is anyone actually impressed by these supposed next gene graphics?

is anyone actually impressed by these supposed next gene graphics? I wouldn't mind source 2 graphics with more imaginative visuals instead

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  1. 10 months ago
    Anonymous

    disgusting

  2. 10 months ago
    Anonymous

    Dude stop playing game

  3. 10 months ago
    Anonymous

    Chasing realism is only going to get you so far. Just make it fun and make it smooth

  4. 10 months ago
    Anonymous

    and no matter what techno mumbo jumbo they use, the result still looks uncanny, blurry, smeared, plastic, foggy, the npc always look like walking mannequins

    leaning towards hyperrealism is not feasible so why do they keep doing it?

  5. 10 months ago
    Anonymous

    something bugs me about faces nowadays

  6. 10 months ago
    Anonymous

    It's impressive, but I play games to escape reality. Why the frick would I willingly put myself into another dimension of depression when reality already sucks so hard and future is grim? I swear "artists" are just copy pasting reality, which is actually a cheap art. What the frick happened to imagination and art style, offering different worlds and universes to people?

    • 10 months ago
      Anonymous

      Commercials
      >ew wtf
      E3, SGF, Gamsecom
      >frick yeah 3h of commercials

    • 10 months ago
      Anonymous

      >but I play games to escape reality
      This
      Fricking normalhomosexuals want realism because they can't cope with things that aren't their boring normalhomosexual reality

  7. 10 months ago
    Anonymous

    city skylines 2 is going to look like this

  8. 10 months ago
    Anonymous

    Not really no.
    I unironically find oldschool, handcrafted + phototextures direct-rendering engine games more appealing. And kinda more "realistic" to boot.

    • 10 months ago
      Anonymous

      that looks kino, that's literally all I'd ever need if I want a drab cityscape

      all this extra power should be used on interactivity instead

    • 10 months ago
      Anonymous

      is that The Getaway? excellent taste.

    • 10 months ago
      Anonymous

      The Getaway was a miracle of the Universe

  9. 10 months ago
    Anonymous

    It's technically impressive but its no longer necessary, graphics are no longer the main hurdle when it comes to making good games.

  10. 10 months ago
    Anonymous

    lil bit

    • 10 months ago
      Anonymous

      that looks good but I don't know if all the super duper lighting calculations and virtual geometry are necessary for rendering boxes that you could slap photo textures on, see google maps

      • 10 months ago
        Anonymous

        that's nice, except this is all real-time hardware-lumen/nanite (RT global illumination/ambient/shadows) and near-perfect geometry LOD

        • 10 months ago
          Anonymous

          that's nice except I don't give a frick about anything other than what I experience when playing the game

          • 10 months ago
            Anonymous

            i feel ya, graphics aren't everything, just a graphics prostitute bawdting out

            • 10 months ago
              Anonymous

              I feel like you could get that pic without relying on super duper real time rendering methods and it's not like that scene looks like it needs to be interactive

              • 10 months ago
                Anonymous

                the whole point of this "super-duper real time rendering methonds" was to take CGI rending methods (Toy Story/FF:spirit within/Pixar/Dreamworks) that took render farms to render a single frame for 1 frame of 23 and we can that locally at 4k/60fps

              • 10 months ago
                Anonymous

                just bake the lighting no one notices when you're doing static shit anyway and it's not like you can have interactive shit when you need to recompute the BVH if you change the environment

              • 10 months ago
                Anonymous

                There are a lot of dynamic moving light sources and reflective objects in CP2077 though so it does benefit enormously from path tracing in a lot of areas.

              • 10 months ago
                Anonymous

                game looks like plastic

              • 10 months ago
                Anonymous

                Only without path tracing.

              • 10 months ago
                Anonymous

                I hate how smeared and blurry everything is because they have to render games at 240p and upscale using ten different dogshit filters and then they love using hazy fog on top of that

                I don't care how realistic the lighting is I want the game to look good

              • 10 months ago
                Anonymous

                Go look at the DLSS 3.5 demo video. All of the pathtracing is now ultra sharp and detailed because they got rid of the denoisers and use an AI ray insertion process instead.

              • 10 months ago
                Anonymous

                you're still running games at 1080p -> 4k (or worse) and it still looks blurry

              • 10 months ago
                Anonymous

                2K to 4K on quality mode.

              • 10 months ago
                Anonymous

                yeah well I prefer looking at old ass games run at high resolutions

              • 10 months ago
                Anonymous

                DLSS is great at 4k. at 1440p I find the internal resolution to be too low (quality at 1440 is like 960p render, which is lower than performance mode at 4k.

