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Graphical Fidelity I Expect This Gen

I love the halo tank model in that pic, it look so...solid:lollipop_grinning_sweat:
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Man, this game is just incredible in terms of graphics. I am loving it

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Only thing i hate about the new anvil engine are the DLSS4 bugs. Flying leaves has really bad ghosting, this was more present in shadows due to more leaves in the air, but its still here and the horizontal lines in the distance thats more visible on fog and clouds. When you move the camera fast you can see it and when you stop moving it, it disappears after a few seconds, but still annoying to look at
 
Only thing i hate about the new anvil engine are the DLSS4 bugs. Flying leaves has really bad ghosting, this was more present in shadows due to more leaves in the air, but its still here and the horizontal lines in the distance thats more visible on fog and clouds. When you move the camera fast you can see it and when you stop moving it, it disappears after a few seconds, but still annoying to look at

I am not seeing this with the default DLSS at all
 
Not even with the integration of AI, Viveks? Wouldn't AI help us get there faster, in the grand scheme of things? Not just in terms of graphics but also animations, physics (which to me are part of animations), interactivity etc?
AI acceleration is probably the only way it will eventually get there. But it's very early days for that. I can see AI driven simulations for non interactive objects first, like clouds. It seems like AI driven character movement, facial animation and inverse kinematics is in active research as well. And eventually most physics that don't need to be 100% accurate/consistent will be AI driven. But that's likely several years out.

There's also a lot of research work on using ray tracing to perform collision detection. Could be a huge boost for gpu driven physics that can massively parallel process this. Once accurate fluid simulation in 3d becomes reasonably mature (like the one I posted earlier, but 10x faster) they can use that for training AI models to accelerate to realtime performance. Training it based on 2D videos just doesn't cut it. It will always look uncanny and break immersion
 
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The injector shader for FF7 Rebirth is out and it has a lot of improvements. I dare to say it is transformative

Crazy that it doesnt affect performance at all and its not in the game lol

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lol meant to post this in the graphics thread but somehow i was in the OT.

The new update adds fog back into the game. And reduced the chances for rain. Played it all night last night and man some of these lighting conditions are just as jaw dropping as they were in AC Shadows. This is such a great remake. Im so sick of the way sony does remakes. They take a game, literally copy paste last gen assets on it, and add last gen lighting and call it a day. HZD and TLOU1 feel so dated because of this. At least BP used next gen assets and lighting for Demon Souls.

I really like the use of RT reflections here as well. I myself have been like you dont need RT reflections for games set in the wilderness or in non-urban setting worlds. But when it rains in this game, it creates these amazing looking puzzles with pristine reflections that add a whole new dimension to the visuals.

The hair looks gobsmackingly good during cutscenes. I cant stop taking pics of the hair. its not consistent. the padre doesnt have great hair. Edward's ponytail doesnt always show the hair tech well but so many other NPCs look phenomenal thanks to the new hair tech.

And thats the thing, they used the next gen GPU to push all these fancy next gen features while HZD and TLOU1 used none of them. HZD is so frustrating because they used the tech in HFW but didnt realize its still last gen tech. Same gen as HFW. All the poor draw distance issues are there. All the odd lighting quirks of HFW are there. Why not add RTGI? Why not increase the draw distance? Implement a better LOD system? WTF is the point of doing a remake when you are using the SAME gen assets you fucking morons.

Just look at this asset quality. love the way the sunlight bounces off of the wood materials. this is as close to nanite materials ive seen any other engine come.

JY6VAsG.gif
 
lol meant to post this in the graphics thread but somehow i was in the OT.

The new update adds fog back into the game. And reduced the chances for rain. Played it all night last night and man some of these lighting conditions are just as jaw dropping as they were in AC Shadows. This is such a great remake. Im so sick of the way sony does remakes. They take a game, literally copy paste last gen assets on it, and add last gen lighting and call it a day. HZD and TLOU1 feel so dated because of this. At least BP used next gen assets and lighting for Demon Souls.

