
I honestly don’t know what has changed…
Aren’t they all the same?!
You seriously don’t understand this difference?
Please explain it, Anonymous.
If the resolution of the image you posted is HD, then of course you wouldn’t be able to tell.
Maybe it’s something you can tell the difference if you move.
In the same game, it shouldn’t change that much, right?
The evolution from PS1 to PS2 to PS3 was indeed impressive, but I honestly don’t get it after PS4…
Still, there are those who say “the graphics, the graphics,” and those who understand will understand.
I don’t think there will be a time when I am moved by the evolution of graphics like I was in the past, unless something extraordinary happens.
I was moved by Reverse and Wilds.
In recent years, it feels like the focus has been mainly on parts that are hard to distinguish at a glance, like upscaling and ray tracing.
The clarity is increasing.
It’s like a 5% blur filter in a drawing app.
Honestly, aren’t we at the point where we don’t need to make it that realistic anymore?
If the content is the same, then it’s obviously better to have beautiful graphics, but if focusing on graphics results in reduced game content volume or longer development times, then frankly, I think that would be counterproductive.
I wonder how things will evolve after PS6…
Remake and reverse are not compared by face graphics but rather by density.
It’s boring.
Maybe the resolution has improved.
It seems like a choice of images just to say that you can’t tell the difference.
The damage in case of falling is too serious.
>>19
Just being out in the world is still better; the worst situation would be to have been involved for several years and not have any works to list as experience.
>>26
Susu’s situation is really sad.
The time has come for hologram 2, just as it has transitioned from dots to 3D (though I’m not saying there is a demand).
Machine power is not just about high-resolution textures.
It also affects the amount that can be displayed and the number of things that can be moved.
The remake definitely shows a difference between 4 and 5; I don’t know about the reverse 5 and pro.
I’m going to put a lot of effort into the graphic design! But then I end up getting distracted by the vegetation and the background.
>>24
You don’t need to put much effort into your graphics…
If you’re going to consume that much in specs, you should increase the volume first.
I don’t understand because I don’t have the actual device.
I think it’s sour grapes from an anonymous poster.
The recent power-up is full display of shadows, reflections, and distant scenery.
Writing has really evolved a lot…
I’m just fine with the Switch.
>>29
I understand you want to think that way, but…
I’m so tired of games with low fps and smooth surfaces…
>>50
Isn’t the terrain just a matter of personal preference, regardless of FPS?
>>53
I wonder about that…
It’s disappointing to see outdoor areas with too few polygons, like rocky mountains or flat ground without any texture.
>>77
So isn’t it a matter of preference?
Is there really an idiot who would say something like that while playing Animal Crossing?
You can’t tell the difference in the thread image, but you’ll see it when you watch the video.
There is a noticeable difference in texture between 4 and 5.
The heaviness and smoothness of Armored Core when it became 2 was amazing.
That’s not just about graphics; it also includes the frame rate.
In the PS5 version of Reverse, there are certain aspects of lighting and liquid expression that feel somewhat off.
I don’t know about the 5pro, but compared to the Steam footage, that part was clearly different.
To be honest, I’m more surprised by loading times than the graphics.
>>33
Compared to the lengthy 15, there is a sense of a different era with the reverse.
I heard there is almost no road.
>>34
There is hardly any load.
There are complaints about wanting to read something while loading.
Well, even people in the gaming industry are saying, “Isn’t there really no point in having a competition for high-end, massive-volume games anymore?”
It seems that even major companies are getting tired of the gamble that is making blockbuster games.
>>36
I want to hit something like a watermelon game, right?
>>102
Watermelon Game Palworld
Recently, there are smaller-scale ones like Miside.
I think that kind of approach is the ideal for the game industry.
>>108
The current game industry often lacks substance and only has graphics to praise.
I think that compared to graphics that are simply high-resolution without thought, games expressed as pixel art with a limited color palette are still superior as game graphics.
>>37
That’s just a matter of differing evaluation points, after all.
>>37
What is valued in society is not the effort, but the results.
If you play PS4 games and the latest PC games, they are completely different, right?
It’s more about whether high graphics can keep up with 60fps rather than just the evolution itself.
What impressed me on the PS5 was the speed of loading in Tsushima…
>>40
It’s early even at the PS4 stage…
>>40
I was most moved at the time of 4.
It’s too obvious that loading is fast at 5.
It’s true that when you line up still images and say “recent years have made changes hard to see,” but I think the recent direction of graphic evolution is leaning more towards the dynamic side.
