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Graphical Fidelity I Expect This Gen

Don't know why they haven't imported RTXDI from snowdrop yet. That would be an easy win.

Though it probably won't fix it for hair shadowing. Hair strands are simply too expensive when combined with ray tracing. That would need a good rasterized proxy solution for a few years at least. Probably where the inconsistencies are coming from.


Whaaat? No. Hero lighting ruins RTGI. It technically wipes it out entirely by directly lighting the model instead of allowing any natural bounce lighting. This is not a lighting issue. It's an art/asset rendering issue. There's no SSS on the skin or clothing at all and the textures are not responding to light like a current gen game. No self shadowing either. They all look flat and opaque, regardless of lighting condition. Compare it to the cutscene asset and the difference is stark:

SeEuJWfWsAg559t6.png



The skin is wayyy better, but the clothing is still not that great tbh. But it at least has SSS on and variations in roughness and specularity on all the materials.
I'm not basing it on any technical knowledge at all - but wouldn't RTGI/PT in some cases make characters look worse than baked lighting? I know there was talk of it earlier in the thread and it made sense to me - because lets say we imagine Path tracing to be mimicking real life, but we're expecting pretty images like in a film, yet in a film you have to shape the light and framing to make the image look good, whereas in a video game you're just walking around with no control over that. So that makes me believe a good looking character model in a game that bases its lighting solely on RT or Pathtracing - will have a lot of areas where it looks not so good as a result. Not sure if I'm explaining correctly.
 
Just saw this Let's Play video from inFamous First Light. It's mind-boggling that they managed to do this on a PS4. I wonder what kind of tech PS6 would need to show to impress this hard. I can't really think of a PS5 game that made me think the devs used black magic. Hopefully GTA VI blows my mind.

(4:41)

this is why im not worry about Switch 2

also how dumb for anyone to claim Switch 2 gonna held back pokemon lol
 
Yeah, im not seeing any of those screenspace artifacts i was seeing around characters and the boat ropes ever since i switched to extended. You would typically see them in the area between his arms and body. Maybe the ultra high settings fix this on PC.

fpY2i2V.gif


One thing ive noticed is that Edward's model looks way worse than other pirates. His eyes look like hes wearing eye shadow, and beard looks patchy and black. I wonder if its a bug because he looked great in the trailers.
 
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The island that you go to take out the Spanish galleon is just so incredibly lush and beautiful. I don't think I've ever seen a jungle this dense in a game before. Or at least not with this level of lighting. I would love to compare it with Tomb Raider shadows, uncharted 4, and that one level in tlou2. Just to see what it's doing better. There is foliage everywhere on trees. You don't typically see that in games. Most of the time the foliage budget is spent on grass but here you see vines hanging from branches, and the tree trunks themselves have foliage/moss growing on them.

just wow
 
I'm not basing it on any technical knowledge at all - but wouldn't RTGI/PT in some cases make characters look worse than baked lighting? I know there was talk of it earlier in the thread and it made sense to me - because lets say we imagine Path tracing to be mimicking real life, but we're expecting pretty images like in a film, yet in a film you have to shape the light and framing to make the image look good, whereas in a video game you're just walking around with no control over that. So that makes me believe a good looking character model in a game that bases its lighting solely on RT or Pathtracing - will have a lot of areas where it looks not so good as a result. Not sure if I'm explaining correctly.

RT and PT are light transport technologies. They are not actual lighting. If there are areas that don't look so good, then change the lighting accordingly. That's what they would do with baking too.

The issue you are talking about where you have no control of the character position and camera in game applies to baked lighting too. So why would baked lighting be any better than RTGI in that case? You have no control either way. In fact, baked lighting does nothing for the moving character. Baking is meant for static assets. Not dynamic assets. It is limited by design.

