Represent.
Represent(ative) of bad opinions
Better quality
Fidelity looks decent but the Wolverine model looks like a half wit from Alabama.Better quality
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Nah, thats just insomniac being insomniac. plenty of western artists have delivered on graphics this gen. insomniac has just decided to phone in this gen. just like every other sony studio this gen. its a sony problem, not a western one.That wolverine looks like some low quality cosplay at a local Con.
Modern western graphics designers have so little talent, it's sad and pathetic.
Nah, thats just insomniac being insomniac. plenty of western artists have delivered on graphics this gen. insomniac has just decided to phone in this gen. just like every other sony studio this gen. its a sony problem, not a western one.
You people are being hoodwinked and deceived.
DLSS 5 is NOT photorealistic its a bad looking IG filter.
Nvidia is so good at lying that the two examples they showed u is,
a high poly character where they turned off almost all of the effects of that character that would come pre-built in UE5, including its subsurface scattering.
Now name me a AAA game or even a photorealistic based game that doesn't have SSS? none, zero, zip.
Here is a very old real-time UE4 rendering here just to show you how diabolical Nvidia are.
So Nvidia goes and disables it, then turns on DLSS 5 and goes see, voila SSS. Look how amazing it looks.
What they are implanting in your brain is, You DIDN'T have SSS before but with DLSS 5, now you do!
When every AAA / photoreal game ships with SSS.
They did it again with the kitchen cutting board, They disabled all the shadows. The image is completely flat.
Then they slide on DLSS 5 and say, look at how amazing those shadows are. What they are not telling you is that they disabled all the shadows.
What game comes with disabled shadows? The funny thing is similars scenes in AW2 path tracing for example the dinner table look way better than this so called DLSS 5 filter when u compare all the rendering element. How is that possible? someone explain.
Not just that, be this is the exact same path-traced NVIDIA Omniverse Ramen Shop using the exact same models .
DLSS5 is pure BS.You people are being hoodwinked and deceived.
DLSS 5 is NOT photorealistic its a bad looking IG filter. Nvidia is so good at lying that the two examples they showed u is,
a high poly character where they turned off almost all of the effects of that character that would come pre-built in UE5, including its subsurface scattering.
Now name me a AAA game or even a photorealistic based game that doesn't have SSS? none, zero, zip.
Here is a very old real-time UE4 rendering here just to show you how diabolical Nvidia are.
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So Nvidia goes and disables it, then turns on DLSS 5 and goes see, voila SSS. Look how amazing it looks.
What they are implanting in your brain is, You DIDN'T have SSS before but with DLSS 5, now you do!
When every AAA / photoreal game ships with SSS.
They did it again with the kitchen cutting board, They disabled all the shadows. The image is completely flat.
Then they slide on DLSS 5 and say, look at how amazing those shadows are. What they are not telling you is that they disabled all the shadows.
What game comes with disabled shadows? The funny thing is similars scenes in AW2 path tracing for example the dinner table look way better than this so called DLSS 5 filter when u compare all the rendering element. How is that possible? someone explain.
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Not just that, be this is the exact same path-traced NVIDIA Omniverse Ramen Shop using the exact same models .
DLSS 5 is supposed to be the photoreal toggle yet the the graphic rendering on the models in the original demo look 100x better than the so called DLSS 5 filter.
Its not even close. And yes the demo was pathtraced offline. But thats the point DLSS 5 is not giving you photoreal graphics. Its a lie. Its giving you a IG filter that look WORSE than other existing games that are aiming for photoreal graphics.
People naively say, well this is just like DLSS 1-4 uprender. What ppl are closing their eyes to is that DLSS aim was to get the uprender to look exactly like the 4k output of the game engine render with identical pixel quality. This is why when even one pixel is off you get DF videos pointing it out.
This is why DLSS was adopted en-mass.
DLSS 5 isn't trying to match what the game is rendering/outputting at a high settings/quality, its not like you are turning off SSS and a bunch of rendering features like reflection, shadows, gi, translucency, etc and then turning on DLSS 5 and DLSS 5 is producing output that is identical to what the rendering output would look for that particular game engine.
NO DLSS 5 isn't doing that, so DLSS 5 is NOT like DLSS.
its giving you an IG filter not what the game rendering engine would look like. That's why the output is bad.
