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[NXGamer] The Best Graphics/Technology of 2021

Come here babe, I'll show you some "impressive rendering" <3
rkr5euxjy4h61.jpg
Why do these thoughts run through my mind. I can’t block it out.
 

Topher

Gold Member
You and Me are always at odds.. You find every fiber in you to try and make me look stupid despite me knowing way more than you and I get paid for it too. You should just stick to ignoring me like I've done you.

Whatever science fiction I live in.. it sure does put me at the front lines of developing graphics for a living...:D

Citing authority is a loser's argument. You should have just abandoned this thread like you said you would.
 

Topher

Gold Member
I am so much better than all of you! "lollipop_disappointed:

"Orphan of the machine's" top developer has spoken. :messenger_sad_relieved:

“One of the great commandments of science is, "Mistrust arguments from authority." (Scientists, being primates, and thus given to dominance hierarchies, of course do not always follow this commandment.) Too many such arguments have proved too painfully wrong. Authorities must prove their contentions like everybody else. This independence of science, its occasional unwillingness to accept conventional wisdom, makes it dangerous to doctrines less self critical, or with pretensions of certitude.”​


― Carl Sagan
 
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Azurro

Banned
For the record, what I said was a hyperbolic statement due to the fact that the fur at the playable camera distance indexes a very low and short curve primitive proxy (i.e. a lower LOD) and therefore making it drastically inferior to the ingame cinematics and/or forcing the camera to zoom into a wall (which NXGamer was trying to show) when pushing Ratchet against a wall and rotating the camera around to force a higher level of detail. The fur during normal gameplay is extremely short and very far away and difficult to see any details. It takes up a very small region of pixels to render the scene. This produces a light load on the GPU when rendering the fur and keeps framerates high. Couple that with an inaccurate hair shading model (shared by every other game engine) and no ambient occlusion for self-shadowing and the hair becomes unimpressive to me.

I argued that the game should have been judged on actual normal gameplay visuals and the default camera distance from the viewer and not cinematics or cutscenes (which both NXGamer and DF did). But knowing how many people are on these boards, they took my hyperbolic statement and used it to fuel their usual trolling whenever my thoughts don't align with theirs.

Ladies and gentlemen, the latest update from our resident graphics clown: in order for graphics to be impressive, they need to waste resources on things that are not visible.

Top stuff, subscribe for the latest VFXVeteran VFXVeteran clownery.
 

tommib

Member
Ladies and gentlemen, the latest update from our resident graphics clown: in order for graphics to be impressive, they need to waste resources on things that are not visible.

Top stuff, subscribe for the latest VFXVeteran VFXVeteran clownery
It’s absolutely ridiculous. Games are constantly employing smoke and mirrors techniques. Plenty of games out there even reveal geometry being rendered if you pan the camera really fast. You can see some thin white empty lines on the sides of the screen as the engine renders the graphics. That’s why rendering techniques are interesting!

For anyone who had PS4 pros, you could hear them lifting off into space every time you would get the camera super close on characters faces because hyper detailed graphics would kick in - I remember this from Scholar of the first Sin for instance. Why would games be rendering all that detail if the camera is not showing them? Bloody hell.

There are clown attempts though. Like the 2D cars in cyberpunk. That’s a fucking joke.

 
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Ok people somebody tell AMD that nobody wants primitive/mesh shaders.
Funnily enough there was a rumour a while back that Sony Santa Monica Studios were the ones who pressured Mark Cerny for the Geometry Engine and Primitive Shader functionality on PS5, and that if SSM had similar functionality on the PS4/Pro then GOW would not have turned the console into a Fighter Jet.

We can argue about the validity of the rumour but it does make a lot of sense, the generational leap from PS4 to PS5 wasn’t just in raw performance and feature set but also in the optimisation capability the console offers, the same goes for Series X/S.
 

azertydu91

Hard to Kill
Ladies and gentlemen, the latest update from our resident graphics clown: in order for graphics to be impressive, they need to waste resources on things that are not visible.

