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Graphical Fidelity I Expect This Gen

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.
The new missions look so good. i wonder if they were held back by having to stay true to the original design for the main campaign because they honestly look a generation apart.

UE5 is amazing and i hope this game kind of shows people what its truly capable of.
 
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.

To be honest, the wet shader looks jarring as fuck in that screenshot. I would be curious to see that plank if its ever possible to not have it wet in the game? I don't think suddenly you'll get a super high res texture but the shader I feel is not doing it any favors.

Neural shading might help there at the least

I edited my post afterward but like I said, the was research into procedural generation of textures as you zoom in it always finds detail but I can't imagine how hard that would be to make that work and how to keep the artist's intent into procedural. Neural is probably the next step, if AI knows what the material looks like at a distance, zooming in it could fine tune the texture breaking down. I wouldn't fall off my chair if something like that is announced within the next 5 years.
 
Why crying for something so beatiful?
That was the render target slide for Wolverine from the leak years ago. I'm crying because of my expectations based on that slide vs reality.

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Even PS4 Joel is rolling in his grave with that cloth rendering. At least the hair is ok... But he looks so... ugly. The teeth. The skin... just... yuck :messenger_loudly_crying:
 
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Looks like game have much better looking area's than the one that they share on June which still look shit on last trailer even on cutscene.
Comparing below to rest of trailer it looks really shit
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Future NTC tech also significantly reduces VRAM usage, making it a crucial feature for next-gen consoles, which will ship with limited RAM due to cost constraints. It will be up to developers to decide how to utilize it regarding texture sizes: they might stick to current resolutions and simply pack more assets into games, or—as often happens—fail to exercise restraint and use the technology for ultra-detailed textures... Still, 20–30 GB games would be a great match for those 1 TB SSDs! But then again, that isn't primarily up to the gamers...
 
Bojji Bojji i dont remember but are pc gamepass version of games easy to dlss swap\Inspector or they have like hidden folders or some shitty blocks?

Swapper should find them correctly, you should be able to swap DLSS .dll files like in all other games.

Problems might happen if you want to use reshade for example, but even this is possible (but not for all games I think).
 
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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.

That is exactly how the knife AO would be even when path traced or in real life. Only shitty videogame AO/SSAO/DLSS5 would evenly darken all points of contact. AO in the real world occurs when direct or bounce light can't reach an area. Shadows and AO are simply the absence of light. That's why Path tracing, on paper, does not need a separate pass for shadows. It may be done for other artistic reasons/work arounds, but I won't digress.

The knife is not directly lit at all. All it is receiving is bounce light/GI.

To judge how AO should appear, we have to look at where the primary light source is coming from. So let's zoom out.

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Given the angle of shadows being cast, the primary contributor of bounce light to the knife is from the top left (you can tell there are light source(s) offscreen behind the counter. The reflections on the counter indicate the left most lightsource(s) may be outdoors, like sunlight or skylight. Just guessing as I've not played with this demo. But I'd wager it's either outdoor light coming though multiple glass panes or multiple indoor lights clustered next to each other (basing this on the patterns in the reflection). Regardless, if the primary light contribution is on the left of the knife, you will only see noticeable AO/shadowing where those light bounces from the left can't reach. And like you rightly pointed out, it would be the heel of the bolster and the bottom of the handle. The left side of the handle is directly exposed to the scattered bounces from that direction. You will never get this type of subtle nuanced AO/shadows with baked lighting. SSAO has no access to any of this information, so it will simply draw shadows across the entire left side of the knife.

It's what DLSS 5 is doing to the bacon too. It's nonsense videogame-y AO. The light source is directly overhead, but the AO is extending well beyond the bacon. The exposed wood of the cutting board is directly exposed to the same overhead light source, so this type of shadowing makes no sense at all. There should only be a very thin shadow under the bottom edge of the bacon. There is no ambient space between the bacon strips where light can't reach. The meat is practically flush with the board. Instead DLSS 5 goes overboard and behaves exactly like SSAO would, with no concept of real light physics. It's making the bacon float and is rounding it up like it's sausage. Proof the it does not actually understand how shadows work. It's simply guessing based on training data.

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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.