If DLSS5 actually functioned like the original aim of DLSS, it would produce the Ramen demo with precise pixel quality.
Its not, its a slop machine.
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BF6 has always looked "next gen" to me, at least on Overkill settings...So BF6 just got its S4 update and i swear the game looking better than before. Texture detail is so crisp on everything i dont remember being this good. Maybe it was some streaming issue or something
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DLSS5 is a joke and people who accept it are sheeple.As a Day 1 DLSS 5 supporter, this shit looks even better than before.
Give me Path traced RE10 with photo real zombies and gore on a 6080
This. DLSS5 isn't true "next gen" visuals.You people are being hoodwinked and deceived.
DLSS 5 is NOT photorealistic its a bad looking IG filter. Nvidia is so good at lying that the two examples they showed u is,
a high poly character where they turned off almost all of the effects of that character that would come pre-built in UE5, including its subsurface scattering.
Now name me a AAA game or even a photorealistic based game that doesn't have SSS? none, zero, zip.
Here is a very old real-time UE4 rendering here just to show you how diabolical Nvidia are.
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So Nvidia goes and disables it, then turns on DLSS 5 and goes see, voila SSS. Look how amazing it looks.
What they are implanting in your brain is, You DIDN'T have SSS before but with DLSS 5, now you do!
When every AAA / photoreal game ships with SSS.
They did it again with the kitchen cutting board, They disabled all the shadows. The image is completely flat.
Then they slide on DLSS 5 and say, look at how amazing those shadows are. What they are not telling you is that they disabled all the shadows.
What game comes with disabled shadows? The funny thing is similars scenes in AW2 path tracing for example the dinner table look way better than this so called DLSS 5 filter when u compare all the rendering element. How is that possible? someone explain.
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Not just that, be this is the exact same path-traced NVIDIA Omniverse Ramen Shop using the exact same models .
DLSS 5 is supposed to be the photoreal toggle yet the the graphic rendering on the models in the original demo look 100x better than the so called DLSS 5 filter.
Its not even close. And yes the demo was pathtraced offline. But thats the point DLSS 5 is not giving you photoreal graphics. Its a lie. Its giving you a IG filter that look WORSE than other existing games that are aiming for photoreal graphics.
People naively say, well this is just like DLSS 1-4 uprender. What ppl are closing their eyes to is that DLSS aim was to get the uprender to look exactly like the 4k output of the game engine render with identical pixel quality. This is why when even one pixel is off you get DF videos pointing it out.
This is why DLSS was adopted en-mass.
DLSS 5 isn't trying to match what the game is rendering/outputting at a high settings/quality, its not like you are turning off SSS and a bunch of rendering features like reflection, shadows, gi, translucency, etc and then turning on DLSS 5 and DLSS 5 is producing output that is identical to what the rendering output would look for that particular game engine.
NO DLSS 5 isn't doing that, so DLSS 5 is NOT like DLSS.
its giving you an IG filter not what the game rendering engine would look like. That's why the output is bad.
If DLSS5 actually functioned like the original aim of DLSS, it would produce the Ramen demo with precise pixel quality.
Its not, its a slop machine.
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Nothing more serious in a tech argument than starting with internet buzzword
It's an example.
Subsurface scattering like almost all rendering techniques has a vast range of accuracies. Can go from 2 sided shader for foliage in crysis, to depth map technique, to screen space technique .... to path traced or ReSTIR subsurface scattering as you get closer to physically based. Saying games have subsurface scattering since forever is like saying games have lighting since forever. So why continue? Improving things? UE4 or even UE5 is not the end game.
Not every scene you see obvious subsurface scattering in games, often exaggerated light sources brings them up even with games having it, it's not always close to being good.
'Member?
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What games are doing compared to studio quality is basically a joke. Nowhere near close to end game. I wouldn't be so sure to say they disabled it, just that UE5 solution is nowhere near physically based in a typical scene compared to its demo to showcase the tech with ramped up penetration depths and light probes carefully placed to exaggerate the effect. Honestly, I play almost all high fidelity games, subsurface scattering is the last thing I am thinking of because they're all so generally spread to a very uniform penetration depth and soft, even Hellblade 2. Rarely pops in my mind its there.
