5 EE as well).
 
I only disagree on the metahmans worse than rage characters but i guess we have to wait for the game o come out.
They don't look worse in lighting/shading. That's why I'm marking them as equal. They are worse in hair physics though. All that stuff that happens to Lucia's hair in all the footage, metahuman can't handle well out of the box. And now with all the new styles teased for both of them in the screenshots, I can only imagine.

The only tech that matches it is Nvidia's new RTX hair combined with metahuman, in theory. Only Indiana Jones has implemented it and not to the best results. As far as I know, there is no shipped UE5 game with RTX hair. And not to mention it requires a 50 series card to even work performantly due to dependency on LSS (Linear Swept Spheres), which exists only in 50 series and up (and RDNA 5 and up). This shit running on base consoles is absolutely mind blowing.
 
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They don't look worse in lighting/shading. That's why I'm marking them as equal. They are worse in hair physics though. All that stuff that happens to Lucia's hair in all the footage, metahuman can't handle well out of the box. And now with all the new styles teased for both of them in the screenshots, I can only imagine.

The only tech that matches it is Nvidia's new RTX hair combined with metahuman, in theory. Only Indiana Jones has implemented it and not to the best results. As far as I know, there is no shipped UE5 game with RTX hair. And not to mention it requires a 50 series card to even work performantly due to dependency on LSS (Linear Swept Spheres), which exists only in 50 series and up (and RDNA 5 and up). This shit running on base consoles is absolutely mind blowing.
frostbite hair tech is amazing in dragon age.

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frostbite hair tech is amazing in dragon age.

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Still hard to believe they wasted all those amazing technical skills to develop a game written by whichever team of buffoons wrote that.
Meanwhile Jedi Survivor was quite well written but the technical side of it is pure garbage...
Life is not fair.
 
Against my own advise, I decided to be a hypocrite and analyze these shots, as they didn't release a trailer (fuck you, R*), and I was actually pleasantly surprised. Aside from IQ and obvious staging, there is nothing in these shots that shoots above what the trailers already aimed, which they have confirmed to be captured on base PS5. I'm quite inclined to think these are actually unaltered base console photo mode shots, with no settings cranked up, apart from overall resolution. Even resolution, I can't say for sure as I never learnt how to pixel count. The overall image looks a bit too sharp and clean compared to the game footage. That's all I'm able to deduce.

Are they technically bullshots? Yes. But not the kind where we can't say anything for sure. And PeteBull PeteBull , this is not some experimental high end PC build. That's quite easy to prove if you go through this post.

And in terms of overall conclusions, apart from Hellblade 2, I would say GTA 6 does more graphically than any UE 5 game I've seen. And I don't think Hellblade 2 is a fair comparison. It's barely even a game.
Great analysis but till now we didnt even get proper gameplay vid, all screenies so far could be photomode/cutscene/in engine still 5x better than actual gameplay. We all know in engine or even realtime cutscenes can look even whole gen above actual gameplay.

Hellblade2(and before that amazing exceptional the order 1886) could look that good for very specific reasons, they were barely games, and open world gameplay vid in gta6 will likely lose way worse than ingame realtime cutscene(that by definition is even easier to run than corridor shooter/walking sim :P.

So again, i dont question screenies or those 2 trailers, just that actual proper gameplay(not in engine cutscenes or even real time cutscenes) usually look much better vs what i really want to see and compare, real time gameplay.

KK i will give link to gameplay, not very impressive visually but in terms of gameplay, its open world and i wanna see gta6 vid with this kind of aproach, real time gameplay and not even short snippets but sizeable video from same perspective how we gonna see and play it at launch:

U guys know what i mean here, i wanna see this kind of proper gameplay vid, so we can do proper like for like comparision vs launch current gen console and later ps6 and maxed pc versions :)
We got another gameplay vid from that studio even bit earlier, but lets just compare launch version(if no delay then 3rd sept) vs that end of april 2026 version.

Im focused on that coz usually when game launches and is hella downgraded(gotta be real here, possibility of ps5 or even pr0 version looking like trailer 1 or 2 isnt that huge, and probability of a downgrade, even if we talking quality mode ps5pr0 version that barely holds 30 and dips often, isnt small :P ) i want us to be able to hold rockstar accountable, meaning u guys fed us lies that gameplay looked like this, yet it looks much worse and very similar to other studio's games.

Hell even w4 demo gave us quite long proper gameplay snipped, supposedly running on base ps5 at 60 with rt :P

Yet gta6 is coming out in under 5 months and we get bunch of those screenies from god only knows which version of the game :(

What im trying to say, each day we dont see trailer no3, especially with some long gameplay, the probability increases of either nasty downgrade, delay to 2027 sometime or even both.
 
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