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Graphical Fidelity I Expect This Gen

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I don't think the game is for me but can't deny the lighting is bonkers most of the time. The fidelity of most cutscenes look CG ; animation is basically the only thing that reminds me this game was made during PS3 era.

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How is Jedi Survivor on PS5 Pro?? Thinking about picking it up for $10 part of PS Summer sale.
yes it got a pssr pro patch at launch but it was garbage. that said, pssr2 fixes all the issues with the shimmering. go for it. Just make sure to have the PSSR2 toggle on in your playstation system settings since it just overrides the base pssr implementation in this game.

Edit: seems like they did update it with PSSR2 and fixed a couple of others issues so no need to enable the pssr2 toggle.

id recommend you play the 30 fps mode. thats how i played the game at launch on my rtx 3080 because it just didnt look as good at medium settings. It's one of the best looking games of the generation and unlike ubisoft games its actually a great fucking game in terms of gameplay. definite must buy at $10. in fact, i will pick it up as well just to see how it looks.

Edit 2: DF says new patch has PSSR2 running performance mode at an internal 900p resolution while quality mode runs at 1560p so definitely go with 30 fps if you can handle it.
 
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So Black Flags or Crimson Desert? What game are we picking?

It's hard for me tbh. Crimson Desert does so many things right and I dont want recency bias, but i really like the insane level of detail in the cities in Black Flag. The lighting is better in Crimson though, and the cities feel more alive thanks to the fantastic NPC simulation, but i feel like there is just more detail in BF.

CD also does so many different biomes and does them all so well. I think all its missing is a virtualized geometry system. But i think overall, i would give it to Crimson because of the variety alone.
 
So Black Flags or Crimson Desert? What game are we picking?

It's hard for me tbh. Crimson Desert does so many things right and I dont want recency bias, but i really like the insane level of detail in the cities in Black Flag. The lighting is better in Crimson though, and the cities feel more alive thanks to the fantastic NPC simulation, but i feel like there is just more detail in BF.

CD also does so many different biomes and does them all so well. I think all its missing is a virtualized geometry system. But i think overall, i would give it to Crimson because of the variety alone.
To me its BF without a question. Crimson desert never looked right for me. Image quality was bad no matter what i did.
 
Jedi still holds up. Played in quality mode. Pretty clean image quality. There are some really nice assets and indoor lighting areas in the beginning. I know the game truly shines in the empire bases later on in the game but i always had a soft spot for Carosant and its neon lit shanty towns.

Can't wait to see what respawn does with ue5. It's been more than 3 years since survivor and we still don't have a trailer. The released survivor in just 3 years and 4 months.
 
So Black Flags or Crimson Desert? What game are we picking?

It's hard for me tbh. Crimson Desert does so many things right and I dont want recency bias, but i really like the insane level of detail in the cities in Black Flag. The lighting is better in Crimson though, and the cities feel more alive thanks to the fantastic NPC simulation, but i feel like there is just more detail in BF.

CD also does so many different biomes and does them all so well. I think all its missing is a virtualized geometry system. But i think overall, i would give it to Crimson because of the variety alone.
Black flag clearly has the best graphic but yeah crimson was the closest thing to a rockstar city in term of simulation and their water tech is unbeaten.

Crismon was also way too glitchy graphically, super inconsistent.
 
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So Black Flags or Crimson Desert? What game are we picking?

It's hard for me tbh. Crimson Desert does so many things right and I dont want recency bias, but i really like the insane level of detail in the cities in Black Flag. The lighting is better in Crimson though, and the cities feel more alive thanks to the fantastic NPC simulation, but i feel like there is just more detail in BF.

CD also does so many different biomes and does them all so well. I think all its missing is a virtualized geometry system. But i think overall, i would give it to Crimson because of the variety alone.
BF. CD never really wowed me. Also its shit in story.
 
Bond has really underrated faces. Way better than most this year. Though, RE9 may have something to say about that.

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What a shame, its ruined by such a fucking egregious, unremovable, in-game HUD. good lord, one of the worst i've ever seen. They couldn't resist putting something in damn near every corner
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Even when the Gun/ammo display is gone, they have tiny little icons popping up everywhere, on everything, all the time. You never have to think of where to go next. What to do next. Clutters everything, ruins my damn in-game screenshots, kills immersion.