Top stuff, subscribe for the latest VFXVeteran VFXVeteran clownery.
Alright guys and I can't believe I will say that but in defense of VFXVeteran VFXVeteran that is how you do things in animation films and that may be a professional deformation to bring back everything to what he knows, just like an eletrical engineer might talk much more about those console power consumption and distribution.
So as I said that's how it is done in animation because you have almost unlimited time to render any scene, of course realistically it is not unlimited but if is so much bigger than a few ms thant it can be considered unlimited.Of course it is not the most efficient way to do it and it is probable that someone could handcraft each frame to (for exemple) have reflection of objects that are not rendered a bit like we use to draw only what we saw.But rendering everyhting and letting the engine do the calculations, reflections etc is more cost/time effective.
But what I think veteran failed to understand or to incorprate in the way he sees things is a few things:
1- Those consoles don't have nearly the same power as a rendering farm
2-You can't of course render everything in the span of a few milliseconds
3-The camera in most video game is freely moveable,maning that you shoul be able to see/render 360°, for game wih a more static or scripted camera they should be able to push things more (just look at god of war 3)
4-Rendering something not directly visible is a waste of ressources and can be detrimental to the overall look or performances of the game.

Now as for why it is alwas sony games that are being criticized that's another topic that could probably merge with the question why are fanboys spending more times in threads about something they don't like.
 

sircaw

Banned
Alright guys and I can't believe I will say that but in defense of VFXVeteran VFXVeteran that is how you do things in animation films and that may be a professional deformation to bring back everything to what he knows, just like an eletrical engineer might talk much more about those console power consumption and distribution.
So as I said that's how it is done in animation because you have almost unlimited time to render any scene, of course realistically it is not unlimited but if is so much bigger than a few ms thant it can be considered unlimited.Of course it is not the most efficient way to do it and it is probable that someone could handcraft each frame to (for exemple) have reflection of objects that are not rendered a bit like we use to draw only what we saw.But rendering everyhting and letting the engine do the calculations, reflections etc is more cost/time effective.
But what I think veteran failed to understand or to incorprate in the way he sees things is a few things:
1- Those consoles don't have nearly the same power as a rendering farm
2-You can't of course render everything in the span of a few milliseconds
3-The camera in most video game is freely moveable,maning that you shoul be able to see/render 360°, for game wih a more static or scripted camera they should be able to push things more (just look at god of war 3)
4-Rendering something not directly visible is a waste of ressources and can be detrimental to the overall look or performances of the game.

Now as for why it is alwas sony games that are being criticized that's another topic that could probably merge with the question why are fanboys spending more times in threads about something they don't like.
Valentine's day is not for another god damn month, Also stop trying to hit on a Veteran FFS. "lollipop_disappointed:
 

azertydu91

Hard to Kill
Valentine's day is not for another god damn month, Also stop trying to hit on a Veteran FFS. "lollipop_disappointed:
Yeah , I'm not gay, I tried but failed the oral...
But to remain on topic I think online (here or on any oher forum) we have a tendency to see things in a manichean way.Sure there are individuals that behave that way and seeing how VFXVeteran VFXVeteran talks and acts he is close to being one but not on Riky Riky 's level for example.And even then some of them can make a relevant point, even though rare.But yeah some people need to understand that they don't possess the universal truth and especially for something as subjective as games.
 

Shmunter

Member
Y
Yeah , I'm not gay, I tried but failed the oral...
But to remain on topic I think online (here or on any oher forum) we have a tendency to see things in a manichean way.Sure there are individuals that behave that way and seeing how VFXVeteran VFXVeteran talks and acts he is close to being one but not on Riky Riky 's level for example.And even then some of them can make a relevant point, even though rare.But yeah some people need to understand that they don't possess the universal truth and especially for something as subjective as games.
You tried to give a blowjob but failed to realise you’re not gay? 😜
 
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SlimySnake

Flashless at the Golden Globes
Found another DF video where they showcase the gameplay model and zoom in to show the Fur. Not only that, John confirms that they 'often' use the LOD 0 for Rachet or the cutscene model in gameplay, their LOD management on the character model is excellent and they make only slight adjustments to the character model as the camera pulls back.

Timetamped:


O6TkhoO.gif


So not only is there fur in gameplay, but they are literally using the cutscene model most of the time in gameplay. I think we can close this case now.
 
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tommib

Member
Found another DF video where they showcase the gameplay model and zoom in to show the Fur. Not only that, John confirms that they 'often' use the LOD 0 for Rachet or the cutscene model in gameplay, amd their LOD management on the character model is excellent and they make only slight adjustments to the character model as the camera pulls back.

