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 doubt that. look at how blood just bounces off his arm and shoulder
it is the same physics and blood but only better lit
I get it but that must be one demanding computation, if trueNo 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.
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.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
Where is this from?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
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?
Shadows looks 'next gen' on PC with max settings..I don't get the praise of AC Shadows. Sometimes it looks good but most of the time it looks mediocre. This is how it looks on PS5 Pro
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Meanwhile in Yotei
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Exactly, it should look like the cutscenes at least.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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God I hope they release info soon. Shits was my favorite during UBI's heyday.![]()
Splinter Cell Remake to Feature Destructible Environments, Expanded Non-Lethal Options – Rumor
The remake of the 2002 stealth classic is reportedly being developed using the Snowdrop Engine and DirectX 12 APIs for modern features.gamingbolt.com
With that one i'm not sure if you are even eligeable for a partecipation trophy dude...Im ready to participate![]()
Still incredible for an old game.Ya, frogs looked better in my memory lol, here's freshly taken shoots:
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To each his ownWith that one i'm not sure if you are even eligeable for a partecipation trophy dude...
Lets hope the final game look orders of magnitude better than that last demo because in here we were not impressed...
I'm still gonna buy the game because i like "violent" gamesTo each his own![]()
Ubisoft made look even shadows pretty mid graphically before launch.Gonzito's shots look way better than any official promo I've seen for Resynced.
Absolutely crazy lol.
Am I tripping for not finding that especially impressive? Gonzito you are the texture expert, and yet no words on this:Holy shit
AC Black Flag looks incredible
4k DLAA with Max Settings
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Ubisoft nanite tech is not on the level of ue5 nanite when it comes to rocks formations, shadow was already a dead giveaway.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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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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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.Ubisoft nanite tech is not on the level of ue5 nanite when it comes to rocks formations, shadow was already a dead giveaway.
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.
I was with you buddy, not against youAnd? 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.
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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.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.
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I think it looks fine, and I'll play it this week probably but... it's disappointing.
When days gone ps4 version mute, random ncps in a camp almost(?) trump one of your main characters in a supposedly nextgen 2026 gameSo 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 belovedviveks86 and
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
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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...
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.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
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 belovedviveks86 and
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
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I'm sure it's the self shadowing, the game has ray traced GI right?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 belovedviveks86 and
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
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Days gone did something similar ingame without rtx...in an open worldI'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
no they are not. cerny didnt know what he was talking about in the road to the show.Apparently rt shadows are more costly than reflections and gi? Strange
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.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
blog.playstation.com
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.
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Assassin’s Creed Black Flag Resynced: PS5 Pro enhancements detailed
Details on upgraded PSSR visuals, a deeply immersive Caribbean, and more arriving July 9.blog.playstation.com
remember this game sold 7.5 million copies, made $265 million in just 3 years, and sony was like nah, no sequel.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...
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.
entirely possible. the art direction in shadows in criminally underrated. rtgi cant fix everything. you need artists to still do their magic.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?
Well they had to buy bungie and firewalk to make their successful gaas games, you cant really ask for more as a fan.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.
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
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 belovedviveks86 and
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
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Yeah I thought so, I always thought rt gi was the most expensiveno 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.
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?
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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.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?
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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.
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.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.
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 getIf 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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