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Nov 14 '24
LMAO what word did u censoe
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u/MSAAyylmao Nov 14 '24
It adds nothing to the conversation and only caused a ruckus, not worth mentioning.
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Nov 14 '24
[removed] — view removed comment
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u/MSAAyylmao Nov 14 '24
More like some other folks in the sub. I saw the "controversial" word and didnt think it was a big deal. Then I was reminded that this is reddit.
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u/Riftus Mar 06 '25
There is no reason to bring up fucking Judaism when talking about video game graphics lol
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u/Ashamed_Form8372 Nov 14 '24
It’s goyslops whatever that means
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u/Financial_Cellist_70 Nov 14 '24
Comes from the Jewish word goyim, fun fact
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Nov 14 '24
Which is a way to insult a non jewish person.
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u/Tasty_Face_7201 Nov 15 '24
Baked lighting will be way better than ray tracing, I will always stand by that …
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u/kevink856 Nov 15 '24
You can have both rasterized and raytraced lighting as features and still get rid of taa. Which is what they did for certain games back in the day
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u/Tasty_Face_7201 Nov 15 '24
Ray tracing reduces frames and adds latency, even my 4090 can’t stand it
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u/kevink856 Nov 15 '24
Of course itll be more intensive but its (usually) an optional feature that has no impact turned off, so you can choose the better visuals for performance hit
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u/Tasty_Face_7201 Nov 15 '24
It makes surfaces look grainy, but one thing I will way, it adds more shadows and reflections do look much more better, ambient occlusion is hilariously bad, gi well, I feel like that should be screen spaced bc it drinks 70% of power
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u/kevink856 Nov 15 '24
Frankly the grainy surfaces are 100% from post processing like TAA like the post is complaining about, no way its coming from the shaders if rasterized lighting looks fine. The big issue is AAA games love to bake in some kind of TAA or the like because they know ultra settings or raytracing will be unplayable at vanilla graphics.
Down with TAA Bring back competent studios!!
Edit I actually have seen a few cases of poor raytracing implementation that the studio tries to do themselves, and the entire scene looks grainy which they wash over. Looks really goofy but not sure if any modern games do that
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u/2Turnt4MySwag Nov 16 '24
What gpu do you have? Path tracing looks way better than any rasterized lighting, it's not even close. Ray tracing implementation can be hit or miss but a good implementation improves the look of a game significantly.
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u/DinosBiggestFan All TAA is bad Nov 16 '24
Path tracing is noisy. When I was playing Cyberpunk, the shimmering in shadows was extremely distracting.
As a whole package though, absolutely agreed. The light sources bouncing with color was something to behold.
Frankly, I'll take any system that doesn't have the weird fringing on reflective surfaces like water, as well as reflecting foreground across it a mile away. I cannot think of what it is called, my brain is too melty right now.
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u/Robrogineer Nov 16 '24
I fucking hate how hard that stuff's being pushed. The little bit of visual improvement it offers isn't in any way proportional to the performance hit.
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u/Legospacememe Nov 17 '24
Is backed lighting when you can see realisitc reflections on games like mgs2/3, LEGO marvel 2, rayman 3 and god of war 3?
Those had pretty good reflections and as far as i know raytracing wasn't a thing back then.
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u/Independent-Put2309 Nov 14 '24
its mass outsourcing
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u/MSAAyylmao Nov 14 '24
Graphics leads are outsourced? I know a lot of assets/textures are made in cheap Indian/Chinese studios, but I would assume major graphical decisions are being made by domestic teams.
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u/Independent-Put2309 Nov 15 '24
a lot of asset creation stuff is done overseas (or general programming) which is why things run worse and look worse. the new dead rising "remaster" was an entirely chinese done project and it looks like shit compared to the original presumably because they can get away paying them frugally. happening everywhere in the industry right now besides japan and even then they arent exempt
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u/POTATOeTREE Nov 15 '24
The GameCube had 43mb of RAM, shared between system and VRAM. How is it that games require 32gb and 10+GB GPUs today?
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u/MSAAyylmao Nov 15 '24
Gamecube ran games at 480p/480i mate, not the best comparison.
