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Okay explain how graphically there is no debate. I want to debate it, because I simply don't understand what you're talking about. What in the Wilds screenshot is justifying the horrible performance? What in the KCD2 screenshot is justifying the good performance?
Sure, you can say "one is cutting corners", explain where they are cutting corners.
You know so much that you can tell at a glance in both these screenshots that Wilds is superior, so explain it.
Explain why you're right about this, because I actually don't understand, and I don't think anyone else here does either.
The textures are average. They're good enough, but hardly outstanding, I have indeed seen better textures on Minecraft, like 10 years ago.
I'm not criticising the textures, I'm just stating a fact. They're decent, not great, but decent.
I AM criticising the mesh, which is outdated.
The trees are low poly, the rocks are incredibly low poly, the road has an "okay" bumpmap but it's largely obscured by copy/paste flat grass textures to hide that it's very low poly.
It's a very low poly image.
Is Wilds perfect? Heck no. Their chosen grass is very dull and the game has pop in shader issues that I hope are fixed for launch. But that's a texture issue, and I'm not talking about textures.
I'm not sure I could explain it more than I have tried.
Strip away all the textures (which are a flat image slapped on top of a 3d surface).
What you're left with is a grey (or wiremesh) image, consisting of polygons (tiny triangles) that form a shape. The more triangles you use, the more detailed the shape is. Also the harder it is to render.
So you can "cheat", and use a low poly mesh (use less triangles) but use a detailed bumpmap. A bumpmap basically fakes depth to an image, by telling the applied texture where to add dark/light areas to create the suggestion of depth.
4 minute explanation here;
https://www.youtube.com/watch?v=KH_o4KcsVyA
Both games use various kinds of mapping.
But when you strip away all the colours, strip away the textures, you will see that one game is made up of SIGNIFICANTLY more triangles than the other. There are real, renderable differences that directly relate to how graphically intense a scene is.
You can fake quite a lot with maps, but you will always run into an issue of an image being too low poly eventually.
And KCD2 is very low poly.
They've done a great job "faking it", and their lighting engine is doing some very heavy lifting. But you can only mask and fake it so much.
25 second video quickly showing low poly vs high poly, see how much smoother and rounder the high poly Blastoise is? It has more polygons, lots more. Wilds has a LOT more polygons than KCD2.
https://www.youtube.com/watch?v=u9yqkf4Brf4
Another comparison: https://imgsli.com/MzQ4OTQ4
Yes, I agree that up close in a first person game you can make out some bad textures. If KCD2 was 3rd person, you'd literally have 0 issues with these textures. Like if I rub my camera right up next to a planet in any game, most games would fail and make it look 2D. That's just how graphics are. That's how it would be for Wilds as well.
I think that Wilds may have some more photogrammetery accuracy on certain cliff faces and desert rocks, sure. I don't think that justifies the performance drop, especially when the image looks underwhelming.
I think the overall image for Wilds looks bad, just really bad. It doesn't matter how impressive it is on a technical level, because I've already seen games that are technically far superior run better, like The Last of Us 2 or Forbidden West. Those game, and you cannot deny this, are insane with the level of detail, completely graphically destroying both these games, and yet they run better than Wilds.
This is what I'm trying to get at. Wilds is ugly looking and runs bad. I don't care what technical feat something is if I am looking at a horrid ugly image nor can I even appreciate what they've done because it looks so ugly.
To prove my point: https://www.youtube.com/watch?v=ikq0MpoepJg
Hnngh, you keep going on about textures. It has literally nothing to do with the textures.
"The textures are average. They're good enough, but hardly outstanding, I have indeed seen better textures on Minecraft, like 10 years ago.
I'm not criticising the textures, I'm just stating a fact. They're decent, not great, but decent."
You literally said this.
Also I brought up photogrammetry which is nothing to do with textures. It's getting a 3D scan of an environment and putting it into an engine for touch ups. The actual reason this is done is to capture the intricate polygons that make up a rock, for example, and the texture almost has nothing to with the reason photogrammetry is important.
Yes, that's not a criticism, it's a statement. KCD2 is using "okay" textures. I don't know why you'er so hung up on textures when the graphical fidelity has absolutely FA to do with textures....
I typed out an entire essay that you've conveniently ignored, so here it is again for your displeasure;
Strip away all the textures (which are a flat image slapped on top of a 3d surface).
What you're left with is a grey (or wiremesh) image, consisting of polygons (tiny triangles) that form a shape. The more triangles you use, the more detailed the shape is. Also the harder it is to render.