Not saying DLSS 5 is the solution but the conversation swaying towards that is meaningless without ground truth. Game engines sure as hell aren't close to ground truth.
Do you not see the mushroom's shadows? On the meat?
Anyone can go in UE5 and toy around the "game" version, not the omniverse one because nobody has it, not sure anyone can run omniverse version actually if it was available.
As much as their "real-time"
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claims are likely true for omniverse demo, 1 fps is also real-time.
The "game" version is a lot more fucking down to earth. Did you ever bother to check it?
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With documentation from nvidia's NvRTX for UE stating : "this demo includes updates to ray traced effects like RTX Direct Illumination, Lumen Global Illumination, Lumen Reflections".
It does not do path tracing
And on a 4090 runs ~40 fps at 1080p, 25 fps at 1440p and 12 fps 4K
So for one, the demo on UE5 is nowhere near the omniverse, regardless of the dimmer lights. Massive drop in objects, textures and shaders. Another limitation we have to get these running in a game engine and why you never got any of those omniverse demos, for all of those that asked where RC racer is, well I hope you have a clue now.
What you might see in Nvidia's siggraph demo is actually them trying to come closer to the omniverse demo and have it ready to run as a new demo in UE5 for all we know.
Now for your "please explain"
The knife in the scene with a viewport of the UE5 demo I found similar to Nvidia's siggraph. Someone can have fun toying with the demo and pick the exact same spot but this is best I can find.
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Looks pretty much flat from roughly the same perspective as the Nvidia demo, no?
From Andrej's own images for promo of the omniverse version
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You see basically the same shadow from the UE5 and omniverse demo although likely a downgrade as we're not path tracing.
So by logic, the Siggraph 26 demo is more akin to the first screenshot of the UE5 demo with the viewport in front of the cutting board. No assumptions can be made that the same location in the omniverse demo would suddenly have dramatic shadows for the knife on the cutting board.
Eehhhh, I would say probably a big fat no to that claim lol.
Not with the way UE5 demo looks and performs before you even bring path tracing into it to crater the performances. All these concessions to get it running in "game". Forget any comparison to the omniverse demo, you don't have any access to the fidelity seen in it in any real-time form. If the siggraph 2026 demo is even an attempt at bringing the omniverse demo to playable framerates it would already be a huge accomplishment compared to the UE5 one we have but no, I don't believe at all its the same models.
Now I'm fucking tired of these conversations with DLSS 5, so I'm gonna skip on all the nvidia illuminati, lying, how dare they go at SIGGRAPH and scientists show this! *gasps*. Because before even bringing DLSS 5 in any of this, your whole post is basically completely off target with your omniverse assumptions. Might as well use an offline renderer because nobody will ever get that thing to run in real-time with any current GPUs.
These visuals are what the future in graphics is supposed to be...
The knife in the scene with a viewport of the UE5 demo I found similar to Nvidia's siggraph. Someone can have fun toying with the demo and pick the exact same spot but this is best I can find.
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Looks pretty much flat from roughly the same perspective as the Nvidia demo, no?
Now I'm fucking tired of these conversations with DLSS 5, so I'm gonna skip on all the nvidia illuminati, lying, how dare they go at SIGGRAPH and scientists show this! *gasps*.
I'd like to disagree here, you can see plenty of average textures in this game. Not saying it's ugly or anything, but it's far from perfectThey definitely upgraded the foliage and assets in this game. Wood and foliage has never looked better.
im just not going to paint everyone in the west with the same brush. Especially when other western studios have gone out of their way to make good looking character models.But it's not just Insomniac, now is it....
I like this twist to this discussion. But how did you come to the conclusion that your quoted image looks flat? It looks fantastic, even without PT! It's darker, but nothing about it is flat. There is plenty of complex shadowing and depth even in the UE5 version of the scene. It's impossible to tell what version they are using at Siggraph, but it's easy to tell the Siggraph image looks much worse than both versions, with and without DLSS5. It's definitely not path traced. I'm hard pressed to claim it is even Lumen HW ray traced. It's badly lit with one overhead superbright light blowing out details. Harsh shadows everywhere and no sign of light bounce. Not one clear to see reflection or penumbral shadow. Just vague blobs of reflections akin to SDFs. It all screams low quality software lumen. All those missing aspects exist in the UE5 image above. Crisp reflection, penumbral shadows, AO etc. I'm inclined to guess the Siggraph version is neither the Omniverse one, nor the released UE5 one, but something of much lower quality used for their testing and demoing DLSS 5. May be performance sucked so bad they had to downgrade the heck out of it. The only thing better about it is the added bacon. Because bacon makes everything better, fake AO notwithstanding.
