Can’t believe I finally made it to Italy since pre-COVID and I can’t get my hands on this until Tuesday at least.
cosi è la vita, or however that's spelled...
Can’t believe I finally made it to Italy since pre-COVID and I can’t get my hands on this until Tuesday at least.
In the Intro scene everything is detailed, you can zoom anywhere there are details. Little insect are as detailed if you zoom on them. We just need to wait if Horizon Forbidden West details scale in the full open world. If it is the case, I think for example the crab details will be as good as the first demo. if you zoom on it.
Geometry of R&C and it seems but it is only a demo of HFW seems to be much higher than CB2077.
I'm not getting into the vs discussion as I think R&C looks incredible (as do the other games mentioned but in different ways). However I don't think the ability to zoom in on objects to display a high level of detail is telling you anything about how much geometry the game is pushing on screen at any given time. What it does tell you is that the developers went to an incredible amount of effort to model these details which for the majority of the time would not be visible or rendered on screen, and that they've implemented an awesome LOD system to enable to you view them seemingly seamlessly as you zoom in.
I'm not getting into the vs discussion as I think R&C looks incredible (as do the other games mentioned but in different ways). However I don't think the ability to zoom in on objects to display a high level of detail is telling you anything about how much geometry the game is pushing on screen at any given time. What it does tell you is that the developers went to an incredible amount of effort to model these details which for the majority of the time would not be visible or rendered on screen, and that they've implemented an awesome LOD system to enable to you view them seemingly seamlessly as you zoom in.
on the contrary it's telling that it's pushing a lot of geometry, and instead of having to handle a highly detailed main character and lowering other assets, they can swith on the fly where needed, so increasing the overall fidelity, and the overall geo budget stays the same.
remember 2-3 gens back when we had a lot of polygons for the face of characters and nothing much left the the rest of the body and overall details around them.
Exactly. Since last gen the GPUs have enough power to render and shade tons of geometry. We know because some linear games on PS4 already had an impressive fidelity. The main bottleneck last gen (at least on PS4) was I/O speed. How do you instantly load those new assets on the fly just when it's needed and without slowing overall performance?if you can dump unused LODs on the fly thanks to mem speed you can free up memory to increase overall detail where needed, that a big advantage over last gen for the on screen fidelity.
On PS5 it's not a problem anymore.
performance or fidelity mode?Interesting, I'm watching Bikeman play this on Twitch right now and there's a part where there's a lot of cheering people in bleachers. The bleachers near to him have much more spectators than the ones further away, as he gets closer to the other bleachers, people start popping into existence out of thin air. It's during the on rails portion of the game where he's going down this like air-canal.
The game looks gorgeous, but I have to admit I was surprised to see this pop-in.
[edit] I created a clip on his channel, I hope he doesn't delete it.
Twitch
Everything looks so good that it was kind of shocking to see this amount of pop-in. Downloaded a copy of the clip just in case he deletes it.
Regards,
SB
They mostly improved over the original. NiceNice upgrade
the game is truly a spectacular hdr showcase in my opinion
Oh man I wish I had a PS5 now for my LG B9
I've just installed it and my cx is ready ;dOh man I wish I had a PS5 now for my LG B9
I "hate" youI've just installed it and my cx is ready ;d