It all comes down to what lighting system the art direction was originally done with. RT/PT could make it worse if the art direction was not done for the RT/PT version of the game and was lazily bolted on. When your art direction is made with baked lighting first and then you bolt on a different lighting system, it needs to go through art direction again. RE requiem had this issue for the PT version as the lighting changes were too drastic and they had to iterate several times and get approval from the art team every step of the way. TW3 had a few instances where it did not go through art direction. They removed the fake lights in a cave along with the baked lighting, making the cave too dark for the RT version of the cutscene. The characters were just speaking in pitch darkness and you couldn't even see their faces. This is not a technical issue though. If there is no light, you get darkness right? But a game so vast in scope is bound to have misses when RTGI is bolted on after the fact. The right way to do it would be to relight the scene so they can replicate the same overall look that aligns with the original artistic intent. And if they fail to do that, that's a failure of art direction. Not technology.

Another possibility is performance issues forcing them to make cutbacks. Like fps dropping too much. So they remove some lights to regain performance, or downgrade asset quality. But that's different from the issue we are talking about, which is achieving the artistic vision. We all know RT/PT costs more at runtime than baking. So that could always be a reason for compromises.

But if the game is designed with the new lighting transport in mind from the get go, like black flag resync, none of these are issues. A dynamic, adaptable system will objectively provide better, more varied artistic results, as long as technical challenges, such as noise and performance are within control. Don't like the lighting? Change the lights. Throw in fake lights, add fake reflectors, rim lights, color grading or other post processing, remove select assets from the BVH altogether etc. whatever art direction wants. Nothing is stopping them. In fact, the more dynamic the system, the fewer the limitations. It's not some runaway train that you can't control.

Like I said, there is no magic you can do in baked lighting that you can't also do with RT/PT. You could even make a painterly or anime looking game with PT. All the technique provides is more lighting/shadowing data at higher granularity for each frame. You could take that data and flatten it completely before the shading stage, or run shader code to modify it as needed. Set a threshold to turn all shadows green, or disable them for certain materials, or turn them to circular blobs like good ol' games. Photorealism doesn't have to be the only goal of PT. All that is up to the dev. It could be overkill for some games if the artstyle doesn't require such accuracy, but it is never inferior.

It's like having a supercomputer to do math problems. We could still ask it to do 1+1 and expect the same result from it as our fingers.
 
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Yeah, im not seeing any of those screenspace artifacts i was seeing around characters and the boat ropes ever since i switched to extended. You would typically see them in the area between his arms and body. Maybe the ultra high settings fix this on PC.

fpY2i2V.gif


One thing ive noticed is that Edward's model looks way worse than other pirates. His eyes look like hes wearing eye shadow, and beard looks patchy and black. I wonder if its a bug because he looked great in the trailers.
This is not the right test when you have RT + SSR. With RT extended, water reflections have an RT proxy to fall back on, including the sky, so you won't see it around arms just by panning the camera side ways and not causing occlusions. You need to obstruct the actual object while its corresponding reflected area on water remains visible in the same frame.

Here's a quick and dirty one I just did on my phone from a video of the game maxed out on PC. It's easy to see as there is no RT proxy for objects well in the distance, other than the sky

YQo1V7MN2qL47Mtv.gif


Source video: from 7:59


And some other examples from my original analysis during the previews with RT extended. Proof that RT is limited to static objects and SSR for all moving objects, like NPCs. This is the exact same setup as AC shadows.
kMj3pdqnm1LHhaAy.gif
3KGdWbjsHQvMKxi5.gif


And older proof as the one I just did

GAp1nvis26Lf88k0.gif



09Ef7x4hMK373Dm6.gif


EDIT:

SlimySnake SlimySnake one more example where RT fallback exists. Far more subtle, but you can see the transition from SSR to RT around halfway point up to the end. A lot of the detail disappears on occlusion as proxy is not 1:1

3BwyTiIh5Me9kb6r.gif
 
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I'm gonna be a broken record but the water physics in bf sucks absolute asses for a nextgen pirate game.

Why does the fucking ship also doesnt make ripples when traveling? It looks like it is skating on water...


Water physics all around is really unimpressive.

I think i saw a video where cannon ball created a nice looking effect when missing and hitting the water, but you can do the same on a freakin 2018 game, possibly even older games like gta4 maybe.

