This is one of those situations where sometimes people literally cannot see the wood for the trees. People are looking for something specific to impress them, sometimes 100,000 little things just doesn't register.If people don't have their minds blown by this then what's on current gen that comes remotely close to this, I'd like to see it.
See this is exactly what I been talking about, the leap in visual is massive compared to HZD. If people don't have their minds blown by this then what's on current gen that comes remotely close to this, I'd like to see it.
Our friends at Guerilla gave us a breathtaking first look at Horizon Forbidden West for PlayStation 5, a gorgeous new adventure set in a distant land ravaged by massive storms.
But how do you know the SSD isn't been used here in a profound way to empower its next gen status? When I see incidental asset like this is being rendered/streamed to this ridiculous level of detail,It looks great. But it feels like an evolution of what would come by ramping up the power several notches and jumping the resolution. I'm not trying to piss on it, but next gen sits more with R&C where they are pushing the SSD to load a multitude of different things (possibly RT reflections) and the UE5 demo which changes the way things are rendered entirely. So one is about next gen hard drive, the other about needing enough horsepower to change the way we render to get away from FF pipeline and also a strong requirement around the hard drive.
Aside from that, the only thing that will get people is lighting and shadows, RT based physics etc.
That's what I would consider a massive leap. That's not a knock on HZD 2, it's just more of what we're used to seeing and better.
Because there's very little on display here. It's just not how streaming systems work, if you zoomed in it would just load in what it would need, there's not 8K textures everywhere in the screen that is changing all at once. The R&C demo pushes the SSD as it's loading entire levels and everything in there in about a second. That level of detail isn't that ridiculous. There's certainly much higher with Quixel. unless you want to try to tell me there are 30 million polygons in thereBut how do you know the SSD isn't been used here in a profound way to empower its next gen status? When I see incidental asset like this is being rendered/streamed to this ridiculous level of detail,
I'm very much compelled to believe it has a lot to do with the SSD's ability to stream in tons of unique, high quality/resolution asset on a massive scale in an open world game. Could be wrong tho, I just think there's more to the SSD usage here than we know.
It's an animated model and last time I heard Nanite doesn't allow millions of polys for animated object. It's like if you zoom in on one of the bugs in the UE5 demo it certainly won't look more detailed than this.Because there's very little on display here. It's just not how streaming systems work, if you zoomed in it would just load in what it would need, there's not 8K textures everywhere in the screen that is changing all at once. The R&C demo pushes the SSD as it's loading entire levels and everything in there in about a second. That level of detail isn't that ridiculous. There's certainly much higher with Quixel. unless you want to try to tell me there are 30 million polygons in there
HZD2 is very good, and looks great, great fur, great vegetation movement etc. don't mix up someone refuting your claim as therefore the game doesn't look great. The game looks great and anyone with eyes can see it's a beautiful display of next gen power. But it's your claims are too gushing, so people (myself) will try to reel you back into reality.
It's an animated model and last time I heard Nanite doesn't allow millions of polys for animated object. It's like if you zoom in on one of the bugs in the UE5 demo it certainly won't look more detailed than this.
Yea that's true, they won't use nanite for this. But that doesn't mean they couldn't recreate this without nanite. Any engine could create this type of model on the screen with a SVT system, just need the production team to do it. UE4 and Unity could do this today no issue.It's an animated model and last time I heard Nanite doesn't allow millions of polys for animated object. It's like if you zoom in on one of the bugs in the UE5 demo it certainly won't look more detailed than this.
It looks great. But it feels like an evolution of what would come by ramping up the power several notches and jumping the resolution.
Yea fair enough. I haven’t. I’m just referring to what was shown in this trailer. There’s definitelyDon't assume you've seen everything Horizon 2 has to offer. I'm still banking on ridable air dinos, even larger mega dinos and huge herds of dinos, with more more interactive environments.
EDIT: Nothing photorealistic but this looks very good and I understand better why the sky looks like this.
"Our friends at Guerilla gave us a breathtaking first look at Horizon Forbidden West for PlayStation 5, a gorgeous new adventure set in a distant land ravaged by massive storms."
Come on, we're not expecting to see dimensional gates and subsequent huge instant 'level-swapping' dynamics in all games, just because it can be done, are we? When there is a reason for it to happen (R&C, although it looks more gimmicky to me than anything) then it will happen. We have not seen loading times, but we can already see the level of detail on screen which is being streamed. Insane.The R&C demo pushes the SSD as it's loading entire levels and everything in there in about a second. That level of detail isn't that ridiculous. There's certainly much higher with Quixel. unless you want to try to tell me there are 30 million polygons in there
yoooo my man!Bit off-topic but I've recently been reading the stormlight archive and that quote sounds good to me