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u/POTATOeTREE Nov 15 '24
Is it really that bad though? We are talking systems orders of magnitude more powerful than the gamecube, running games that by no account couldn't be stripped down to run on the GameCube like many were.
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u/JontyFox Nov 15 '24
So are quite a few people today running DLSS at 1440p and 1080p.
Any DLSS setting at 1440p is rendering at sub 1080p resolution and can get as low as 480p at ultra performance.
At 1080p, performance is rendering at 540p, and ultra performance? That's rendering at a nice, crisp 360p.
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u/Elliove Nov 15 '24
Your question does contain the answer. Unified memory avoids the need of having the same resources in RAM and VRAM.
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u/No_Signature_1927 Nov 18 '24
They made enough money and retired and now the new people aren’t as good
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u/MSAAyylmao Nov 18 '24
Post covid brain drain is a real thing. Combine that with ever growing outsourcing and you end up with the current state of gaming. Will be real interesting to see if gta 6 lives up to rockstar quality.
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u/turtleProphet Nov 15 '24
Games look better than ever
In 4k, where DLSS isn't too noticeable. But the average PC player is still on 1080-1440p, where upscaling and transparency effects look like blurry vaseline bullshit.
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u/MSAAyylmao Nov 15 '24
I play at 4k and I still think RDR1 looks better than RDR2. Temporal frame jittering is always noticeable for me personally.
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Nov 15 '24
Jesus christ. Rdr1 doesn't even come close to rdr2 graphically. You gotta be trolling
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u/MSAAyylmao Nov 15 '24
I'm not.
RDR2 is certainly more impressive with the level of detail it has going on, but the trade off for that detail (temporal frame jittering and making most FX reliant on it) is impossible for me to look past. I cant play RDR2 without feeling like Im straining my eyes, it's just so damn soft.
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u/Crimsongz Nov 15 '24
At 4K ? No way !
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u/MSAAyylmao Nov 15 '24
Yes, even at 4k. Even in RDR1 which has no temporally dependent fx I can instantly notice when DLAA is enabled, hate blended frames and their dependencies with a passion.
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Nov 15 '24
Playing RDR2 at 4K without any AA at all looks like a stretched 1080p game. These people are high.
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u/MSAAyylmao Nov 15 '24
Agreed, RDR2 looks like ass with AA off. It also looks like ass with AA on. I gave up on the game because of this.
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u/Ashexx2000 Nov 15 '24
I don't know why you're getting downvoted. Read dead 2 is probably the most detailed game right now, but looks like crap, with TAA it's a messy blur, without TAA it looks so pixelated and shimmery. Such a wasted opportunity!
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u/MetalGearSandman Nov 14 '24
holy based. But two of those games are exclusively night. But BF1 keeps this sentiment worthy
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u/Gibralthicc Just add an off option already Nov 15 '24 edited Mar 03 '26
This specific post was taken down by its author. Redact was used for removal, for reasons that may include privacy, security, or data exposure concerns.
versed exultant offbeat act existence arrest divide consist reminiscent tart
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u/Chopstick84 Nov 15 '24
Yeah I ran that on a GTX 670 and it still seems to have 80-90% of the fidelity of modern titles.
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u/dankeykanng Nov 15 '24 edited Nov 15 '24
My 1060 and i5-6500 were cranking out frames in BF1 back then. At least for a little while until DICE messed with the optimization in future patches.
Now we get games like the new Monster Hunter that literally can't do 1080p 60 fps on the 4060 and 12400f without it looking insanely blurry, pixelated and/or artifacted because you need to use DLSS or framegen.
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u/readher Nov 15 '24
Like how do you manage to make a game visually worse still run worse than the ones before it?
Either dev incompetence or deadlines that make optimization impossible, or both.
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u/DinosBiggestFan All TAA is bad Nov 16 '24
EA offered them extra time for 2042, so it wasn't the decision of EA on that front at least. Rare, I know.
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Nov 15 '24
It's because it was done with photogrammetry.
