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Starfield Pre-Release Thread [GAME RELEASED, GO TO NEW THREAD]

tritosine2k

Erudite
Joined
Dec 29, 2010
Messages
1,703
Some RTX is in, they mentioned Global Illumination a fair bit in the presentation. Though it should be optional, at least on PC, seeing as the minimum listed GPU is the 1070 Ti.
:lol:
it's the fallout76 stuff and won't be optional but art direction (that detracted from desaturated look of F4 for saturated cartoony crap in f76), probes and totally orthogonal to ray tracing because realtime GI is only supposed to cover low frequencies while rays by definition supposed to be high and because its not only low frequency but slowly changing it's easy on 1070ti. Cyberpunk had such low freq GI too on all platforms, you should realize realtime GI quite an oxymoron anyway even in 2023. In fact this is likely optimized for such slow changes and such low frequency it's arguable if it's realtime at all anyway.
 
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Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,626
So this guy here states that we can land anywhere, but also points out that areas have a completion quota. This is gonna get hilarious if Todd adds a "100%" game completion cheevo... Hilarious in the sense of very dark comedy for some people.

Dunno, we'll see how it all works in a few months. That, too, is an assumption, but I'd say it's a reasonable one since Chris Roberts is banned on Microsoft premises.
 

soulburner

Cipher
Joined
Sep 21, 2013
Messages
843
WIll I have to finally buy an RT card though? In my case this means changing the motherboard, RAM and CPU as well.
There were some unconfirmed rumors about RT support last year but did they actually mention anything about it in that deep dive video? I don't think so.
If I have to upgrade my PC anyway (4790k CPU / 1080ti / 24 GB DDR3 ram), I might as well get an RT card.
Some RTX is in, they mentioned Global Illumination a fair bit in the presentation. Though it should be optional, at least on PC, seeing as the minimum listed GPU is the 1070 Ti.
Global illumination is not a ray tracing effect, it's a general name for the purpose of realistically lighting a scene. There are at least a dozen of ways to achieve that in software (ie, the most impressive Unreal 5 demos used software Lumen).

Ray tracing or path tracing were never mentioned by Bethesda and we should assume they are not using any hardware-based implementation.
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,626
Global illumination is not a ray tracing effect, it's a general name for the purpose of realistically lighting a scene. There are at least a dozen of ways to achieve that in software (ie, the most impressive Unreal 5 demos used software Lumen).

Ray tracing or path tracing were never mentioned by Bethesda and we should assume they are not using any hardware-based implementation.
Thanks for clarifying, I guess I've gotten too used to nVidia's marketing bullshit.
 

AwesomeButton

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tritosine2k

Erudite
Joined
Dec 29, 2010
Messages
1,703
Global illumination is not a ray tracing effect, it's a general name for the purpose of realistically lighting a scene. There are at least a dozen of ways to achieve that in software (ie, the most impressive Unreal 5 demos used software Lumen).

Ray tracing or path tracing were never mentioned by Bethesda and we should assume they are not using any hardware-based implementation.
RAGE has GPU Ray Traced baked GI.
ME:A and Battlefront 2 both have it and notably Battlefront 2 has twice the resolution.
Baked has still a long way to go because it extends with distance better than Unreal also it can do lag-free high frequency stuff that somehow ends up more "dynamic" than non-bake. Also Unreal relies on virtual shadow maps for most of its look and their VSM has severe limitations vs. bake.
 

Basshead

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Jul 25, 2019
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124
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Coal Region, PA
Apparently when you land on a planet, you have a small map to explore (with invisible walls along the edges?). Can't fly your ship around the surface, can't climb a distant mountain, no speeder bikes or land vehicles to speak of. WTF is this? Land on a planet to kill some baddies in a compound or take some pictures of the plants. That's Todd Howard's big, open world space game (Now @ 20FPS and < 10 CTDs per hour!).

