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Graphical Fidelity I Expect This Gen

Why are you jumping 500x? 30 fps to 60 fps is 2x. We know the game already runs at 30 fps right? So we are only talking about what it takes to handle the same game at 2x the framerate. And like I said, all these NPC scripts that already run at 30 Hz (or lower) can continue running at 30 Hz. Only thing that needs to step up is animations. Even collision detection can stay at 30 Hz and no one would know the difference.
Maybe i wasn't clear, i was talking about all the possible routines the npcs in gta 6 can have compared to the very simple routines of kingmkers enemies.

Is having more complicated and varied npcs heavier for the system to keep up during chaos when many npcs do different things?

I posted some of rockstar patents in my previous posts, they are not all but they are trying to do stuff that is order of magnitudes more advanced than kingmakers, it cant be performance free...

Again i dont know how it work so maybe you are right, but since we barely had any evolution in npcs over the years, it cant be that easy or light to achieve, even for rockstar.
 
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Maybe i wasn't clear, i was talking about all the possible routines the npcs in gta 6 can have compared to the very simple routines of kingmkers enemies.

Is having more complicated and varied npcs heavier for the system to keep up during chaos when many npcs do different things?

I posted some of rockstar patents in my previous posts, they are not all but they are trying to do stuff that is order of magnitudes more advanced than kingmakers, it cant be performance free...

Again i dont know how it work, but since we barely had any evolution in npcs over the years, it cant be that easy or light to achieve, even for rockstar.
It's certainly not free. They will have to timeslice NPC routines. Let's say they can handle up to 100 NPC decision making routines every 16 ms. Assuming they keep the reaction time for all NPCs at 100ms, they would then stagger it out every frame. So they can handle 600 NPC routines within 100 ms.

Now if they are really smart, they would tune NPC reactions based on proximity to the camera. Closer NPCs have 100 ms reaction time and farthest have, say 1s reaction time. Now that allows you to squeeze in even more NPCs, or use the available CPU for other tasks.

Just some theoretical concepts. If they have real smart engineers in the gameplay department, as suggested by all these patents, all of this is possible, regardless of rendering framerate as most NPC routines are not time sensitive at a millisecond level.
 
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Data streaming in a PS3 game? Without RT 3600 should run this game 120fps+

Doesn't matter that it came out for PS3...ps4, ps5, and PC had higher asset quality, hence the massive install size difference. And their engine depended on just in time streaming so yeah low-midrange CPU will struggle. That is not a problem with GTA 6 on PS5. And imo that is what people are missing about the whole "CPU not powerful enough" debate.
 
Doesn't matter that it came out for PS3...ps4, ps5, and PC had higher asset quality, hence the massive install size difference. And their engine depended on just in time streaming so yeah low-midrange CPU will struggle. That is not a problem with GTA 6 on PS5. And imo that is what people are missing about the whole "CPU not powerful enough" debate.

Data streaming is not the problem if the game runs 120fps on 3600. RT and BVH tanked the fps under 60... this has nothing to do with HDD/SSD, decompression tech or whatever.

When you move fast - CPU will struggle with all that BVH calculations for every fast moving object vs. standing still.
 
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Open World game focus + no real budget.

They're very much the poster child for not building modern games using $200m-250m+ budgets, but my biggest criticism of them is two fold:

1. Almost zero technical uplift since GoT, which itself was visually dated for a PS4 game

2. If you're trying to remain economical with art production costs, can't you focus your energy on investing into procedural content pipelines? Rather than inconsistent & shit, low quality textures+models, either use high quality procedural ones and focus your artist time on modelling higher quality poly meshes? Or explore proc-gen on the meshes too?

Honestly though, I feel the best thing Sucker Punch could have done to manage costs whilst pushing up the quality bar on content, would have been to simply port all of their game assets over the UE5 and built from there.

Even with fully baked GI + nanite assets, they'd have ended up with a much better looking sequel, and UE5 does a ton for them in terms of Metahuman + very high quality animation rigs and proc-animation retargeting for much lower production cost/effort.
Ghost of Yotei is beautiful artistically, but technically it falls short mostly in poly density, RTGI and animations IMO.
 
Data streaming is not the problem if the game runs 120fps on 3600. RT and BVH tanked the fps under 60... this has nothing to do with HDD/SSD, decompression tech or whatever.