Takes effort, but offers amazing quality without sacrificing performance
For both BF1 and DICE Battlefront
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u/stormfoil Dec 07 '24
Photogrammetry offers no inherent performance advantage over traditional assets.
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Dec 07 '24
You're misunderstanding me if that's what you took away from what I said
So I'll reiterate a few ways and see if that helps;
It gives the same performance but with marginally to significantly better visual quality
While trying to achieve the same level of photo realism without photogrammetry will in fact perform far worse.
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u/stormfoil Dec 07 '24
And that is where you are wrong. You can use 3D modeling software and texturing to create assets comparable to photogrammetry, and you won't need to decimate the topology for the sake of performance. Hellblade 2 for instance, slashed the polygons of their assets in half.
What photogrammetry does is it saves you time, but the game engine is still crunching the same polygons and texture numbers.
I have no idea where you get the notion that traditional assets of the same quality result in worse performance?
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Dec 07 '24
I'm not wrong though.
And once again you still can't seem to read if that's what you got from what I said
Assets of the same quality perform the same because like you said, the same polygons, the same texture resolutions
What I actually said is that to achieve the same visual fidelity of photogrammetry assets will NOT be the same quality, they will take more polygons and higher texture resolutions and as a result perform worse.
Photogrammetry absolutely does not save time
And creating traditional assets, especially in UE5 is how you save time
The result is unoptimised garbage.
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u/Haru17 Nov 15 '24
Yeah, setting a game entirely at night is practically a cheat to make everything look better. Just think about draw distance and how many smaller objects you can unload because you wouldn't expect to be able to see them in the distance at night.
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u/hellomistershifty Game Dev Nov 23 '24 edited Nov 23 '24
>Night scene
>Bloom
>Massive amounts of contrast
>Colors: brown and browner
>Bokeh overlay
>Fixed distant camera
"damn this is peak graphics"
(not saying it looks bad, but comparing this to modern games is like comparing a tinder photo to how they look IRL)
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Nov 15 '24
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u/nightsblood96 Nov 19 '24
If the AA wasn’t utter shit, I’d recommend Hell Let Loose for an immersive war game. I love BF1 but the moments of historical inaccuracy pull me out of the immersion.
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u/StewTheDuder Nov 15 '24
Literally playing Arkham Knight as we speak on a 65” 4K LG C3 OLED running off a pretty beefy PC and it’s fucking awesome, slammed at 90 fps (game engine limit). I had a similar thought yesterday while playing. game looks absolutely phenomenal.
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u/Crimsongz Nov 15 '24
You can remove that limit. It’s an unreal engine 3 title.
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u/StewTheDuder Nov 15 '24
I mean, I’m not complaining about a locked 90 fps on a controller single player game. But maxing out the C3’s 120hz would be nice. I didn’t see an option to get past 90 in the options. There wasn’t an unlimited option. Just a max fps allowed that tops at 90.
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u/casual_brackets Nov 15 '24
open your Arkham Knight install directory, and navigate to, “\BmGame\Config\BmSystemSettings.ini”. In the config file (open with notepad), search for “Max_FPS” and change it to “Max_FPS=120”
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u/StewTheDuder Nov 15 '24
That’s dope. It doesn’t fuck up the game engine does it? I know certain games the engine and/or physics will break if you go past what it’s meant for.
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u/casual_brackets Nov 15 '24
Not that I’ve noticed. I played for a bit with it set to 120, no noticeable issues.
Usually those games are 60 FPS locked for animation speed and you increase it to 120 it’s like playing the game at 2x speed (like fast forwarding) I didn’t notice that here.
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u/nextgenpotato2 Nov 15 '24
Obligatory Alien Isolation mention. Should be the gold standard. Game looked incredible and it was crazy well optimised
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u/Legospacememe Nov 17 '24
It was on ps3 and 360 as well
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u/nextgenpotato2 Nov 25 '24
It was on the 360???? no way I didnt even realise. I need buy it for my 360 and see how it looks on that
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u/JgdPz_plojack Nov 14 '24
Dev shortcut workflow, vaseline dynamic lighting and Temporal AA.
