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Graphical Fidelity I Expect This Gen

If they upgrade to 5.8, I think even lumen medium settings would yield better results. The footage could be the older default medium settings (see left below), which is quite useless.


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i had no idea medium gi was disabling lumen altogether. i might try some ue5 games tonight and see if medium corresponds to medium gi.
 
this is crazy. ID software lost the majority of its developers in the layoffs. bethesda too. here is a breakdown of all people that were laid off. they are all devs or QA. ID software's Engine Director is also gone according to Stephen totillo.

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The studio is gutted. not sure how they ship a game with this few developers. they are probably under a 100 developers now.

Absolutely ridiculous.
 
If they upgrade to 5.8, I think even lumen medium settings would yield better results. The footage could be the older default medium settings (see left below), which is quite useless.


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I'm dying to see switch 2 games using the new medium gi option. I love ue5 I just hate how dependent it is on temporal solutions for its visuals.
 
Ubisoft told Digital foundry that Black Flag's level of detail will exceed what we saw in AC Shadows because their micropolygon tech was still in development alongside AC Shadows so they artists couldnt push it as hard. With Black Flags, now that the tech is fully integrated into the engine, the artists were able to substantially richer and detailed assets.

Very cool.

 
Ubisoft told Digital foundry that Black Flag's level of detail will exceed what we saw in AC Shadows because their micropolygon tech was still in development alongside AC Shadows so they artists couldnt push it as hard. With Black Flags, now that the tech is fully integrated into the engine, the artists were able to substantially richer and detailed assets.

Very cool.


AC Shadows and now Black Flag are the prime examples at how Rockstar might approach a performance mode for GTA VI if they indeed do that and the more I see the less I like it.
The fact that they have to ditch the hair tech to achieve 60fps alone is enough for me to dismiss it as pure heresy.
People might not think about it or even realize it but imagine how much worse GTA VI's trailers would look if they hadn't those impressive hair physics. I don't think it's an understatement to say it would completely change the look of the game.

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AC Shadows and now Black Flag are the prime examples at how Rockstar might approach a performance mode for GTA VI if they indeed do that and the more I see the less I like it.
The fact that they have to ditch the hair tech to achieve 60fps alone is enough for me to dismiss it as pure heresy.
People might not think about it or even realize it but imagine how much worse GTA VI's trailers would look if they hadn't those impressive hair physics. I don't think it's an understatement to say it would completely change the look of the game.

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the DF review has quotes from ubisoft devs who said they were inspired by Doom Dark Age's RT implementation for the 60 fps mode. It uses 1/16th res RT effects instead of 1/4th AC shadows used. so they upgraded their denoiser to work better with lower res RT effects, and shipped the performance mode at 1/16th res rt effects. Very similar to what Crimson desert did.

So if we are talking about rt, there are ways to run it at 60 fps that im sure rockstar devs know about. what we dont know is just how much simulation their cpu is running which will basically guide whether or not we get a 60 fps mode.
 
This is interesting. A ubisoft dev told DF that they have pretty much maxed out the PS5 with this game. They were surprised by the optimizations they could do to their RT in order to hit 60 fps, and higher average resolutions in the 30 and 40 fps modes (compared to AC shadows), but other than that, this is it for this gen.

I wonder if path tracing is the next frontier for them. I was hoping for a bigger leap in AC Hex especially since its set in central european cities and dark forests, but i guess this is the best they can do for this gen.

Honestly, i miss these kind of developer talks. we used to get them all the time in the PS3 era. Only for devs to pull a rabbit out of the hat and improve visuals. Maybe we will see the same with AC Hex.
 
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Funny how DF thinks this is not a noticeable difference in GI quality. Reducing the number of rays from 1/4 to 1/16 means 1/4th the total rays to indirectly light up the scene. And if they have lower quality proxies in the BVH, coupled with more aggressive denoising, rays could miss hitting leaves and branches entirely, which means indirect shadowing wouldn't occur. Still way better than the software GI they had on AC shadows for performance mode on base and the right way to approach game lighting going forward, but still... it's VERY noticeable. Most of the tree shadow cover is gone. And most of the bounce lighting on rocks that make them glow is gone too.

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Funny how DF thinks this is not a noticeable difference in GI quality. Reducing the number of rays from 1/4 to 1/16 means 1/4th the total rays to indirectly light up the scene. And if they have lower quality proxies in the BVH, coupled with more aggressive denoising, rays could miss hitting leaves and branches entirely, which means indirect shadowing wouldn't occur. Still way better than the software GI they had on AC shadows for performance mode on base and the right way to approach game lighting going forward, but still... it's VERY noticeable. Most of the tree shadow cover is gone. And most of the bounce lighting on rocks that make them glow is gone too.