Ok now you have really poked the bear. Hope you enjoy the rant :)

I'll get to the water melon, but there are plenty of scenes with issues. Let's go with the one that irritates me the most. A complete obliteration of GI:

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What is happening to the lighting with DLSS on is unforgivable. The entire right side of this frame, including the character's torso, face and hair is supposed to be lit by bounce lighting. The bounce is likely happening from the ground and all the wood around her. Half of her body and her hair picks up the light brown hue from all the bounce lighting. But just like I told you before, light scattering cannot be tracked with light vectors or buffers. It needs to be simulated. And because DLSS 5 has no understanding of any of this as the floor and all the objects bouncing light on her are offscreen, it gets rid of 90% of the bounce lighting. From one side being directly lit and the other side being predominantly bounce lit, she is now lit almost similarly on both sides, just with a little more shadow on one. The predominantly brown hues that make her glow and significantly affects her hair's perceived color are gone. Instead we have the default photo studio lighting with a simple overhead lighting setup, which has no consideration for the environment she is in. This is a step backwards in rendering. The hardwork that PT is doing to bounce light around is being undone.

You see this type of light butchering everywhere, with the one above being the worst offender. Check this one, where only parts of the statue is to be lit by the torches on either side (occluded in the frame by the pillar on the left and the potted plant on the right). Instead the statue gets more evenly lit. The shadows around her waist are gone. The faint glow on the left side of the recess behind the statue is gone. It's turning scenes that are supposed to have some level of lighting artistry to just simple front or top lit scenes, because AI has no understanding of scattering and the intent behind the scene setup. It just picks whatever it thinks looks good, based on its trained weights ie biases.

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And the bullshit never ends. They keep claiming they are adding SSS to scenes, when SSS is already in the scene without DLSS 5. Here are some parts clipped with obvious SSS on both versions. Can you even tell which one is DLSS ON versus OFF? All it is doing is playing around with contrast, tone and screenspace shadows/AO.

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I'm sure you picked the one that is slightly brighter with lighter shadow. Now try guessing for the leaf below. Which one is DLSS 5?

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It even fails terribly when it tries to lift shadows. Here are two examples of single leaf, half of which is supposed to be in shadow. DLSS 5 tries to superficially lighten the shadows, but the underlying detail on the leaf doesn't exist in screenspace. So you get these weird grafted leaves on every one that is partially lit, one half with accurate detail and another side smoothed out. It looks completely broken when the shadow is arbitrarily lifted by DLSS. Like two different species of leaves have been stitched together at the center.

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These aren't "bugs" that can be fixed eventually. This is the problem with trying to run generative AI using a screen space only approach. It has no understanding of actual 3d geometry or light physics.

Now coming to the watermelon scene, all of these issues can be seen combined. You might get something that's more contrasty and punchy, but it's all nonsense.

Bounce lighting within box bein destroyed. The darker one is DLSS

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Bounce lighting on, above and behind chest being destroyed. Enter SSAO!

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Brown color bleed/GI inside recess being destroyed and replaced with last gen flat AO (aka more SSAO goodness)

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Old, aged, gray metal of weighing pan now looking like freshly polished black metal. The chains, however, did not get the same treatment so they don't even match anymore

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Kiwi being edge lit on the right as if the light source is on the right, when the light source is actually on the front-left

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But yeah, you get some punchy looking watermelon textures and grapes. Let's butcher the entire scene lighting that people spent so much time putting together so that we can look at shinier fruit :)

Every scene with DLSS5 turned on is very superficial with no consideration for why something looks the way it does. It is why it angers people enough to call it a shitty IG filter, even if the underlying technology that powers it is massively cutting edge, complex and praise worthy. If the end result screams shallow, botched plastic surgery bullshit, then who gives a crap if it was made by rocket scientists or not?

And I'm not even criticizing what happens to all this in motion. I see smearing artifacts already, but I'll save that rant for when they actually have the balls to show a dynamic scene with tons of motion.
 
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Looks like game have much better looking area's than the one that they share on June which still look shit on last trailer even on cutscene.
Comparing below to rest of trailer it looks really shit
Nv9hQKsQObSYrUkO.jpg
i noticed snow in this level. i wonder if they saw the backlash to how bland that level looked and adding some snow to add some atmospheric effects to the level.
 
i noticed snow in this level. i wonder if they saw the backlash to how bland that level looked and adding some snow to add some atmospheric effects to the level.
Honestly that specific scene looks shit on both gameplay and cutscenes, hopefully other areas gameplay looks good like their cutscenes.
 
Yeah, cutscenes are absolutely mogging Spiderman 2 in every regard. Weird that gameplay still can't match up to any of this, apparently...
The Death Stranding 2 effect. Easy to fix lighting issues when you have full control over how many hero lights you can blast in a scene. Also close ups of character models allow them to push detail up close. Sony studios have been doing that since last gen.
 
The Death Stranding 2 effect. Easy to fix lighting issues when you have full control over how many hero lights you can blast in a scene. Also close ups of character models allow them to push detail up close. Sony studios have been doing that since last gen.
I have high hopes that gameplay could match it's cutscenes lighting, huge chance i am wrong here, but I think this one have some form of rtgi.
 
