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Graphical Fidelity I Expect This Gen

NEW S P L I N T E R C E L L INFO:


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– Non lethal choices expansion
– Linear
– Dynamic Light shooting
– Snow drop
– DirectX 12
– Light & dark Meter
– Sticky cameras & Gas grenades
– Manual Alarm
– Destructible Enviromental
– Pipe slide & zip line
 
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I doubt that. look at how blood just bounces off his arm and shoulder
it is the same physics and blood but only better lit
No its definitly not that fidelity of sim during gameplay. The metaball density is tighter and smoother in the cutscenes. During gameplay it has more of a low density larger particle jelly like physics. Where it looks far more like thinner liquid during cutscenes. Even those that transistion between the two you can tell the difference. Maybe its a deterministic realtime sim during cutscenes as well but its at least using the lack of game functions being processed to up the results. The first cutscene where he silent kills a guy in the truck you can see the difference.
 
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No its definitly not that fidelity of sim during gameplay. The metaball density is tighter and smoother in the cutscenes. During gameplay it has more of a low density larger particle jelly like physics. Where it looks far more like thinner liquid during cutscenes. Even those that transistion between the two you can tell the difference. Maybe its a deterministic realtime sim during cutscenes as well but its at least using the lack of game functions being processed to up the results. The first cutscene where he silent kills a guy in the truck you can see the difference.
I get it but that must be one demanding computation, if true
I personally don't think it is necessarily far mroe superior but I can see there is a difference
to me it still looked weak but for some reason [ I thought lighting and the closer camera] I agree it looks better in that cutscene
but then again that is not a real cutscene, more of a gameplay transition, visually on par with the gameplay itself
 
I get it but that must be one demanding computation, if true
I personally don't think it is necessarily far mroe superior but I can see there is a difference
to me it still looked weak but for some reason [ I thought lighting and the closer camera] I agree it looks better in that cutscene
but then again that is not a real cutscene, more of a gameplay transition, visually on par with the gameplay itself
It does look excellent in that gif. Makes me wish i had a ps5.....but with arrogant sony showing there face I doubt i ever will. :( End of an era.
 
NEW S P L I N T E R C E L L INFO:


splinter-cell-remake-03-1024x576.jpg

– Non lethal choices expansion
– Linear
– Dynamic Light shooting
– Snow drop
– DirectX 12
– Light & dark Meter
– Sticky cameras & Gas grenades
– Manual Alarm
– Destructible Enviromental
– Pipe slide & zip line
Where is this from?
Are sure its a real list. It just seems like mostly a checklist of features that where already in SC:SAR which this is a remake of?
 
I don't think Yotei is as bad overall as some of Slimy's captures might suggest but it is still unacceptable for a current gen game from one of Sony's top Studios.

It didn't have to be like this though. Every time I play through the cutscenes I'm reminded of what the game could have looked liked. You cant convince me that the Pro couldn't have run a 30fps mode at the same level as the cinematics.

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Exactly, it should look like the cutscenes at least.
 
God I hope they release info soon. Shits was my favorite during UBI's heyday.

Blacklist isnt CT but it was still damm good. IMO CT>DA(xbox1)>Blacklist.
Its a shame they didnt release the PC version for ps4/ps5. Missed opportunity for keeping the series in the public mind share and hleping to promote the new one. :/
 
H . R . 2 H . R . 2
That Linear line concerns me a little though. Blacklist and the best of CT had wide Linear levels. I sure hope they mean "not open world" and not super linear. The more options the better. Also they need to bring back a focus on gadget, lockpicking, safe cracking and hacking ...etc minigames. They are realy good for raising the tension when guards are near.
 
Am I tripping for not finding that especially impressive? Gonzito you are the texture expert, and yet no words on this:

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I've been playing for a bit and yes, sometimes there are some low res textures but I have noticed that its mostly underwater. That being said I think the game still looks amazing in general although I believe Shadows might had more consistency with texture quality.
 