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yeah, they are blind. i have no idea how they didnt see the differences in yotei's 30 fps vs 60 fps pssr modes either.
 
Funny how DF thinks this is not a noticeable difference in GI quality. Reducing the number of rays from 1/4 to 1/16 means 1/4th the total rays to indirectly light up the scene. And if they have lower quality proxies in the BVH, coupled with more aggressive denoising, rays could miss hitting leaves and branches entirely, which means indirect shadowing wouldn't occur. Still way better than the software GI they had on AC shadows for performance mode on base and the right way to approach game lighting going forward, but still... it's VERY noticeable. Most of the tree shadow cover is gone. And most of the bounce lighting on rocks that make them glow is gone too.

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That's a very noticeable difference actually. Yes it's better than before but when compared to fidelity the difference is huge. Never take what DF says as gospel, these are the same people that touted taa as the best thing known to graphics. Now major parts of the graphics pipeline rely on temporal accumulation techniques. Looks great on still images which is what they mostly compare but it falls apart during gameplay which is what we're mostly doing!
 
Cartoony graphics in this thread, I know....

But
Its still UE5. :nougat_rofl:

I love the Cel-Shading in this game, some of my fav use of cel shading this gen.

The game is fun as fuck and looks awesome in motion. Really good job nailing the Dragon Ball anime look.

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I've been absolutely hooked on it lately.



In motion, on a good OLED.. its a beauty.
 
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That's a very noticeable difference actually. Yes it's better than before but when compared to fidelity the difference is huge. Never take what DF says as gospel, these are the same people that touted taa as the best thing known to graphics. Now major parts of the graphics pipeline rely on temporal accumulation techniques. Looks great on still images which is what they mostly compare but it falls apart during gameplay which is what we're mostly doing!
Agreed.

I'd be curious to see if those shadows are not wiped out on PC with RR. This was the same issue Crimson desert had with 1/16th res RTGI. Only AI denoisers would still be able to reconstruct it properly without destroying important details.
 
AC Shadows and now Black Flag are the prime examples at how Rockstar might approach a performance mode for GTA VI if they indeed do that and the more I see the less I like it.
The fact that they have to ditch the hair tech to achieve 60fps alone is enough for me to dismiss it as pure heresy.
People might not think about it or even realize it but imagine how much worse GTA VI's trailers would look if they hadn't those impressive hair physics. I don't think it's an understatement to say it would completely change the look of the game.

IKweVfHzZyFW2BJk.jpg

The original reveal trailer of GTAVI actually has spotty hair quality on Lucia in multiple different shots. Even the second trailer has some noise around the hair for some characters.
 
The difference between the two modes on PS5 is gigantic indeed.

On pro, what is the maximum framerate that we can play as with the same RTGI as the base Fidelity mode ?
Seems to me the Pro performance mode has the same cutbacks in not just RTGI but shadow draw distance as well. The shadow maps on the ground are disappearing too. Doesn't look like it's GI alone that's impacted (shadowing amongst the branches and leaves and general darkening from indirect shadows).

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Sounds like they made a different set of tradeoffs on Pro this time around... They got in RT reflections at 60 and lost a bit of shadows and GI.

So 40 is still the maximum framerate with no compromises.
 
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This is insane.

27 years. Likely responsible for every single Elder Scrolls game. Fired by a talentless hack DEI hire just to save a few bucks.

Good luck to anyone hoping the next doom, elder scrolls, or whatever xbox game they are looking forward to. once you get rid of the people who made the studio what it is, its over.



Microsoft is truly the worst thing to happen to this industry. Garbage company. $101 billion in profits last year alone. $280 billion in revenue, and have to fire a lady who gave her life to that company. Fuck these greedy assholes.
 
Man I love how The Witcher 3 looks. The atmosphere is so unique and I dont know if getting rid of Red Engine was a good idea. We will see when times comes with Witcher 4

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Man I love how The Witcher 3 looks. The atmosphere is so unique and I dont know if getting rid of Red Engine was a good idea. We will see when times comes with Witcher 4

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That first experience of exploring Crookback Bog and finding the Crones is still one of the most amazing things I've done in a fantasy videogame, the whole atmosphere is just amazing and immersive, kinda makes me sad that we haven't gotten another game like that nor movie or tv show.
It's probably why I'm so hyped for Blood of the Dawnwalker.
 
I'm surprised DF didn't make a whole video about megalights being production ready, this is the biggest tech breakthrough since nanite and lumen. I can't believe halo is going to ship with this technology! This would make it the most graphically advanced game when it releases


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I'm surprised DF didn't make a whole video about megalights being production ready, this is the biggest tech breakthrough since nanite and lumen. I can't believe halo is going to ship with this technology! This would make it the most graphically advanced game when it releases
There are already multiple games shipped that use megalights.