So you can "cheat", and use a low poly mesh (use less triangles) but use a detailed bumpmap. A bumpmap basically fakes depth to an image, by telling the applied texture where to add dark/light areas to create the suggestion of depth.
4 minute explanation here;
https://www.youtube.com/watch?v=KH_o4KcsVyA
Both games use various kinds of mapping.
But when you strip away all the colours, strip away the textures, you will see that one game is made up of SIGNIFICANTLY more triangles than the other. There are real, renderable differences that directly relate to how graphically intense a scene is.
You can fake quite a lot with maps, but you will always run into an issue of an image being too low poly eventually.
And KCD2 is very low poly.
They've done a great job "faking it", and their lighting engine is doing some very heavy lifting. But you can only mask and fake it so much.
25 second video quickly showing low poly vs high poly, see how much smoother and rounder the high poly Blastoise is? It has more polygons, lots more. Wilds has a LOT more polygons than KCD2.
https://www.youtube.com/watch?v=u9yqkf4Brf4
In this comparison image that you posted;
https://imgsli.com/MzQ4OTQ4
This is what i'm seeing;
https://ibb.co/TBr0Z1J6
Wilds is so much higher poly.
The rocks on KCD2 are very low poly. The rocks in Wilds could be higher poly, I'd actually say Wilds has overculled on the poly-count on Wilds terrain to meet PS5 compatibility, but you could argue they went too far on the Monsters. They could offer a lower poly Monster mesh to ease up rasterisation performance issues on older GPU's. (so then people can complain about origami monsters)
I know what a bump map, normal map, tessellation, parallax, and all that ♥♥♥♥ is. Normal maps are just telling light how to interact with an object to create depth within a flat texture. I understand that.
I understand what you mean when you say polygons, and like I said, Wilds definitely has really good photogrammetry on their desert cliffs and rocks. However I don't think this is enough to justify the performance even then.
Wukong has a higher polygon count than Wilds and runs better. So again, doesn't justify the performance.
KCD2 looks better is all I'm trying to get across. I prefer a game looking better than being more impressive under the hood, which I don't even think that Wilds is that impressive to be honest. They made the same ♥♥♥♥♥♥♥♥ argument for AI in Dragon's Dogma 2, and I followed NPCs around to see how advanced the AI was, and they literally just walk on set paths every day, it wasn't that crazy. We had to phase them in and out because it was so CPU heavy, and they barely acted any different than a pre-scripted Skyrim character.
On paper something can be impressive. Oh these NPCs are computing 1000s of AI megashits per hour. In reality though? I don't even see what the benefit of it was. They don't do anything special at all. Dwarf Fortress has more entertaining AI simulation than that game.
So you're excuse can be "this about of polygons", but then Wukong is brought up and then what? What's the excuse. The game looks horrendous, runs bad, and the excuse is something that doesn't even make it run better than a game that has more intricate polygons.
Wasn't nanite made to literally combat polygon issues? Or can Wilds not run nanite because it's in REengine?
So that is a matter of optimisation. You have to cut corners and fake stuff to improve the image. Wilds would look better if they lowered the polygon count to a level that basically looks the same from a distant, and then used those resources for other things.
Visual optimisation is optimisation. So Wilds is unoptimised. Point proven.
What fps do you get with no DLSS? Can you do a benchmark and post?
If it looks better to you, great. I've literally stated that multiple times.
Watching a KCd2 4k Ultra playthrough and i can literally count the polygons on so many items. To me that's literally unplayable.
It actually has the graphical fidelity of something like Skyrim, it is VERY dated. They've done a good job with the lighting, but it's very dated.
Lol, I looked up a HD reskin mod for Skyrim and yeah, it's exactly like the graphical fidelity of Skyrim,
https://www.youtube.com/watch?v=km9v5jMg8ig
I think they should have pushed Wilds further, IMO, the detail is there. They've scaled back really far to get it running on the hardware that it is. I'm interested to see how the Scarlet Forest looks upon release though.
As for the Wukong debate, again.. and we've gone over this a hundred times already in a hundred different threads. That's a GPU bound game with much, MUCH lower processing requirements. They can afford to go heavier graphically because there isn't a CPU bottleneck.
And anyone that says "so make Wilds like Wukong" simply doesn't understand that you currently cannot. You cannot make a game like Wilds without hammering the living bejeezus out of the processor.
Wukong's terrain looks infinitely more complex than Wilds, that's how I know. If that's not actually the case, refer to my other comment:
Kinda silly to make such statement.