Ubisoft nanite tech is not on the level of ue5 nanite when it comes to rocks formations, shadow was already a dead giveaway.
And? Sorry but that's not my problem, it's 2026 ffs and they are selling a graphical upgrade for 60e. Also I think the overall geometry complexity is a bit rough. It's just that I don't see the "Holy shit AC Black Flag looks incredible" effect.

I've been playing for a bit and yes, sometimes there are some low res textures but I have noticed that its mostly underwater. That being said I think the game still looks amazing in general although I believe Shadows might had more consistency with texture quality.
Jimmy Fallon Idk GIF by The Tonight Show Starring Jimmy Fallon


I think it looks fine, and I'll play it this week probably but... it's disappointing.
 
And? Sorry but that's not my problem, it's 2026 ffs and they are selling a graphical upgrade for 60e. Also I think the overall geometry complexity is a bit rough. It's just that I don't see the "Holy shit AC Black Flag looks incredible" effect.


Jimmy Fallon Idk GIF by The Tonight Show Starring Jimmy Fallon


I think it looks fine, and I'll play it this week probably but... it's disappointing.
I was with you buddy, not against you :lollipop_grinning_sweat:
 
And? Sorry but that's not my problem, it's 2026 ffs and they are selling a graphical upgrade for 60e. Also I think the overall geometry complexity is a bit rough. It's just that I don't see the "Holy shit AC Black Flag looks incredible" effect.


Jimmy Fallon Idk GIF by The Tonight Show Starring Jimmy Fallon


I think it looks fine, and I'll play it this week probably but... it's disappointing.
Exactly, environments are good the character models are distinctly last gen IMO.
 
Saw some streamers play Black Flag and while it looks pretty good outside, the interiors looked meh with some really questionable assett quality (was actually double checking if they were playing the original).
 
So after the positive initial impressions of Black Flag I had, I must say that I am a bit disappointed with how the character models look in-game. During cutscenes they look quite decent but in game.....

It seems to me that Raytracing is not so good in Resynced, here is an example. Maybe my beloved viveks86 viveks86 and Bojji Bojji can explain better what is happening but yeah, its not looking great. It seems to be light dependent. In certain times of the day the character models look better ingame

kKCEGZoCfLhS8YcP.png
 
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So after the positive initial impressions of Black Flag I had, I must say that I am a bit disappointed with how the character models look in-game. During cutscenes they look quite decent but in game.....

It seems to me that Raytracing is not so good in Resynced, here is an example. Maybe my beloved viveks86 viveks86 and Bojji Bojji can explain better what is happening but yeah, its not looking great. It seems to be light dependent. In certain times of the day the character models look better ingame

kKCEGZoCfLhS8YcP.png
When days gone ps4 version mute, random ncps in a camp almost(?) trump one of your main characters in a supposedly nextgen 2026 game



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Holy maccaroni...ubisoft really need to get their head out of their ass and invest in some character rendering tech, like yesterday...
 
When days gone ps4 version mute, random ncps in a camp almost(?) trump one of your main characters in a supposedly nextgen 2026 game



3bUolEBdnlGFaxGY.jpg


Holy maccaroni...ubisoft really need to get their head out of their ass and invest in some character rendering tech, like yesterday...

Yep, but the things if from what people are saying in RenoDX Discord, the game doesnt have RTGI like Shadows had which probably explains why npcs dont look so good ingame

They said the game uses the latest Anvil Engine, why didnt they add RTGI? What a bizarre decision
 
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Yep, but the things if from what people are saying in RenoDX Discord, the game dont have RTGI like Shadows had which probably explains why npcs dont look so good ingame

They said the game uses the latest Anvil Engine, why didnt they add RTGI? What a bizarre decision
Fair, but tbh, the days gone npc doesnt even know what the fuck an rtgi was in 2019, a 2026 game should not lose in character modeling, rtgi or not.
 
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So after the positive initial impressions of Black Flag I had, I must say that I am a bit disappointed with how the character models look in-game. During cutscenes they look quite decent but in game.....

