Raytracing? Hyperrealism? 8K Photo scanned textures? NoIt's fucking done, finished, kaput, the visual fidelity race is overIt had a good run, for over 30 years the industry sold games on the novelty of visuals that you had never seen before. The march of technology allowed each new generation of AAA production to provide a level of realistic rendering that captured attention purely by pumping out more polygons, higher resolution textures, more accurate lighting, sharper shadows or more detailed facial scans than the last product. Actual content be damned, you bought it because it was something you had never seen before and represented progress. That era is fucking done, because we have now passed the point where technological advances add anything meaningfulWe don't need more pixels, we don't need more light bounces, we don't need higher resolution textures, the models already have about 500,000 more polygons than they should have. You can zoom in and see the stencil shadows of Aloy's peach fuzz cast over the top of her oily skin pores, but you don't need to see that and nobody wants to see that, we've already seen enough. We've seen Cyberpunk, we've seen pathtracing, it's not new or impressive anymore and as soon as it stops being new and impressive everybody stops caring about how the engine is rendering things and starts caring about what is actually being rendered, which is the exclusive realm of artists and designers NOT the realm of GPUs. What we now need, now that rendering technology is over, are ideas and creativity, emotion and intention, feel and soul and auraI want shorter games with worse "graphics" made by people who are paid more to produce fewer pixels and I'm not kidding
>>738585294What you want is irrelevant. Only what Nvidia wants matters.
>>738585338I will simply not buy your UEslop
>>738585584>I simply can not afford your UEkino
>>738585681You can't even give it away
>>738585294Witcher 3 looks better than Witcher 1Cope and sneed
>>738585782
>>738585876Explain how there's any difference, then explain why the people making Control don't seem to think rendering latency matters
>>738586026>explain how two different engines are different>then explain why non-Americans can't make gamesPosts aren't allowed to be that long.
I fucking hate visually dense games. MH Wilds could run at 5000 fps but its so fucking packed with shit. MH Rise looks like a simple boss-rush game with arenas. Nice, simple.
Pragmata looks pretty good.
>>738586094Wilds is unnecessarily ugly. It produces a lot of pixels out of a lot of polygons but they're ugly pixels made from ugly polygons under ugly lighting and nobody actually cares about the technical features of your engine if the end result is uglyAll of the GPU cores and all of the outsourced Indian modelling houses in the world can't solve this problem. To make things look better you need better artists.
wilds could've looked like this if they used a competent engine
>>738586360This is a Brazilian board. We don't talk about UE5 here.
>>738586360yuk
>>738586360Talos Principle remake genuinely looks worse than the original
>>738585294I recently replayed skyrim and honestly it looks good. It looks just good enough to present everything that it needs to present in a enjoyable manner.
>>738587423Persona 5 is a technically embarrassing game which would probably run on an N64Except it doesn't feel "ugly", it feels very well crafted and gives exactly the impression it's supposed to. Everything is placed with care and it has attention and detail in the areas where they matter and where they will improve the player experienceLike this random shot of the train station, which is all box rooms made of about 5 polygons and super basic texture work. But within that low tech box, the posters make sense, the signs tell you which platform you need to go to, there are lots of NPCs and they move through the station with purpose while feeling unique. There's a couple leaning against a wall looking at their phone, the salarymen are all hunched over like they're depressed. The platform with a train which leads to the school has schoolkids in the correct uniform, when it's raining they have umbrellas. The ground is a bit dirty instead of being some pristine raytraced surface. The SALE signs aren't perfectly aligned, the men's toilets have cones in front of them for cleaning, there's a queue for the ticket machinesThis is that good shit. The NPCs in these scenes don't even have eyes, but that doesn't matter. If this were DLSS5 Starfield the NPCs would have individually modelled facial hairs but they'd all have the same animations and walk in a straight line while staring straight through you like asset store aliens. The technology isn't making better games, it's just making it harder to do this shit.
>>738588221>it's just making it harder to do this shit.Not really, using a feature or not using the feature is on the developer. Of course commercial engines are often sold on the promise that the new shiny feature is desirable and the game will therefore simply sell more because of it which easily sways management but it's not a rule set in stone. You could make this in UE5 and you could make it look exactly the same. But just like writing, good art direction seems to go the way of the dodo and is increasingly replaced by flashing colors, hyper-realism etc.