When you move fast - CPU will struggle with all that BVH calculations for every fast moving object vs. standing still.
Technically, that's where the thing about the PS5 decompression enters. The Zen 2 in consoles simply have much more headroom for simulation by default. Cerny designed it around the fact that decompression wouldn't EVER touch the CPU, which isn't the case in PC even with directstorage like we saw in Spiderman.

Granted... I do not expect a consistent unlocked mode like we already saw in other CPU bound titles, it's just gonna be what comes in clutch for a 40-60s experience at launch which stands as better than nothing.
 
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I'm not tech sawy like some of you guys but I really doubt GTAVI will have a 60fps mode. At most I see a 40fps mode or a "use at your own discretion" unlocked mode.
 
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Leaving the GTAVI 60fps discussion for a minute I found something really interesting. RenoDX discord user JoHien managed to get RT shadows functioning in RE4. Still early results but he said he will continue to work on it.


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He also managed to port all the exclusive lights from PT to raster and RT in RE Requiem.

Standard RT

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RT with added lights

re9_2026-06-28_10-18-50_557.png


PT

re9_2026-06-28_10-19-38_597.png

I think it goes to show just how barebones the native RT implementation truly is. Nothing touchs PT of course but standard RT in RE Engine games are barely acceptable.
 
Technically, that's where the thing about the PS5 decompression enters. The Zen 2 in consoles simply have much more headroom for simulation by default. Cerny designed it around the fact that decompression wouldn't EVER touch the CPU, which isn't the case in PC even with directstorage like we saw in Spiderman.

Granted... I do not expect a consistent unlocked mode like we already saw in other CPU bound titles, it's just gonna be what comes in clutch for a 40-60s experience at launch which stands as better than nothing.

What we were talking about when it comes to GTA6 was OUTSIDE of data streaming. They offload this to decompression hardware? Great...

But they still have to calculate BVH, physics, AI for traffic and pedestrians, enemies etc.
 
This is the og version with PS3/360 assets so yeah this doesn't surprise me. Bojji referenced the current gen version Rockstsr released.

Original PC version was based on PS4 versions and offers HIGHER settings than PS4 version. It also has better draw distance than PS5 version.

EE edition changes API from dx11 to dx12 so in theory it should run even better. Does EE ads anything other than RT?
 
I won't be that surprised if the beaches in the game are actually that full of people, what I very much doubt is that they'll be as dynamic as we see in the trailer. It's just an absurd amount of individual interactions and I cannot believe it's gameplay until I see it.

I don't necessarily disagree with your arguments but you lost me with this one, everyone should know better by now that Rockstar do whatever the fuck they want, a 30fps only game would not be surprising, the game might be too heavy to push for higher framerates, it might not be but they want base consoles to play at 30fps so that they can later sell improved versions of the game on PC and next-gen consoles, the reason doesn't matter really. If they want to do it, they'll do it...

Also we do know that ray tracing in GTA V is quite heavy on the CPU so it does serve as a bit of a warning to temper expectations imo.


they could always disable rt in the 60 fps mode.
 
So having 100 npcs with 2-3 possible scripts and having 100 npcs with 1000 possible scripts is the same in term of performance?

This shit sound pretty advanced to me :lollipop_grinning_sweat:
CD project already demo'd this.
300 NPCs all with their own routines and animations fit inside a 16 ms rendering budget with hardware lumen and nanite.

timestamped:

 
What we were talking about when it comes to GTA6 was OUTSIDE of data streaming. They offload this to decompression hardware? Great...

But they still have to calculate BVH, physics, AI for traffic and pedestrians, enemies etc.
It's all the same thing. If Rockstar properly leverages the I/O of the PS5 (and Series X), they'll have way more headroom than most developers to calculate BVH, physics and AI. These aren't PCs, it's a full-sum game from all the way down.
 
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Interesting tidbit from Tom's GTA V coverage for Xbox Series S. Tom notes that Series S performance mode drops much harder under 60fps than Series X/PS5 in areas where there's destruction physics simulations, etc. which suggests to me that the bottleneck isn't CPU since they all are relatively equal.

Timestamped:

 
Maybe i wasn't clear, i was talking about all the possible routines the npcs in gta 6 can have compared to the very simple routines of kingmkers enemies.

Is having more complicated and varied npcs heavier for the system to keep up during chaos when many npcs do different things?

