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Analysis DF - Inside Demon's Souls Remake on PS5: The Bluepoint Technology Breakdown

Rentahamster

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Nah I don't think the difference in graphics are worth playing at half the fluidity, everything in 30fps that you're seeing as you circling around trying to get a back stab in blurred out so hides the extra details that may be there.
If they don't have it, some people are going to bitch about it, so why not put it in. It doesn't sound like it was that hard to do. That mode has its uses.
 

LordOfChaos

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They mirror a point from the original Road to PS5 video, that from their perspective they're just working with everything uncompressed in real time, when in reality the SSD is doing the heavy lifting compressing and decompressing things in hardware on the fly, also being able to use more RAM than physical in areas because of the fast swapping. Sounded like a real life hack for developers.
 

GHG

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As beautiful as this game is i can't help but wonder if this will be both the first game all PS5 owners buy with the console but also the first game they rush to Gamestop to trade in for something easier haha ... i LOVE the souls series but casuals generally don't like them at all. I can imagine most Gamestops having an entire wall with used copies of this game come Christmas time :p

Yeh because the shelves were stacked full of used Sekiro copies weeks after release.

How many casuals do you know that are getting a PS5 at launch?
 
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Coolwhhip

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Cool video. But yeah update the HUD to fit the theme better. The game looks mind blowing, but the HUD looks like it should be in Minecraft.
 

Somnium

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This was such an interesting conversation. Ended up learning quite a bit about Bluepoint's design philosophy.
And the Demon's Souls soundtrack sounds so evocative. Playing this one with headphones for that 3D audio will make me feel like I'm an another world entirely.

Sony would be smart to acquire Bluepoint as new additions to PlayStation Studios. I can see them doing some phenomenal work on PS Studios' proprietary engines.
Japan Studio x Bluepoint collaborations would get me excited for just about anything, especially if it were to be an original IP.
 

Ultradsa

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I can't believe no questions were asked about the Duel Sense but I guess I'll find out tomorrow.
 

Lethal01

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To be fair RT won’t save you if your existing art style and engine is bad. The art style and engine in DS is fantastic and fits the game, RT wouldn’t add a huge amount here.

RT would add tons, doesn't mean a game can't look great without it
 

Tschumi

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I watched a bunch of this video earlier today, I was surprised by how interesting the techbabble was. I then got distracted by a thumbnail for a video about AC Valhalla being buggy as hell.
 

Lethal01

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My only fear is what Bluepoint would do to Yorda's model, because I honestly was not fan of Wander's model in remake.

UGH

I love bluepoint, but they really need to learn to model characters that look a but more stylized and inspired by the Japanese games they are basing their work on
 

Danjin44

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I love bluepoint, but they really need to learn to model characters that look a but more stylized and inspired by the Japanese games they are basing their work on
I agree, this is why I sometimes hesitant of them working on Japanese IP for that very reason. I'm fan Japanese games and reason I'm fan because I like their aesthetics and art direction, changing that to be more like a western game is not "upgrade" for me.
 

Ar¢tos

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I will not go crazy for this game, not a true next gen game, but I have to admit graphics is super detailed.
What's missing for it to be a "true next gen game", besides the fact that it is releasing only on a next-gen console?
 

UnNamed

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What's missing for it to be a "true next gen game", besides the fact that it is releasing only on a next-gen console?
Old gen techniques in fog, dust (2D?), flames, interaction with the environment, animations.

I'm not saying DeS is bad, on the contrary it's very good and very detailed, but I feel it's just a PS4 PRO PRO game.
 
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Ar¢tos

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Old gen techniques in fog, dust (2D?), flames, interaction with the environment, animations.

I'm not saying DeS is bad, on the contrary it's very good and very detailed, but I feel it's just a PS4 PRO PRO game.
Animations were completely redone, and more animations were added.
It's obvious you didn't even watch the video.
 
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manzo

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Old gen techniques in fog, dust (2D?), flames, interaction with the environment, animations.

I'm not saying DeS is bad, on the contrary it's very good and very detailed, but I feel it's just a PS4 PRO PRO game.

Like every damn launch game has been. They're all basically just dolled up versions of last gen games.

It's going to be the end of 2021 or H2 2022 when we start to see true next gen games on both systems.

Think of Gears of War on 360, Uncharted 2 on PS3, The Order on PS4 etc.
 