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Wolverine looks meh. This is another disappointment from Insomniac after Spiderman 2. The worst part is this is a linear game with static lighting. I really hoped they would improve alot of things compared to Spiderman 2 but it looks the same outside hair and worst cloth rendering than Spiderman: Miles Morales.
 
Man Black Flag is so crazy good looking, gameplay videos really kinda undersell it imho when compared to play on a big OLED.

The lighting and materials quality are unbelievable, sometimes it feels like playing in a CGI
 
So wtf happened to all this?? Maybe I'm just getting tired of their artistic choices. And if this is performance mode on Pro, i don't think base PS5 will look so great.


qFT2lNeimYmLvDNg.jpg
 
So wtf happened to all this?? Maybe I'm just getting tired of their artistic choices. And if this is performance mode on Pro, i don't think base PS5 will look so great.


qFT2lNeimYmLvDNg.jpg
I think the facial animation, skin shaders and hair tech are all there. They really did a great job with the first bullet point.

The rest is hard to say. We saw the snow deformation tech briefly in the first trailer. There was some minor destruction in the gameplay trailer and the leaked levels. They had rt on in the gameplay demo that ran at 60 fps.

As for realtime gi, DF didn't notice it but who knows maybe it's low quality like in ghost of yotei and god of war laufey, and we need a microscope and Vivek to point it out for us.
 
Pinging viveks86 viveks86 can you see any evidence of RTGI in this gif or in the new trailer?

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The GIF (which is from the older trailer?) certainly has the same GI as SM2, which is probe based. No signs of per pixel RT there. SM2 shots like that looked great too, as probes can capture a decent amount of GI for macro level detail across buildings. Then add in shiny windows with RT reflections and the scene looks fantastic even without precise RTGI.

Same with the new trailer. There is no color bleed or light bounce. Just the usual fake lighting and non-RT emissive textures. This shot could have looked glorious with RTGI with color bleed and indirect bounce wrapping his body. Seeing none of that:

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Or here, with billboard signs outside as well as inside. Nothing looks grounded. No light source produces secondary bounce. And no emissive texture actually casts light. Ergo, no RTGI. It's all probe GI, bloom and fake lights. Just like SM2, with may be some technical improvements. Still leagues behind RTGI

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Every single blue arrow is suggesting fake lights or failing/non-existent GI.
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The overhanging lantern casts no light of its own. Even the light fixture on the right wall is not a real rectangular light. You can see the specular from the actual circular fake light behind it. They just place these textures along with a fake spherical light in front of it that actually lights the scene, similar to the example I'd shown you earlier of tube lights in DS2. All last gen stuff.

dGqM1soEhkATX5dS.png


Meanwhile, this is what actual rectangular/tube lighting (+accurate GI) looks like. You can even see one bounce off the shelf scattering light further than the direct light goes. See gap between direct and indirect light indicated by red line. The direct light decays faster on the side of the wall, due to the angle it is at with respect to the light source, but the wall brightens again from an indirect bounce off the shelf. Can't imagine stuff like this being baked as it's too precise. And it's too precise for probes too. Ergo, RTGI.

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The GIF (which is from the older trailer?) certainly has the same GI as SM2, which is probe based. No signs of per pixel RT there. SM2 shots like that looked great too, as probes can capture a decent amount of GI for macro level detail across buildings. Then add in shiny windows with RT reflections and the scene looks fantastic even without precise RTGI.

Same with the new trailer. There is no color bleed or light bounce. Just the usual fake lighting and non-RT emissive textures. This shot could have looked glorious with RTGI with color bleed and indirect bounce wrapping his body. Seeing none of that:

kPLdTjpoBHNR9Tym.png


Or here, with billboard signs outside as well as inside. Nothing looks grounded. No light source produces secondary bounce. And no emissive texture actually casts light. Ergo, no RTGI. It's all probe GI, bloom and fake lights. Just like SM2, with may be some technical improvements. Still leagues behind RTGI

GnIgQcTKf8uaCsNn.png


Every single blue arrow is suggesting fake lights or failing/non-existent GI.
5Urn5wf3TvFeIfYg.png


UC5HgzVmRk1oXs4R.png


The overhanging lantern casts no light of its own. Even the light fixture on the right wall is not a real rectangular light. You can see the specular from the actual circular fake light behind it. They just place these textures along with a fake spherical light in front of it that actually lights the scene, similar to the example I'd shown you earlier of tube lights in DS2. All last gen stuff.

dGqM1soEhkATX5dS.png


Meanwhile, this is what actual rectangular/tube lighting (+accurate GI) looks like. You can even see one bounce off the shelf scattering light further than the direct light goes. See gap between direct and indirect light indicated by red line. The direct light decays faster on the side of the wall, due to the angle it is at with respect to the light source, but the wall brightens again from an indirect bounce off the shelf. Can't imagine stuff like this being baked as it's too precise. And it's too precise for probes too. Ergo, RTGI.