It seems to me that Raytracing is not so good in Resynced, here is an example. Maybe my beloved viveks86 viveks86 and Bojji Bojji can explain better what is happening but yeah, its not looking great. It seems to be light dependent. In certain times of the day the character models look better ingame

kKCEGZoCfLhS8YcP.png

With AC3 remaster we saw something similar going on, new lighting system looked worse in some instances:

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But here they have completely new models as well...I think this can be explained by typical Ubisoft Seal of unQuality.
 
So after the positive initial impressions of Black Flag I had, I must say that I am a bit disappointed with how the character models look in-game. During cutscenes they look quite decent but in game.....

It seems to me that Raytracing is not so good in Resynced, here is an example. Maybe my beloved viveks86 viveks86 and Bojji Bojji can explain better what is happening but yeah, its not looking great. It seems to be light dependent. In certain times of the day the character models look better ingame

kKCEGZoCfLhS8YcP.png
I'm sure it's the self shadowing, the game has ray traced GI right?

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Apparently rt shadows are more costly than reflections and gi? Strange
 
I'm sure it's the self shadowing, the game has ray traced GI right?

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Apparently rt shadows are more costly than reflections and gi? Strange
Days gone did something similar ingame without rtx...in an open world


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And some people still think gears 5 was the most advanced ue4 game of that gen, still laughing...
 
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Apparently rt shadows are more costly than reflections and gi? Strange
no they are not. cerny didnt know what he was talking about in the road to the show.

rt shadows have a 1-3% hit on performance depending on whether or not you've already enabled ray tracing. if its the only ray traced effect than its a pretty decent hit, but if you already have ray tracing enabled like reflections of gi, shadows are pretty much free. i remember doing various tests in cyberpunk back in the day.

reflections are around 25-35%. rtgi is 50%. or at least it was back in the day. modern GPUs are much faster at ray tracing.
 
Yep, but the things if from what people are saying in RenoDX Discord, the game doesnt have RTGI like Shadows had which probably explains why npcs dont look so good ingame

They said the game uses the latest Anvil Engine, why didnt they add RTGI? What a bizarre decision
probably a bug. they said the game will have ray traced gi and reflections even on base consoles and in 60 fps on the pro.

A more reactive Caribbean with ray tracing

In Resynced, our goal was to make the world feel more alive, more dynamic, and more responsive to the player's journey.

A major part of that comes from our updated lighting system, now fully dynamic and powered by hardware-accelerated ray tracing.

Instead of relying on precomputed lighting, the world reacts in real time to changes in time of day, weather, and environment. Interiors respond more accurately to outdoor light sources, and weather conditions dramatically reshape the mood of the world.


Ray-traced diffuse lighting allows light to bounce across surfaces, creating natural color bleeding and more consistent shading throughout environments. Meanwhile, Ray-Traced Specular Reflections enhance surfaces like wet wood, metal, and ocean spray, helping the Caribbean feel more physically grounded and reactive.

To ensure a consistent experience, Ray-Traced Global Illumination is enabled in all graphics modes on PlayStation 5 and PlayStation 5 Pro. Ray-Traced Specular Reflections are available in Balanced and Fidelity modes on PS5, and across all graphics modes on PS5 Pro.

 
probably a bug. they said the game will have ray traced gi and reflections even on base consoles and in 60 fps on the pro.

A more reactive Caribbean with ray tracing

In Resynced, our goal was to make the world feel more alive, more dynamic, and more responsive to the player's journey.

A major part of that comes from our updated lighting system, now fully dynamic and powered by hardware-accelerated ray tracing.

Instead of relying on precomputed lighting, the world reacts in real time to changes in time of day, weather, and environment. Interiors respond more accurately to outdoor light sources, and weather conditions dramatically reshape the mood of the world.


Ray-traced diffuse lighting allows light to bounce across surfaces, creating natural color bleeding and more consistent shading throughout environments. Meanwhile, Ray-Traced Specular Reflections enhance surfaces like wet wood, metal, and ocean spray, helping the Caribbean feel more physically grounded and reactive.