Why do you sound like you have been personally offended? Everyone reacts differently to things that don't sit well with them. It's natural. People constantly insult my waifu and I have no such problems.
These arent morons...it worse.yeah, twitter is a safe haven for morons.
The funny thing is that ray tracing is being blamed for lack of physics when they were ditched at the start of the PS3 era 11 years before ray tracing was even revealed let alone widely adopted some 3 years ago. If anything ray tracing has allowed destructible environments to come back because now the shadows and gi can be calculated in realtime after assets are destroyed. Black Flag shows this really well. Sadly other games dont because its just not a priority for most devs. Never has been.
Just the last couple of days on twitter, i had to tell myself mid reply not to interact with these low IQ idiots. One guy was trashing the new Konami baseball game saying it looks worse than MLB The Show based off a shitty low res twitter video. I typically have high res gifs ready for that game, but i was like nah, why bother.
Then just today, this tweet of the Mafia Remake went viral saying they shouldnt have switched to the new engine and the embedded video showed the Mafia Remake in a rainy night where you cant even make out any detail. No one seems to understand lighting and asset quality on twitter.
As for the reflections. I think this is where DF and other journos have just failed the gaming population. When covering RT reflections, the first thing they shouldve compared it to was Half Life 2 and explained why we cant use it anymore without killing the framerate. but no, they just compared it to screenspace reflections from the PS4 era.
I would be inclined to believe this were it not for the fact that we've seen this sentiment before. In fact, i saw it at the end of the PS3 generation. So many arguments over whether or not we needed new consoles coming out of a recession, whether graphics had peaked, or if diminishing returns meant we shouldnt ever have new consoles. There is a retarded coalition of gamers who truly believe graphics peak every generation and do not want more.These arent morons...it worse.
This is a concentrated campaign by corporate bots programmed to start a trend amongst gamer influencers to reject high end ram intensive visuals as to curtail any Anti-AI company resentment concerning ramageddon.
They want us to want less.
You always have amazing shots. Whats your rig? What your photo output settings?Some more BF
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Better quality
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Thread redeemed. We posted so many screenshots of Cloud looking like an absolute doofus and yet square did nothing despite several PS5 Pro and PC patches. Fuck these loser japanese devs. They dont get enough hate.
Thanks, it's a pretty old one and not top of the line, but surprisingly still holds me. I have a Ryzen 5600X and RTX 4070, wanted to upgrade it last year, but missed my window and the crazy prices started.You always have amazing shots. Whats your rig? What your photo output settings?
Exactly.These arent morons...it worse.
This is a concentrated campaign by corporate bots programmed to start a trend amongst gamer influencers to reject high end ram intensive visuals as to curtail any Anti-AI company resentment concerning ramageddon.
They want us to want less.
Oliver said that when the modder went to enable UE4 screenspace contact shadows in the game, he found that the entire library had been stripped out by FF7 devs lmao. not only did they not use it, they cut out a main feature of UE4 just for the fuck of it.B b but the aRtiStIc inTenT?! Yea Square enix artists were dumbasses or overuled by peoples who had no idea what they were doing with UE.
Embarrassing for Square Enix. A single modder dragging their work kicking and screaming into the last generation of screen-space rendering. Rebirth truly looks worse than a PS4 game, as many of the techniques described were used in Days Gone.
Oliver said that when the modder went to enable UE4 screenspace contact shadows in the game, he found that the entire library had been stripped out by FF7 devs lmao. not only did they not use it, they cut out a main feature of UE4 just for the fuck of it.
Brainless morons.
Of course, this comes right after other Square Enix devs who implemented a shadows solution so advanced DF thought it was ray traced.