>>42
You can’t understand it just from a still image, can you?
To be honest, I don’t need ray tracing.
In the first place, isn’t it that remakes and reverses don’t differ much since they use almost the same engine and materials?
To be honest, I can’t really see much progress in realism.
I feel like toon-style things have significantly improved since around 2020.
When creating hand-drawn anime-like expressions in 3D polygons, it used to feel very awkward, but now there is no awkwardness at all.
>>48
There was a time on the PS2 when toon graphics were out, but now it’s quite natural…
>>48
Isn’t that just because the production has become more skilled?
If the part where I was working on ways to show it and make abbreviations has become capable of placing normal models, then…
I wonder if I can save that effort.
I thought the graphics wouldn’t change much, but the transition from World to Wilds was really beautiful.
I feel like there’s not much different about the content of the game itself.
>>55
I think that’s just because I’m getting bored with the game itself.
As for the volume, it’s heavy enough to be excessive, Reverse.
>>57
It’s an unbelievable level of volume…
I was seriously exhausted in the latter half…
During the game, I am so focused on the gameplay and strategy that I don’t pay much attention to the graphics.
I need to break away from the FHD quality monitor that hasn’t evolved since the PS3 era in order to feel the current progress.
I think it’s meaningful to raise the quality to a level where it can’t be distinguished from real life, but I’m curious about what happens beyond that point once we reach it.
I feel that comparing the graphics evolution of UE5 games and RE Engine games is the easiest to understand.
The RE engine is definitely a bit outdated.
The PS5 has amazing graphics and feels very quick to load!
The graphics on the PS4 were amazing, but I wasn’t really impressed by the loading times.
The evolution of shaders since then is certainly noticeable.
Well, even companies like Rockstar are saying that there’s no point in competing at a higher-end level than this, so it seems like the battle from here will be about how much costs can be cut.
At the time, I thought Tsushima was beautiful, but when I look at it now, I realize it has graphics that are definitely from a generation ago, so I guess it has evolved.
I don’t think the character models have changed much from the remake to the reverse…
I think it was clear that being outdoors increased the handling of light sources and significantly increased the number of people and objects displayed at one time.
Also, Tifa’s breasts have clearly started to bounce.
>>71
That sounds interesting.
>>71
I think it wasn’t very good that there are times when the face of the cloud becomes scary regarding the light source.
You don’t really need that much glam, do you?
>>72
No, it’s necessary.
>>75
I think it depends on the genre of the game.
If it’s a racing simulator, there’s a high demand for realism, but for RPGs or action games like Monster Hunter, ultra-beautiful 4K visuals aren’t necessary…
>>72
Well, the graphics themselves are important, but…
It’s not that high-end is absolutely necessary.
“It’s about the need for graphics quality that fits the game.”
From here, there might be a feeling of how you can move in VR.
I think the decrease in stationary NPCs is a subtle but certain evolution in graphics.
I think that anime-style expression using 3DCG is a field that benefits easily from higher resolution and improved model quality.
The evolution from 2D to blocky polygons to realistic 3D ended a long time ago, so I understand the feeling of stagnation.
I think it’s difficult to create a revolutionary experience without fundamentally changing something, like using a right hand, a masturbation device, or an anal plug.
In the past, we used to wildly zoom in on screenshots and argue that this one had more jaggies, but today’s younger generation…
I felt progress in Gemma’s breasts.
The RE engine runs comfortably on the PS5 version, but the Steam version is consistently poorly optimized every single time, which is concerning.
It was exactly like that with the thread images, but if the graphics are too realistic, the unique silly situations in the game become more pronounced.
It seems that the stagnation of major GPU companies is also related.
The graphics of UE5 games are amazing, one way or another.
I don’t really understand the difference, but the new FF game is…
I have a feeling that I want it to be a flagship that is unnecessarily particular about the details.
>>89
(Could it be about fine hair…?)
>>89
At some point, I have found and embodied a position and meaning similar to a showcase of the best techniques that can be achieved now, just to let you know.
High-end graphics cards are expensive, so I want them to stop.
Nintendo made a decisive move early on to pursue high-end development.
>>92
You’re smart, aren’t you?
Companies like Square Enix that are particular about graphics ended up with higher costs and incurred losses.
>>92
It’s Dragon Quest 3, which is far from the soft high-end that sold the most in Japan last year.