Also doubt this comes anywhere close to Alan Wake 2 in tech. A nice stepup for Halo though.
 
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There are already multiple games shipped that use megalights.

Also doubt this comes anywhere close to Alan Wake 2 in tech. A nice stepup for Halo though.
There's literally 0 games out yet that use megalights. AW2 looks great, especially with path tracing. but yeah in terms of actual tech features, halo is pretty damn high in its usage, looking forward to the end results.
 
I'm surprised DF didn't make a whole video about megalights being production ready, this is the biggest tech breakthrough since nanite and lumen. I can't believe halo is going to ship with this technology! This would make it the most graphically advanced game when it releases

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this probably pops even harder in HDR.

Pretty impressive reflections here, reminds me of T2.

Look at that path tracing

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Black flags looks ridiculous. Its funny how YouTube rewards games that push ps4 caliber lighting and detail while making actual next gen games like this look last gen. The detail in Havana is insane. Every brick, wall, and wooden texture looks like it was scanned straight into the game. The foliage is obviously very impressive like it was in shadows but the color palette of the Caribbean islands makes it look far greener and more colorful which makes it pop even more.

Overall, it's definitely better looking than shadows. Now shadows looks its best in different seasons and weather conditions so we will see how black flags holds up after a few hours.

The only thing i dislike are the screenspace artifacts on the ocean water which for some reason isn't using rt reflections. Those are limited to smaller streams and ponds. The problem is that ur ship has a lot of ropes and sails that constantly block the ocean which adds those screenspace occlusion artifacts everywhere on the ship. When you get to Havana you see a bunch of dead pirates in cages and again the cages block the ocean water which creates artifacts right next to the cages. Its very distracting.
 
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I'm surprised DF didn't make a whole video about megalights being production ready, this is the biggest tech breakthrough since nanite and lumen. I can't believe halo is going to ship with this technology! This would make it the most graphically advanced game when it releases
The only person that fully understood it at DF was Alex and he doesn't seem to be around anymore. Now the rest are likely trying to take some time to wrap their heads around the new tech. Given its performance characteristics, it's likely to get mass adoption on all UE5 games going forward. May even become the default setting for direct lights. And given the direction of travel with other game engines, like Rage, ND and Snowdrop, others are likely working on ray traced direct lighting as well. And to see all that running on base consoles at 60 is just *chef's kiss". You essentially have ray traced unlimited direct lights (megalights), ray traced indirect lights (lumen GI) and ray traced reflections (lumen reflections). The only difference between this and basic path tracing is the unified path, which requires 3x to 6x more bounces. But if RT performance next gen is 10x or above, and AI can simulate additional bounces at the fraction of the cost, like Neural Radiance Caching, PT at 60 fps is a near lock. It's the natural next step, which means the future is really bright.

If only they had a good denoiser for lumen... Without RR, I'm afraid the game is going to boil quite a bit.
 
When days gone ps4 version mute, random ncps in a camp almost(?) trump one of your main characters in a supposedly nextgen 2026 game



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Holy maccaroni...ubisoft really need to get their head out of their ass and invest in some character rendering tech, like yesterday...
It's not the character rendering I don't think. RTGI simulates real life lighting which, without some sort of hero lighting could make things look worse in certain conditions - especially if it's low quality RTGI
 
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Sad character rendering still looking rough for Anvil in this gen. Even in cutscenes. The closeups show how weak some of the textures look for the environments and the inconsistent self-shadowing for hair and some parts of their clothes. Idk how they're still fucking it up.
Don't know why they haven't imported RTXDI from snowdrop yet. That would be an easy win.

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

It's not the character rendering I don't think. RTGI simulates real life lighting which, without some sort of hero lighting could make things look worse in certain conditions - especially if it's low quality RTGI
Whaaat? No. Hero lighting ruins RTGI. It technically wipes it out entirely by directly lighting the model instead of allowing any natural bounce lighting. This is not a lighting issue. It's an art/asset rendering issue. There's no SSS on the skin or clothing at all and the textures are not responding to light like a current gen game. No self shadowing either. They all look flat and opaque, regardless of lighting condition. Compare it to the cutscene asset and the difference is stark:

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The skin is wayyy better, but the clothing is still not that great tbh. But it at least has SSS on and variations in roughness and specularity on all the materials.
 