I posted some of rockstar patents in my previous posts, they are not all but they are trying to do stuff that is order of magnitudes more advanced than kingmakers, it cant be performance free...

Again i dont know how it work so maybe you are right, but since we barely had any evolution in npcs over the years, it cant be that easy or light to achieve, even for rockstar.
Do you think our PCs, or more specifically your i7-13600k run this game at 60 fps when it comes out next year on PC?

I have an i7-11700k. a cpu almost 6 years old. same generation as a zen 2. 8 core 16 threads just like the ps5. just able to go up to 5.1 ghz. do you think it could run a 30 fps gta6 at 60 fps on my cpu which is maybe around 45% faster or would i have to settle for 45 fps too?

im asking because they must have had some CPU as the baseline. is it the ps5 zen 2 cpu? or the new top of the line 9800x3d? especially considering the game was made for the consoles. and started dev around 2018 when zen 2 cpus werent even out?
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Dropping to ~50fps on 3600. And this game is just a PS3 game when it comes to assets/Ai quality.
Just tested this on my i7-11700k. same gen as the zen 2 3600, just with 2 extra cores and a higher 5.0 ghz clock. 4k DLSS quality, max rt, 83 fps at this same exact spot. i was able to get up 100 fps as i drove a bit more inside the city. most of the time it was in the mid 90s.

reduced the rt settings to high from ultra, and easily maxed out at 117 fps (120 fps monitor capped to 117 as per nvidia instructions to ensure gsync works fine) with room to spare. consoles never feature max rt settings. so some downgrades in rt settings shouldve made it run easily at 60 fps on that cpu.

alex's 3600 is just garbage in general, but even if rt was so expensive, they can turn it off.

EE edition changes API from dx11 to dx12 so in theory it should run even better. Does EE ads anything other than RT?

Not sure, but the vram usage is massive at 7.8 GB!! more than most modern games. so the gpu is rendering all of that vram data. definitely not the same as ps3 or even ps4 version of this game.
 
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Ghost of Yotei is beautiful artistically, but technically it falls short mostly in poly density, RTGI and animations IMO.
maybe its because im still in the first area, but artiscally the game is piss poor. its one of the ugliest things ive ever seen. i literally quit out of disgust last night because the graphics looked so bad. i dont think ive ever done this with a sony game or any aaa game.

Edit: i just took a bath and the weather cleared up for a second, and the lighting went from ugly ps3 era brown to this cool palette for a few seconds. I could see the mountain finally look green for once but it immediately went back to the grey and ugly look. Apparently you can't change the weather in this game. Went to the second area with the fancy looking orange fields and same thing. Cloudy skies are ruining the entire look of the game. Whoever is there art director of this game should be fired and sent to Epsteins island. There just might be a beautiful game under the moronic artistic voices.
 
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Do you think our PCs, or more specifically your i7-13600k run this game at 60 fps when it comes out next year on PC?

I have an i7-11700k. a cpu almost 6 years old. same generation as a zen 2. 8 core 16 threads just like the ps5. just able to go up to 5.1 ghz. do you think it could run a 30 fps gta6 at 60 fps on my cpu which is maybe around 45% faster or would i have to settle for 45 fps too?

im asking because they must have had some CPU as the baseline. is it the ps5 zen 2 cpu? or the new top of the line 9800x3d? especially considering the game was made for the consoles. and started dev around 2018 when zen 2 cpus werent even out?

Just tested this on my i7-11700k. same gen as the zen 2 3600, just with 2 extra cores and a higher 5.0 ghz clock. 4k DLSS quality, max rt, 83 fps at this same exact spot. i was able to get up 100 fps as i drove a bit more inside the city. most of the time it was in the mid 90s.

reduced the rt settings to high from ultra, and easily maxed out at 117 fps (120 fps monitor capped to 117 as per nvidia instructions to ensure gsync works fine) with room to spare. consoles never feature max rt settings. so some downgrades in rt settings shouldve made it run easily at 60 fps on that cpu.

alex's 3600 is just garbage in general, but even if rt was so expensive, they can turn it off.



Not sure, but the vram usage is massive at 7.8 GB!! more than most modern games. so the gpu is rendering all of that vram data. definitely not the same as ps3 or even ps4 version of this game.
Doesn't depend by how much stuff the improve in the pc version to make it heavier?

