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Forums - Gaming Discussion - CGI's Party Of Graphics & Tech (9th Generation)

CGI-Quality said:

Remember when a certain someone said a thing or two about real-time vellus hairs?

The facial hair is abit over done,  haven't seen anyone with that much fine white hairs on their face



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Hiku said:

Someone on Arcade Projects posted "Capcom made the rookie mistake of stretching a 4:3 game on a 16:9 display" along with this image:

Ryu going to one wide boi lol. Makes me wonder how big they're going to make Chun-Li's thighs in this game.

Last edited by CGI-Quality - on 23 February 2022

CGI-Quality said:
KratosLives said:

The facial hair is abit over done,  haven't seen anyone with that much fine white hairs on their face

Eh, living in the wilderness like she does, it makes more sense. 'sides, whether overdone or not, it's what you didn't see before. That's really what counts.

@SvennoJ 

This reminds me of what I posted in 2018 (Macy character model). I said skin detail and deformation, particularly on legs and feet, would see a significant upgrade this gen. Here's the start of that.

True. It is amazing how lifelike it looks. Photorealism. I got the game, hoping to start it next week. Currently playing through nier replicant. I'd love to see that game with next gen graphics.

Last edited by CGI-Quality - on 09 March 2022

SvennoJ said:

I took some detail shots in resolution mode last night, so much detail


The detail in the hands and fingers surprised me most, very natural how characters hold items





Game looks great. The question is would it look even better with RTX or the cutbacks would make it a worse graphical show in the end?

Last edited by CGI-Quality - on 24 February 2022

duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."

SvennoJ said:

Nice highlights in the rain on rocks, kinda need HDR to see the full effect




Uncanny ankles, yet so well mapped onto the terrain

The ankle looks great to me, it is very extended so you won`t see the creases and whatnot.

KratosLives said:
CGI-Quality said:

Remember when a certain someone said a thing or two about real-time vellus hairs?

The facial hair is abit over done,  haven't seen anyone with that much fine white hairs on their face

There is plenty woman with even more, if you look for Marilyn Monroe peach fuzz you`ll see a lot more.

Last edited by CGI-Quality - on 09 March 2022

duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."

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DonFerrari said:

Game looks great. The question is would it look even better with RTX or the cutbacks would make it a worse graphical show in the end?

It would, but not in movement. Performance mode has lots of issues already due to checkerboard rendering. Any RT inclusions would have to drop the resolution as well. This is pretty much the max the ps5 can deliver at 4K30. The game uses 12 pre-baked light maps for the day night cycle, no real time global illumination either.

Some more delicious shots from lat night (after the patch)










SvennoJ said:
DonFerrari said:

Game looks great. The question is would it look even better with RTX or the cutbacks would make it a worse graphical show in the end?

It would, but not in movement. Performance mode has lots of issues already due to checkerboard rendering. Any RT inclusions would have to drop the resolution as well. This is pretty much the max the ps5 can deliver at 4K30. The game uses 12 pre-baked light maps for the day night cycle, no real time global illumination either.

Some more delicious shots from lat night (after the patch)





Seems like it matches what I expected, the sacrifices for RTX on the current build wouldn`t be worth it even if on resolution mode.

Last edited by CGI-Quality - on 24 February 2022

duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."

DonFerrari said:

Seems like it matches what I expected, the sacrifices for RTX on the current build wouldn`t be worth it even if on resolution mode.

Ray traced illumination wouldn't be able to match the pre-baked light maps with that level of detail. The day night transition would be a little bit less jarring (although you only notice it in timelapse mode) and it would be a big sacrifice just to get some more natural looking shadows. Like in the last picture the shadow should be getting less strong with less sharply defined edges as the shadow stretches across the rock wall.

We'll see with GT7 how the lighting changes with real time lighting vs baked in lighting. Since not all tracks will have dynamic lighting, some with still have the ray traced light maps from GT Sport. GT7 only does some ray tracing in replay mode though, during races it's all old techniques.

RT is simply too expensive for the level of detail AAA games want to achieve on console. Maybe some smaller more stylistic games will start making full use of RT. However in AAA games it will remain a gimmick, an little enhancement here and there. The thought that RT would make it easier on developers (not having to pre-bake light / shadow / reflection maps anymore) is only true while making the game on powerful hardware. Instant preview when editing the world. It's going to take at least another gen before RT can become the standard way to render games.

For now we're stuck with screen space reflections and all the side effects that brings. Horizon FW does a decent job with reflections in water yet you always see it 'missing' / changing along the edges where the data isn't there. Shadows getting softer the further they extend can be faked without RT, yet pre-baking all reflections for dynamic day/night cycles would be far too much data.



SvennoJ said:
DonFerrari said:

Seems like it matches what I expected, the sacrifices for RTX on the current build wouldn`t be worth it even if on resolution mode.

Ray traced illumination wouldn't be able to match the pre-baked light maps with that level of detail. The day night transition would be a little bit less jarring (although you only notice it in timelapse mode) and it would be a big sacrifice just to get some more natural looking shadows. Like in the last picture the shadow should be getting less strong with less sharply defined edges as the shadow stretches across the rock wall.

We'll see with GT7 how the lighting changes with real time lighting vs baked in lighting. Since not all tracks will have dynamic lighting, some with still have the ray traced light maps from GT Sport. GT7 only does some ray tracing in replay mode though, during races it's all old techniques.

RT is simply too expensive for the level of detail AAA games want to achieve on console. Maybe some smaller more stylistic games will start making full use of RT. However in AAA games it will remain a gimmick, an little enhancement here and there. The thought that RT would make it easier on developers (not having to pre-bake light / shadow / reflection maps anymore) is only true while making the game on powerful hardware. Instant preview when editing the world. It's going to take at least another gen before RT can become the standard way to render games.

For now we're stuck with screen space reflections and all the side effects that brings. Horizon FW does a decent job with reflections in water yet you always see it 'missing' / changing along the edges where the data isn't there. Shadows getting softer the further they extend can be faked without RT, yet pre-baking all reflections for dynamic day/night cycles would be far too much data.

Miles Morales and Ratchet made great use of RT on PS5, but yes it could have been prebaked and with the extra power put it into something else imho.



duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"

http://gamrconnect.vgchartz.com/post.php?id=8808363

Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"

http://gamrconnect.vgchartz.com/post.php?id=9008994

Azzanation: "PS5 wouldn't sold out at launch without scalpers."

Death stranding and tlou2 are still the top 2 in my opinion.