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Thread 724968839

46 posts 30 images /v/
Anonymous No.724968839 [Report] >>724969084 >>724969185 >>724969436 >>724969662 >>724970485 >>724970607 >>724972036 >>724972446 >>724973659
Is diminishing returns the reason gen 9 barely feels real? PS5 and Xbox Series games look nearly identical to PS4 and XBONE games. Hell even some xbox 360 games like Sonic Unleashed, Mirrors edge, and Just Cause 2 look perfectly fine for 2025 standards.
Anonymous No.724969084 [Report] >>724972590
>>724968839 (OP)
Almost zero exclusives is probably part of the problem too
Anonymous No.724969185 [Report] >>724969494
>>724968839 (OP)
Partly yes,
partly because literal amateurs without any art or programming background are just throwing together generic assets in Unreal 5, and letting the "AI" do the work, resulting fugly same-face slop with no distinct style, terrible performance, and god-awful visual quality.
Anonymous No.724969436 [Report]
>>724968839 (OP)
This image needs to be banned.
Anonymous No.724969494 [Report] >>724969882 >>724973958
>>724969185
UE5 would be a godsend for developers if it was actually a good engine

Shit runs like ass even on $10,000 5090 + i9 super computers
Anonymous No.724969520 [Report] >>724970158
Anonymous No.724969662 [Report] >>724972610
>>724968839 (OP)

Too much resources are being poured into woke writing, unsustainable graphic improvements and no real effort is being used to improve the core gameplay of the games. If the graphics themselves had 6000 polygons instead of 60000 then the production of the games would've been a whole lot cheaper. This in turn would give the option to make more games with the same budget, take more risks and potentially make way better gsmes. Also, less graphical fidelity could free up space for more interactive structures and what not. I don't care about stupid RT and hyper realistic graphics - the fun physics and interactivity of the world matter more.
Anonymous No.724969782 [Report]
Polygons aren't really the issue. There are models with retarded amounts of polygons that look like shit and your image is proof of that. (Lich model in Stranger of Paradise for a contemporary example)
Things like lighting, shading, collision or particle effects are usually going to make more of an impact. There are tons of Minecraft mods that can demonstrate this but ultimately better graphics means advancement in many areas and you need a game engine that can utilize those technologies simultaneously without impacting performance or causing longer dev times.
Anonymous No.724969882 [Report] >>724970208 >>724978821
>>724969494
regarded take

Don't blame the engine for developers not optimizing their game.
Anonymous No.724970012 [Report]
Medium poly(between 5k and 20k) models with good use of normalmaps, texturing, and shaders will often look just as good as high poly models, if not better.
The trick is keeping the amount of materials as low as possible to minimize draw-calls gunking up the CPU, as well as keeping shaders to an 'as-needed' basis to convey the character.
Anonymous No.724970158 [Report]
>>724969520
So it's pure laziness?
Anonymous No.724970208 [Report] >>724970456 >>724970570
>>724969882
I imagine a poor game engine imposes limits on proper optimization.
Anonymous No.724970260 [Report]
don't modern gpus have effectively infinite fillrates? it's not 2005 anymore.
Anonymous No.724970456 [Report] >>724974832
>>724970208
>i imagine
maybe you should stop imagining and start learning
Anonymous No.724970485 [Report]
>>724968839 (OP)
And then they blame the engine when the lazy devs decided not to optimize that 600000 tris mesh
Anonymous No.724970570 [Report] >>724974832
>>724970208
What you posted makes no fucking sense and you have no idea what you're talking about.

The IDE literally has tools that show you shading and lighting complexities right out of the box. Renderdoc will even break down each individual draw call in a single frame to tell you what's bogging your render chain.