I hope rockstar are gonna give crimson devs something to be worry about because this fucking ain't.

Oh wow white foaming...if only that was new and never used before...
 
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I'm not basing it on any technical knowledge at all - but wouldn't RTGI/PT in some cases make characters look worse than baked lighting? I know there was talk of it earlier in the thread and it made sense to me - because lets say we imagine Path tracing to be mimicking real life, but we're expecting pretty images like in a film, yet in a film you have to shape the light and framing to make the image look good, whereas in a video game you're just walking around with no control over that. So that makes me believe a good looking character model in a game that bases its lighting solely on RT or Pathtracing - will have a lot of areas where it looks not so good as a result. Not sure if I'm explaining correctly.
I think it comes down to lazy devs who slap on PT but dont author for it.
 
When there is no light source, Black Flag can look a little flat imo, there is a lack of shading in general

Shadows looked better than this tbh
ohmrYHyG85G8GtwH.jpg
Thats because it has been severely gutted and downgrade. But every one is turning a blind eye and no one wants to do a side by side same location comparison with the demo build videos that were released.

Everyone per usual is ignoring the downgrade.

But this is one of the biggest downgrades this gen.

Take for example the water section.

Water downgraded.
Lighting downgraded.
Water foam behind player severely reduced.
Underwater lighting completely gutted and downgraded.
Removed caustics on player character when swimming underwater
underwater material player quality downgraded (you can see the look of the players cloths and hair)
underwater cloth physics completely gutted and downgraded, cloth no longer moves as it did before.


Demo build video



Release swimming section video

 
Thats because it has been severely gutted and downgrade. But every one is turning a blind eye and no one wants to do a side by side same location comparison with the demo build videos that were released.

Everyone per usual is ignoring the downgrade.

But this is one of the biggest downgrades this gen.

Take for example the water section.

Water downgraded.
Lighting downgraded.
Water foam behind player severely reduced.
Underwater lighting completely gutted and downgraded.
Removed caustics on player character when swimming underwater
underwater material player quality downgraded (you can see the look of the players cloths and hair)
underwater cloth physics completely gutted and downgraded, cloth no longer moves as it did before.


Demo build video



Release swimming section video



I am gonna be honest, that screenshot is from a very specific time of the day in a very specific area of the village that I happened to find by accident

I dont know if the game has been downgraded but generally speaking it looks amazing, like 99% of the time it looks damn good

JZnoLJOrwsqDm3Jk.jpg

G3UbUvwdzhfF3dSq.jpg
9ntvDGkSqWvqmYRf.jpg
Dnh6C8zbwpZsnHeK.jpg
2qlJpo9DgIhnmWpg.jpg
2rz1gzQCX3HCJlPc.jpg
q26vD92iPUHBx22R.jpg
cx9lnLUzaOWj5Cou.jpg
HdsYCT9auJ2EikDE.jpg
mlwmVji7KZI84yWG.jpg
 
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I made with open code .jxr converter to .avif so i can finally show proper HDR shots on forums. If you have HDR display and windows 11 it should show you this image in HDR while folks with SDR should get it displayed normally:

Crimson Desert. I love their lighting engine, which can lead to such awesome scenes like this:

cd9mih.avif



Now that i have proper converter i will be posting here some cyberpunk shots soon.
 
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I made with open code .jxr converter to .avif so i can finally show proper HDR shots on forums. If you have HDR display and windows 11 it should show you this image in HDR while folks with SDR should get it displayed normally:

Crimson Desert. I love their lighting engine, which can lead to such awesome scenes like this:

cd9mih.avif



Now that i have proper converter i will be posting here some cyberpunk shots soon.

I'm currently viewing on an OLED laptop and there's black crush everywhere. Can't make out much of anything.
 
I made with open code .jxr converter to .avif so i can finally show proper HDR shots on forums. If you have HDR display and windows 11 it should show you this image in HDR while folks with SDR should get it displayed normally:

Crimson Desert. I love their lighting engine, which can lead to such awesome scenes like this:


Now that i have proper converter i will be posting here some cyberpunk shots soon.

