That was a tech demo. Wasnt in the game.![]()
13 years old game btw.
That was a tech demo. Wasnt in the game.![]()
13 years old game btw.
I want proof.That frog was in crysis 3. You could find it in the damn basin level.
I want proof.
I have twice and I have serious doubts it in there at that fidelity.Play the game.
I love the level of hateSlimySnake has for Yotei actually
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Need more of this energy towards Team Ninja
2014 bitrate isn't helping, guess we have to replay itI have twice and I have serious doubts it in there at that fidelity.
I really need to check this one out. This looks 2 generations ahead of yotei.Went back to AC shadows to wash off the awful taste of yotei, and even in the least attractive autumn season, the game looks great.
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i love the way sunlight bounces off her clothes and hair. love the volumetric fog and wind effects. its beautiful even at its worst.
I'm not trolling when I say there are several PS4 games that look better than that; most of them made by Sony!death stranding 2 had the same issue. same goes for wolverine. looks amazing in cutscenes. like garbage made by talentless hacks during gameplay.
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Well its no sekiro lol but its better than yotei. slightly worse than ragnorak, but on par with other open world melee games.I really need to check this one out. This looks 2 generations ahead of yotei.
How does the combat compare to sekiro or yotei?
It's not tied to RTX per se. But it's certainly chained by the need for games to look good. If they still wanted to look like Minecraft, then the sky is the limit.Funny that we had games like red faction guerrilla or mercenaries 2 with total destruction and no rtx, and modern games use heavy rtx that dont leave performance free for total destruction or devs just dont care about achieving total destruction...
I think destruction and a dynamic world is also more a core design of a game when it get designed more than being chained by the presence of rtx.
Lol leave it toSlimySnake to convert me to 30fps but you're onto something the 30FPS RT mode looks better from a fidelity standpoint it reminds me of how weird movies look when going from 24 fps to 60fps. Like motion blur is a key aesthetic of the game.
I will say main character lighting almost always looks good during gameplay. I would rank Akse in game character model above any other sony current gen title.
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Ok fellas, after spending a couple hours with Yotei playing in the RT 30fps mode for the first time i have come to the conclusion that...........
THIS IS THE BEST LOOKING SONY FIRST PARTY GAME. BETTER THAN SM2!!!!!!!!!!!!!!!!! I will be blitzing this thread with my captures. You can thank Slimy for my newfound love of this game's visuals. It obvious now that this game was intended for 30fps.
JUST LOOK ART THIS IT LOOKS LIKE A FUCKING MOVIE!!
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Ok fellas, after spending a couple hours with Yotei playing in the RT 30fps mode for the first time i have come to the conclusion that...........
THIS IS THE BEST LOOKING SONY FIRST PARTY GAME. BETTER THAN SM2!!!!!!!!!!!!!!!!! I will be blitzing this thread with my captures. You can thank Slimy for my newfound love of this game's visuals. It obvious now that this game was intended for 30fps.
JUST LOOK ART THIS IT LOOKS LIKE A FUCKING MOVIE!!
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Frog was definitely in the game too, you could see it in the level where you're supposed to blow up the dam in the "river" section. I know because the first thing I did when I played the game back in 2013 is look for the frogs and see if they were bullshitting. I was thinking yesterday of installing it so I might do and screenshot it lol.That was a tech demo. Wasnt in the game.
I want proof.
Thank you that toad looks no where near the same fidelity.![]()
Besides the random tree/ground texture here and there, I never noticed much tessellation anywhere in the game![]()
Yeah but its nowhere near the fidelity.Frog was definitely in the game too, you could see it in the level where you're supposed to blow up the dam in the "river" section. I know because the first thing I did when I played the game back in 2013 is look for the frogs and see if they were bullshitting. I was thinking yesterday of installing it so I might do and screenshot it lol.
If it's dynamic tessellation, we will have to get a zoomed in shot in-game as it will only max out the closer the camera gets. Is there a free cam mod for this game? Need to get within inches of its face.![]()
Besides the random tree/ground texture here and there, I never noticed much tessellation anywhere in the game![]()
This is the graphical fidelity topic, not the partecipation trophy topic...We really got people criticizing wolverine which looks fuggin amazing then zooming in and analyzing a damn frogfrom crysis 3 released 13 years ago
this is neogaf
Im ready to participateThis is the graphical fidelity topic, not the partecipation trophy topic...
Yeah, I died a little inside when I read about that. Damn... I've loved id since the original Wolf3D (and Commanded Keen) and simply adored their engines all these years modding and mapping Doom. A sad day indeed.Well papitos
I think today we can confidently say goodbye to id Tech 8, the Doom Engine, after half of the studio being fired by that witch ASHA. I really liked this engine, especially the performance and fluidity
What a shitty day to be a fan of videogames
Yeah the cutscenes seem to be incorporating a high level of liquid physics than gameplay. Probably canned.Im ready to participate![]()
Second one looks good but first one not so much i foundLol I thought they looked very good on my TV. As others have stated, Yotei is one of those games where it's highs are best experienced first-hand and in motion.
I just can't agree with the HFW lighting, it's one of the most inconsistent games when it comes to lighting I've ever seen. 99% of interiors look ps3 level (except for the cauldrons).This. Ive seen plenty of RTGI games that have ps3 era lighting. Yes, its more accurate in terms of light bounce, and darkening of shadowed areas, but it cant magically fix something that doesnt have a high quality base. Yotei is the perfect example of this. Dying Light as well. Just an ugly brownish ps3 era color palette. you even see this in some UE5 games with lumen. Some games just look better than others. hell compare Avowed to Outer Worlds 2 and its like a generational difference in lighting.
the fact that HFW still has the best lighting out of all the other sony games is proof that a better base, baked or otherwise, is needed first and foremost. You can then start adding multibounce RTGI, better PBR materials, ray tracing, and volumetric effects, but the base has to be better.
