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Graphical Fidelity I Expect This Gen

Better quality

Marvels-Wolverine-video-game-072126-1-3d6699eab9914029bd8f201c37e9899f.jpg

Marvels-Wolverine-video-game-072126-55eea058a29f4720b7e91dcfe26fb921.jpg
 


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.
 
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.
 
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.
 
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.

But it's not just Insomniac, now is it....
 
You people are being hoodwinked and deceived.

DLSS 5 is NOT photorealistic its a bad looking IG filter.

Brace Yourself Here We Go GIF by MOODMAN


Nothing more serious in a tech argument than starting with internet buzzword

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.

It's an example.

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.

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?

0O861tzSaMIZ1WV2.png


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.

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.

Do you not see the mushroom's shadows? On the meat?

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.

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"

Austin Powers Laser GIF


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?



il2RKoiwhHfoLdva.png


AVvXsEghWPwSM-DorKJ81PsuUFxsNeAmf3v4HZdi46sJAShxd1H-G4jxbM1jHGEIo7zRNAIYyhwaExof9Mk6DtuQMe-8eiGYKz67pEjrwE9hw2R2t8Tr8AmDHuI3yTFPKW9ef099Ti67bpr2zFCT7XiuHhLiNP0CG77Q-AB0I8xUt-vekRo8uI5feRIkCeBUOw


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
:messenger_tears_of_joy:

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.

gP5Y88LKOZkuiekh.png


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

AVvXsEinFcb5LUrC3h1vdF2bPb4M0RXY-NjA6PcfEoO7cFVhEt6VWnQiSE3ABkkfK7Eegbp43taRsAOqpQY6Wvn3YR9R4-x18rqLW23kCFTOqJq8ED9wrbce1andoCJFXyP_zXFo05ysIABbCiJ6ib2HStxBzVc6jmeHNboZdSq-razPPXR7mMi8wxxgZ3u4Pw


KIcgbRO1XG3MQ9iM.png


HPBRjzQaSvdH5aI5.png


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.

Not just that, be this is the exact same path-traced NVIDIA Omniverse Ramen Shop using the exact same models .

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.

For comparison, DLSS 5 is likely to come with that demo much like Zorah, publicly available, not omniverse "dreams".

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.
 
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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.

backscatter_enabled.png



spi_enabled.png



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.

blq1g.png


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.

andrej-stefancik-ramenshop-21.jpg


andrej-stefancik-ramenshop-06.jpg


andrej-stefancik-ramenshop-12.jpg
DLSS5 is pure BS.
 
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

099802A4C0DE286594F36B800DD916D64A27B161

D4717F355B05B28CD3218A9D0C2DC230718F6B37
BF6 has always looked "next gen" to me, at least on Overkill settings...
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
DLSS5 is a joke and people who accept it are sheeple.
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.

backscatter_enabled.png



spi_enabled.png



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.

blq1g.png


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.

andrej-stefancik-ramenshop-21.jpg


andrej-stefancik-ramenshop-06.jpg


andrej-stefancik-ramenshop-12.jpg
This. DLSS5 isn't true "next gen" visuals.
Brace Yourself Here We Go GIF by MOODMAN


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?

0O861tzSaMIZ1WV2.png


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"

Austin Powers Laser GIF


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?



il2RKoiwhHfoLdva.png


AVvXsEghWPwSM-DorKJ81PsuUFxsNeAmf3v4HZdi46sJAShxd1H-G4jxbM1jHGEIo7zRNAIYyhwaExof9Mk6DtuQMe-8eiGYKz67pEjrwE9hw2R2t8Tr8AmDHuI3yTFPKW9ef099Ti67bpr2zFCT7XiuHhLiNP0CG77Q-AB0I8xUt-vekRo8uI5feRIkCeBUOw


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
:messenger_tears_of_joy:

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.

gP5Y88LKOZkuiekh.png


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

AVvXsEinFcb5LUrC3h1vdF2bPb4M0RXY-NjA6PcfEoO7cFVhEt6VWnQiSE3ABkkfK7Eegbp43taRsAOqpQY6Wvn3YR9R4-x18rqLW23kCFTOqJq8ED9wrbce1andoCJFXyP_zXFo05ysIABbCiJ6ib2HStxBzVc6jmeHNboZdSq-razPPXR7mMi8wxxgZ3u4Pw


KIcgbRO1XG3MQ9iM.png


HPBRjzQaSvdH5aI5.png


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...
 
These visuals are what the future in graphics is supposed to be...

And the claim that they are using the same assets is preposterous when the heavily scaled down version performs like it does without path tracing. 🤷‍♂️

You want a form of ground truth? Sure

Taking it as "nvidia is lying!" and disabling effects is pure insanity. Contrary to omniverse demo, we're likely to see that siggraph demo much like Zorah's with the release of DLSS 5 in UE5.

Accusing peoples interested in the tech as sheeple, fucking bonkers.
 
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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.

gP5Y88LKOZkuiekh.png


Looks pretty much flat from roughly the same perspective as the Nvidia demo, no?

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.

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*.

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.

Playstation Sipping GIF by Naughty Dog
 
But it's not just Insomniac, now is it....
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.

Guerilla Games, Striking Distance Studios, Asobo Studios, Ninja Theory, Sandfall Interactive, Remedy, Rockstar, IO Interactive have all produced stunning character models this gen.
 
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.

VP9sp12AEF01AkJ8.jpg


You would tell me this is rasterized and I would believe you and this is super exaggerated zoom. I'm sure Vick would find me a PS4 game that did it better. Now again, this is not a problem of technology (even if its RT or Lumen but not PT) as I'll detail a paragraph down.