This shot is basically completely black, so something didn't work properly.
 
This shot is basically completely black, so something didn't work properly.

Hmm i am using Brave browser. Maybe it's browser issue ? Also this is very dark scene without much there to be seen. How about cyberpunk shot ?

edit: Are you using firefox ? Firefox doesn't display HDR images correctly it seems and i get black crush. But it works normally on chrome and brave
 
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Hmm i am using Brave browser. Maybe it's browser issue ? Also this is very dark scene without much there to be seen. How about cyberpunk shot ?

I'm on Firefox on an SDR monitor, so HDR stuff won't look correct. Your SDR picture looks fine, but the HDR picture looks super dark (Which is to be expected).

Your Crimson Desert shot is basically just a giant black square with a few reddish flowers in the foreground and some text on the side.
Based on how your Cyberpunk shots look, it seems like the Crimson Desert shot is only showing the HDR version, whereas the SDR isn't working at all.

Since you said it should appear normal to anybody by automatically converting, that's the part I'm saying doesn't appear to be working correctly.
 
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I'm on Firefox on an SDR monitor, so HDR stuff won't look correct. Your SDR picture looks fine, but the HDR picture looks super dark (Which is to be expected).

Your Crimson Desert shot is basically just a giant black square with a few reddish flowers in the foreground and some text on the side.
Based on how your Cyberpunk shots look, it seems like the Crimson Desert shot is only showing the HDR version, whereas the SDR isn't working at all.

Since you said it should appear normal to anybody by automatically converting, that's the part I'm saying doesn't appear to be working correctly.

On brave or chrome it should display even if you use SDR correctly. It will just adjust image to SDR. Firefox doesn't seem to display HDR correctly and it can't even do pulldown to SDR correctly. I tested it myself right now. SDR or HDR doesn't matter it won't display AVIF correctly. Chrome/brave can do it regardless if you have SDR or HDR.

Also why are you using SDR with oled monitor ?
 
A quick guide on how to get .jxr screenshots and then convert them to .avif to be displayed in HDR correctly
If you have Nvidia gpu you are probably using Nvidia App which runs in background. If you do a screenshot via alt+f1 of normal game in SDR it will save output in videos folder in windows as png. If you play in HDR it will save them in .jxr files. Then you take that jxr file and use my webui app i made and convert it to .avif and then put it on catbox.moe

1. Have nvidia GPU
2. Play game in HDR (needs to be enabled in windows 11 display settings)
3. Play game.
4. Do a ALT+F1 screenshot
5. Go to Videos folder in windows 11
6. Take .jxr file and put it in for example downloads folder or on the desktop for easy click and drag
7. Download and unzip my app (exe file which you double click to run, no dependencies)
8. Drag and drop image on converter.
9 .Click "convert"
10. It will process it for a while, .jxr to avif conversion isn't easy but on fast cpu it should be like 5-8 seconds.
11. click on "Download Avif"
12. https://catbox.moe/ and upload it there
13. Copy link
14. post link on neogaf as standard jpg
15. profit

Displayed image works in HDR in Chrome, Safari, Brave, Edge but it doesn't display correctly in Firefox which is firefox issue not the app or avif.
 
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Some more shots from Cyberpunk2077 (vanilla no mods, just Path Tracing, 4k and HDR). Later I will replay game and make some saucy shots as game just oozes with amazing combination of tech and art.

ohas5f.avif

zrbbmy.avif

no0zfr.avif

bn62rw.avif
 
I am gonna be honest, that screenshot is from a very specific time of the day in a very specific area of the village that I happened to find by accident

I dont know if the game has been downgraded but generally speaking it looks amazing, like 99% of the time it looks damn good

JZnoLJOrwsqDm3Jk.jpg

G3UbUvwdzhfF3dSq.jpg
9ntvDGkSqWvqmYRf.jpg
Dnh6C8zbwpZsnHeK.jpg
2qlJpo9DgIhnmWpg.jpg
2rz1gzQCX3HCJlPc.jpg
q26vD92iPUHBx22R.jpg
cx9lnLUzaOWj5Cou.jpg
HdsYCT9auJ2EikDE.jpg
82wCBJhIVfYW8qVv.jpg
mlwmVji7KZI84yWG.jpg
yep this is the level i was talking about. Absolutely insane level of detail
 
