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Star Wars Battlefront 8K ray tracing mod: looks better than movie CGI

Bo_Hazem

Banned
So is it Next Gen or Old Gen now?

Confused Schitts Creek GIF by CBC
 

StreetsofBeige

Gold Member
Visuals look good (image quality). But once the movement starts, it's janky. It looks better than usual too since all the HUD is gone which is always a mood killer for atmosphere. UBI games are the worst for that.
 

ParaSeoul

Member
You can tell the people who make these mods are amateurs who just crank everything up and expect it to look better
 
If I am 100% honest this level of visuals is what I expected from PS5/XSX at 30fps.

Im not sure well ever get that or the hardware can even get close but if I take my tech knowledge out of it (which is limited) from an umbrella view I expected that much of a step up even if it meant the boxes cost 600-800.

Maybe one day but unlikely, I see this as a kind of CGI level rendering rig level of power now I know what PS5/XSX can do.
You're going to see quality close to this. Especially from Naughty Dog or Insomniac. It's obviously not going to be on this level but I think you'll get ray traced reflections and lighting in some linear single player games.
 

Fbh

Member
Looks pretty good IMO.

It doesn't look better than movie CGI but it can look more consistent since all is rendered in game. Movies still suffer from a distracting fake look when too much CGI is in use as the contrast between real actors and set elements with CGI is still not 100% there.
 

RoadHazard

Gold Member
It absolutely does not. The wide shots look nice, but the close-ups of rocks look very low-poly and obviously gamey.
 

niilokin

Member
most movie CGI has very soft look and usually are being obscured with weird lighting, IMO those OPs images look really good and sharp. The ASC (The Eye:Calanthek) short film that Epic Games released is also very impressive since it's real time, I played around with the Teuthisan creature project on UE5 and I hope that kind of fidelity (not pure look) will become standard for games with realistic art directions.
 

StreetsofBeige

Gold Member
Looks pretty good IMO.

It doesn't look better than movie CGI but it can look more consistent since all is rendered in game. Movies still suffer from a distracting fake look when too much CGI is in use as the contrast between real actors and set elements with CGI is still not 100% there.
Ya.

Hollywood CGI looks awesome for static objects and weird shit like lasers and explosions.

Biggest problem is the way they move. The whole physics thing where everything from giant spaceships to dragons to a super hero jumping and swinging around looks so bad. Good example is Legolas when they'd make him do CGI moves. Looks dreadful.
 
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kevm3

Member
Rtx just looks like it is brightening the image and adjusting the contrast and color scheme a bit to look more realistic. Am I missing something?
 
When will people stop giving a shit about graphics? I feel like we are 100% at a point now where it's way more about art style and frame-rate now. I don't want ultra realism.
 

makaveli60

Member
It’s sad that so many people fall for “omg rtx looks so nextgen” while it just looks like it received a ton of bloom. My favorite is when they go nuts thinking screen space reflections and other types of “fake reflections” are rtx then they realize that it’s not. Fucking waste of performance...
 

Lethal01

Member
It’s sad that so many people fall for “omg rtx looks so nextgen” while it just looks like it received a ton of bloom. My favorite is when they go nuts thinking screen space reflections and other types of “fake reflections” are rtx then they realize that it’s not. Fucking waste of performance...
They are right, Raytraced lighting is the most important thing when it comes to looking next gen, nothing screen space comes anywhere close.
 

makaveli60

Member
They are right, Raytraced lighting is the most important thing when it comes to looking next gen, nothing screen space comes anywhere close.
Yes it is, and let me know when we can see clear improvements that worth the performance cost. I haven’t seen any real game yet. Metro comes closest but even that did not strike me as a huge upgrade. Until then it’s just a marketing point for which the mass falls.
 
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Lethal01

Member
Yes it is, and let me know when we can see clear improvements that worth the performance cost. I haven’t seen any real game yet. Metro comes closest but even that did not strike me as a huge upgrade. Until then it’s just a marketing point for which the mass falls.

It's been worth the performance/resolution sacrifices in the majority of games it's been used in, the improvements are always clear unless you are comparing using a rough wall in a game that only uses ray tracing for reflections.

Metro Exodus is a world apart when using raytracing, so is Control, Ratchet and Clank etc.
 