Fk this game.
So it's Precursors but worse? :hmmm:
Top notch Codex quickie mini-review of Starfield, Conjob. You have to wait until at least five shill reviews are published before it's allowed to hit the front page though.
While this might be the most intriguing title from Bethesda, I'm pretty sure it's going to fall short on the very same issues that made NMS, Outer Worlds and Mass Effect Andromeda (yeah, yeah) suck so hard.
If only there was a space game that did exploration right, featuring a small dynamic and totally handcrafted star system with the most satisfying science fiction writing and presentation in a video game since the 1990's. Would be a shame if it came out after being vaporware for several years after being expanded from a student project to a full game and almost everyone dismissed it since it didn't feature skinnerboxes and didn't send dopamine shots to their brain with Diablo styled loot, pointless Minecraft sandboxing and building as well as bandit lairs in space and didn't have hyper-realistic graphics. Haha, imagine if a space game featuring these big what ifs, a decently built setting and an even more impressive unplanned expansion pack that seamlessly integrated into the main game came out and nobody paid any attention to it, only to get hyped for Todd's lies again instead because what gamers really want from their games are these Ubisoft style content deliveries and they can't wait to raid another generated bandit outpost... in space.

outerwildskgerg.png
What game are you referring to?
 

GaelicVigil

Liturgist
Joined
Nov 13, 2013
Messages
405
I couldn't care less about graphics. Eye-candy is a dime-a-dozen in games today. Anyone can fiddle around with Unity or Unreal Engine and get something pretty to render on a screen. That doesn't impress me. The two Avatar films were complete garbage to me because they did nothing of value other than make shiny colors flash on a screen.

What I care about is the mechanics behind all of it. If your gorgeous "open world" space game is closed off with loading/transition screens and invisible walls everywhere, you've accomplished very little. There is no fucking way I'm spending a dime on Starfield from what I've seen so far. Looks like complete trash to me.

A true open world space game should have a totally seamless universe. You should be able to get from any point anywhere to any other point without a transition. You should be able to walk around your spaceship while it is flying through space. That is the baseline, IMO. I couldn't give a rat's ass about your game until you've gotten at least that far. How many space games have done this so far?
 

GaelicVigil

Liturgist
Joined
Nov 13, 2013
Messages
405
Interesting video covering some of the topics being discussed.


This is complete bullshit. Every single game ever made uses programming "procedures" to generate the world. This is how people talk who have never looked at code before and want to sound cute. You use software code to render scenes using RNG. It is up to the designer on how many layers of control he wants to place in said randomized code. Random generation = Procedural Generation. Two ways of saying the same thing. Damn I'm sick of stupid, naive people spreading this dumb corporate sales shit.
 
Joined
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9,270
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Italy
honestly, this doesn't look much different than gothic 2's.


Eye-candy is a dime-a-dozen in games today.
"eye-candy" doesn't exist anymore. it belongs to a time when people could ask themselves "how can this look so good? what's the trick? how could they pull this off?", but today we have enough power to make artificial stuff look more real than real, and yet this shit still looks like skyrim.
i mean, think of the amiga, "bubble bobble" and "lionheart" work on the same hardware, the latter was a technological marvel because its coders squeezed every drop out of the hardware. when was the last time you've heard of coders pulling stuff like this? 25, maybe 20 years ago at best.
 
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GaelicVigil

Liturgist
Joined
Nov 13, 2013
Messages
405
Eye-candy is a dime-a-dozen in games today.
"eye-candy" doesn't exist anymore. it belongs to a time when people could ask themselves "how can this look so good? what's the trick? how could they pull this off?", but today we have enough power to make artificial stuff look more real than real, and yet this shit still looks like skyrim.

Great point. It all looks the same now doesn't it. I haven't seen any real graphical improvement since the Xbox 360 era, honestly. In fact, I said from launch that Skyrim looked like an Oblivion mod. I saw no graphical improvement there.

And why do we care about that so much anyway? If wanted real life, I'll go outside. Whatever happened to imagination.
 