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I am gonna be honest, that screenshot is from a very specific time of the day in a very specific area of the village that I happened to find by accident

I dont know if the game has been downgraded but generally speaking it looks amazing, like 99% of the time it looks damn good

JZnoLJOrwsqDm3Jk.jpg
Looks very nice indeed, like a painting. Makes me wanna play it.
 
I am gonna be honest, that screenshot is from a very specific time of the day in a very specific area of the village that I happened to find by accident

I dont know if the game has been downgraded but generally speaking it looks amazing, like 99% of the time it looks damn good

JZnoLJOrwsqDm3Jk.jpg

G3UbUvwdzhfF3dSq.jpg
9ntvDGkSqWvqmYRf.jpg
Dnh6C8zbwpZsnHeK.jpg
2qlJpo9DgIhnmWpg.jpg
2rz1gzQCX3HCJlPc.jpg
q26vD92iPUHBx22R.jpg
cx9lnLUzaOWj5Cou.jpg
HdsYCT9auJ2EikDE.jpg
mlwmVji7KZI84yWG.jpg
holy fucking hell, looks amazing.

might have sold me on the damn game
 
standard SDR png via cyberpunk2077 build in photomode:

0tzm9f.png


HDR short taken via nvidia app into .jxr file then converted to .avif:

rnrxp8.avif

Well done HDR is a bigger game changer than any other technology. I would argue that a lot of people would be better served upgrading their display instead of their GPU (given the choice). I fully suspect that it's why games like Death Stranding 2 are so lauded.
 
Just completed Resident Evil 9: Requiem

Probably my second fav game of the gen, right after Black Myth: Wukong.

Fucking awesome from start to finish.

Are we in agreement this is the best looking 60fps game of all time?

Played 90% of it in first person. The gun models were too good.

NqxP57P.jpeg


Leons sections in 1st person felt like a proper Single Player COD zombies mode.

8eOwBk6.jpeg
 
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A quick guide on how to get .jxr screenshots and then convert them to .avif to be displayed in HDR correctly
If you have Nvidia gpu you are probably using Nvidia App which runs in background. If you do a screenshot via alt+f1 of normal game in SDR it will save output in videos folder in windows as png. If you play in HDR it will save them in .jxr files. Then you take that jxr file and use my webui app i made and convert it to .avif and then put it on catbox.moe

1. Have nvidia GPU
2. Play game in HDR (needs to be enabled in windows 11 display settings)
3. Play game.
4. Do a ALT+F1 screenshot
5. Go to Videos folder in windows 11
6. Take .jxr file and put it in for example downloads folder or on the desktop for easy click and drag
7. Download and unzip my app and run run.bat which will open page in browser with very easy converter
8. Drag and drop image on converter.
9 .Click "convert"
10. It will process it for a while, .jxr to avif conversion isn't easy but on fast cpu it should be like 5-8 seconds.
11. click on "Download Avif"
12. https://catbox.moe/ and upload it there
13. Copy link
14. post link on neogaf as standard jpg
15. profit

Displayed image works in HDR in Chrome, Safari, Brave, Edge but it doesn't display correctly in Firefox which is firefox issue not the app or avif.
the results on chrome on both my lg oled and iphone oled are absolutely stunning.

But your app doesnt have run.bat. just start.bat and it tries to open http://localhost:3000/ and fails to load.
 
the results on chrome on both my lg oled and iphone oled are absolutely stunning.

But your app doesnt have run.bat. just start.bat and it tries to open http://localhost:3000/ and fails to load.

hmmm, i vibe coded it, maybe it uses local venv let me check.
edit: yeah it uses standard python dependencies bla bla bla. I will re-vibe code it into portable exe or something and update post in a while or tomorrow.
 