Only the end of the blade, the heel before the bolster, has occlusion, the handle seem like its floating, the dark line at the bottom is not shadowing, its the material of the handle itself. Some very light shadowing at the end of the handle. It's pretty much what DLSS 5 showcases with the knife. Its very light shadowing with it on and off, with better occlusion at the handle I would say. And like I said, I have no reason to believe the omniverse demo went wild with that area if we compare the other point of view with the UE5 one.

It's not really the technology or materials per say, it's just that you're basically near the same effect as a zero shadow day (Lahaina noon) in that specific part of all the rest of the scene. Overhead lights, the placement, it ends up like that. It can happen in any scenes. There's a shitload of other places in the scene that would also get more details than that in downgraded UE5 and same for the omniverse demo. There's surely scenes that would have been more interesting to showcase, even the grapes & melons was much better because you're not counting a few pixels in the corner of an handle as being "better". I guess they focused on the bacon here.

If a demo of the siggraph one is ever released and "game" (~30 fps at the least on a 5090?), there will be inevitable comparisons with the omniverse one and surely downgrades. For all we know they had to cutoff path tracing there just like the UE5 ramen shop, I mean, DLSS 5 on or off, the base reference is not getting a massive jump from 4090 to 5090. The baseline will have to be downgraded.

The grapes and watermelon scene had no nitpicking it seems though 🤷‍♂️ I would definitely pick DLSS 5 on in that scene without a single doubt. It looks way better.

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.

I'm just a sheeple (lol) interested in the tech behind an option, I remind everyone, an option.

I have no problem with you, arguing with peoples who respect the other is a bare minimum start when we're trying to evaluate something seriously, such as tech.
 
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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.
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.
 
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.
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.

Ray tracing is just the perfect boogeyman because of performance cuts. Just like UE5 and its performance flaws. Easy to hate. Easy to blame. But make no mistake, these guys have been around since forever.
 


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.
 
Better quality

Marvels-Wolverine-video-game-072126-1-3d6699eab9914029bd8f201c37e9899f.jpg

Just wondering, and nothing to do with the game or directly to you, but what's the lore reason that Wolverine with infinite regen would have blemishes?



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.


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.
 
You always have amazing shots. Whats your rig? What your photo output settings?
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.

I have it maxed out at 4K DLSS Q with chromatic aberration off - Lol, I know there were lots of discussions about this, but I don't like CA for all games, IMO in some it fits very well, in some not at all. I wish though they all add a slider bar for these effects, like Naughty Dog for PC releases.
For these I use photomode, but take the shot with UBI's screenshot hotkey, that way it's exactly like in gameplay with no added enhancements. I do the same with Steam.
 
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.
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.



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.

The ocean water transformation is huge as well. It's funny how one guy was able to fix the water rendering while one of the oldest japanese studio with hundreds of devs couldnt. All in just over 2 months.

P.S He also says that the same issues are present in the latest FF7-3 trailer so Square Enix clearly hasnt figured out how to fix these issues lol. thankfully he has done all the hardwork and the mod shouldnt take too long for Revelations.
 
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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.

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.

Of course, this comes right after other Square Enix devs who implemented a shadows solution so advanced DF thought it was ray traced.

What's the context? I must have missed that.

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.

The guy is looking into RT solution also for his injector? Shameful stuff from SE.
 
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.
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.

I dont think he said he is looking for an RT solution. The screenspace solution is very cheap. Only a 5 fps drop from 112 fps to 107 fps. SSGI brings it down to 82 fps, but the shadows are very cheap. No reason why this couldnt have been added on the PS5 let alone on PC. Just sheer incompetence.
 
Square Enix can suck my dick what that vanilla lighting, fuck them

And fuck their shitty textures too, having to download 160gb texture mod to have normal looking textures is a fucking joke

Rant out
 
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.


https://www.invenglobal.com/articles/24095/pearl-abyss-unveils-crimson-desert-development-process
 


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.


But we need path-tracing to fix this goblin:

oTSAzCWkFnPdTFCK.png
 
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Halo remake is the first title thats using megalights. No wonder it looks this good. Lighting looked amazing in every video
 
Halo on DF video really looks gorgeous. He doesn't specify it was captured on what?

Also Halo anniversary 🤮 fucking hell I had forgotten how shit it looks, complete rape of the original vision with some of the worst rasterization of that era for lighting.
 
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

XbUAjH.png
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.
 
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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.
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 using neural texture rendering with high efficiency.
 
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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.

Unless... we soon start employing neural texture rendering with high efficiency.
Yes yes, this was the problem.

So more than power we need a better compression method that doesnt kill details but still save space?
 
Yes yes, this was the problem.

So more than power we need a better compression method that doesnt kill details but still save space?
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
 
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.
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 does :D

You can look by yourself, these textures are on every docks and they really stand out to me because of how low rez they are compared to the overall high fidelity of AC4R. I just wanted to push back a bit on the "Wood and foliage has never looked better" as that's a big reach IMHO and there is clearly room for improvement (which is good). Considering what we know about AC: EXE I think we can expect some really nice looking trees for this episode, especially since it's apparently a nice upgrade over Shadows, which already looks amazing.

Also overall I'll always prefer a game aiming for great lighting with poor textures than the opposite as lightning helps so much for photorealism. And that does not mean I think AC4R has poor textures everywhere btw ^^ It nailed the lightning, I love that sweet diffuse RT like on that boat in the screen I posted earlier, but yeah I wish it had some higher 4K textures.
 
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

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.

This topic of finding a technology to zoom in and always get super nice details is a really old field. Procedural was thought to be the solution but then good luck making a game with that. I think next step is for AI gen to know what the texture intent was for the developer and always add refined details as you get close as it should how it should look like. I would put a dollar on that happening in the next 5 years or so.
 
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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.
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.
 
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