To ensure a consistent experience, Ray-Traced Global Illumination is enabled in all graphics modes on PlayStation 5 and PlayStation 5 Pro. Ray-Traced Specular Reflections are available in Balanced and Fidelity modes on PS5, and across all graphics modes on PS5 Pro.


When I checked the graphics menu there wasn't specifics when it comes ro Raytracing, it was just a toggle. Maybe RTGI is working but its just subpar?

I have no idea but most people in the discord channel agreed that the lighting and npcs look underwhelming
 
Days gone did something similar ingame without rtx...in an open world


dd5tdbh-aedebfa8-97b9-4bbe-97b4-9842a18bda94.jpg




And some people still think gears 5 was the most advanced ue4 game of that gen, still laughing...
remember this game sold 7.5 million copies, made $265 million in just 3 years, and sony was like nah, no sequel.

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Everyone is on the sony hate train right now, but i saw this coming 5-6 years ago when they fired the creative director then a year later the gameplay director.
 
remember this game sold 7.5 million copies, made $265 million in just 3 years, and sony was like nah, no sequel.

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Everyone is on the sony hate train right now, but i saw this coming 5-6 years ago when they fired the creative director then a year later the gameplay director.

Its absolutely pathetic that we never got a sequel

Days Gone is such a great game man
 
When I checked the graphics menu there wasn't specifics when it comes ro Raytracing, it was just a toggle. Maybe RTGI is working but its just subpar?
entirely possible. the art direction in shadows in criminally underrated. rtgi cant fix everything. you need artists to still do their magic.
 
remember this game sold 7.5 million copies, made $265 million in just 3 years, and sony was like nah, no sequel.

hLYXcdB.jpeg


Everyone is on the sony hate train right now, but i saw this coming 5-6 years ago when they fired the creative director then a year later the gameplay director.
Well they had to buy bungie and firewalk to make their successful gaas games, you cant really ask for more as a fan.

I've been on the hate train since the we believe in generation bullshit...
 
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viveks86 viveks86

Is the first part of this video in the alley actually well lit or i just cant recognize good lights to save my life?? Ignore everything else


I would say it is all quite poorly lit. The dead give away is the perpendicular face of the wall/pillar behind the torch (2nd arrow from left) that is not getting lit directly by the torch. If there was any RTGI, the side wall that is lit by the torch would scatter some light back on to the pillar. Instead it's pitch black. Same with the unlit side of the helmet, the space inside the arch or behind the barrel. If they had good baked GI, the static recessed areas would have something... There might be some probes though as the MC's back is getting some light despite being in shadow. But overall, this is almost entirely art doing most of the work. The metal for example, is well done, and the floor textures are decent. Not lighting. Do you know what engine they are using?

Fm7IPk38DsTmx2Yj.png




So after the positive initial impressions of Black Flag I had, I must say that I am a bit disappointed with how the character models look in-game. During cutscenes they look quite decent but in game.....

It seems to me that Raytracing is not so good in Resynced, here is an example. Maybe my beloved viveks86 viveks86 and Bojji Bojji can explain better what is happening but yeah, its not looking great. It seems to be light dependent. In certain times of the day the character models look better ingame

kKCEGZoCfLhS8YcP.png

Poor material quality during gameplay and no SSS it seems? The lighting is...ok, but neither the skin nor the clothing is responding properly to it. Could be typical issues we would see when they switch between cutscenes and gameplay in many games. How does this character look in cutscenes?

Hard to tell if there is any RTGI when it looks this bad. But the character is directly lit from above, so hard to say if RTGI is playing any role at all here. I do see it in some of the footage, but would need to spend more time.
 