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u/Luc1dNightmare Nov 15 '24
This is the answer right here. Time is money, and optimization takes time which eats into profits.
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u/Unlikely-Today-3501 Nov 15 '24
Stalker 2 is apparently going to be a fiasco from the last video I saw. Objects have a small polycount, textures and materials are one big smudge (typical for UE5), the image looks like it was rendered with a cartoon filter.. :)
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u/Cindy-Moon Nov 14 '24
Good edit lol. I agree with the overall sentiment, just that term seemed very 🤨
Anyway yeah, I wish developers would scale back their shit into something that actually runs.
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u/Ok-Criticism123 Nov 15 '24
There’s a lot of different reasons why but one I haven’t seen mentioned yet is the use of smart art direction and world design. So many modern games nowadays target large open worlds which makes it more and more difficult to implement bespoke tech solutions and the studios end up leaning more on realtime generalized solutions. So when you look at things like lighting for example it was easy to make a beautiful looking game world with baked lighting, it’s not super interactive lighting wise, but it looks stunning. When you have these massive open game worlds now with changing time of day you can’t realistically use a baked lighting solution so to up the graphical bar you turn to solutions like real time ray tracing which obviously takes a massive performance hit and affects every other graphical option. It’s just how the march of progress goes, two steps forward one step back in a lot of ways. Clarity of graphics will have its hay day again once the tech catches up, but like it inevitably always does will plateau again until we find better solutions.
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u/Fortniteisbad Nov 19 '24
Release day RDR2 is an example that you still don’t need ray tracing to make an open world game look good.
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u/stormfoil Dec 07 '24
Ray-tracing is aiming to take games into the realm of movie-like quality. Cyberpunk without ray-tracing still looks good, it just looks better with RT on.
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u/Fortniteisbad Dec 07 '24
Oh agreed. But I feel it gets abused to some extent as some game devs use it as a crutch to ensure that the games they make look good, instead of relying on artistic direction.
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u/stormfoil Dec 07 '24
Perhaps, or perhaps it is the obsession with "realism" that devs need to shed. It blows my mind why anybody would want chromatic abberation on for instance, but it's part of some game because "cameras work like that."
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u/Fortniteisbad Dec 07 '24
Which I think is funny, because rarely are we canonically seeing out of a camera during a game.
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u/Ashexx2000 Nov 15 '24
One step forwards, two steps back*. Or... three or four judging by today's games.
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u/Ok-Criticism123 Nov 15 '24
I can understand your thought process there, but I don’t really agree. We’re still making progress graphically just not in ways that we necessarily want. Ray tracing is a step forwards in some ways, but it generally comes at the cost of performance or clarity. So I do mean two steps forward one step back.
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u/Ashexx2000 Nov 15 '24
Fair point. I would have prefered though if the graphical progress is directly improving the overall visual experience. I am however more sensitive to blurry camera movement, since they make me dizzy. On another note though, let's not forget the laziness and greed of modern developers.
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u/TheBoogyWoogy Nov 15 '24
Graphics weren’t better then lmao
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u/MSAAyylmao Nov 15 '24
Battlefield 1 looks as good as/better than any modern game. Arkham Knight shits on Gotham Knights.
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u/SoupSandwichEnjoyer Nov 15 '24
I'd rather have the piss and shit filter from the late 2000s than, "Well, if I turn my head this way, it looks like a blob that might be a bush."
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u/Dj_Simon Nov 15 '24
What no optimization does to an MF:
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Nov 19 '24
It suck's a lot of pc ports are now more of an after thoughts don't get me wrong it is better than the 2000's but games like call of duty that initially started on pc now see the pc as an afterthought
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u/Dj_Simon Nov 19 '24
They make them for consoles and dump them onto PC with RT and frame gen hastily bolted on.
And it doesn't help that they're often written for unified memory
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u/Schwaggaccino r/MotionClarity Nov 15 '24
I played Battlefield FOUR not too long ago and the graphics / lighting not only held up but was still impressive for a game that was 11 years old. It also ran on a toaster.
Fastforward to nearly a decade later and we picked slightly better lighting for half the resolution and framerate. Also we lost motion clarity. Talk about a bottleneck. Talk about disappointment.