If it is the exact same game i have no doubt my cpu can do 60 frame, especially if the game already comes out with an unstable 60 mode on console.
 
CD project already demo'd this.
300 NPCs all with their own routines and animations fit inside a 16 ms rendering budget with hardware lumen and nanite.

timestamped:


W4 doesnt use euphoria which is heavier than normal animations and we got tricked by cd project and their city simulation before, so forgive me if i dont fully trust their pr talk about handling ncps after the disaster that was cyberpunk in that aspect and the crazy downgrade of w3.

Everything is possible but until i see something concrete from cdp close to the game launch date, i'm not gonna fully believe that they solved all their simulations problems and are an example for anyone to follow.

We should know better at this point to not trust everything the devs say.
 
maybe its because im still in the first area, but artiscally the game is piss poor. its one of the ugliest things ive ever seen. i literally quit out of disgust last night because the graphics looked so bad. i dont think ive ever done this with a sony game or any aaa game.

Edit: i just took a bath and the weather cleared up for a second, and the lighting went from ugly ps3 era brown to this cool palette for a few seconds. I could see the mountain finally look green for once but it immediately went back to the grey and ugly look. Apparently you can't change the weather in this game. Went to the second area with the fancy looking orange fields and same thing. Cloudy skies are ruining the entire look of the game. Whoever is there art director of this game should be fired and sent to Epsteins island. There just might be a beautiful game under the moronic artistic voices.
Sometimes it can look good, not great but good enough.

You are gonna disagree of course, but outside of cutscene it's not like ds2 impressed me that much more, lets not even talk about sp2.
Yotei is like a small tier lower, they are all unimpressive.
 
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they could always disable rt in the 60 fps mode.
For sure. RTGI and RT reflections have been such a predomimant part of their marketing for this game, it's kinda hard to believe they'll have fallback solutions, especially for RTGI. But maybe, for sure.
Do you think our PCs, or more specifically your i7-13600k run this game at 60 fps when it comes out next year on PC?

I have an i7-11700k. a cpu almost 6 years old. same generation as a zen 2. 8 core 16 threads just like the ps5. just able to go up to 5.1 ghz. do you think it could run a 30 fps gta6 at 60 fps on my cpu which is maybe around 45% faster or would i have to settle for 45 fps too?

im asking because they must have had some CPU as the baseline. is it the ps5 zen 2 cpu? or the new top of the line 9800x3d? especially considering the game was made for the consoles. and started dev around 2018 when zen 2 cpus werent even out?

Just tested this on my i7-11700k. same gen as the zen 2 3600, just with 2 extra cores and a higher 5.0 ghz clock. 4k DLSS quality, max rt, 83 fps at this same exact spot. i was able to get up 100 fps as i drove a bit more inside the city. most of the time it was in the mid 90s.

reduced the rt settings to high from ultra, and easily maxed out at 117 fps (120 fps monitor capped to 117 as per nvidia instructions to ensure gsync works fine) with room to spare. consoles never feature max rt settings. so some downgrades in rt settings shouldve made it run easily at 60 fps on that cpu.

alex's 3600 is just garbage in general, but even if rt was so expensive, they can turn it off.



Not sure, but the vram usage is massive at 7.8 GB!! more than most modern games. so the gpu is rendering all of that vram data. definitely not the same as ps3 or even ps4 version of this game.
Personally I hope their PC baseline is of a higher spec than current consoles and the PC version has improvements accordingly.

GTA V's PS4 and PC versions had really impressive upgrades, I'm hoping the same happens to this one, if they implement Path Tracing on PC and the eventual PS6 release I might lose my mind.

 
I am thinking everyday about this game man. I need November to come fast
me too.
I am not a big fan of high levels of contrast in my games and movies but man does it serve the setting of this game so well
[especially if "the weather" and "lighting conditions" permit it]

people-are-already-starting-to-talk-about-gta-vi-graphics-v0-7zfqsrgcgd9h1.jpg


[skin shaders aside], one of the reasons why there was murmurs of a downgrade over the past couple of weeks was
the fact that the contrast and the lighting looked, not necessarily downgraded, but cheap in the new screens and the lighting
didn't bring out that contrast and sharpness as it did the second trailer

the second trailer was by far one of the most immersive videos I have ever cast my gaze on,
and it was a combination of all the right factors just meshing so well and just clicking together
 
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Epic disappointment for a PS5 exclusive
I agree.

