007 First Light

Path tracing not till summer time...

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Will you genuinely notice the difference unless you are more concerned with a small bump in graphics rather than actual gameplay?


Bear in mind, I grew up with the 48k ZX Spectrum so gameplay>graphics.
 
Will you genuinely notice the difference unless you are more concerned with a small bump in graphics rather than actual gameplay?


Bear in mind, I grew up with the 48k ZX Spectrum so gameplay>graphics.

Yup I notice a huge difference with RT/PT, once you experience a good implementation, all the downfalls of raster are immediately noticeable and looks awful/ancient. That and yes gameplay is always important but having incredible levels of graphics increases immersion which increases enjoyment/experience.
 
Really hope this is a good game, it does look very good from the gameplay videos and trailers. Unfortunately I won't have chance to play it for a few weeks, at least.



M.
 
Yup I notice a huge difference with RT/PT, once you experience a good implementation, all the downfalls of raster are immediately noticeable and looks awful/ancient. That and yes gameplay is always important but having incredible levels of graphics increases immersion which increases enjoyment/experience.

Fair enough,,., I watched the 13 min gameplay video and thought it looked immense. Not sure how PT can improve the gameplay experience, but thats just me.
 
Played the first area, well wow? The fluidity and frame pacing etc all perfect, not a single hitch in gameplay, the framerates are very high too with 4K DLSS-P and it looks superbly crisp and detailed. Note for OLED users, set the transfer function type to sRGB instead of 2.2, 2.2 has the washed out look which sRGB resolves though black isn't pure black given the colour grading used artistically.

Frame gen works excellently as well, and there is no mouse input latency or anything like that, it is just insta-responsive.

Controller motion and panning is also very precise and smooth with ample granular movement damping.

Technically and mechanically IO Interactive have seemingly hit a home run and this paves the way for a super path traced experience, too.

Spot the difference :p

DLAA + 2xFG:
DLAA%202x%20FG.png


DLSS Performance + 2xFG:
DLSS-P%202xFG.png



Look @Nexus18 :eek: No reflections weirdness given no HWRT, only a custom SWRT method IO created for this game's Glacier engine version as per DF tech review:

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Credit where due, this is great on a technical level and looks nice too, not The Last of Us nice, but Uncharted nice so far.
 
Sounds and looks great! Shall be waiting for path tracing to enjoy it the way it's meant to be played and immersed in all the glory! #RTXON :D
 
Played a couple of hours last night, surprised how polished it is overall, I'm kinda invested in the narrative too which is rare for me. I liked how the tutorial parts were done with the quick cuts.

The environments aren't the most detailed I've seen but still look great and art direction is strong - not going too crazy with the poly count here was probably a good call for performance.

Technically and mechanically IO Interactive have seemingly hit a home run and this paves the way for a super path traced experience, too.

Yeah it feels quite optimised, they've spent the resources in the right places and feels like they've got some nice headroom for path tracing.
 
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A quick hex edit sorts the UW quirks out I saw on reddit.

Weird though, apparently UW compatibility is flawless or so I'm told and yet here we are again. I'll have the joy of dealing with it when I get my 5K2K, if it's pants though it can be a secondary monitor, so no loss.
 
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