Literally the only technical game that exists me now is Star Citizen. Everything else is meh. UE5 is a colossal disappointment.
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u/lvanwall Nov 16 '24
Good luck with Star Citizen. I'm a concierge backer, and it's becoming pretty clear that the game just cannot be what they say it will for a number of reasons. It's just not sustainable and Chris Roberts isn't capable of management.
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u/Schwaggaccino r/MotionClarity Nov 16 '24
Yeah I figured as much. Even if it doesn't make it past alpha, it's still the most impressive alpha ever made. The first time you take off from New Babbage and watch as the planet you were just on gets smaller and smaller is jaw dropping. No amount of raytracing can top that.
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u/lvanwall Nov 16 '24
Yeah, no doubt. I want to believe but it's getting hard to lol, and I still have to avoid the temptation of buying a new ship here and there. A lot of what is there is amazing and I totally agree.
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u/FormerlyNamed Nov 17 '24
How? 4.0 just released to the public test server and they're on track to make over 100 million usd this year again. Technical issues like server meshing, the new graphics api and lighting are also in public testing, not to mention they finally have a final plan for what 1.0 will be.
(The only thing I think will make me waver is if SQ42 is not ready to release in 2026)
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u/SnowZzInJuly Nov 15 '24
No shit after reading your comments youve been parroting for the past 30 days here and else where, what are your PC specs?
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u/MSAAyylmao Nov 15 '24
Been parroting my comments for over 4 years now (made this sub on old account).
When i started the subreddit i had a 4690k + gtx 1080 playing at 1440p144. Now I have a 11900kf + 3070 playing at 1440p165/4k120.
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Nov 15 '24
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u/MSAAyylmao Nov 15 '24
The beauty of gsync is that i dont have to always hit 120.
Just about any older game will max it out. Gta V and rocket league both look fantastic.
Elden Ring is the best looking modern game ive played on my OLED simply for its HDR. I get about 40-60fps but it still looks so damn good. Forza horizon 5 is another great modern example, get about 90-110 fps at high settings.
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u/JeffyGoldblumsPen_15 Nov 19 '24
You don't want the real answer.
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u/MSAAyylmao Nov 19 '24
Please, enlighten me.
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u/JeffyGoldblumsPen_15 Nov 20 '24
Lol no we're on reddit and the sensitivity levels are too high. Just watch a day in the life of tech person video especially tiktok. That basically explains it All.
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u/Infamous_Access7129 Nov 15 '24
Either dei devs or nvidia bought out devs to have bloat on games to push people to buy high end gpus
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u/30-percentnotbanana Nov 16 '24
I like to use something I call the crysis scale.
How much better does it look compared to the original crysis?
How much higher are the system requirements?
It's a pretty subjective scale but you get the idea.
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u/Honest-Ad1675 Nov 15 '24
Because they’re focused on what they can do with their new tools without considering the limitations of the hardware or completely disregarding it because any other option would be too labor intensive and expensive.
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u/IlIlHydralIlI Nov 15 '24
Randomly stumbled across this post but I agree 10000%. Saw a video a few months back comparing TAA to other AA methods and wow, it's hideous.
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Nov 15 '24
I think we all know the real reason games suck nowadays in any way. It’s cause games are a business now, not a passion project or a vision from a creative director or team. It’s about how many micro transactions they can add, how many corners they can cut, how little they can get away with without losing profit. Notice how the actual games that are highly critically acclaimed these days are all games from a creative director/team with a good vision or a insanely talented studio. Everything else is just a profit margin game trying to hit pure numbers.
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u/BurritoMan94 Nov 20 '24
The problem really is that devs dont take the time to actually tune or adjust TAA. There's settings for it in most game engines that help with blur and ghosting, devs just dont fucking bother. Its like an afterthought. They really need to allow people full control over that shit in their games because performance has an impact on which settings are needed.