HELxY5inNQJvAqNy.png
Yep, Wolverine looks a gen behind CP77 Pro version, which has RTGI applied to all emissive lights
 
So disappointing. Sony just continues to be the most disappointing publisher this gen with respect to tech. Unbelieveable. Are we going to find out GoW Laufey also foregoes rtgi? Probably. Has that game been confirmed one way or another?
Nothing official, but Laufey (at least for the Sun) and Intergalactic (pretty much all light sources if you trust the cinematic) seem to have it.
 
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So disappointing. Sony just continues to be the most disappointing publisher this gen with respect to tech. Unbelieveable. Are we going to find out GoW Laufey also foregoes rtgi? Probably. Has that game been confirmed one way or another?
Sony is just trying to do us all a favor and save us a thousand bucks on PS6 by showing they're incapable of delivering first party greatness
 
For Wolverine, yes faces are looking better but am I crazy for not seeing the "this looks 2 generations ahead of Spider-Man 2''? Like... really? viveks86 viveks86 did a good breakdown and I really think we should expect much more from first party Sony.

3 years old SM2 on regular PS5 for context:

 
Nothing official, but Laufey (at least for the Sun) and Intergalactic (pretty much all light sources if you trust the cinematic) seem to have it.
Well that would be commendable. I'm really bummed about Wolverine though after Insomniac stating they were aiming for something in the same realm as Hellblade 2. That was clearly BS. For this linear game not to punch above Spiderman 2, a game that came out 3 years ago that was diaappointing itself, is really sad.

As long as the casual Sony fans praise graphics like Spiderman, Yotei and Wolverine Sony has no reason to do better. There are still people that say Yotei is better than AC Shadows though.
 
Wolverine screams quality to me, just like other Insomniac games like Ratchet and Spiderman, the PBR, polygon density, the animation, its pure quality, the real time cutscenes look like CGI, but the lack of texture quality in small areas and RTGI is very disappointing for a 2026 Sony first party game.
 
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Wolverine looks bad for 6 years into the gen. Even the cutscenes look mediocre. I'm done with Insomniac. Easy skip. They came out strong in the beginning of the gen and i continue to say SM2 is current gen worthy because of traversal..... but this here with Wolverine is unacceptable they didn't bother to mature the tech.

These should be cutscene quality rendering instead it looks PS4-level cutscene.

Pathetic skin shaders, elementary self shadowing.... pathetic

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Look at this pathetic scene: All the different light sources are doing whatever the fuck they want to do with no consideration/no impact on other assets/characters. Look at all the uniformly lit characters. No indirect lighting to be found here. UGLY LOOKING and PATHETIC!!!!

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SlimySnake SlimySnake look at the stiff ass facial animation on the MAIN CHARACTER. And again this is cutscene!!!! Should be top tier. TLOU2 did it waaayyyyyy better, Horizon did it better.

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Hair rendering is also sub-par with artifacts throughout the entire trailer:

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Wolverine looks bad for 6 years into the gen. Even the cutscenes look mediocre. I'm done with Insomniac. Easy skip. They came out strong in the beginning of the gen and i continue to say SM2 is current gen worthy because of traversal..... but this here with Wolverine is unacceptable they didn't bother to mature the tech.

These should be cutscene quality rendering instead it looks PS4-level cutscene.

Pathetic skin shaders, elementary self shadowing.... pathetic

nsSHWshuDQ8UAqfa.png




Look at this pathetic scene: All the different light sources are doing whatever the fuck they want to do with no consideration/no impact on other assets/characters. Look at all the uniformly lit characters. No indirect lighting to be found here. UGLY LOOKING and PATHETIC!!!!



SlimySnake SlimySnake look at the stiff ass facial animation on the MAIN CHARACTER. And again this is cutscene!!!! Should be top tier. TLOU2 did it waaayyyyyy better, Horizon did it better.

d3E95klh5ADaHEGw.gif


Hair rendering is also sub-par with artifacts throughout the entire trailer:

YFtzAD1Y8C9WAgWU.gif
All of these look good to me.

The purple one is ugly and the doctor is mid, but the rest of the trailer looked good and CG'ish.
 
Halo Remake was honestly a bit disappointing.