P.S Callisto uses ray traced shadows in UE4 to great effect and came out over a year before FF7 Rebirth. But no lets, launch the game at native 4k 30 fps instead of dropping the resolution down to 1440p and using ray tracing.
I was referring to FF16 which had stunning shadows. So stunning in fact that DF constantly speculated that they might have been ray traced until the devs did a presentation showing otherwise.Yea, DF when they showed also the specular light leak, my mind was blown. I never played Rebirth so I had no idea it was that bad.
What's the context? I must have missed that.
The guy is looking into RT solution also for his injector? Shameful stuff from SE.
Pearl Abyss has shared the large-scale open world development process it built for 'Crimson Desert' with game developers in Japan. Beyond individual technologies like graphics, engines, and rendering, the presentation focused on the production framework established by a 200-person team to successfully complete an AAA-grade open world.
Fidelity looks decent but the Wolverine model looks like a half wit from Alabama.
Thread redeemed. We posted so many screenshots of Cloud looking like an absolute doofus and yet square did nothing despite several PS5 Pro and PC patches. Fuck these loser japanese devs. They dont get enough hate.
Looks like a fucking dork with hemorroids in these picsThe fuck? I thought Wolverine was supposed to look angry and menacing
Thread redeemed. We posted so many screenshots of Cloud looking like an absolute doofus and yet square did nothing despite several PS5 Pro and PC patches. Fuck these loser japanese devs. They dont get enough hate.
Unfortunately No game textures resist to exagerate zooming, not even graphic king hb2.I'd like to disagree here, you can see plenty of average textures in this game. Not saying it's ugly or anything, but it's far from perfect
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Why crying for something so beatiful?
Imagine looking at this shit and thinking that yotei or turd stranding 2 look as good or better...Some more BF
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Lmao instagram filter on vs real lifeMan....
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Never buying a game on consoles, ever.Man....
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Nowadays, this depends less on raw hardware power and more on storage capacity. For a game's textures to look perfect even at extremely close range, the game would need to be 2,000 GB in size rather than 100 GB. So, that's the situation.Unfortunately No game textures resist to exagerate zooming, not even graphic king hb2.
Zoom enough and every texture is gonna look like mush.
Someone explained to me why this is the case, but i hope that in 20 years from now hardwares are gonna be powerfull enough to not cheap out on texture resolution when zoomed in because this shit drive me crazy.
Yes yes, this was the problem.Nowadays, this depends less on raw hardware power and more on storage capacity. For a game's textures to look perfect even at extremely close range, the game would need to be 2,000 GB in size rather than 100 GB. So, that's the situation.
Unless... we soon start employing neural texture rendering with high efficiency.
More like never expect these Japanese studios to deliever in graphics quality. Most of them are belonging to the lowest tier in the industryNever buying a game on consoles, ever.
Yes, AI-based neural texture compression is the next level. It allows 100 GB of texture data to be compressed to around 10 GB without any loss in quality. Enabling this feature requires hardware-level support—such as Nvidia-style tensor cores or a fast NPU alongside the CPU—to handle real-time decompressionYes yes, this was the problem.
So more than power we need a better compression method that doesnt kill details but still save space?
It's not extremely zoomed, I did that shot with this in mind. I got the camera close, indeed, but not to an absurd level at 200% like DF doesUnfortunately No game textures resist to exagerate zooming, not even graphic king hb2.
Zoom enough and every texture is gonna look like mush.
Someone explained to me why this is the case, but i hope that in 20 years from now hardwares are gonna be powerfull enough to not cheap out on texture resolution when zoomed in because this shit drive me crazy.
Yes, AI-based neural texture compression is the next level. It allows 100 GB of texture data to be compressed to around 10 GB without any loss in quality. Enabling this feature requires hardware-level support—such as Nvidia-style tensor cores or a fast NPU alongside the CPU—to handle real-time decompression
This is my fear, people checking textures this up close are a super small niche, they are not gonna reinvent the wheel to please us.I don't think it'll go in that direction at all though, not with RAM situation right now.
You'll want to compress and keep it in the low side of memory footprint, for distribution, SSD space, bandwidth saving, and ideally, decompress on-sample to even save on VRAM usage.
They won't suddenly have super detailed textures for a viewpoint that is likely never happening during a game. They can but they won't.