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On brave or chrome it should display even if you use SDR correctly. It will just adjust image to SDR. Firefox doesn't seem to display HDR correctly and it can't even do pulldown to SDR correctly. I tested it myself right now. SDR or HDR doesn't matter it won't display AVIF correctly. Chrome/brave can do it regardless if you have SDR or HDR.

Also why are you using SDR with oled monitor ?

The OLED was somebody else's post. I haven't joined the OLED club yet.

I didn't know that about Firefox, though, so that's good to keep in mind for the future when I do finally join the club.
 
Am I LTTP in noticing the ridiculous animation of the raccoon prancing around the trash bin and the smooth physics of the lid closing??? Christ this game is gonna be nuts looking.

LAUiDMfajMmPGT0O.gif



The smallest details are the best parts of Rockstar games. No developer has the time or resources to come close to Rockstar. It is what makes their worlds feel alive
 
RT and PT are light transport technologies. They are not actual lighting. If there are areas that don't look so good, then change the lighting accordingly. That's what they would do with baking too.

The issue you are talking about where you have no control of the character position and camera in game applies to baked lighting too. So why would baked lighting be any better than RTGI in that case? You have no control either way. In fact, baked lighting does nothing for the moving character. Baking is meant for static assets. Not dynamic assets. It is limited by design.

It all comes down to what lighting system the art direction was originally done with. RT/PT could make it worse if the art direction was not done for the RT/PT version of the game and was lazily bolted on. When your art direction is made with baked lighting first and then you bolt on a different lighting system, it needs to go through art direction again. RE requiem had this issue for the PT version as the lighting changes were too drastic and they had to iterate several times and get approval from the art team every step of the way. TW3 had a few instances where it did not go through art direction. They removed the fake lights in a cave along with the baked lighting, making the cave too dark for the RT version of the cutscene. The characters were just speaking in pitch darkness and you couldn't even see their faces. This is not a technical issue though. If there is no light, you get darkness right? But a game so vast in scope is bound to have misses when RTGI is bolted on after the fact. The right way to do it would be to relight the scene so they can replicate the same overall look that aligns with the original artistic intent. And if they fail to do that, that's a failure of art direction. Not technology.

Another possibility is performance issues forcing them to make cutbacks. Like fps dropping too much. So they remove some lights to regain performance, or downgrade asset quality. But that's different from the issue we are talking about, which is achieving the artistic vision. We all know RT/PT costs more at runtime than baking. So that could always be a reason for compromises.

But if the game is designed with the new lighting transport in mind from the get go, like black flag resync, none of these are issues. A dynamic, adaptable system will objectively provide better, more varied artistic results, as long as technical challenges, such as noise and performance are within control. Don't like the lighting? Change the lights. Throw in fake lights, add fake reflectors, rim lights, color grading or other post processing, remove select assets from the BVH altogether etc. whatever art direction wants. Nothing is stopping them. In fact, the more dynamic the system, the fewer the limitations. It's not some runaway train that you can't control.

Like I said, there is no magic you can do in baked lighting that you can't also do with RT/PT. You could even make a painterly or anime looking game with PT. All the technique provides is more lighting/shadowing data at higher granularity for each frame. You could take that data and flatten it completely before the shading stage, or run shader code to modify it as needed. Set a threshold to turn all shadows green, or disable them for certain materials, or turn them to circular blobs like good ol' games. Photorealism doesn't have to be the only goal of PT. All that is up to the dev. It could be overkill for some games if the artstyle doesn't require such accuracy, but it is never inferior.

It's like having a supercomputer to do math problems. We could still ask it to do 1+1 and expect the same result from it as our fingers.
Got it got it. This makes a lot of sense.
 
I'm gonna be a broken record but the water physics in bf sucks absolute asses for a nextgen pirate game.

Why does the fucking ship also doesnt make ripples when traveling? It looks like it is skating on water...


Water physics all around is really unimpressive.

I think i saw a video where cannon ball created a nice looking effect when missing and hitting the water, but you can do the same on a freakin 2018 game, possibly even older games like gta4 maybe.