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Devs, stop taking away from a clean graphical presentation.

Otherwise, the game is pretty great overall. A little slow, but the action that is there, is awesome. Man, dare I say it, the combat has some next gen elements to it. Incredible environment interactions, hit reactions, physics, destruction. You throw a guy against the wall, all the books on the bookshelf fall off, realistically. Love the small details like that in the combat. Really dope ass explosions that have good physics too.
 
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Bond has really underrated faces. Way better than most this year. Though, RE9 may have something to say about that.

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What a shame, its ruined by such a fucking egregious, unremovable, in-game HUD. good lord, one of the worst i've ever seen. They couldn't resist putting something in damn near every corner
why.png


9N0kAsP.jpeg


Even when the Gun/ammo display is gone, they have tiny little icons popping up everywhere, on everything, all the time. You never have to think of where to go next. What to do next. Clutters everything, ruins my damn in-game screenshots, kills immersion.

ZpHAwfY.jpeg


Devs, stop taking away from a clean graphical presentation.

Otherwise, the game is pretty great overall. A little slow, but the action that is there, is awesome. Man, dare I say it, the combat has some next gen elements to it. Incredible environment interactions, hit reactions, physics, destruction. You throw a guy against the wall, all the books on the bookshelf fall off, realistically. Love the small details like that in the combat. Really dope ass explosions that have good physics too.
Still waiting for the PT update to start another playthrough
 
So Black Flags or Crimson Desert? What game are we picking?

It's hard for me tbh. Crimson Desert does so many things right and I dont want recency bias, but i really like the insane level of detail in the cities in Black Flag. The lighting is better in Crimson though, and the cities feel more alive thanks to the fantastic NPC simulation, but i feel like there is just more detail in BF.

CD also does so many different biomes and does them all so well. I think all its missing is a virtualized geometry system. But i think overall, i would give it to Crimson because of the variety alone.
So I didn't play CD, can't really judge, but I just can't put BF over Shadows. BF is more colorful, better water obviously and that's it.

It was way more flaws than Shadows. Tons of shadows flicker on/off or just disappear or not showing at all. Lower quality shadows and textures.
 
What's the final consensus on best graphics settings for Crimson Desert? I tried going back to it after waiting for all these patches to come out and it still seems like a blurry mess in a handful of the areas I explored. Specifically the forest with those floating pots. It was very immersion breaking. I'm playing on ps5 pro in balanced mode and current settings are PSSR sharpness 100, v-sync on, fixed 4k off, 120hz on. I was getting some screen tearing with v-sync off with my LG G4.
 
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How is Jedi Survivor on PS5 Pro?? Thinking about picking it up for $10 part of PS Summer sale.
I was very impressed with survivor on the pro when I played through it a few months ago. If you have an OLED or good quality HDR display, you're in for a visual feast. The visuals consistently impressed me, and I was really surprised by how current gen it all looked even without UE5.
 
Not quite done glazing Yotei. Call it art, tech, whatever you want. There's something very satisfying about the visuals that keeps me coming back, despite the areas of ugliness scattered throughout the game.



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After finishing AC Black Flag, I jumped back into Shadows, and it's amazing what this game has accomplished technically. I honestly think it's one of the best looking open world games ever made, right alongside Horizon Forbidden West. The level of detail, lighting, and the scale of the world are absolutely insane.

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After finishing AC Black Flag, I jumped back into Shadows, and it's amazing what this game has accomplished technically. I honestly think it's one of the best looking open world games ever made, right alongside Horizon Forbidden West. The level of detail, lighting, and the scale of the world are absolutely insane.

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I found that open world boring. Its 80% forest and same looking locations with nothing interesting in it. Technically its great for sure
 
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So BF6 just got its S4 update and i swear the game looking better than before. Texture detail is so crisp on everything i dont remember being this good. Maybe it was some streaming issue or something

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Nvidia`s Keynote from the SIGGRAPH including a lengthy update on the current state of DLSS 5.

TLDR it`s still an Instagram filter...with sliders and masking. Seems like a ton of manual per-scene work if you want to get it right without "breaking" the underlying design.
 
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How is Jedi Survivor on PS5 Pro?? Thinking about picking it up for $10 part of PS Summer sale.