>>132
The Japanese market is soaked in mobile games and doesn’t buy game software, while the overseas market is completely different, so in terms of software sales, SIE has been losing since the PS5 launch…
Well, you can’t really tell with ray tracing unless you move it in a wide shot.
Personally, I’m satisfied with the graphics being just one step before the current photorealism.
I want you to put more effort into not having hair poke through clothes or clothes falling apart.
I thought so too.
I recently realized that how well we can maintain over 60 FPS significantly changes the feel of a game.
It has evolved not due to the number of polygons, but because of the difference in frame rates when moving, so it’s hard to tell just from images.
In fact, Moore’s Law is starting to stagnate.
The evolution of graphics may also slow down.
>>69
So that’s the story about what I like…
Regarding graphics, I wonder if right now China has the latest technology compared to Japan and the U.S.?
>>97
The real style is still America.
Anime style is China’s stronghold.
>>109
Kurokami Myth is amazing, but is America still better?
>>109
Huh?
The PS5 has graphics similar to the PS4 and usually comes with a 60fps mode option, but I think this is the right direction for the evolution of home game consoles.
The current potential for evolution is that NPC movements and polygons no longer fit together well.
Once you get used to it, even games from a little while ago can feel cheap, so it’s evolving steadily.
When it comes to graphics, not just in games, once they reach a certain level, it’s difficult for amateurs to discern the differences.
I don’t really understand what’s different about smartphone cameras anymore.
I am horrified by the fact that Metal Gear TPP was released ten years ago.
Is there any meaning in comparing the same game, which hasn’t been remastered, running on different hardware with still images?
Major game manufacturers these days seem to have forgotten the essence of “fun” in games, focusing only on the lavishness of graphics.
>>110
It was a disappointing opinion typical of an old-fashioned harmful stereotype about baldness.
>>110
I think it’s foolish for gamers to criticize something that is a given in today’s games, which is impressive graphics.
>>127
???
Criticizing graphics isn’t necessarily part of the console war, right?
Games with 3D polygon characters from around the PS2 era are the hardest.
I can’t feel nostalgia and I’m shown a face that doesn’t resemble it much.
Now when I look back at PS3, I realize the textures are so unclear that I can’t even tell if it’s stone or metal…
Someday there might be games with graphics similar to live-action, but for now, it still feels like game CG.
Whether it will evolve in directions that not only interfere with visual information but also with touch and smell.
Pixel art games are the easiest to play.
I’ve heard opinions that it’s unbearable to simply say “Ouch!” when being cut by a sword or shot by a gun, even though the visuals are realistic.
I think it’s a difficult issue that the more realistic the visuals become, the more we demand realism in gameplay as well.
>>119
The more realistic it becomes, the more you think, “Just overcome that level of obstacle!”
I want to fly around in an open world with a high degree of freedom, as in Minecraft, but with super realistic graphics.
It’s deeply moving that an era has come where we can move around with graphics like in Advent Children.
It may be possible to create graphics that are close to reality as a single image, but
I think making games that match that by human hands might be a bit of a waste.
Isn’t the overall volume of the game’s system, scenario, and fun more important than the graphics rating?
>>124
Nintendo is finally doing well.
>>124
If volume is that important, then indie games that have hit it big wouldn’t be rated so low.
I honestly think that the creators are just overly afraid of the volume.
The graphics of the game being developed in the latest version of UE5 are amazing.
It’s good to search for “2025 coming game” on YouTube.
>>126
Thanks to the increased texture resolution, it seems that we can now reflect detailed representations in game models even without exaggeration.
In the case of the Switch, I can’t help but feel that the graphics don’t improve that much even with ports of hardware that are over ten years old.
>>129
It is a common opinion that graphics are not necessary…
>>136
At the time when PlayStation overwhelmingly leads the software market, many gamers probably want to play games with beautiful visuals.
>>154
In the software market, Nintendo is ahead…
To put it another way, Steam is better.
The FF series seems to have an overly conscious focus on graphics and story, giving the impression that it’s slipping up every time.
I think that regarding 15, the development system was broken, so it was a problem before the story even came into play.
If you can create an interesting game, there’s no trouble at all.
It seems like many developers want to say that they have no choice but to compete with graphics because they can’t create something that easy.
>>135
Just cutting back on graphics doesn’t automatically make a game more interesting…
>>135
In terms of graphics, if you use the engine’s assets, everyone can make things look somewhat nice, so there aren’t any companies claiming to compete on graphics anymore, right?
