IbizaPocholo
NeoGAFs Kent Brockman
Xbox Series X Gameplay 4K 60fps Gears of War 5 and Minecraft Ray Tracing.
The game is already at 60fps in all modes.60fps yay!
Wow the framerate in that Minecraft demo chugs at parts. I am guessing AMD's raytracing silicon is not on par with nVidia's.
I don't know what game you're talking about. If it's Gears 5, I advise to play it.I've always thought Gears 5 looks terrible visually but couldn't put my finger on it.
I think I know what it is looking at this XBSX footage.
Even with all the new bells and whistles the game seems to suffer immensely from the lack of accurate physically-based rendering. Or at least that's what it looks like.
All the surface materials on everything simply look all wrong. No visible roughness or iso/anisotropic specular reflectivity at all. Without proper BDRFs the GI simply makes everything look really really flat, with almost uniform diffuse colours that wash out all the fudged specular maps.
I could be wrong but that's what I can read from simply eyeballing footage of this game.
Yeah, the shitty RDR2 controls got on a lot of people's nerves. Calling it shit is a bit harsh though.People think Gears 5 looked bad...? News to me. It’s one of the best looking games of the generation, up there with RDR2, TLOU2 and THPS5. One of these is a shit game.
l the surface materials on everything simply look all wrong. No visible roughness or iso/anisotropic specular reflectivity at all. Without proper BDRFs the GI simply makes everything look really really flat, with almost uniform diffuse colours that wash out all the fudged specular maps.
I see two GOTY games. What's THPS5?People think Gears 5 looked bad...? News to me. It’s one of the best looking games of the generation, up there with RDR2, TLOU2 and THPS5. One of these is a shit game.
Not proper rtx if memory serves right.Lol if you didn't told me that gears had rtx activated i would never guess... and minecraft still looks like crap.
Another proof that i don't give an absolute fuck about rtx
I mean, i already tried rtx on pc with control and metro (some of the best implementation out there) and still find that unimpressive for how heavy it is.Not proper rtx if memory serves right.
I've always thought Gears 5 looks terrible visually but couldn't put my finger on it.
I think I know what it is looking at this XBSX footage.
Even with all the new bells and whistles the game seems to suffer immensely from the lack of accurate physically-based rendering. Or at least that's what it looks like.
All the surface materials on everything simply look all wrong. No visible roughness or iso/anisotropic specular reflectivity at all. Without proper BDRFs the GI simply makes everything look really really flat, with almost uniform diffuse colours that wash out all the fudged specular maps.
I could be wrong but that's what I can read from simply eyeballing footage of this game.
Oh definitely, for what you get the performance hit isn’t worth it. Still you can see it. In Gears 5 it’s some bastardized implementation.I mean, i already tried rtx on pc with control and metro (some of the best implementation out there) and still find that unimpressive for how heavy it is.
Dlss2.0 is the only thing that is gonna push me to use some rtx most probably, i will never scale down raw details, resolutions and framerate to get rtx, i'm just not a shadow\reflection\light enthusiast guy.
I've always thought Gears 5 looks terrible visually but couldn't put my finger on it.
I think I know what it is looking at this XBSX footage.
Even with all the new bells and whistles the game seems to suffer immensely from the lack of accurate physically-based rendering. Or at least that's what it looks like.
All the surface materials on everything simply look all wrong. No visible roughness or iso/anisotropic specular reflectivity at all. Without proper BDRFs the GI simply makes everything look really really flat, with almost uniform diffuse colours that wash out all the fudged specular maps.
I could be wrong but that's what I can read from simply eyeballing footage of this game.
Countdown for Inside Unreal: The Coalition
Along With
Mike Rayner: Studio Technical Director, The Coalition - @MikeJRayner
Colin Penty - Studio Technical Art Director, The Coalition - @colinpenty
David Coleman - Technical Art Director, The Coalition
Nick Christiani - Lead Level Designer, The Coalition
Victor Brodin - Community Manager - @victor1erp
Countdown for Inside Unreal: The Coalition
Along With
Mike Rayner: Studio Technical Director, The Coalition - @MikeJRayner
Colin Penty - Studio Technical Art Director, The Coalition - @colinpenty
David Coleman - Technical Art Director, The Coalition
Nick Christiani - Lead Level Designer, The Coalition
Victor Brodin - Community Manager - @victor1erp