I hope rockstar are gonna give crimson devs something to be worry about because this fucking ain't.

Oh wow white foaming...if only that was new and never used before...
This is largely why I'm straight up unimpressed by this game - wasn't the OG supposed to have some of the best water of its day? This is a decade later and the water physics are non-existent from what I can tell.
 
This is largely why I'm straight up unimpressed by this game - wasn't the OG supposed to have some of the best water of its day? This is a decade later and the water physics are non-existent from what I can tell.
yes, the OG had the best water tech of its time and it still holds up. the water here is great, but its no crimson desert and thats definitely a big disappointment. for a pirate game remake, this shouldve been the biggest focus for the development, but they basically built this off of AC shadows tech and didnt really add anything new.

there is still a lot to like here. the ships are just ridiculously modeled. the foliage in lush green islands is simply on another level. even compared to ac shadows. character models are also a big improvement.
 
This is why I say it's a bit below Shadows for me. This scene looks great, but getting close a bit it's just low quality stuff. I really don't remember Shadows stuff like this, need to check out.

0UDjJpXs3MWJOG1A.png
cjH0pEy2KTRbo5YQ.png


Maybe the water is disappointing, but I like some things, like how it forms these big bodies of water that block the line of sight or the light that passes through.

VtVaLSenU36ZESVZ.png
2JTVgWLHdCMYx9Rv.png
bTvHKOg6jhHTfAsA.png
TKev32uUFWhCXpfv.png
 
Just completed Resident Evil 9: Requiem

Probably my second fav game of the gen, right after Black Myth: Wukong.

Fucking awesome from start to finish.

Are we in agreement this is the best looking 60fps game of all time?

Played 90% of it in first person. The gun models were too good.

NqxP57P.jpeg


Leons sections in 1st person felt like a proper Single Player COD zombies mode.

8eOwBk6.jpeg

Requiem is a fucking powerhouse. All of Leon's animations are so damn cool. Not just the combat finishers, but the way his weapons are all strapped to him and not just floating or magically connected to him. There's a little bit of clipping but it can be forgiven because most games don't even bother. It's genuinely Naughty Dog level of detail.

Absolutely love that game.
 
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yes, the OG had the best water tech of its time and it still holds up. the water here is great, but its no crimson desert and thats definitely a big disappointment. for a pirate game remake, this shouldve been the biggest focus for the development, but they basically built this off of AC shadows tech and didnt really add anything new.

there is still a lot to like here. the ships are just ridiculously modeled. the foliage in lush green islands is simply on another level. even compared to ac shadows. character models are also a big improvement.
It's not crimson desert? dude it's not even ac origins, bodies and boats created ripples in that game...

the water itself looks good (not as good as horizon ocean tho) but the physics is abysmal for a 2026 game, cmon.
 
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Requiem is a fucking powerhouse. All of Leon's animations are so damn cool. Not just the combat finishers, but the way his weapons are all strapped to him and not just floating or magically connected to him. There's a little bit of clipping but it can be forgiven because most games don't even bother. It's genuinely Naughty Dog level of detail.

Absolutely love that game.
Still the graphic king of this year until gta6 is out.

BF is bigger so it should take the cake but BF doesnt have anything as photorealistic as the best 2-3 sections in requiem, and the character\fACE rendering is night and day in favour of requiem.
 
ok made offline converter that has 0 dependencies only fresh windows 11 install. It converts .jxr screenshots to .avif preserving HDR so you can post them on forums to be displayed correctly in HDR for everyone to see (if they have HDR enabled in system).

LINK
 
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ok made offline converter that has 0 dependencies only fresh windows 11 install. It converts .jxr screenshots to .avif preserving HDR so you can post them on forums to be displayed correctly in HDR for everyone to see (if they have HDR enabled in system).

LINK

It's in the trash can?
 
AC Black Flags really fulfilled the next gen promise, full leveraging the next generation geomtry pipeline, combined with ray traced global illumination and running at fucking 60 FPS.

Quite the achievement in my opinion,
 
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