>>738588585The year is 1956, you are painting a street view in oil. You believe a potted plant outside one of the shops would improve the feel of the scene. You make 2 brush strokes, the vague smear of colour is identifiable as a plant and gives the appropriate impressionThe year is 2006, you are building a street in a videogame. You believe a potted plant outside one of the shops would improve the feel of the scene. You scrape together a rough 50 poly model of a plant based on some reference images and colour it green, this takes an hour. It looks a bit off, you tweak it. It gives the appropriate impressionThe year is 2026, you are building a street in a multi-billion dollar AAA videogame. You believe a potted plant outside one of the shops would improve the feel of the scene. You send a request to production to create the potted plant necessary to fit into your super fidelity hyperreal videogame sceneProduction outsources the request to IndiaIndia send a budget request back to approve the purchase of an asset pack full of photoscanned plant texturesIndia send a budget request for another asset pack including high res 3D imaging of plantlife3 months later your potted plant arrives. It has 2 million polygons and a hyper detailed photoscanned texture which is identifiable as not belonging to plant your model is obviously based onYou place the hyperreal plant in the hyperreal scene. It looks completely wrong like it doesn't belong in the game. You are already in crunch time and can't afford to wait another 3 months for a better plantThe game shipsNvidia then announce their new GPU can improve the look of your game by having an AI hallucinate its own AIslop which doesn't even use any of assets you paid India to make
>>738589998The year is 2026. Everyone has a 5090 except a few Brazilians who complain about technology on 4chan's /v/ and don't actually play games.
>>738590248Your 5090 isn't making your plant look any less retarded Rashid
>>738586360
>>738590462>1920x1080What's going on in that thumbnail, Paolo?
>>738589998What does that have to do with today's game engine technology? This is purely a management failure because they'd rather offshore their modeling instead of doing it in-house to make their numbers look pretty even if it results in a shitty product.
>>738590564>2014>gets trippy as fuck at high frameratesI had to download Reawakened because I thought I was hallucinating playing the original at 165fps.
>>738590564Why the fuck did they have to go and change the engine
>>738590730Are you too retarded to understand that the benefit of an intentionally lower fidelity artstyle is that artists can create their own assets from scratch, quickly and to requirements and tweak them as needed? Are you too retarded to understand that deliberately rejecting realism allows you more creative agency to do things like not have eyes and faces on the NPCs in a train station? Can you figure out how these advantages directly translate into better designed worlds which feel more coherent and have more attention to detail? The actual detail which matters?Modelling the skin pores on every random NPC has a development effort cost and that cost is not worth it
>>738591160yes, I'm too retarded if it helps you sleep at night. Also, none of your points have to do with technology. I can make a low-poly tank-controlled resident evil ripoff in UE5.
>>738591127See >>738590801I don't know if that's the actual reason, but it's really freaky on a modern machine. It's not comfortable to play.Also, Unreal is out of Croteam's hands, allowing them to not have to manage it themselves.It worked pretty good in tTP2, so they decided it was more cost and time effective to just make games rather than keep an engine updated.In house engines are always expensive to maintain, which is why people were running idTech and Unreal as far back as the 90s.
dead island 2
>>738591268>Also, none of your points have to do with technologyThey 'have to do' with making videogames dipshit, we are talking about making videogames. AAA fidelity is a barrier to making good videogames because it impedes the work of the artists and designers who could create better worlds and more interesting scenes if they weren't shackled to the kind of asset production pipeline I just described. Hyper realism impedes the work of artists and designers by restricting their creative control over the look of the game. Raytracing does the same. You think these are tools which improve things but they are not, they are shackles which make it impossible to iterate rapidly, remove control from individual creatives to spread it over 800 third worlders and limit the visual design space so that everything looks the same
>>738585294Someone should make a game that resembles the old technicolor films.
>>738585584is that archdragon PEAK
>In addition to sound, the so-called "progress" in cinema: color, wide-screen, technical advances in filming, as well as in the way films are made. In the end, doesn't all this progress lead in the same direction, towards a more perfect realism? A technical realism.>Of course. It's the same for all arts. We know that in the history of all arts, the arrival of perfect realism coincided with perfect decadence.>Henry IV's stupidity about tapestry makes me doubt all the legends about his goodness. This is what he did. High-warp tapestry was invented, replacing low-warp, and it became possible to interweave the threads in a more subtle manner. At the same time, enormous progress had been made in dyes. The king decided to fund and elevate those making high-warp tapestries. The art of tapestry advanced, increasingly capable of imitating nature. Soon it was no longer necessary to simplify patterns for tapestries. They copied paintings, almost perfect likenesses of paintings by Boucher or Watteau. Today, tapestry is capable of total realism. Every shade is possible. Ten shades of green. All the shades of blue in the sky, from that of a pale cloud to deep blue. The outcome? Tapestry is finished.>INTERVIEW: By taking your argument a bit further, to its logical conclusion, we can only regret the fact that film stock has ever finer grain.>RENOIR: Absolutely! I sincerely regret that fact. We're filmmakers, so let's admit one thing. Study the photography of primitive films. Study The Great Train Robbery, the first American western. Study the photography in Max Linder's films. In general, it's superb! Incredible contrast! I regret the advances in film stock.
>>738585294Ray tracing makes games cheaper and less time consuming to make, it's not just an issue of fidelity, but ease of use and being an all in one solution even for specific effects, it's also scalable to visual fidelity and can be effective even in games with older visuals and better yet every hardware gen it becomes cheaper per frame, it's on the cusp of becoming cheaper to ray trace a scene than to rasterize it.