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no they are not. cerny didnt know what he was talking about in the road to the show.

rt shadows have a 1-3% hit on performance depending on whether or not you've already enabled ray tracing. if its the only ray traced effect than its a pretty decent hit, but if you already have ray tracing enabled like reflections of gi, shadows are pretty much free. i remember doing various tests in cyberpunk back in the day.

reflections are around 25-35%. rtgi is 50%. or at least it was back in the day. modern GPUs are much faster at ray tracing.
Yeah I thought so, I always thought rt gi was the most expensive
 
I would say it is all quite poorly lit. The dead give away is the perpendicular face of the wall/pillar behind the torch (2nd arrow from left) that is not getting lit directly by the torch. If there was any RTGI, the side wall that is lit by the torch would scatter some light back on to the pillar. Instead it's pitch black. Same with the unlit side of the helmet, the space inside the arch or behind the barrel. If they had good baked GI, the static recessed areas would have something... There might be some probes though as the MC's back is getting some light despite being in shadow. But overall, this is almost entirely art doing most of the work. The metal for example, is well done, and the floor textures are decent. Not lighting. Do you know what engine they are using?

Fm7IPk38DsTmx2Yj.png






Poor material quality during gameplay and no SSS it seems? The lighting is...ok, but neither the skin nor the clothing is responding properly to it. Could be typical issues we would see when they switch between cutscenes and gameplay in many games. How does this character look in cutscenes?

Hard to tell if there is any RTGI when it looks this bad. But the character is directly lit from above, so hard to say if RTGI is playing any role at all here. I do see it in some of the footage, but would need to spend more time.

During cutscenes it looks great but in game not so much, even Edward character model can look weird during gameplay depending on the lighting. This is an issue that Shadows at max settings on pc didnt have
 
I would say it is all quite poorly lit. The dead give away is the perpendicular face of the wall/pillar behind the torch (2nd arrow from left) that is not getting lit directly by the torch. If there was any RTGI, the side wall that is lit by the torch would scatter some light back on to the pillar. Instead it's pitch black. Same with the unlit side of the helmet, the space inside the arch or behind the barrel. If they had good baked GI, the static recessed areas would have something... There might be some probes though as the MC's back is getting some light despite being in shadow. But overall, this is almost entirely art doing most of the work. The metal for example, is well done, and the floor textures are decent. Not lighting. Do you know what engine they are using?

Fm7IPk38DsTmx2Yj.png






Poor material quality during gameplay and no SSS it seems? The lighting is...ok, but neither the skin nor the clothing is responding properly to it. Could be typical issues we would see when they switch between cutscenes and gameplay in many games. How does this character look in cutscenes?

Hard to tell if there is any RTGI when it looks this bad. But the character is directly lit from above, so hard to say if RTGI is playing any role at all here. I do see it in some of the footage, but would need to spend more time.
They are using ue5 but i have no idea what settings are used for this video, it's not mine, the game is super heavy to max out even for top of the line pc.

they are a very small team but they managed to make their quasi-euphoria engine that quite frankly is already much better than euphoria in some asepcts, and much worse in others.

Not a game you play for the graphic but for the combat feeling and damage system and dynamic animations (i have more than 200 hours between their demo and early access and i can assure it is the most advanced shit ever for some specific things).

P.s. and yeah i particularly like their metal rendering even if it is not super realistic.
 
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They are using ue5 but i have no idea what settings are used for this video, it's not mine.

they are a very small team but they managed to make their quasi-euphoria engine that quite frankly is already much better than euphoria in some asepcts, and much worse in others.

Not a game you play for the graphic but for the combat feeling and damage system and dynamic animations (i have more than 200 hours between their demo and early access and i can assure it is the most advanced shit ever for some specific things).

P.s. and yeah i particularly like their metal rendering even if it is not super realistic.
If they upgrade to 5.8, I think even lumen medium settings would yield better results. The footage could be the older default medium settings (see left below), which is quite useless.


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If they upgrade to 5.8, I think even lumen medium settings would yield better results. The footage could be the older default medium settings (see left below), which is quite useless.


HLwnWJRW0AEqGYU.jpg
Like i said, i dont think a single half sword owner ever bought the game for the graphic, and they already have big problems optimizing their game with this level of graphic because that proprietary animation system is apparently super heavy if you consider that their game only has to render an arena and a couple of characters...so i would take every minor graphic improvement they can get :lollipop_grinning_sweat:

Game is still far from release, current version is like 6.2...
 
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