Ar¢tos

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Aaaaand... No. In any case, it's just my opinion.
They fully redid the graphics, the lighting, the animations, added animations, added items/weapons/armors, added some unused content, they fully use the haptics and adaptive triggers for a complete new feel of attacks, blocking and the environment, they re-recorded sounds for 3d audio, re-recorded all the music with new arrangements, re-recorded all dialogue with most of the original voice actors, the things they didn't change weren't changed not because they couldn't but because they didn't want to, to keep the game faithful to the original.
I don't know what else they needed to do for it to still be a remake and at the same time be considered a next-gen game for ultra nitpicky people...
Nintendo has been remaking the same NES game for the past 35 years and I don't hear the same complaints.
Annual sport games improve little over the previous installment (and have a lot less work done) and I don't hear same complaints.
 

UnNamed

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Like every damn launch game has been. They're all basically just dolled up versions of last gen games.
Not true:

SNES to PSX: polygons, textures, FMV, lighting, environment mapping, pong/goraud shading, blur, skeletal animation.
Example: Ridge Racer, Tekken, Motor Toon, Virtua Fighter, Total Eclipse, Need for Speed.

PSX to PS2/XBOX: huge improve of poligons up to 70times, online, some material effects, cube environment mapping, basic shaders, bump/normal mapping, bloom
Example: Ridge Racer V, Tekken TT,
Azurik, Wrecless, Rogue Squadron

PS2 to PS3: hires, polygon boost, precompute global illumination, particles (fog, voxel clouds), unified shaders, parallax (occlusion) mapping, AO, SSS, physics, dinamica shadows, shadow maps, etc
Example: Perfect Dark, Lair, Warhawk, PGR,

Things changed a bit with the previous gen:
PS3 to PS4: materials done right (skin, hair, leather, glass, tooth, etc), GI, improved physics and AI.
Examples: Killzone, Knack, Battlefield 3, Forza, Ryse
 

JimiNutz

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Sounds like they did an incredible job and I'll def be playing at 60fps.

Bluepoint continue to prove that they're a very talented studio. They would make for a great acquisition for someone.
 
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Monkeygourmet

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Monkey's Paw situation...

Blue point remaster Bloodborne but leave in frame pacing and CA so it keeps close to the source material
 

manzo

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Not true:

SNES to PSX: polygons, textures, FMV, lighting, environment mapping, pong/goraud shading, blur, skeletal animation.
Example: Ridge Racer, Tekken, Motor Toon, Virtua Fighter, Total Eclipse, Need for Speed.

PSX to PS2/XBOX: huge improve of poligons up to 70times, online, some material effects, cube environment mapping, basic shaders, bump/normal mapping, bloom
Example: Ridge Racer V, Tekken TT,
Azurik, Wrecless, Rogue Squadron

PS2 to PS3: hires, polygon boost, precompute global illumination, particles (fog, voxel clouds), unified shaders, parallax (occlusion) mapping, AO, SSS, physics, dinamica shadows, shadow maps, etc
Example: Perfect Dark, Lair, Warhawk, PGR,

Things changed a bit with the previous gen:
PS3 to PS4: materials done right (skin, hair, leather, glass, tooth, etc), GI, improved physics and AI.
Examples: Killzone, Knack, Battlefield 3, Forza, Ryse

I'll give you the generations until PS3/360. From then, my point stands.
 

CobraXT

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One interesting part is when the discussion moved onto SSDs, Bluepoint mentioned streaming 3-4GB/s of compressed data and how doing this in software was simply not possible. Making use of PS5's hardware decompression block very well so early on to really push fidelity! (I was told that the SSD would not help with "graphics" at all).

UE5 Demo "which have denser environment and much better assets quality" peaked at just 768 Mb/s of data, i don't believe this game require constant streaming of 3-4 Gb/s of data all the time maybe in the beginning to accelerate loading
 

BlueXImpulse

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UE5 Demo "which have denser environment and much better assets quality" peaked at just 768 Mb/s of data, i don't believe this game require constant streaming of 3-4 Gb/s of data all the time maybe in the beginning to accelerate loading

It's the way they designed the game. Areas are split into chunks (of obvious high fidelity), so they need to stream a lot of data as you approach corners. They don't keep a lot of cold data in RAM so they can maximize what appears on screen.
 
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Lethal01

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UE5 Demo "which have denser environment and much better assets quality" peaked at just 768 Mb/s of data,
'
NO, it had a pool of data what was 768mb large. We have no idea how often that data was replace. Every second? every half a second? who knows.