Especially given the heights of critical acclaim the previous game garnered. They could have really pushed the boat out but instead chose to do a "same again", with no real push to move any aspect of the franchise forward to build on from the previous, leading to an on-balance more inferior game.
 
just a quick reminder for those fellow whores who happen to admire tasteful, cartoonish visuals and wish to take a break from photorealistic visuals,
THANK GOODNESS YOU'RE HERE is not only the most pleasant-looking game in its visual genre,
it is by far the funniest game I have ever played

give it a shot if you haven't

tgyh-screenshot-01-market-outside-rons.png

images

images
 
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Sometimes it can look good, not great but good enough.

You are gonna disagree of course, but outside of cutscene it's not like ds2 impressed me that much more, lets not even talk about sp2.
Yotei is like a small tier lower, they are all unimpressive.
Even at its lowest DS2 impressed me more than GoY at its highest
 
Even at its lowest DS2 impressed me more than GoY at its highest
Vastly disagree with that specific statement, but tbf, i bailed out from that turd after 20 hours so i didnt saw the whole game.

But what i saw was rather unimpressive in any possible graphical aspect that you can judge outside of cutscenes.
 
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I agree.

Especially given the heights of critical acclaim the previous game garnered. They could have really pushed the boat out but instead chose to do a "same again", with no real push to move any aspect of the franchise forward to build on from the previous, leading to an on-balance more inferior game.
The first game was also relatively weak tecnically, art design was doing most of the heavy lifting.
 
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Is it just me or 007 First Light has been given a pass for its terrible image quality (base ps5)? Lots of shimmering and noise, similarly to Alan Wake 2. Both of these games look about the same or worse than early ps4 games IQ wise. I could at least understand this if they were insane looking otherwise but they are pretty average. And yeah, it's in fidelity mode.
 
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Yep. I get that they had a $60 million budget, but they also had 5.5 years and a full studio. What did those programmers and artists do for those years? Nothing? Clearly they are being paid. Remedy did so much more with Alan Wake 2 for just $40 million and one fewer year. They didnt need UE5 either. they engine programmers upgraded the engine to support mesh shaders, and were able to push an extremely high level of fidelity without needing ray tracing which was exclusive to the path tracing implementation by nvidia.

It's like the artists just didnt create any new assets. why? im pretty sure they must have gone to this island and taken some pics and scanned those assets into their game. Maybe that didnt happen because of covid? and they reused everything from the first game? makes no sense because sony has an entire HQ in japan and they couldve just sent someone there to take pics. its shocking how bad the assets and trees look in this game. the engineers seem to have worked on getting RTGI in but maybe that came too late?

The game starts off at a small village at night, and it has some of the worst graphics ive seen since the ps3 era. there is no detail in that village. like 5 NPCs. All with terrible animations. night time lighting feels like something lifted out of medal of honor frontline on PS2. its astounding how far behind it feels compared to AC shadows villages.

I am not a big fan of DS2, Spiderman and Saros, but at least i could see some upgrades there. im not seeing anything here. its shameful. i cannot believe this game didnt win worst graphics of the year. or laziest garbage of the year. everything about this game feels like DLC made by interns. its utterly awful in all aspects. Ghosts 1 starts off so much better with an incredible opening and epic battles. this feels like it was made by two people in their mother's basement.
Also the lack of diversity in the places is mindboggling when you go from villages, temples in the snow, giant buddha statues, lost pagodas, muddy caves, etc. in GoT to summer plain, autumn plain, winter plain with a few mountains, fire plain with red trees, war plain with cherry blossom trees. I'd give them mount yotei which was strikingly beautiful but it is the exception that makes the rule it seems.

Yotei ! Yotei ! Morne plaine

Not only that but gameplay wise there is no evolution (the new weapons are just the old stances with a new coat of paint, the rock paper scissor gameplay of the first one did not change at all), and they got rid of the charged square attack (which one of the most stylish moves of GoT).

Not much to say about the story which was run of the mill vengeance story with tremendously stupid decision by characters and neil druckmann's level of biased pov storytelling.

By the way most of the artists changed from GoT to this one, and my theory is that they weren't talented enough so they had to reuse most of the old art to make the game somewhat presentable.
 
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It's all the same thing. If Rockstar properly leverages the I/O of the PS5 (and Series X), they'll have way more headroom than most developers to calculate BVH, physics and AI. These aren't PCs, it's a full-sum game from all the way down.