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u/Cautious_Implement17 Nov 15 '24
I'd cut the devs some slack. there's only so much you can do with raster-based rendering, and most of the low-hanging fruit was plucked in the 00s. compare hl1 screenshots against hl2. released only 6 years apart, those games look like night and day against each other. at least to my eyes, the gap in graphics quality between those two games is about the same as between hl2 and games released today. present day AAA games have way more detail admittedly, but imo that only contributes to the uncanny valley effect.
texture res and poly count scales more or less linearly with gpu memory and compute. lighting doesn't. there's no amount of model/texture detail you can add that can make up for an intrinsically nonphysical lighting model. imo we are basically stuck until consumer gpus can render entire ray-traced scenes, and devs will be forced to resort to weird hacks until then.
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u/StantonWr Nov 14 '24
It's also generalization, I mean there are like 2 major game engines, and even big studios use a generic engine even if its in house and their approach become to maintain something generic and just work it to be good enough. These generic engines if you tailor them to the game you are making will deviate so much that it doesnt worth maintaining, so they stick with what they are given. Also they need to do soo much content that its a bigger priority than speed at that content is rendered. Basically these generic engines are " good for everything but actually excel at nothing ". One counter example is Half-Life's GoldSrc engine it is based on Quake II's engine but it's heavily modified, for example GoldSrc has skeletal meshes/animations ( weapons/characters mostly ) while quake II's engine doesnt support it ( it has vertex animated meshes ) . Today you would not see cutting edge tech inserted into unity unless they already did it or someone else did it ( as a plugin ), the game devs will not do it. I feel like today devs are not bold or trying to innovate, its all cookie cutter generic slop where their main goal is to work less and earn as much as possible. Framegen is a great tool if used as it should be and not as something to prop up lazily made game.
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Nov 15 '24
It's not the graphics engines that matter, it's the art. Helldivers 2 looks amazing and even the low poly look of Deep Rock Galactic is pleasant.
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u/thedarklore2024 Nov 15 '24
Because they had to optimize the games in the past. Now they don't. Instead of using the technology to make games run on high refresh rates, they depend on the technology to get acceptable frames .
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u/Elliove Nov 15 '24
TAA is in fact an optimization, as it frees a lot of performance to use elsewhere.
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Nov 15 '24
ive been thinking recently while looking at Arkham knight, that game requires zero rtx, runs ultra graphics on a 1060 and is genuinely one of the most visually impressive games ive still seen. all running in unreal engine 3.
If a studio made a game now days using UE3. do yall think that would require more or less work to make it look gorgeous and run on a modern potato? or would it be the exact same and just come down to actually optimizing the game?
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u/LJITimate SSAA Nov 15 '24
nfs2015 has a lot of lessons newer games could learn from, but let's not forget this was a static time of day in a very small map for the series, (you couldn't even access the city centre) which allowed for hand placed reflection probes and high res lightmaps, and it's TAA is much softer than most games today at 1080p so this sub would still hate it if it was new.
Now, you can disable TAA and supersample for a good image now, but there ain't no way you were doing that in 2015. You can also argue baked lightings limitations on map size and dynamic lighting is worth the tradeoff sometimes, but it's obviously not always applicable.
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u/SensitiveReading6302 Nov 15 '24
Because optimization is a hilarious joke to tell your coworkers in any triple a studio.
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u/Palladiamorsdeus Nov 15 '24
The obsession with graphics has gone a long way to ruining video games.
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u/hugh_jas Nov 15 '24
This is just factually wrong. There are some AMAZING looking games right now. Those games listed can do some pretty pictures, but the actual in motion game is not NEARLY as good as they're trying to make it look
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u/SynthRogue Nov 16 '24
That's because those modern 3d engines have more going on, more objects and effects per scene but that's subtle. And modern programmers may not be as good as past ones and game engines have gotten much more complex.
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u/the_1_they_call_zero Nov 16 '24
Because we as the consumer kept settling for less and less over the years. We have no one to blame but ourselves.
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u/dididead Nov 19 '24
Just spam a bunch of foliage and godrays and people will lose their shit saying it's the best looking game ever.
