Stop buying blurry modern games. You are killing graphics

Stop buying blurry modern games. You are killing graphics.

Any game that forces temporal smearing to cover up how jittery and pixelated all it's low quality rendering is, and the fact it doesn't support transparency, Is something you need to refund.

youtube.com/watch?v=lJu_DgCHfx4

If open source and code preservation were widespread in the games industry we would've been able to know how devs used to be able to make good looking hair
instead, that knowledge is lost to time

Literally just turn the filter off in the settings. Why is Anon Babble so brain-dead?
This is the weakest cope yet. Game is good. Get over yourself.

I can't believe Anon Babble is actually shilling this dude, he is one of the worst midwit technobabble grifters on the platform

Don't care, the game runs fine on my shitty laptop, they can keep killing graphics all they want if it means I can play the games.

Literally just turn the filter off in the settings

if you turn TAA off you're stuck with everything being a pixelated and riddled with holes. because nothing was rendered correctly in the first place. TAA just smears everything to try and hide that fact.

looks fine on my machine

threat interactive

lol

On a more focused level, the removal of transparency is something that has bothered me as a whole and I recently looked into why. It's basically what you said: By showing all or nothing, they've simplified the computation work to a single 1-bit true/false per pixel with dithering. It's as simple as that, and they hope to vaseline smear anti-aliasing to look transparent. And it looks like crap of course, especially against any older game with real transparency, but since it's included in the two big engines all devs use, that's what we get.

But what gets me about this is they've simplified a 8-bit layer into a 1-bit layer. I get it, that's a huge work saver. But bumping that to just 2-bit (100%, 66%, 33%, 0%) is a ridiculously huge improvement for marginal overall work. We know historically from color bits how vast the improvements are from each of the first few. I wish literally anyone would experiment and realize it themselves, but the problem stems from devs using cookie-cutter engines without the skills (or time, labor) to improve on what comes in the box.

so it's just like transparency in sega saturn games... I wonder if these games would look better with a retro filter...

,
They argue it's so they can use 1 million different light sources to light their ugly, grey, face scanned slop devoid of any art direction.
But what they don't realize is no one should be using that many light sources. games look worse now than ever. older games looked and ran better.
They had focused deliberate lighting.

looks fine to me

just have to turn of film grain, chromatic aberration, and vignette

it gave a big fps boost too, weirdly enough

Everything is a balancing act between performance and fidelity. Seeing people complain about this shit is retarded.

You first.

Literally just turn off the options you big baby goddamn, you're on fucking PC. fucking edit that shit

Frizzy hair

Realistic skin pores

Uncanny facial expressions

I'm genuinely sick of modern video game graphics.

That's a lie.
New games just have bad rendering.

All modern games have this problem. Fuck Nvidia

I'm still waiting for 7800xts to go on offer

You will be ignored, just like every time I say the same thing in these threads. They don't want a solution, they just want to complain.

Literally just turn off the options

Where's the option to render the hair with real transparency?
oh that's right it doesn't exist because the devs have built the game in a away that doesn't support transparencies. your options are:

Blurry smeared mess with jittery artifacts

Pixelated grainy mess with even more artifacts

Retard. Stick to consoles.

Yes, actually. Its called dithering.
Modern games dither instead of use true transparencies because the industry at large is in the midst of a push away from a technique called forward rendering to what we use now: deferred rendering.

Deferred has strengths and weaknesses over forward, most notably that its easier to use ray tracing and other more robust real time lighting treatments. But it SUCKS at true transparencies so we fudge it with dithering and then mask the grainy dithered assets with temporal aliasing.

Its a daisy chain of bandaids over the original sin that is deferred rendering. In summation:

What we lost isn't forgotten. We're deliberately burying it because Nvidia is dragging the industry in the direction of real time lighting and streamed high res textures in a never ending graphics card sales pushing arms race of unnecessary tech bloat for the sake of tech bloat.

That model has less textures

That's because TAA is literally the best practically feasible technique we have currently to stabilize fine noisy details like HQ hair.

because nothing was rendered correctly in the first place

Deferred rendering isn't "incorrect"

I can easily see the dithering in the full sized image. The hair and shadows still jitter in motion too.
The only way to get these games looking "ok" is to downscale them from such a ridiculously high resolution that your framerate gets harmed. and this is just a workaround trying to hide the fundamental problem, the effects were not made right in the first place.
If they were, we wouldn't need to do this. the game would look good at native resolution.

So it looks better AND it has lower system requirements?

Let me laser focus on details that don't even matter

This is why pc is a joke

I'm sorry you're technologically incompetent.

threat interatctive

i will not care at all about anything this guy says until he releases his own game. it's not hard to optimize static scenes and use those to cherry pick for your argument. a lot goes into optimizing a full game and he has consistently proven that he has nothing to back up his claims.

You're incompetent because you don't care about shit that doesn't matter!

Good argument cuck

Yes it is. Even old arcade machines could render transparency but modern devs using UE can't.
deferred rendering should never be used for non-opaque objects.

if it was "correct" you wouldn't need to smear it in TAA to try and hide how bad it is.

HOTD.png - 1208x555, 574.22K

where's muh overly emphasized skin pores and creases

why is muh heckin characterino not smeared in dirt and mud and shit so all readability is gone.

It's computer graphics, it's all fake, there's drawbacks and benefits to different techniques.
But I agree TAA the way UE does it is pretty poor, they half assed their forward+ shading that everyone was asking for

if I repeat the point but talking like a retard it's now wrong somehow

Yes, I want to see high fidelity skin and dir and textures on my current gen game.

Is there a mod to fix pixel hairs on PC?

Doesn't happen on PS5 so I'm good. I haven't really seen hair like that outside of slavjank and the Xbox One port of Resident Evil 7.

Is this really what you are going to cry about now? People like the game, give it a rest already, you lost.

I can on play default settings like most people, but if I care and am competent enough I'm allowed to delve into graphical settings and modify everything to my liking, edit config files, or mod.
You're forced to play on default settings because Sony won't let you change anything.

Pull the game apart, go into unreal engine. set up a forward rendering pass with proper transparency.
and render all the semi-transparent objects like hair through that instead, while reading from the z-buffer of the deferred rendering pass.

Aside form that... no. the game is permanently fucked.

fuck this guy and his faggot takes

I think it's an AMD issue
The game is clearly made for NVidia

I'm going to sound like a bitch and say you shouldn't disable most of these, except motion blur. It ruins the dreamlike painted atmosphere, like DS1 Remastered rendering all backgrounds crisp and ruining the hazy feel of PTDE.
But those effects do tank performance so ymmv

wdym looks good to me? Her hair looks like a 8kB jaypeg. That does not look good.

No? Turn TAA off, then force AA method of your preference through GPU control application

no AA can fix pixel dithering. That's not what it was ever design for.
The game needs to be rendered with real transparency in the first place.

I don't know why devs choose to do this poorly simulated hair representation instead of relying on modeling the hair forms and giving it a shader to imply that level of detail if you really want it. The individual strand look is just about never done well enough to sell the visuals.

Looks fine on my machine.

Probably has to do with animation.

but if I zoom in 900% it still looks pixelated. The graphics are bad. Please subscribe to my grifter Jewtube channel to help me solve UE5

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The UE5 Looks

you guys don't get it.
both of these games use hair cards to render the hair.
the only difference is the game from 18 years ago supports translucency, but unreal engine by default does not.. so it dithers everything like the sega saturn.

Least important part of a game