You are assuming that data streaming is somehow the most limiting factor or something, it's cpu intenive but not close to the level of some other things.

Spider Man uses I/O hardware on PS5 and this allowed them to hit 60fps on PS5 but SM is not even close to GTA5 when it comes to Ai and interactions, you can't drive cars in this game (so traffic Ai is barebones).

Interesting tidbit from Tom's GTA V coverage for Xbox Series S. Tom notes that Series S performance mode drops much harder under 60fps than Series X/PS5 in areas where there's destruction physics simulations, etc. which suggests to me that the bottleneck isn't CPU since they all are relatively equal.

Timestamped:



I don't think console version of GTA5 is cpu botllenecked at all. We already established that console CPUs could ran it ~100fps (via 3600 tests). I was running GTA5 in locked 60fps on Intel 2600K from 2011.



And 3600 can be 50-100% better than that CPU.

Do you think our PCs, or more specifically your i7-13600k run this game at 60 fps when it comes out next year on PC?

I have an i7-11700k. a cpu almost 6 years old. same generation as a zen 2. 8 core 16 threads just like the ps5. just able to go up to 5.1 ghz. do you think it could run a 30 fps gta6 at 60 fps on my cpu which is maybe around 45% faster or would i have to settle for 45 fps too?

im asking because they must have had some CPU as the baseline. is it the ps5 zen 2 cpu? or the new top of the line 9800x3d? especially considering the game was made for the consoles. and started dev around 2018 when zen 2 cpus werent even out?

Just tested this on my i7-11700k. same gen as the zen 2 3600, just with 2 extra cores and a higher 5.0 ghz clock. 4k DLSS quality, max rt, 83 fps at this same exact spot. i was able to get up 100 fps as i drove a bit more inside the city. most of the time it was in the mid 90s.

reduced the rt settings to high from ultra, and easily maxed out at 117 fps (120 fps monitor capped to 117 as per nvidia instructions to ensure gsync works fine) with room to spare. consoles never feature max rt settings. so some downgrades in rt settings shouldve made it run easily at 60 fps on that cpu.

alex's 3600 is just garbage in general, but even if rt was so expensive, they can turn it off.



Not sure, but the vram usage is massive at 7.8 GB!! more than most modern games. so the gpu is rendering all of that vram data. definitely not the same as ps3 or even ps4 version of this game.

I think 11700k should still run it much better than consoles. BUT with PC version comes data streaming penalty and ChiefDada ChiefDada and RodriGames40 RodriGames40 are right about it. In Spider-Man and SM2 there is no way for 3600 to match PS5 version with RT, despite this CPU being in theory better, all that thanks to I/O streaming tech that Insomniac uses. We will see how GTA6 fares in the same comparison.

And old PC version (Legacy) was better than even current gen version of GTA5 in some aspects:

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just a quick reminder for those fellow whores who happen to admire tasteful, cartoonish visuals and wish to take a break from photorealistic visuals,
THANK GOODNESS YOU'RE HERE is not only the most pleasant-looking game in its visual genre,
it is by far the funniest game I have ever played

give it a shot if you haven't

tgyh-screenshot-01-market-outside-rons.png

images

images
That game was great, super fresh and original.
 
Also the lack of diversity in the places is mindboggling when you go from villages, temples in the snow, giant buddha statues, lost pagodas, muddy caves, etc. in GoT to summer plain, autumn plain, winter plain with a few mountains, fire plain with red trees, war plain with cherry blossom trees. I'd give them mount yotei which was strikingly beautiful but it is the exception that makes the rule it seems.

Yotei ! Yotei ! Morne plaine

Not only that but gameplay wise there is no evolution (the new weapons are just the old stances with a new coat of paint, the rock paper scissor gameplay of the first one did not change at all), and they got rid of the charged square attack (which one of the most stylish moves of GoT).

Not much to say about the story which was run of the mill vengeance story with tremendously stupid decision by characters and neil druckmann's level of biased pov storytelling.