Put the following games next to HFW and they all still dont measure up 4 years later.
- GOW Ragnorak
- TLOU1
- Spiderman 2
- Death Stranding 2
- GHost of Yotei
- Saros
- Wolverine
Jason confirmed the entire studio was working on it. Horizon 3 is on the backburner with maybe a small team of writers working on it like Cory's game which had just 5 writers for 4 years until they shipped ragnorak.
by posting heavily motion blurred cutscenes?Im ready to participate![]()
I doubt that. look at how blood just bounces off his arm and shoulderYeah the cutscenes seem to be incorporating a high level of liquid physics than gameplay. Probably canned.
Crimson desert truly is the only game you can't say devs took too long to hear people's complaints and work to solve the problems.Shame it took so long, zero interest in returning to that world anymore
Nah this is a certified current gen looking game. There are def some effects missing in performance modes. Now I have to play the campaign over again.
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This is PHILS fault, not Asha, she inherited a DISASTER of a console and was forced to clean up his messWell papitos
I think today we can confidently say goodbye to id Tech 8, the Doom Engine, after half of the studio being fired by that witch ASHA. I really liked this engine, especially the performance and fluidity
What a shitty day to be a fan of videogames
They took 5 months to add a no HUD no option.Crimson desert truly is the only game you can't say devs took too long to hear people's complaints and work to solve the problems.
You really live up to your tag everytime.
This is PHILS fault, not Asha, she inherited a DISASTER of a console and was forced to clean up his mess
They took 5 months to add a no HUD no option.
The other shit they were fixing is just because they shipped the game before it was finished. It clearly needed another 6-8 months in the oven.
They weren't "fixing" anything after launch, they were literally still developing the game. lmao
I wonder how this compares to GTA 6 water in terms of features and performance.
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She was hired to fix Phil's mess and her genius idea was to basically sell 5 studios and then lay off 3,200 devs on top of that. anyone can do that. and most bean counters do exactly that.This is PHILS fault, not Asha, she inherited a DISASTER of a console and was forced to clean up his mess
If what she said is actually true and they're cutting middle management down from up to 14 layers to just a few that usually makes perfect sense. Stupid amounts of middle-management like that is how you get micromanagers which help nobody, usually it's the opposite.She was hired to fix Phil's mess and her genius idea was to basically sell 5 studios and then lay off 3,200 devs on top of that. anyone can do that. and most bean counters do exactly that.
you gotta have some understanding of which studios are talented. gutting id software like that is retarded. she just went through every single studio and cut them by half.
in her tweet, she was like there are 14 layers of management at xbox. then she goes we are going to add a new executive who will oversee everything? huh? maybe get rid of 13 of the 14 layers of managers before getting rid of developers.
also, Phil for all his faults was trying to build something. You have to invest in studios, in IPs, in talent to make video games. he just fucked up by trying to win console wars buying up zenimax and activision, but he understood that you need devs to make games. Asha and most execs like her do not understand that games dont make themselves. gutting every single studio by half is going to hurt these studios. its shortsighted. its dumb. it shows a basic lack of understanding for the business shes supposed to be managing.
Simply selling off studios like ninja theory, compulsion games, double fine, and undead labs shouldve been enough. but no, she had to go in and gut the entire business. this will hurt xbox games for decades.
Thanks so much for the informative post!Correct. Baking is done per scene (which is a compilation of all static assets) at a resolution that the dev may desire. Just like they create textures, baking would generate lightmaps for the entire scene that are loaded and overlayed on the assets (using lightmap UVs which also need to be generated and stored per asset) during runtime. For modern games, this is nowhere near the resolution of the assets themselves. So even if the asset has 4K textures, the lightmaps are typically much lower resolution. And because of the lower resolution, there will be lighting inaccuracies even in static scenes. The moment anything even moves a pixel, if there isn't a separate bake for the new state, you end up with light leakage.
I believe GTA 6 is using a combination of RTGI, a new patented technique using "bounce maps" and probe based lighting. They are tuning this to each specific scene. I'm finding several scenes where there is no RTGI at all for dynamic objects, NPCs or even Jason/Lucia in the previous trailers and others that have it. Will comment more on that after seeing how trailer 3 does it all, as this stuff can evolve with development.
AC Unity is a great example. Another would be those rooms that you walk around in UC4 or TLOU or all of Order 1886. Extremely high baking resolution that makes it look almost path traced. But extremely large file sizes, and as a result, impossible to use in larger spaces or changing light conditions. They would generally not even allow much interactivity as flipping the object over would show that lightmaps don't exist in other angles. Baked lighting always forces devs to keep the environmental assets non-interactive. The more interactivity, the less baking. And the less baking, the shittier the assets look. It's why in the previous gen, there is a wide gap between cutscenes and gameplay. When you can't predict the way bounce lighting is supposed to hit an object due to change in viewing angle or lighting, without RTGI, you have to come up with some crude approximation. You can get away with fake lighting in cutscenes, but they would look out of place and impact performance in gameplay. For games like GoW, they just don't do any approximation at all as there is no dynamic bounce lighting. If there is no direct light, it will simply not be lit.