Mebrilia the Viera Queen

Guest
I still think that who says that looks like skyrim clearly needs a pair of glasses or don't remember how skyrim looked like.
 

GaelicVigil

Liturgist
Joined
Nov 13, 2013
Messages
405
I still think that who says that looks like skyrim clearly needs a pair of glasses or don't remember how skyrim looked like.
For starters, I'm not trusting anything from a Todd Howard press trailer with his track record. So we don't really know how it will look until it's running on our own machines. I've seen this story before. Fool me once...

https://youtu.be/4KxRp8jeliQ


But, sure, the graphical details have improved, but the closer we get to reality, we face more diminishing returns. There are no massive leaps anymore. I just don't see much difference at all in games released 3-5 years ago, from ones today. You could line screenshots these games up in a random way and I'd be very unlikely to figure out which is which anymore.
 

Mebrilia the Viera Queen

Guest
I still think that who says that looks like skyrim clearly needs a pair of glasses or don't remember how skyrim looked like.
For starters, I'm not trusting anything from a Todd Howard press trailer with his track record. So we don't really know how it will look until it's running on our own machines. I've seen this story before. Fool me once...

[youtube]4KxRp8jeliQ[/youtube]


But, sure, the graphical details have improved, but the closer we get to reality, we face more diminishing returns. There are no massive leaps anymore. I just don't see much difference at all in games released 3-5 years ago, from ones today. You could line screenshots these games up in a random way and I'd be very unlikely to figure out which is which anymore.
I do a bit of graphic design and 3d rendering. And i am telling you that Starfield alone already uses things that were not present in skyrim or in fo4 i am talking mostly about parallax volumetric shaders. Even the textures seems to be at least more of a high resolution. The only bad model i have seen not that is bad but is not for sure photorealistic are the humans characters. They are somehow improved from fallout 4 by a bit. Still not perfect.
 

GaelicVigil

Liturgist
Joined
Nov 13, 2013
Messages
405
I still think that who says that looks like skyrim clearly needs a pair of glasses or don't remember how skyrim looked like.
For starters, I'm not trusting anything from a Todd Howard press trailer with his track record. So we don't really know how it will look until it's running on our own machines. I've seen this story before. Fool me once...

[youtube]4KxRp8jeliQ[/youtube]


But, sure, the graphical details have improved, but the closer we get to reality, we face more diminishing returns. There are no massive leaps anymore. I just don't see much difference at all in games released 3-5 years ago, from ones today. You could line screenshots these games up in a random way and I'd be very unlikely to figure out which is which anymore.
I do a bit of graphic design and 3d rendering. And i am telling you that Starfield alone already uses things that were not present in skyrim or in fo4 i am talking mostly about parallax volumetric shaders. Even the textures seems to be at least more of a high resolution. The only bad model i have seen not that is bad but is not for sure photorealistic are the humans characters. They are somehow improved from fallout 4 by a bit. Still not perfect.

To each his own. I think these graphics look far worse to me than what we had in the late 90s.

If they made a game today with the exact same scope and mechanics as Starfield, but done in the Infinity Engine, I'd be far more enamored over it.
 
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dbx

Arcane
Patron
Joined
Dec 14, 2009
Messages
4,046
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Wannabe Austria
I thing gfx in gaming has 2 intertwined problems right now: law of diminishing returns coupled with cost to create assets. You can create pretty amazing stuff with the latest tech, but sheer cost for content creation prevents most of it, so devs go for the middle ground which has remain costant for the past 6 years at least.
 

tritosine2k

Erudite
Joined
Dec 29, 2010
Messages
1,703
The problem is there is so much lag and smearing they can just wrap it up as last console gen and go streaming all the way even before streaming is figured out, luckily wearable displays dont allow that and this tells a lot. And if Oculus turd stuff with Palmer Luckey doesn't happen this conclusion is in reach quicker and surely looks less obtuse/stupid.
 

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