007 First Light (IO Interactive) [May 27th]
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headshot
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PostPosted: Wed, 25th Feb 2026 20:08    Post subject:


May the NFOrce be with you always.
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cyclonefr




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PostPosted: Wed, 25th Feb 2026 22:23    Post subject:
huh? that's the video game awards trailer, are we back from the future?


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headshot
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PostPosted: Wed, 4th Mar 2026 18:28    Post subject:


May the NFOrce be with you always.
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headshot
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PostPosted: Tue, 10th Mar 2026 18:41    Post subject:


May the NFOrce be with you always.


Last edited by headshot on Wed, 11th Mar 2026 01:53; edited 1 time in total
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Breezer_




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PostPosted: Tue, 10th Mar 2026 18:52    Post subject:
0,07 frames per second without all AI black magic
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fable2




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PostPosted: Tue, 10th Mar 2026 18:57    Post subject:
i dont see a difference, aside from the shadows looking worse in the forest scene Laughing
they intentionally made them look worse btw. games 10 years ago had higer res shadows than this
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LeoNatan
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PostPosted: Tue, 10th Mar 2026 19:22    Post subject:
@fable2 Shadows and reflections are always blurry and “boiling” because they are very low res, from a very few rays. nSlopia’s ray reconstruction helps a little, but there is so much it can do. And I agree the result is embarrassing and minuscule difference at best.


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fable2




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PostPosted: Tue, 10th Mar 2026 19:32    Post subject:
I was talking about the Shadows in the RTX OFF scene being low res intentionally actually, sry for not being clear with my wording.

As for the RTX ON shadows, i think they look blurry because of Contact Hardening and Variable Penumbra.

It doesn't help that the entire presentation has Chromatic aberration and Vignette dialed up way too high.
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Stormwolf




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PostPosted: Tue, 10th Mar 2026 19:35    Post subject:
Most likely the lowest shadow setting, maybe worse if possible.
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LeoNatan
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PostPosted: Tue, 10th Mar 2026 19:54    Post subject:
fable2 wrote:
I was talking about the Shadows in the RTX OFF scene being low res intentionally actually, sry for not being clear with my wording.

As for the RTX ON shadows, i think they look blurry because of Contact Hardening and Variable Penumbra.

It doesn't help that the entire presentation has Chromatic aberration and Vignette dialed up way too high.

Even for that, we've had techniques to create physically correct hard/soft shadows based on light distance. See e.g. Red Dead Redemption 2's shadows. These dumb studios no longer bother implementing these techniques because rayz trazingz omgz0rz. Even the original GTA5 had good shadow softening options.


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