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Sad character rendering still looking rough for Anvil in this gen. Even in cutscenes. The closeups show how weak some of the textures look for the environments and the inconsistent self-shadowing for hair and some parts of their clothes. Idk how they're still fucking it up.
Character rendering in cutscenes at least got a big boost from Shadows. they all look really good in cutscenes. After cutscenes, the self shadowing or lack theroef makes them look bad but in cutscenes, the facial animations and skin shaders look really good.
 
Character rendering in cutscenes at least got a big boost from Shadows. they all look really good in cutscenes. After cutscenes, the self shadowing or lack theroef makes them look bad but in cutscenes, the facial animations and skin shaders look really good.
No SSS in gameplay either, it seems. They might be model/LOD swapping too, based on the shot I posted above. There's way more fat around his neck that I don't see in gameplay:

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It's like he got on Ozempic between cutscene and gameplay.
 
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Not sure if this was posted:

That's why I'm not concerned about all those big studio's being gutted right now.

This is made by a team of 23 people.

Hell, last year's GOTY was made by 30 or so as well.

Small teams of experienced talented devs get shit done. Not the 300+ overhead monsters..
 
My new prediction is that we will be streaming all our games from a data center. They will be in 720p and you'll pay extra for 1080p and even more for 2k/4k. Also, the service will be congested at peak hours so everything will be PS2 quality at best.
 
Don't know why they haven't imported RTXDI from snowdrop yet. That would be an easy win.

Though it probably won't fix it for hair shadowing. Hair strands are simply too expensive when combined with ray tracing. That would need a good rasterized proxy solution for a few years at least. Probably where the inconsistencies are coming from.
For hair strands, they should've given up on it, or waited until they atleast got the shadows down and the RT implementation on it. The only games I've seen do it well are sports games. The AC series, Halo, Tomb Raider, and some others. They're all pretty games, but they all still haven't broken out of that late PS4 pleasing graphics stage.
Character rendering in cutscenes at least got a big boost from Shadows. they all look really good in cutscenes. After cutscenes, the self shadowing or lack theroef makes them look bad but in cutscenes, the facial animations Ev and skin shaders look really good.
Even in cutscenes. It's still off. Everything exterior looks fine, but when it comes to interior lighting, it just fails completely at times.
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For hair strands, they should've given up on it, or waited until they atleast got the shadows down and the RT implementation on it. The only games I've seen do it well are sports games. The AC series, Halo, Tomb Raider, and some others. They're all pretty games, but they all still haven't broken out of that late PS4 pleasing graphics stage.
A full RT implementation will not happen for hair strands without LSS acceleration, which is currently exclusive to 50 series. It will need something like RTX Hair with LSS, which is currently only implemented in path traced Indy in a post launch patch. But hair shadows would still be doable in RT with a rasterized proxy in the BVH. Capcom did it quite well on both RE9 and Pragmata. Both had hair proxies fully rasterized in the BVH even for PT. It looks like this game has it too, but not as well done. Laufey, for example, has none at the moment. That better change before launch. Lol.

I don't think they should've given up on it either way. Hair strands looks so much better than without it, the shadowing issues seem forgivable compared to other problems in gameplay like SSS, self shadowing and cloth imo
 
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Not sure if this was posted:

That's why I'm not concerned about all those big studio's being gutted right now.

This is made by a team of 23 people.

Hell, last year's GOTY was made by 30 or so as well.

Small teams of experienced talented devs get shit done. Not the 300+ overhead monsters..

ID went from 200 people to 48 people. You just cant recover from that.

not to mention a lot of the idtech team was let go including the enginer architect. looks like they are moving to UE5 like Coalition and Halo.
 
ID went from 200 people to 48 people. You just cant recover from that.
I have a feeling this is the death knell for ID Tech. So many graphics engineers were let go that I think all it will get now is legacy support. If machine games survives, they will likely need to scramble for alternatives after their next game.
 
I'm only 90 min in but except for the whatever face rendering, this look much better than shadows when you are inside a city.

Havana look bonkers.
 
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Fatekeeper has a Megalights switch in menu, but it is currently inactive; the game looks beautiful, but there are no dynamic lights to be seen.

Halo will be the first full-fledged game with Megalights.
 
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Out of the games ive played:
Directive 8020 had megalights since day 1
Fatekeeper had megalights since day 1
Wuthering Waves has megalights, but only got added 30 days ago

Theres probably more i didnt play.
Are you assuming megalights is implemented if the game has a cvar for it?

That only suggests the build of unreal engine it's running on. Nothing more. Nothing less. This has to be enabled in the project setting during dev and each light source should also be set to "Allow Megalights" for it to function as such.

Wuthering Waves and FateKeeper (which is not a shipped game, technically) seem to be right. Not sure about Directive 8020

EDIT:

And it doesn't even do anything on FateKeeper?

So yeah. We got Wuther Waves, basically.
 
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