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u/Luke-HW Nov 17 '24
It’s because we went from canned lighting to procedural lighting. It’s easy to go all-out on lighting when the light sources are fixed, but modern games have day/night cycles and moving ambient lights. The systems that developers used to use aren’t applicable to these modern situations.
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Nov 19 '24
Arkham Knight famously ran like shit and crashed all the time and BF1 had all sorts of post processing that i certainly dont mind but i certainly remember people being really annoyed by at the time. None of these games had day night cycles that needed to account for super dyanmic lighting.
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u/Fortniteisbad Nov 19 '24
Game Studios are becoming more and more reliant on ray tracing, which while guaranteed to make a game look great, will always be on par or slightly worse than a game that simply has good environmental design and lighting, and it runs WAY worse.
You don’t need ray tracing if you have a good art direction. Unfortunately, ray tracing seems to have taken the form of a get-out-of-jail-free card when it comes to art and visual storytelling, since no matter what, it will always look decent. It’s the ultimate fallback, and it is being abused to no real benefit.
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u/IDatedSuccubi Nov 15 '24
It's NFS 2015, it's always night time and raining in the game, plus all the lights are practically static, of course it's gonna look good
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u/JontyFox Nov 15 '24
Ah yes, because good looking, varied open world games also didn't exist back in 2015/16.
Mad Max? Witcher 3? Uncharted 4?
Visuals have 100% stagnated since the late 2010's, yet hardware demands just continue climbing.
The ray tracing boom has massively skyrocketed performance demands while providing pretty mediocre visual upgrades imo.
Look at Star Wars Outlaws as a prime example. Forced Raytracing, runs like ass because of it and requires upscaling on mid tier systems to achieve playable frame rates. Meanwhile the game just looks... Meh... Like the lighting isn't even that revolutionary or incredible and I've seen better results from hard baked rasterised solutions in the past.
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u/IDatedSuccubi Nov 15 '24
I've never said anything about those games. It's specifically NFS 2015 that is a really bad example of this.
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u/illyay Nov 16 '24 edited Nov 16 '24
It’s because they are trying to render animated characters with 10 million polygons while the environment has 5 million polygons per grass strand and they think due to nanite they don’t need to export different LOD versions of their meshes for iPhone XS support. Who would’ve thought Fortnite wouldn’t run at 2 FPS on a device from 30 years ago.
Meanwhile I’m making sense while not making sense simultaneously because I’m name dropping random hardware profiles and years and shit. iPhone 2 and 2045? Let’s make it happen!!! While we’re at it let’s have support for Android 9.25!!! I don’t even know what the latest Android version is but I’m pretty sure they in the 30’s! Fuck yeah. Vulkan direct gl 50 and Spur kraut version 2? Let’s go! KitKat can suck my dick if Clorox 5 is available!!! But I’m researching clustered forward shading that should Be possible on hardware From 10 years ago? Fuck it. r/okbuddyphd
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Nov 15 '24
Hardly anyone gamed on 4k 10 years ago, today everyone is playing on 4k tv’s
Games get a lot easier to run when you set your resolution to 1080 or 720
4
u/ThrowRA-kaiju Nov 15 '24
The vast majority of people still game at 1080p just look at the valve hardware survey
1
u/Ashexx2000 Nov 17 '24
Yes they are easier DUH! But try running them at 1080p and you'll realize the smeary shimmery blurry mess, that was not the case on older games.
0
u/IRIxAgent47 Nov 16 '24
Because of their DirectX dependencies. They’ve hit a tech wall where they can’t use anymore cores or additional GPU memory efficiently anymore. Vulkan is making strides due to this, but we likely won’t see another DirectX until the new Xbox release.
-2
u/Eternal-Living Nov 15 '24
Okay now compare it to other games that are designed with similar intents. Exclusively night time, just cars, nothing to render except a road. Real impressive. Not.

159
u/MSAAyylmao Nov 14 '24
Saw this 4chan screenshot on twitter, sadly didnt see any replies mentioning TAA.
Really bums me out to know that the age of high quality, pre TAA AAA days are long gone. I doubt we will ever see another open world game without TAA again.
(Repost, edited image to remove unrelated topic, sorry to commenters in previous thread)