Lord Panda

The Sea is Always Right
It looks solid but I was disappointed that the blaster fire isn't really casting any light, and refflecting on anything (or at least it's incredibly understated and inaccurate).
 

makaveli60

Member
It's been worth the performance/resolution sacrifices in the majority of games it's been used in, the improvements are always clear unless you are comparing using a rough wall in a game that only uses ray tracing for reflections.

Metro Exodus is a world apart when using raytracing, so is Control, Ratchet and Clank etc.
I guess “world apart” means a pretty different thing to you and me.
 

01011001

Banned
That’s impressive 5 years ago. Its all about animations and enemy AI..
Ly22bRi.gif

DeafeningIndelibleArachnid-size_restricted.gif

Rock photoscans arent impressive to me. I hope games focus on this more during “next-gen”.
that attack animation on the bottom is awful...
weak windeup, weak impact, no easing at the end. it's literally just some guy in a mocap suit swining a knife back and forth... there is nothing great about that


DMC1 on PS2 has better attack animations...
 
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makaveli60

Member
It means the difference between GTA3 and GTA 5. The difference between witcher 3 on switch vs pc or the difference between metreo Exodus with vs without ray tracing.
Are you trolling me now or are you serious? The difference between Metro Exodus with and without raytracing is in the same category as the difference between GTA3 and GTA5? I understand that technically it might be but I’m talking strictly about looks, what your eyes see when you play.
 

Lethal01

Member
Are you trolling me now or are you serious? The difference between Metro Exodus with and without raytracing is in the same category as the difference between GTA3 and GTA5? I understand that technically it might be but I’m talking strictly about looks, what your eyes see when you play.

I'll take one step back, it's the difference between GTA4 on ps3 and GTA5 at max setting with mod on PC.
 
That’s impressive 5 years ago. Its all about animations and enemy AI..
Ly22bRi.gif

DeafeningIndelibleArachnid-size_restricted.gif

Rock photoscans arent impressive to me. I hope games focus on this more during “next-gen”.
You're 100% correct in my opinion, but this isn't the best way to make that point. For example, the top two gifs have, what appears to be, frame-identical animation. Is it a nice animation? Sure - but it's still a canned animation. That doesn't really impress me, and the OP's video is more impressive in comparison to just a nice canned animation.

Where animation jumps ahead of lighting for me is when its mixed with real-time physical interactions. TLOUII has some of this type of mixing, but a lot of it is actually just lots and lots of canned animations for the engine to pick between to match the scenario; it frees up the hardware from complex physics based animation simulation for other work. However, simulation systems like the Euphoria animation system, popularised by Rockstar with GTA and RDR, makes animations all the more lifelike for its ability to actually mix physics into the animation, and hand-off between physically calculated animation and key-frame animations fairly seamlessly. Seeing that in action leaves RTX lighting for dead in terms of adding to a believable scene - even stick figures can appears extremely life-like with that approach.
TLOU II uses motion matching technology...
 

Lethal01

Member
We can get close in 3 to 5 years this generation…

You know what, being hopeful I'll say maybe. This is a very small and simple environment with just 2 skinned character on screen, very little reflections or emissive, no foliage and only lit by only 1 or 2 lights. Very suited to being a game and rendering quickly.

Maintaining this level of quality through various environments light a city or a forest village though? I wouldn't get my hopes up when this is a video that took minutes to render each frame the fractions of a second games would have to do it in.
 

ZehDon

Member
TLOU II uses motion matching technology...
... correct? I said this in my post:
... TLOUII has some of this type of mixing, but a lot of it is actually just lots and lots of canned animations for the engine to pick between to match the scenario; it frees up the hardware from complex physics based animation simulation for other work...
This is motion matching. If you're not familiar with what motion matching means, I'd recommend starting with the motion matching intro Ubisoft Montreal put together. If you've got lots and lots and lots of man power, like Naughty Dog, you can stuff your system full of really nice animations and motion matching blends between them to make it look really nice. But, it's still all canned. This is why the two gifs of the two arrow removals are identical - there's probably just one animation in the system for that scenario.
Contrast this against Euphoria, which hands off between pre-canned animations and dynamically created ones based on in-game forces. This allows for extremely realistic and dynamic animations for everything. That's more impressive, and I find the results to be more realistic, than just lots and lots of pre-canned animations.
 
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