Control and Resident Evil 2 Remake still look incredible and run well on fairly inexpensive hardware today. We don’t need globally illuminated Unreal Engine 5 games with individually modeled nostril hairs on each character that require graphics cards with prices in the three digit range

Graphics should just be kept at late PS4 level for the foreseeable future to keep games as accessible as possible

  • fox [comrade/them]@hexbear.net
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    14 days ago

    I’ve always felt that photorealism takes second place to good art direction. You look at Half Life 2 and it’s dated, but Team Fortress 2 hasn’t aged a day despite being old enough to vote.

    • UlyssesT [he/him]@hexbear.net
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      14 days ago

      Half Life 2 certainly extended, if it didn’t start, the trend of “high fidelity urban and rural ruins.” So much graphical potential wasted on mostly ugly boring environments.

        • UlyssesT [he/him]@hexbear.net
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          14 days ago

          It really nailed the intended atmosphere though.

          I suppose it did, and that intention wasn’t to my liking so I suppose that’s why I never really got into it much.

  • bender223@lemmy.today
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    14 days ago

    I think photo-realism is nice and all, but I think devs shouldn’t focus too much on it. I’m not saying they should avoid it. Just don’t obsessive over it, or see it was the main selling point of a game.

    I really do appreciate the impressive work that devs have put into games, whether the graphics are on the higher end or lo-fi 8bit or 16bit style.

    Personally, I really like cel shaded games, and that’s been around a long time already. When I see something that “looks” like a cartoon, my mind naturally thinks of fun. 😃

  • StalinStan [none/use name]@hexbear.net
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    14 days ago

    We got two chokepoints. I feel like graphics have not improved significantly for a little bit that is true. However one problem is way to much stuff can’t be re used. So, games will be made with thousands of hours of work done on assets. Then next game will use all new assets for thousands of hours more work. They really need to make some system by which we can keep adding to asset library’s instead of just having to make new stuff all the time.

    The second is we need way more processors cause when you see good ray tracing it really is a wild step up in quality but it is super resource intensive. So maybe when we get reasonable level biocumputing I dunno. However that will be for first time in a while I feel like graphics really jumped up in quality.

    • Roonerino [they/them]@hexbear.net
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      14 days ago

      As far as I know, modern games use a lot of third party assets for crates and barrels and rocks (like Quixel and stuff) and even libraries of materials used for creating composite textures (like in Substance which I think is an Adobe thing now). So there’s a lot of libraries for high quality resources locked behind enterprise grade paywalls.

      As for ray tracing…ray traced global illumination, as I understand it, is very expensive but kind of has a fixed cost, and increasing the complexity of the scene doesn’t really increase the cost of calculating the lighting past the baseline until you crank up the number of samples or number of bounces. Also, it saves a fair bit of work because if you can fully commit to RTGI, it’s all physically based and behaves realistically and you don’t have to do weird hacks and tricks anymore to try to fake realistic lighting.

  • the atmospherics in RDR2 really are bonkers. after a long time away (a year, easy), i was dicking around in the rdr online with a friend a week ago. kind of re-learning how to do basic shit, exploring/remembering places, bow hunting, hand to hand fighting, roping/dragging npcs, etc in a few different areas. neither of us have upgraded our systems since before it came out and neither of us can even run it at max/ultra video settings either.

    it still looks absolutely crazy in 4k at like medium/high settings.

    they kinda eff’d us, imo, by not including the gta5 director mode thing for recording sequences in game for later render. i didn’t really get into playing with that until a few years ago. the amount of high effort stupid videos i would make with rdr online would be mind boggling.

    • doublepepperoni [none/use name]@hexbear.netOP
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      14 days ago

      Silent Hill 3, 4 and Haunting Ground had some incredible looking character models on the PS2. The PS2 had a ton of really great looking games on it and I wish there were indie developers out there trying to replicate that aesthetic instead of the PS1

    • Inui [comrade/them]@hexbear.net
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      14 days ago

      These were cool to look at but then you get in the game and your cute female Hume actually looks like a turtle. The In-game graphics did not match at all. Still a big fan though.

      • SorosFootSoldier [he/him, they/them]@hexbear.net
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        14 days ago

        Yeah Square did those scenes obviously for promotional material and like you said it didn’t match the actual in-game models sadly.

        Shenmue’s Passport disc did kind of the same thing, having high poly character models for scenes of just talking and no in-game play.

  • blame [they/them]@hexbear.net
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    14 days ago

    UE5 games like Wukong look amazing tbh. It’s like touching grass without touching grass. Do older games also look great? yes of course, but new games also look great. also.

    as well.

    therefore.

  • Gorb [they/them]@hexbear.net
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    14 days ago

    Graphics can be good while also being well optimised but the issue here is a big commercial engine like unreal is designed to cut labour hours not run well. Crapitalism.

    Most new graphics technologies could with clever application be used to enhance a game however it may be that it’s used to cut dev time. For example:

    • upscaling and framegen to avoid the optimisation pass towards the end of development
    • raytracing to avoid carefully designed baked lightmaps
    • nanite to avoid making LOD’s, nanite isn’t magic it has its own major issues
    • software rtgi also is a cheap way to avoid just using decent baked lights and it ue5 looks awful with so much artifacting
    • automatic terrain generation to ynow

    The effects aren’t really intended to elevate the game but to reduce the cost of labour making them. An engine that both looks good and performs well takes a very long time to develop but instead you get the fuzzy ue5 mess where every game looks the same and runs terribly with perpetual stutter

    • Ericthescruffy [he/him]@hexbear.net
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      13 days ago

      raytracing to avoid carefully designed baked lightmaps

      There’s some truth to your post but I gotta push back a bit on this one. Raytracing isn’t so much a way to avoid having to generate lightmaps or cut costs so much as it is just an objectively superior option to lightmaps in terms of quality. In fact I would argue that Raytracing is maybe the singular reason games didn’t quite look good enough 5 years ago. Polycounts aside Raytracing is basically the number one thing that’s separated graphics in engine from prerendered cinematics that always seem to have that extra oomf. Lightmaps are largely generated by the computer anyway and even with raytracing both require an artist’s labor to light the scene. The only downside and why you’d ever opt for lightmaps over raytracing is performance cause rendering real time reflections at 120fps in 4k is expensive.