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What are some common graphics problems in game that you want to see solved?

 

Since it seems we are on the verge of being done with FSR which would be my #1, the next for me has to be LoD/Pop-in. I think games displaying with such high res and detail it’s become even more distracting for me. I was just watching some gameplay of Dead Rising Remastered, which might be an especially egregious case, but it makes games look so bad. Particularly on PC I see it all the time
 

A smaller one for me is character’s costumes/armour clipping through their bodies and hair. For games where character’s and clothes are fully customisable, fair enough. But when one character wears one thing for the entire game and they still clip through them selves like hair going through collars and such it’s like, you couldn’t fix that? It can’t be a surprise the characters will move in a way and clipping will happen 

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I actually don't think I have any at this point. Well, sure, on Switch a lot of games could look or run better, but I haven't come across anything on Series X where I'd say 'eh, needs improvement'. In fairness, as mentioned before, I play in 1080p which I presume hides certain blemishes you would notice more at 4K on a fairly large screen, but visually we're at a point now where even mid-budget games like Outcast 2 are perfectly fine for me.

 

I do agree though that pop-in can look pretty bad depending on the situation (moving around quickly in a open world with a lot of foliage for example). But I haven't really seen a really bad example of this in quite some time.

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I remember seeing a thread from an animator who talked about clipping and they said that it's all about the allocation of resources and even as things get more advanced those resources are usually going to be put elsewhere.  When you have high texture graphics, keeping a good frame rate or have lots of enemies, advanced physics engine keeping your hair and flowing materials moving properly tends to be a lower priority.

 

You can mitigate it by keeping the designs less bulky or without too much flowing materials but the physics engine for a lot of games that keep it in check is rarely going to be as good as it needs to be perfect.

 

I haven't seen a game do it badly in a while (Street Fighter V probably), mostly because they're better at hiding it rather than solving it.

 

I would like to see less of it, but I think a game's whole gameplay and reason for existing would have to be based around material physics would have to made for it to look really good rather than just have it be done well within your average game.

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I don't think there's anything specific to PC that would make LOD pop in more noticeable, beyond being closer to a screen perhaps. I think the only game where I found that disruptive recently was Cyberpunk, which has poor draw distance for some reason so you can see the street lamps pop into view in a fairly immersion shattering way. There's mods that fix it, I think. UE5 has a whole thing called 'nanites' or something which is also supposed to be a solution, I think Wukong uses it maybe

 

Wukong has a different problem tho, its image quality. As we fix some issues we find new ones. Wukong looks like a deep fried meme with all its image reconstruction tech turned on, it's an awful looking game in motion on PC. Oversharpened, full of weird artifacts and swimmy looking visuals. Watching the DF footage of Rebirth and they talk about how the detail in the background sort of shimmers like a liquid due to the temporal instability of PSSR (tho it isn't remotely as bad looking as Wukong, at least). So I feel as we see more use of AI to reconstruct visuals that the things that annoy me are going to get worse, while the issues we currently have like clipping and LODs I either don't notice or don't care

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To be clear character's clipping through them selves is a very minor one for me. I see it, but don't worry about it. Every now and then it breaks my immersion in a cutscene, but that's it

 

Pop in and LoD is more serious to me, though. I'm not tech enough to know what the fix is but I find it really distracting and would love to see it solved.  

 

In terms of AI upscaling, I mean I hate FSR. DLSS has always seemed really good to me, though. I can't say I really notice any image break up or downsides unless pointed out in a video. When I'm playing a game it just all looks normal 

 

I haven't played Wukong, so not commenting on that specific game 

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I'm not sure which specific type of 'screen space ____' is is, but it's when the character you're playing as isn't (or aggressively is) factored in. Reflections and shadows, whatever, you catch a glimpse and it reminds you you're playing a game, although the fishing sections of Sonic Frontiers were terrible for it and I've no idea why because all there is in that scene is Sonic, Big the Cat, and a massive lake. 

 

Anyway, Control is probably the best/worst example of what I'm talking about. When Jesse runs the area around her arms and hair fizzle because the environmental detail is being loaded in as she moves. They should have been less aggressive and had everything in the centre of the screen load in just in case she moves. You're looking right in the centre of the screen so I, at least, couldn't help but notice it 

 

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I wonder if the LOD thing is actually one (of potentially many reasons) why CD Project turned away from their engine and switched over to UE5. I don't understand anything about these thing but from what I remember nanite 'knows' what is visible to the player, so it doesn't need to render different LODs but instead just renders what you see and doesn't what you don't, or something like that. But I also think that this is mostly a system to reduce development workloads and not necessarily to increase image quality because realistically you don't normally notice different LODs when moving around in a game if they're smartly integrated.

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I know because of Astrobot people were like oooh it’s on par with Mario Galaxy 

 

Lets just, I think it must have been a while

 

 

When playing Astrobot and thinking of the comparison. The thing that stuck out is there’s not a thing in Astrobot which is as thrilling as the first time Mario jumps around a planet for the first time. It gives a sense of strange vertigo as you watch Mario fall but then he curves around and falls upwards. It doesn’t remove the vertigo it’s just some amazing stomach fuckery. And you’re not even playing the game yet you just jump

 

Astrobot is very good, but there’s levels to this shit (no pun intended) and Astrobot is not on this one 

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Mario Brothers.

This makes no sense, So the name of the the Original games Implies that they (Mario and Luigi) are either 
A - The Brothers of Mario 
B - Or their Surname is Mario.

If 
A -  Is correct, Then Mario is not a Mario Brother But Mario Himself, Meaning there is an Undiscovered Mario Brother as the name Implies Mario has more than one Brother.
B - Is correct, Then Luigi is Called Luigi Mario, but Is every body calling Mario by his Surname So does he have a different First Name or is he called Mario Mario?
In example B if we are using Japanese Naming Conventions then Mario is the Surname.  

So which is it? and if example A is right who is the missing Brother?

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59 minutes ago, shinymcshine said:

Way back in the days of PS1, G-Con and Time Crisis I had a 30" CRT TV.....

Get you

 

I honed my Time Crisis skills on a 14" CRT, so 17" would probably feel like an upgrade. I must have switched over to 21" at some point though, thinking about it

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