The graphics look great overall, although the forced chromatic aberration is an abomination but its already toggeable thanks to the Ultra Plus team

There are also a few things that really bothered me. Prerendered cutscenes in 2026 should be a thing of the past, especially when they're encoded at such low quality, with visible compression artifacts and shimmering. It completely breaks the immersion. The fact they are selling dlc armors but you can watch them during cutscenes is hilarious and unacceptable both at the same time

The gameplay itself looked solid, but the AI seemed erratic and clunky at times. It's uncanny seeing such incredibly detailed character models paired with stiff, outdated looking animations.

Overall, it feels like Microsoft didn't invest as much into this remake as it deserved in my opinion and its overpriced as well. I recommend you guys to play this on gamepass better, god bless Steam refund window
 
Twitter is catching on.



I think the worse thing about the whole woke movement was the censorship on criticizing devs for being lazy. It was a bannable offense on era. And you would get mobbed on twitter or youtube for daring to call devs lazy or hacks. I remember DF actively hiding all negative comments under their youtube videos too. Just everyone glazing each other and of course that led to lazy devs doing dumb shit like this.

Tim Sweeney was right. You have devs who are to blame for those god awful early UE5 games. Especially after Epic fixed some of the CPU bottlenecks but nope, easier to blame an engine instead of devs who just coasted hiding behind hundreds of hordes ready to suck them off.

Props to gaf for allowing us to shit on these lazy devs. As distasteful as it might seem. And im fully aware of how nasty this makes us look, but what's worse is devs charging $70 for games that could barely pass for PS4 games. And the toxic positivity is the reason why we got in this mess.
 
Man Black Flag is so crazy good looking, gameplay videos really kinda undersell it imho when compared to play on a big OLED.

The lighting and materials quality are unbelievable, sometimes it feels like playing in a CGI
Yeah it's gorgeous. The tech is great, but it's combined with some genuinely nice art direction. Just such a pleasure to look at. Big fan of their weather and physics tech, always something dynamic moving in the frame and it makes it really pop and feel alive.
 
Swapper should find them correctly, you should be able to swap DLSS .dll files like in all other games.

Problems might happen if you want to use reshade for example, but even this is possible (but not for all games I think).
No problem for that, never used reshade in my life :lollipop_grinning_sweat:
 
I'm far too noob to use any of that stuff :lollipop_grinning_sweat:

Nah, you will get there. It's just one step up from using NV Inspector or Swapper, reshade is very easy to use and to get Reno HDR mods you just need to use it + copy reno files into the game .exe folder.

If you play with HDR, Reno mods are fucking essential for some games, for example SHf has broken default HDR.
 
Twitter is catching on.



I think the worse thing about the whole woke movement was the censorship on criticizing devs for being lazy. It was a bannable offense on era. And you would get mobbed on twitter or youtube for daring to call devs lazy or hacks. I remember DF actively hiding all negative comments under their youtube videos too. Just everyone glazing each other and of course that led to lazy devs doing dumb shit like this.

Tim Sweeney was right. You have devs who are to blame for those god awful early UE5 games. Especially after Epic fixed some of the CPU bottlenecks but nope, easier to blame an engine instead of devs who just coasted hiding behind hundreds of hordes ready to suck them off.

Props to gaf for allowing us to shit on these lazy devs. As distasteful as it might seem. And im fully aware of how nasty this makes us look, but what's worse is devs charging $70 for games that could barely pass for PS4 games. And the toxic positivity is the reason why we got in this mess.


Yup

There's of course a limit to blame everything on lazy devs, I mean ,UE5 did come in hot too, I won't fully be onboard with everything Tim said, but yes, there's way to make sure your game performs good, but Epic also just made a showcase that they cut down 68%, sixty-height percent of Fortnite's shaders. So... maybe not everything was optimal there.

But when script kiddies fix your game, I cannot think of a bigger shame for the huge team of programmers and graphic engineers. They need to lower their head in shame. Or whatever their tradition for unfathomable shame is

Suicide Samurai GIF


j/k of course

FF7 rebirth is the biggest fucking slap in the face I've seen in a while from the mod community to a big publisher. I think we have to go back to Nier automata's fix by Kaldaien, which is another Square Enix title.

Also one of my pet peeve, if you couldn't bother to enable an ultrawide toggle and peoples add support for it within 2 hours of the game's launch with an hex edit, lazy as fuck too. You can't convince me that with all these huge team of programmers working on the game for years, that nobody bothered to spend a couple of hours implementing it, was a cost reason. But its getting rarer these days that its not supported so at least there's that.

Indies have excuses, they're basically learning to make games with freaking youtube videos or online courses. Major publishers have no excuses.
 
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