With games like Resident Evil 3 / Death Stranding etc on 1.8 TFLOP machines, I expect much more from 10 and 12 TFLOP RDNA2 machines :)
Edit: This is from -
Edit: This is from -
Yes no problem.Could you provide context? Who is that? Is that from a tech demo? I have no idea what the pictures are from other than that the person looks realistic
I think those pics are from the anthology series Love , Death and robots..the episode is beyond the Aquila rift.Could you provide context? Who is that? Is that from a tech demo? I have no idea what the pictures are from other than that the person looks realistic
Yup. Nail the framerate, leave 30 fps in the past, and have the graphical fidelity maxed out with respect to maintaining 60+. We're ready to move forward with framerates.Give me 60fps and a moderate visual upgrade from this generation.
What about 1440p + ray tracing?I fear raytracing will be brutal on these consoles - hopefully devs push for high fps and good art direction over native 4k and heavy ray traced elements.
HDMI 2.1 VRR should help a bit, I guess.
I fear raytracing will be brutal on these consoles - hopefully devs push for high fps and good art direction over native 4k and heavy ray traced elements.
HDMI 2.1 VRR should help a bit, I guess.
We're talking next-gen, not up-res PS3 graphics lmao.
These are not mutually exclusive concepts. This short does have great art direction.I could care less about photo realism. I want great art direction
Machine Learning will play a role with more and more reconstructed samples from lower resolution, Nvidia DLSS example of Control at quarter resolution of 1080p(540p) is a great one. MS has specific ML optimizations baked on silicon and PS5 will have some sort of AI/ML. We need to see if these are RDNA 2 Features or vendor specific.I fear raytracing will be brutal on these consoles - hopefully devs push for high fps and good art direction over native 4k and heavy ray traced elements.
HDMI 2.1 VRR should help a bit, I guess.
Haven't multiple devs already said that next gen productions won't be more expensive. Also apparently the PS5 is even easier to work with than the PS4 so production costs in some departments might sink. Just imagine all the work that went into streaming systems that won't be necessary now because both consoles have great SSDs. On PS5 this is not even an issue anymore. On of the devs of Life is Strange said that the HDD was a huge headache to work with (meaning time and money), this headache is gone.So you're cool with paying more than $60 for a game then, yeah?
If games get more ambitious, and they will, the cost mitigation won't necessarily be substantial. Games will still be costing tens of millions of dollars to make.Haven't multiple devs already said that next gen productions won't be more expensive. Also apparently the PS5 is even easier to work with than the PS4 so production costs in some departments might sink. Just imagine all the work that went into streaming systems that won't be necessary now because both consoles have great SSDs. On PS5 this is not even an issue anymore. On of the devs of Life is Strange said that the HDD was a huge headache to work with (meaning time and money), this headache is gone.
Ok... I can like art direction and not care about photo-realism. They are not mutually exclusive concepts.These are not mutually exclusive concepts. This short does have great art direction.
Exactly.I predict some people will be shocked at how good the graphics look and others will be disappointed.
burn this with the core of the earth
LOL I understand how things work but we can come close for sure.First of all, the pics in the OP all look terrible. The work to achieve this level of fidelity would be way too costly, let alone that it's doing things that aren't feasible for realtime in a game. An engine is a lot more complex than just rendering visual elements.
All of these shots required a render farm and you expect them to reach this level of fidelity, or for any studio to even be afforded the budget required, on a single platform? This short was made by teams taking FULL advantage of what's possible with offline rendering.
The issue is creating a separation between "photorealism" and "art direction."Ok... I can like art direction and not care about photo-realism. They are not mutually exclusive concepts.
You'll be hella disappointed if you're expecting Beyond the Aquila Rift in realtime. Like it's not just about faces, it's about micro-details. Millions of actual strands of hair being rendered. The complexity of clothing and skin as they deform realistically. The sheer amount of lights, reflections, and PP that make the whole thing come to life. etc. When you watch a video game cutscene, even when the art direction of a pre-rendered scene is matched, your mind picks up on the lack of these details. And all of these micro-details come with a cost. And technically game engines are capable of reaching CG level fidelity. It's the part where it has to be more than just a pretty render. Hence why stuff like complex SSS and model detail immediately get toned down the second we switch to gameplay.
Expect this level of fidelity for environments.
The guy who made this tweeted that he is working on a game that look "much" better than this.
Also this will also be possible no problem.
We will also see more interesting hair styles next gen, since hair rendering will make huge leaps.
Not really, Star Citizen targets modest hardware. I have a RTX 2080 and Star Citizen....Wouldn't Star Citizen's level of fidelity be a more "realistic" target?
yes, it wouldWouldn't Star Citizen's level of fidelity be a more "realistic" target?
I personally think the most recent Call of Duty has gotten close here, at least with cutscenes