By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Does VR count as a graphical technique? If it does, then that!

I don't want any options in game, I just want it to run smooth with zero setup. Console wide screen calibration should be enough. Next gen needs to add console wide HDR calibration as well.

Personally I'm not a fan of motion blur or depth of field blur or heavy AA blur or upscaling blur. The less blur the better. What I'm mostly looking forward to is improved lighting. That's where the differences are most noticeable now between gens. More dynamic lighting, more realistic shadows and reflections. I'll take a grainy low res ray traced 30 fps game over a 4K60 pre baked one. Perhaps ray tracing is more suited to VR with the low res screens, yet we'll need some very clever fps upscaling for that. Would it be possible to run lighting at 30fps, rendering geometry at 60 fps and reprojecting it all to 120fps?