It's phenomenal. I played it at launch on base PS5 and while there were a lot of visual issues with the 60fps mode, it ran well enough to be enjoyable and it was a great game. Played it again when it was first updated with PSSR on PS5 Pro and it was better - less low res aliasing and shimmering, a little more detail, but a lot of weird PSSR instability with those swimming artifacts. Still played through the whole thing again and greatly enjoyed it. Fast forward to PSSR2, I started my third playthrough, and it's basically perfect now in the 60fps mode. Super sharp and detailed, a nice stable image with no more weird PSSR artifacts, solid 60fps, and ray tracing included. It looks and plays like a dream and it's still a fantastic game.
 
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It's phenomenal. I played it at launch on base PS5 and while there were a lot of visual issues with the 60fps mode, it ran well enough to be enjoyable and it was a great game. Played it again when it was first updated with PSSR on PS5 Pro and it was better - less low res aliasing and shimmering, a little more detail, but a lot of weird PSSR instability with those swimming artifacts. Still played through the whole thing again and greatly enjoyed it. Fast forward to PSSR2, I started my third playthrough, and it's basically perfect now in the 60fps mode. Super sharp and detailed, a nice stable image with no more weird PSSR artifacts, solid 60fps, and ray tracing included. It looks and plays like a dream and it's still a fantastic game.
It's really solid. Looks even better if you're willing to play at 30 fps. I find the gameplay to still feel responsive. Only issue I have is textures don't load properly on distant terrain but its only noticeable in that main planet hub area.
 
Jedi still holds up. Played in quality mode. Pretty clean image quality. There are some really nice assets and indoor lighting areas in the beginning. I know the game truly shines in the empire bases later on in the game but i always had a soft spot for Carosant and its neon lit shanty towns.

Can't wait to see what respawn does with ue5. It's been more than 3 years since survivor and we still don't have a trailer. The released survivor in just 3 years and 4 months.
Yeah...but stigg left :/
 
After finishing AC Black Flag, I jumped back into Shadows, and it's amazing what this game has accomplished technically. I honestly think it's one of the best looking open world games ever made, right alongside Horizon Forbidden West. The level of detail, lighting, and the scale of the world are absolutely insane.

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It's a technical and artistic masterpiece. It's why i laugh at people who bring up 'art style' for last gen looking games as if we dont have next gen looking games with an incredible art design.

So BF6 just got its S4 update and i swear the game looking better than before. Texture detail is so crisp on everything i dont remember being this good. Maybe it was some streaming issue or something

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Looks like a pretty decent upgrade.

Jesi Survivor looks great. Opening scene has me very optimistic. The consoles are more than capable in the right developer hands.

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The graphics quality will degrade a bit when you get to koboh though it has its own strengths once you get into the woods. Just keep playing until you get past koboh. It's a very long level. almost 6 hours on its own. the desert level looks good, but trust me this game saves its best for last. The empire bases simply look incredible.

It's really solid. Looks even better if you're willing to play at 30 fps. I find the gameplay to still feel responsive. Only issue I have is textures don't load properly on distant terrain but its only noticeable in that main planet hub area.
Yeah, its an issue on PC too. That level is just a mess. yes, UE4 had issues with asset streaming but this was just something else. Linear levels on the same map dont have this issue.

Pretty sure this is the only major UE4 game that shipped with RTGI and Reflections. Respawn were way too ambitious with this game.
 
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viveks86 viveks86



It has access to the entire G-buffer in the end.
Same access that Ray reconstruction has and basically the entirety of rasterization/hybrid pipelines.
Has access to all light accumulation after sampling. It's 100% in-pipeline as much as any deferred shading or ambient occlusion (among many other effects) would be. Just as Ray reconstruction picks the light accumulation and fills in the gaps from the noisy RT results with AI.
 
viveks86 viveks86



It has access to the entire G-buffer in the end.
Same access that Ray reconstruction has and basically the entirety of rasterization/hybrid pipelines.
Has access to all light accumulation after sampling. It's 100% in-pipeline as much as any deferred shading or ambient occlusion (among many other effects) would be. Just as Ray reconstruction picks the light accumulation and fills in the gaps from the noisy RT results with AI.


Is this shit good? give it to me straight papito
 
Is this shit good? give it to me straight papito

Short : Yes

It has access to the same information in the pipeline that almost all modern graphic rendering does (deferred rendering) and is basically how ray reconstruction works. Not a post process effect.