By the way most of the artists changed from GoT to this one, and my theory is that they weren't talented enough so they had to reuse most of the old art to make the game somewhat presentable.
yeah, it isnt just the graphics, its everything. it feels like it was made by the B team or maybe even the C team. i dislike virtually every decision they've made for this game. i brought up the story but the combat feels bad now too. wouldnt be surprised if they wasted four years on a gaas game, pivoted and churned out this dlc as a full $70 game in a year. ive never seen a game with zero effort put into it but this comes close.
 
yeah, it isnt just the graphics, its everything. it feels like it was made by the B team or maybe even the C team. i dislike virtually every decision they've made for this game. i brought up the story but the combat feels bad now too. wouldnt be surprised if they wasted four years on a gaas game, pivoted and churned out this dlc as a full $70 game in a year. ive never seen a game with zero effort put into it but this comes close.

I enjoyed it the first 10 hours and it went downhill from there

The graphics were mediocre
Facial animations are a joke except for cutscenes, it makes Shadows looks next gen next to it which is kinda ridiculous

The open world felt extreme restrictive with tons of invisible walls

And in general I found the story and missions very generic and uninspired

Its definitely a big letdown compared to Tsushima
 
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I won't be that surprised if the beaches in the game are actually that full of people, what I very much doubt is that they'll be as dynamic as we see in the trailer. It's just an absurd amount of individual interactions and I cannot believe it's gameplay until I see it.

It's fun to pretend that rockstar from 2005 is the same rockstar from 2026. There are already signs that modern rot has touched them so i wouldn't be suprised if game will come out as buggy mess with half of GTA5 features and in addition to that miscro transactions everywhere with straight up popups and banners to force you to get rockstar+. Game was already delayed for about 1,5 years after nearly 10 year of development time and there is still no release date.
 
If someone told me this was a PS3 game, i would believe them. PS5 Pro ray tracing version.

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The scene composition is all off. It looks cheap with low quality assets. Garbage looking water. Garbage looking trees. Piss poor lighting. Absolutely no detail other than some foliage and trees. whoever worked on this game, from artists to engineers to level designers should all be fucking ashamed of themselves. ive seen indie games that have more effort put in.
 
It's fun to pretend that rockstar from 2005 is the same rockstar from 2026. There are already signs that modern rot has touched them so i wouldn't be suprised if game will come out as buggy mess with half of GTA5 features and in addition to that miscro transactions everywhere with straight up popups and banners to force you to get rockstar+. Game was already delayed for about 1,5 years after nearly 10 year of development time and there is still no release date.
Back in 2017 and 2018 everyone was dooming and glooming regarding RDR2 because of GTA Online's success and Rockstar ended up releasing a singleplayer masterpiece that was a whole of a lot better optimized than most people expected.
Hell, I remember people in 2016 saying that the next Rockstar game would be shit because Leslie Benzies left the company and he was the mastermind behind the GTA games and RDR1. Meanwhile Rob Nelson went on to do Benzies' job in RDR2 flawlessly and Benzies went on to do Mindseye :messenger_tears_of_joy:

I'm not worried about the quality of GTA VI. I do doubt how much of the footage we've seen in Trailer 1 and 2 will convert into scenes we can actually bump into during freeroam gameplay.
 
I enjoyed it the first 10 hours and it went downhill from there

The graphics were mediocre
Facial animations are a joke except for cutscenes, it makes Shadows looks next gen next to it which is kinda ridiculous

The open world felt extreme restrictive with tons of invisible walls

And in general I found the story and missions very generic and uninspired

Its definitely a big letdown compared to Tsushima
Are you talking facial expressions ingame vs ingame?

Because i thought facial expressions\models in cutscene were better than shadows tbh.
 
If someone told me this was a PS3 game, i would believe them. PS5 Pro ray tracing version.

HMJsBpdWcAECTCh


HMJsBpVXMAAsWuP


HMJsBpeXQAAsJbe


The scene composition is all off. It looks cheap with low quality assets. Garbage looking water. Garbage looking trees. Piss poor lighting. Absolutely no detail other than some foliage and trees. whoever worked on this game, from artists to engineers to level designers should all be fucking ashamed of themselves. ive seen indie games that have more effort put in.

One particular thing I hate about the game's graphics is how all the npcs are lighted under any lighting condition. They dont blend in the environment at all.

They are like walking light bulbs 💡 lmao
 
Are you talking facial expressions ingame vs ingame?

Because i thought facial expressions\models in cutscene were better than shadows tbh.

Ingame cutscenes when you speak to a character and there is this cutscene where they are both standing talking to each other. They are awful
 
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