              • 10 months ago
                Anonymous

                >motion blur: OFF
                >depth of field: OFF
                >gaytracing: OFF
                >upscaling: OFF
                >anti-aliasing: OFF
                Yep, it's gaming time.

              • 10 months ago
                Anonymous

                >graphics: OFF

              • 10 months ago
                Anonymous

                >kino: ON
                Everyone knows video games went to shit the moment you could see what was happening.

      • 10 months ago
        Anonymous

        You're thinking of FS2020, but most big cities are handcrafted

        • 10 months ago
          Anonymous

          seriously it's beyond me why games focus on being as blurry and hazy as possible instead of looking goog like in that image

          I'd take that clarity over scientifically accurate lighting any day

          • 10 months ago
            Anonymous

            Last update on handcrafted cities dropped like 3 days ago

  11. 10 months ago
    Anonymous

    Everytime I see repeating texture tiles on a surface, I immediatly remember it's a video game and it's all fake.
    It's annoying and especially visible on buildings.

  12. 10 months ago
    Anonymous

    ready for Alan Wake 2, 2nd AAA that has full path traced rendering.

    • 10 months ago
      Anonymous

      muh neon lights and haze

    • 10 months ago
      Anonymous

      >EGS exclusive
      Dead game.

  13. 10 months ago
    Anonymous

    Getaway 3 mogged this nearly 20 years ago.

    • 10 months ago
      Anonymous

      wet dream is snoy coming out with a PS5 getaway that has a 1:1 London like it's Test Drive meet's Guy Ritchie

      • 10 months ago
        Anonymous

        London in 2002 and London today are quite different. It's become boring. Greater London is half ultra sanitized (except for the prolapsed anuses) half Islamabad. The ethnic Anglo crime scene depicted in the first game has essentially disappeared.

  14. 10 months ago
    Anonymous

    Yes. I'm not too impressed at how they've been utilized so far but the technology is impressive. Source 2 has the same advanced next gen graphics and it looks great because of that.

  15. 10 months ago
    Anonymous

    >is anyone actually impressed by these supposed next gene graphics? I wouldn't mind source 2 graphics with more imaginative visuals instead

    It's the fact that all of the high-quality lighting is actually being calculated in real-time instead of being baked (pre-rendered into the textures during development) as games traditionally used to do in previous generations.

    • 10 months ago
      Anonymous

      but if it doesn't change anything to the end user except tank the performance, it's shit

      • 10 months ago
        Anonymous

        Day/night cycles, destructible environments, movable objects, etc.

        • 10 months ago
          Anonymous

          day/night cycles aren't new, destructible environments are extremely limited still because you need to recalculate the BVH if you do that

          it's not like you need lights flying around your scene randomly at mach 5 for no reason for your average game when you think about it

        • 10 months ago
          Anonymous

          All things we had in games in the very early 2000's.

        • 10 months ago
          Anonymous

          but all of these were better in the past?

  16. 10 months ago
    Anonymous

    I haven't been impressed by graphics in over a decade. What is impressive however is how fricking garbage UE5 runs despite barely looking better then UE4, now i finally get the hate for unreal.

  17. 10 months ago
    Anonymous

    Before, the most common way to get global illumination would be to fake it by literally pre-rendering (or "baking") the lighting into the textures. The downside with this technique means that affected objects had to be static or else it would ruin the illusion. Sadly this means developers would have to choose between interactivity/destructibility or lighting.

    Now with UE5's Lumen and other RT-based realtime lighting systems, there no longer has to be any compromise between the two.

    • 10 months ago
      Anonymous

      yeah bullshit even botw has decent ambient lighting by using probes

    • 10 months ago
      Anonymous

      who the frick cares when in-game this would look no different than the dynamic lighting we've had in games for over two decades, and at a fraction of the performance cost.

    • 10 months ago
      Anonymous

      >Look guys after 30 years we have dynamic lights
      >Don't actually use it for anything

  18. 10 months ago
    Anonymous

    Hand-placed lighting will always look nicer.

  19. 10 months ago
    Anonymous

    Here's a video that goes into depth about Lumen, it's pretty cool:

    • 10 months ago
      Anonymous

      >bro we literally hecking calculate the light path against voxels/distance fields/screenspace/geometry based on if it's offscreen or not
      yawn

  20. 10 months ago
    Anonymous

    We need to go back

  21. 10 months ago
    Anonymous

    Graphics peaked in 2006 with crysis and the only thing that changed is the removal of gameplay mechanics, lighting, dedicated servers and addition of shitty looking npc characters.