I believe that if you have both a PS4 and a PS5, you would definitely be able to tell the difference.
I felt it while playing Monster Hunter, but even the PS5 feels underpowered, so I don’t get that high-quality feeling anymore.
>>138
The RE Engine is inherently lacking in graphics.
>>138
It’s not unusual for the PS6 to be released next year or the year after.
The graphics depend on the engine being used in the first place.
If the content is the same, it’s better if the graphics are superior.
>>141
I don’t really think so.
>>159
It won’t be better if it’s worse…
>>141
I will agree under the condition that the development period and price are the same.
Isn’t there an AI that can make combat more interesting?
There are often too many volumes now.
Hearing that it takes 100 hours to clear the main story makes my stomach feel heavy.
>>143
It’s obviously excessive, isn’t it?
Once you hit around 50 hours, you simply start to feel fatigue and boredom.
The obvious change in the graph isn’t really felt because the vertical multi-period is long.
The loading and processing aspects are easy to understand.
>>69
Both realistic and pixel art are just means of expression; there are good realistic expressions and also bad pixel art.
I feel that the know-how for a good UI within the overwhelming amount of information and graphics hasn’t evolved enough.
I can tell the difference, but it’s not something I care about.
When it reaches the switch level, I start to worry.
They say you don’t need graphics, but once you experience the higher-level graphics, the lower ones start to feel a bit lacking.
To put it extreme, if a new FF were made with the graphics of the original PS, you wouldn’t feel motivated to play it, right?
>>150
…they seem to think that way on their own and can’t back down, the people who are creating it.
The first generation PS level is extreme, but I wonder if it could be kept within a range that can be built with a bit more cost-effectively.
The PS5 has been out for five years now, and it wasn’t high-performance to begin with, so this is to be expected.
The idea of volume is reminiscent of games from a bygone era.
>>158
Recent blockbuster games really have an outrageous amount of volume, and many of them are marketed with that as a selling point.
The graphics in this game are beautiful! It’s not that interesting, though, to be honest.
But in games like Monster Hunter, people clearly play for dozens of hours and then say there’s nothing left to do! The volume is way too thin!
>>161
The Fast Runner Man is saying the same thing in both World and Rise, so you can ignore it.
I think it’s terrible that Rise is compared to Iceborne and Wilds is compared to Sunbreak, with all sorts of things being said.
In Bio 4, characters can pass through grass, but in Bio 5, it seems like they can part it, which I think is quite an interesting difference.
Showing screenshots and saying this one is prettier is an outdated gaming culture from 20 years ago, isn’t it?
I can tell that it’s evolving, but there’s not the same level of astonishment as when it transitioned from 2D to 3D.
Isn’t there going to be some innovative change?
If there’s too much volume, it feels like playing through it once is enough…
>>167
I totally understand.
People who prefer poor graphics are quite special individuals.
>>168
It seems like there are people who want to guide this thread in a specific direction.
Pay more attention to the differences in frame rates.
>>169
30 is enough, man.
>>169
I have never been able to tell any difference at all, including the display.
Honestly, even when comparing in the store, I don’t quite get it.
Graphics are largely a matter of getting used to them, so if you’re accustomed to current games, playing a game from a generation ago will feel rough.
I think it’s fine as long as it’s interesting until the ending, but even now, it’s often said that the amount of content until completion is small for the price.
The high quality of Chinese anime-style games is remarkable.
The people who are originally creating AAA titles are the ones making social games, that’s the thing.
Because the market for home video game development is still small.
The remake and the difference in difficulty are quite easy to understand, right?
Some foreign first-party titles are so tightly optimized that you wouldn’t notice the differences unless you look closely, but the differences become more apparent in Japanese games with unstable performance.
I feel like the available graphic resources are trending towards making skin look unattractive.
There are various types of what is considered to have good graphics.
For example, does Minecraft have bad graphics?
Isn’t it a good match for the game mechanics as it is? Something like that.
It’s always better when the graphics are good.
If prioritizing graphics means reducing loading times or scale, then it can be put off for now.
I’m fine with graphics like those in the Secret of Mana 3 remake or Revenant Saga…
If it’s 4K+DLSS+ray tracing on PC, there is a clear difference.
>
It didn’t work.
Most people can’t tell the difference once the frame rate goes over 60.
I can recognize up to about 120, but well…
Isn’t Minecraft the leading game that doesn’t seek for graphics?
For example, if the graphics of that were like Satisfactory, would it have been this popular?