There's literally zero excuse for a AAA studio to have shit performance because they fired their entire QA team.
Anonymous No.724970607 [Report] >>724970768
>>724968839 (OP)
Games have been using 4K textures and 3 billion polycount models for a while now, it's nothing new but we still have bad lighting models and "bad" graphical decisions developers aren't adapting or rather, refusing to use that is possible and cheap on modern hardware (ex. newer lighting models). A fairly simple excuse is "jeets" and while I don't want to be a /pol/ tard, noone is compressing anything anymore or cares about making PBR materials not look like plasticy shit.
Anonymous No.724970768 [Report]
>>724970607
A game like Far Cry 3 still looks stunning even today because of the tasteful texture and material work as well as their wonderful GI solution (though it has its limits)
Anonymous No.724972036 [Report] >>724972149 >>724972685
>>724968839 (OP)
Anonymous No.724972149 [Report]
>>724972036
I can't refute this, we must go back
Anonymous No.724972281 [Report] >>724973531
Anonymous No.724972285 [Report]
Anyone bitching about tris hasnt made a 3D game since like Halo 3, shaders are 90% of the render time on most games these days. Im working on a AA game right now and there would be less than 3 FPS of performance loss if we tripled the face count on all objects in the game, and the game would run at over 10 times the FPS if we disabled all shaders for a static render, and maybe 6 times the FPS if its a fluid scene with physics. Textures and image maps affect file size, shaders affect performance, tris pretty minimally affect either and are the easiest to fluidly optimize with algo generated LoD models. Now, bad topology complicates the maps that have to be applied to it, but you can have a 500 tri model with bad topo perform worse than a 1000 tri model with good topo these days. Im not saying modern devs arent lazy assholes, but looking at tri count constantly is like trying to eat healthy by looking at “fat” and ignoring “sugar”.
>food analogy
Anonymous No.724972324 [Report] >>724973531
Anonymous No.724972351 [Report] >>724973531
Anonymous No.724972401 [Report] >>724972805 >>724975913
Anonymous No.724972446 [Report]
>>724968839 (OP)
Do consolefags really not see the difference betweekn the last two?
Anonymous No.724972495 [Report] >>724972868
Anonymous No.724972590 [Report] >>724973531
>>724969084
>muh exclusives where are muh exclusives I want to be rewarded for sucking corpo cock like a good little consumer
If it weren't for gachafags, you subhumans would be the most pathetic pieces of shit on this board. Imagine begging for something that only exists to screw over the consumer and try and make them buy something they don't want.
Anonymous No.724972610 [Report]
>>724969662
No chance, all big gaming companies have to push for increased graphics otherwise the retarded gamers won't buy new cards and processors. All this so that nvidia and co can keep growing.
Anonymous No.724972685 [Report]
>>724972036
mario if he 4M pixels
Anonymous No.724972723 [Report]
Anonymous No.724972805 [Report]
>>724972401
this is crazy
Anonymous No.724972868 [Report]
>>724972495
>80 employees
I'm sure that's accurate
Anonymous No.724972894 [Report] >>724973650
Anonymous No.724973531 [Report]
>>724972324
>>724972351
>>724972281
Legit this doesn't look that much different from ps3/360 games judging by screenshots. I'm sure it look better in motion (?) but it feels like we hit a ceiling, until we get real time path-tracing that can run north of 30fps.

Good Art direction never ages but games made with fidelity as a priority like ghost of yotoi already look old and its been out for only a month (not that it matters much if the game is truly good).
>>724972590
F U nigga i never said exclusives were a good game. They're just the main thing you think of when you retrospect on console generations. I'm actually pretty glad I can just buy something like a steam deck and own literally everything worth playing.
Anonymous No.724973650 [Report] >>724974628
>>724972894
Holy shit it gets worse over time Forza flushed their artists down the toilet
Anonymous No.724973659 [Report]
>>724968839 (OP)
*taps the sign*
Anonymous No.724973958 [Report] >>724974832 >>724978821
>>724969494
The issue is the shit developers, not the engine. The tools for optimizing are all there but instead of actually using them they dedicate that time they could have spent optimizing to Day 1 DLC shit and preorder bonuses.
Anonymous No.724974628 [Report]
>>724973650
Everything gets worse when you prioritize hiring for diversity instead of talent.
Anonymous No.724974832 [Report] >>724974907 >>724974967
>>724973958
>>724970570
>>724970456
Doesn't even fortnite (the game made by the devs themselves) have stuttering issues?
Anonymous No.724974907 [Report]
>>724974832
no
Anonymous No.724974967 [Report]
>>724974832
Yeah it had horrible stuttering when the bug season started, they fixed it by simply cutting down on roughly half the amount of bugs that would spawn.
Anonymous No.724975913 [Report] >>724976169
>>724972401
Its scary how MGSV runs on a potato at 60fps and it still holds up nearly a decade later, modern game devs are a joke
Anonymous No.724976169 [Report]
>>724975913
Crysis came out 2007 and still looks better than almost every game that came out this year
Anonymous No.724976414 [Report]
how do you guys still only barely understand how video games function?
Anonymous No.724978821 [Report]
>>724969882
>>724973958
Shit shill cope.
An empty UE5 project exported into .EXE takes over 300 megabytes, and includes shittons of telemetry crap for no reason. The engine's simply NOT made for game development, but for TV / film 3D scene creation.