  22. 10 months ago
    Anonymous

    No. Because the things that actually matter (gameplay, AI, sound, interactvity) are still archaic as shit. Also, these open world games always have the same doll-like NPCs that do nothing, the same shitty structure and the same movieset environments. It's embarrassing when Zelda addresses these issues on an old tablet device. FPS games are all the fricking same, too, and haven't improved beyond Halo in 2001. Still, there's some hope of things actually evolving, with VR and and the new AI shit.

    I'm way more impressed with stuff like some of the 'impossible' ports on Switch, or Series S packing so much grunt for such a small, cheap console. Remember when you could run through the frozen water in Blinx? That type of shit still wows me even today.

  23. 10 months ago
    Anonymous

    Huge difference between traditional rasterized lighting and real-time path tracing (aka "Overdrive") as we see in CP2077.

    In the rasterized scene here, his boots are not casting any shadows, the bottom of her opaque coat is not blocking the pink light from her thighs as it should, the light is going through his head to reach the right side of his hat, her left ear is also being lit by the pink light for some reason as if her head is transparent and the trays next to his boots are not casting any shadows whatsoever.

    • 10 months ago
      Anonymous

      both look like peak goyslop

    • 10 months ago
      Anonymous

      It really makes the world blend together much better so the characters don't look out of place like they're floating on top of the environment.

      • 10 months ago
        Anonymous

        Modern games have a readability issue because of people trying make stuff "blend together". It's unnecessarily difficult to tell who or what you can interact with in modern games. It's why modern games have ugly yellow paint swatches on parkourable bits and so on.

    • 10 months ago
      Anonymous

      dogshit on both left and right

      Only a few games went the lenght to make truly next-gen games

      pleasing to look at

    • 10 months ago
      Anonymous

      I hate this trend of people trying to compare games with raytracing on/off and pretending that with raytracing off is how all games used to look. Rasterized lighting doesn't look that bad in any game designed for it.

  24. 10 months ago
    Anonymous

    I'm impressed, but TAA makes modern graphics looks super disgusting in ways I think not even the good old FXAA didn't. I'd rather see 480p integer on my 4K tv than res scaling fake 4K with TAA, and I mean it. Emulating old consoles with their native res looking sharper than modern shit with TAA is a serious blunder.

    They really need to sort that shit out. I think you're better off cutting on RT and geometry by a lot to make room to increase resolutions and use a better AA solution that's not fricking temporal.
    Also good graphics will never replace good art direction.

  25. 10 months ago
    Anonymous

    Only a few games went the lenght to make truly next-gen games

  26. 10 months ago
    Anonymous
  27. 10 months ago
    Anonymous

    >I wouldn't mind source 2 graphics

    Source 2 doesn't support realtime GI IIRC.

    • 10 months ago
      Anonymous

      real time GI is a gimmick, you just need some barebone approximation and you're set

  28. 10 months ago
    Anonymous
    • 10 months ago
      Anonymous

      just get rid of depth of field, what my eyes focus on shouldn't be blurry

      • 10 months ago
        Anonymous

        Just get rid of your eyes then, its a natural ocurrence

        • 10 months ago
          Anonymous

          the game doesn't know what's in my peripheral vision, I can stare at the blurry parts because the game decides what's in focus and what's not, in real life it's my peripheral vision that blurs

          • 10 months ago
            Anonymous

            That's like, what the user who took the screenshot wanted, if you didn't want that you wouldn't take that photo in that way.
            You could always play it on vr mode too so you focus on what you want

            • 10 months ago
              Anonymous

              yeah I don't use depth of field just because it doesn't know what I want to look at so it's just better to have no depth of field, VR would fix it

  29. 10 months ago
    Anonymous

    Yay, even more bloated budgets.

  30. 10 months ago
    Anonymous

    [...]

    doom eternal had like pixel sized polygons without nanite, modern hardware is just powerful enough to render so dense geometry that you're no longer limited

  31. 10 months ago
    Anonymous

    I was hoping graphics would stop advancing at PS2 eras and video game worlds worlds would start being immersive. I mean just look at all those buildings, they are nothing more than empty shells that take up space. All those NPCs walking around are going to walk forever, they have no destination, they have no purpose. There really is nothing going on here. This is the way open worlds have been for a long time.

  32. 10 months ago
    Anonymous

    I'm impressed by nice graphics. I think it's cool the devs are pushing the tech and their ambition.

    However, I don't need or want these kinds of graphics in my GAMES. Games should look like games. The graphics need to serve the gameplay, and ideally not distract from the experience. When the priorities are wrong, you get pretty-looking non-interactive dioramas like the matrix demo. Developers need to concern themselves with what kind of experience they are giving players. Like - what's the point of making this a game vs a movie or piece of art?

  33. 10 months ago
    Anonymous
  34. 10 months ago
    Anonymous
  35. 10 months ago
    Anonymous

    Pep in step.

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