I really like the use of RT reflections here as well. I myself have been like you dont need RT reflections for games set in the wilderness or in non-urban setting worlds. But when it rains in this game, it creates these amazing looking puzzles with pristine reflections that add a whole new dimension to the visuals.

The hair looks gobsmackingly good during cutscenes. I cant stop taking pics of the hair. its not consistent. the padre doesnt have great hair. Edward's ponytail doesnt always show the hair tech well but so many other NPCs look phenomenal thanks to the new hair tech.

And thats the thing, they used the next gen GPU to push all these fancy next gen features while HZD and TLOU1 used none of them. HZD is so frustrating because they used the tech in HFW but didnt realize its still last gen tech. Same gen as HFW. All the poor draw distance issues are there. All the odd lighting quirks of HFW are there. Why not add RTGI? Why not increase the draw distance? Implement a better LOD system? WTF is the point of doing a remake when you are using the SAME gen assets you fucking morons.

Just look at this asset quality. love the way the sunlight bounces off of the wood materials. this is as close to nanite materials ive seen any other engine come.

JY6VAsG.gif

yeah when I read it I was thinking this doesnt belong here lol
 
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lol meant to post this in the graphics thread but somehow i was in the OT.

The new update adds fog back into the game. And reduced the chances for rain. Played it all night last night and man some of these lighting conditions are just as jaw dropping as they were in AC Shadows. This is such a great remake. Im so sick of the way sony does remakes. They take a game, literally copy paste last gen assets on it, and add last gen lighting and call it a day. HZD and TLOU1 feel so dated because of this. At least BP used next gen assets and lighting for Demon Souls.

I really like the use of RT reflections here as well. I myself have been like you dont need RT reflections for games set in the wilderness or in non-urban setting worlds. But when it rains in this game, it creates these amazing looking puzzles with pristine reflections that add a whole new dimension to the visuals.

The hair looks gobsmackingly good during cutscenes. I cant stop taking pics of the hair. its not consistent. the padre doesnt have great hair. Edward's ponytail doesnt always show the hair tech well but so many other NPCs look phenomenal thanks to the new hair tech.

And thats the thing, they used the next gen GPU to push all these fancy next gen features while HZD and TLOU1 used none of them. HZD is so frustrating because they used the tech in HFW but didnt realize its still last gen tech. Same gen as HFW. All the poor draw distance issues are there. All the odd lighting quirks of HFW are there. Why not add RTGI? Why not increase the draw distance? Implement a better LOD system? WTF is the point of doing a remake when you are using the SAME gen assets you fucking morons.

Just look at this asset quality. love the way the sunlight bounces off of the wood materials. this is as close to nanite materials ive seen any other engine come.

JY6VAsG.gif




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Jesus the difference in how realistic the lighting is...

Fw wood look radioactive :lollipop_squinting:
 
AI acceleration is probably the only way it will eventually get there. But it's very early days for that. I can see AI driven simulations for non interactive objects first, like clouds. It seems like AI driven character movement, facial animation and inverse kinematics is in active research as well. And eventually most physics that don't need to be 100% accurate/consistent will be AI driven. But that's likely several years out.

There's also a lot of research work on using ray tracing to perform collision detection. Could be a huge boost for gpu driven physics that can massively parallel process this. Once accurate fluid simulation in 3d becomes reasonably mature (like the one I posted earlier, but 10x faster) they can use that for training AI models to accelerate to realtime performance. Training it based on 2D videos just doesn't cut it. It will always look uncanny and break immersion
I could read your posts all day long, man. Do you think animations (I am a hardcore sports gamer) have a bright future? If there is one area that has stagnated like fucking crazy it's animations.
 
The injector shader for FF7 Rebirth is out and it has a lot of improvements. I dare to say it is transformative

Crazy that it doesnt affect performance at all and its not in the game lol

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So some injected shaders can cure golbin looking character models with no lighting, but the so-called "Capgods" say you'll need path-tracing to achieve similar results.
 
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