DLSS 5 adding subsurface scattering to a character's skin is "in-pipeline" as much as the same process would be for unreal engine except an AI thought of it, as it thought it should look like that, rather than the dev omitting it or other limits of the scene. Just like ray reconstruction uses AI to fill in the gaps of how the shadows should look like based on a very noisy lighting result from RT.

It's basically RR++ but now looks at shading too.
 
Short : Yes

It has access to the same information in the pipeline that almost all modern graphic rendering does (deferred rendering) and is basically how ray reconstruction works. Not a post process effect.

DLSS 5 adding subsurface scattering to a character's skin is "in-pipeline" as much as the same process would be for unreal engine except an AI thought of it, as it thought it should look like that, rather than the dev omitting it or other limits of the scene. Just like ray reconstruction uses AI to fill in the gaps of how the shadows should look like based on a very noisy lighting result from RT.

It's basically RR++ but now looks at shading too.
People doing 180° about dlss 5 is gonna be a sight to behold 🕺
 
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People doing 180° about dlss 5 is gonna be a sight to behold 🕺
People weren't keen on DLSS1, then 2 came around and changed the game. It's likely that an iteration of DLSS5.x will come about and blow everyone's mind but for now it'll stay controversial because it is controversial since it looks extremely AI slop.
 
People doing 180° about dlss 5 is gonna be a sight to behold 🕺

To their defense, Nvidia shouldn't have shown the march demo. Too early. 1 GPU for rendering, and limited sharing of info to the 2nd GPU doing inference. It's a proof of concept nothing more but too early.

Soon as I saw their intention was to optimize back to a single GPU, then I said well, it should have all the information in the pipeline.

I guess peoples would have freaked out if Ray reconstruction had been presented in details other than "path tracing better!"

Contextual Analysis: The AI model analyzes the raw ray-traced data, motion vectors, and depth buffers from the game. By looking at the full scene instead of just localized pixels, it understands how light should realistically bounce across various surfaces
Intelligent Filling: The AI infers and generates higher-quality pixels in between the sampled rays. Drawing from its vast training on NVIDIA supercomputers, it recognizes patterns for specific lighting effects (e.g., how light diffuses on skin or reflects off water) and reconstructs a clear, temporally stable image.

No different than turning that AI pattern recognition to seeing that thin ears with a bright scene (has all the light accumulation data) should probably have some subsurface scattering and reconstruct accordingly, etc.

"Fake frames" peoples will scream, while not realizing what the pipeline is working with when it gets its results back from hardware RT

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(can you recognize the game?)

Among all of the tricks done in the past 2 decades to cheat the look with rasterization.
 
Short : Yes

It has access to the same information in the pipeline that almost all modern graphic rendering does (deferred rendering) and is basically how ray reconstruction works. Not a post process effect.

DLSS 5 adding subsurface scattering to a character's skin is "in-pipeline" as much as the same process would be for unreal engine except an AI thought of it, as it thought it should look like that, rather than the dev omitting it or other limits of the scene. Just like ray reconstruction uses AI to fill in the gaps of how the shadows should look like based on a very noisy lighting result from RT.

It's basically RR++ but now looks at shading too.

Because reconstructing the output of a physically based calculation is "basically the same" as predicting how something should look based on a collection of hints and a very confident neural network.
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Ray Reconstruction starts with an actual lighting simulation, meanwhile DLSS 5 predicts a plausible result learned from training data, rather than solving the physical process that produced the result. Which it couldn`t because it does have, at best, incomplete knowledge about the actual physical situation and the light transport, even with the G buffer.
The comparison with a deferred renderer is equally ridiculous because a deferred renderer does not just say "this pixel looks like skin, therefore add skin lighting."

All your sermons literally just boil down to...."i´m sure Nvidia`s model will hallucinate correctly"
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The granularity of the masking makes DLSS5 unbelievably useful. It's basically cometic surgery for graphics which can go in and nip / tuck specific visual issues. I remember we tried to tell people back when it was first revealed that developers simply need not apply DLSS5 to character models if they want to avoid the Instagram slop look. I imagine DLSS5 may even be customizable by the end user to some degree (with options to apply to world objects only).
 
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