Timetamped:


O6TkhoO.gif


So not is there fur in gameplay, but they are literally using the cutscene model most of the time in gameplay. I think we can close this case now.

Haha, that’s what you think brother. Just wait for our professional to see this.
 

ethomaz

Banned
Found another DF video where they showcase the gameplay model and zoom in to show the Fur. Not only that, John confirms that they 'often' use the LOD 0 for Rachet or the cutscene model in gameplay, amd their LOD management on the character model is excellent and they make only slight adjustments to the character model as the camera pulls back.

Timetamped:


O6TkhoO.gif


So not only is there fur in gameplay, but they are literally using the cutscene model most of the time in gameplay. I think we can close this case now.

How to you challenge THE authority… he knows more than you.
 
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GHG

Gold Member
Found another DF video where they showcase the gameplay model and zoom in to show the Fur. Not only that, John confirms that they 'often' use the LOD 0 for Rachet or the cutscene model in gameplay, amd their LOD management on the character model is excellent and they make only slight adjustments to the character model as the camera pulls back.

Timetamped:


O6TkhoO.gif


So not only is there fur in gameplay, but they are literally using the cutscene model most of the time in gameplay. I think we can close this case now.


charlie day GIF
 

bargeparty

Member
Found another DF video where they showcase the gameplay model and zoom in to show the Fur. Not only that, John confirms that they 'often' use the LOD 0 for Rachet or the cutscene model in gameplay, amd their LOD management on the character model is excellent and they make only slight adjustments to the character model as the camera pulls back.

Timetamped:


O6TkhoO.gif


So not only is there fur in gameplay, but they are literally using the cutscene model most of the time in gameplay. I think we can close this case now.


As expected.

I watched a clip last night (arvfab posted it) and when you're not playing the game, just watching, you can definitely see the fur throughout all the action, even in a youtube video. If you go frame by frame at 5:21 in that video you can see the fur on his face/cheeks being illuminated.


anyway
 

arvfab

Banned
As expected.

I watched a clip last night (arvfab posted it) and when you're not playing the game, just watching, you can definitely see the fur throughout all the action, even in a youtube video. If you go frame by frame at 5:21 in that video you can see the fur on his face/cheeks being illuminated.


anyway

But how could you see the fur? Ratchet is like half a mile away from the camera....
 

Fredrik

Member
You need to try to know you don't like something.
Are you saying you are not gay without never try it?

/jk
Lol a friend actually used exactly that joke when people tried to get him to drink alcohol for the first time in his life.
- Just stop. I don’t like it.
- How do you know you don’t like it? You haven’t tried it!
- How do you know you don’t like gay sex? You haven’t tried it!
- …
😆
 
Found another DF video where they showcase the gameplay model and zoom in to show the Fur. Not only that, John confirms that they 'often' use the LOD 0 for Rachet or the cutscene model in gameplay, their LOD management on the character model is excellent and they make only slight adjustments to the character model as the camera pulls back.

Timetamped:


O6TkhoO.gif


So not only is there fur in gameplay, but they are literally using the cutscene model most of the time in gameplay. I think we can close this case now.


Even more receipts.

Thank you.

Now about the ones that prove the opposite.........

I'm still waiting BTW.
 

Topher

Gold Member
Found another DF video where they showcase the gameplay model and zoom in to show the Fur. Not only that, John confirms that they 'often' use the LOD 0 for Rachet or the cutscene model in gameplay, their LOD management on the character model is excellent and they make only slight adjustments to the character model as the camera pulls back.

Timetamped:


O6TkhoO.gif


So not only is there fur in gameplay, but they are literally using the cutscene model most of the time in gameplay. I think we can close this case now.


Interested Ooo GIF by reactionseditor
Thinking Reaction GIF
Interested GIF by reactionseditor
 
In motion, the game holds up very well which is where I see a lot of other titles have their IQ breakdown. Playing this game at 120hz/40FPS is really a sight to behold, the materials, the character models, the animations, the particles, the reflections, all top-notch, when you zoom in and do the side strafe/flip/teleport thing it's really impressive, exactly like the reveals. How anyone can play the game, and do that zoom/side strafe/teleport action, and not be impressed is 1 of two things, if not both:

1. Biased
2. Is secretly the character known as Crazy Eyes from Mr. Deeds:


7XYRxsA.jpg
 
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