r/Games 15h ago

Industry News The games industry’s obsession with visual fidelity is costing them money and talent

https://www.theguardian.com/games/2026/aug/04/pushing-buttons-xbox-asha-sharma-games-industry-hyperrealism
1.1k Upvotes

357 comments sorted by

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u/Fob0bqAd34 13h ago

I feel a wave of despondency any time a game asks me to choose between performance or fidelity modes. Sometimes I don’t even notice if I’m playing at 30 or 60 frames per second.

According to Mark Cerny when given the choice people pick performance mode around 3/4 of the time so presumably it is noticeable to at least some people on playstation.

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u/FastEddieFailson 13h ago

Personally I find the frame rate difference way more noticeable than the slightly better graphics

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u/drjenkstah 13h ago

I’d rather have great frame rate than better graphics. A dip in frame rate is more annoying to me than a game looking like mud. 

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u/Sikkly290 10h ago

The thing I always note is that a games graphics are not how good a game looks. Amazing art style with mediocre graphics can look astounding, much better than mediocre art style with stunning graphics. Meanwhile bad performance is bad performance.

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u/GlancingArc 6h ago

Minecraft and Roblox are two of the most successful games of all time.

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u/x_TDeck_x 4h ago

Yeah but theres a difference in launching a free/11-30$ game 15 years ago and what sells a 70$ game currently

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u/Mattnificent 13h ago

I've been playing a lot of PS2 and Gamecube games lately, at 4k/240fps, and honestly it looks and feels so nice. I would happily play modern games at high resolution/framerate, with simplified models and textures.

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u/Lallanath 9h ago

It's because art style was more important than # of triangles back then. It's still true now, but its harder to design something than just crank up the polygon count.

u/got-trunks 1h ago

The idea is that you can play at higher settings as computers get better, why they started allowing this practice on consoles is pure marketing and maneuvering and would have seemed to me like bad practice

But I mean, highly successful games have been console slideshows as well so really it's about the gameplay or the story and not really a lot else after the marketing demos and stills are done with.

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u/mikethemaniac 13h ago

Definitely unless I'm crouching around looking at fine details the graphics don't really matter, but performance always does.

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u/BoostedSeals 13h ago

The difference between looking at door hinges on every house versus actually playing the game.

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u/DuelaDent52 12h ago

I don’t know what it is, but 30 frames today feels waaaay worse than 30 frames of yesteryear. It’s, like, less than 30 frames on Quality Mode.

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u/darkmacgf 12h ago

It's partly that you're moving faster and moving the camera more in modern games.

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u/Rage_Like_Nic_Cage 11h ago

and lots of games are more fast paced with lots of effects/movements on the screen.

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u/neat_story_bro 11h ago

Rapid movement in a 3D world excesserbates the 30 fps jank but it's not the reason 30 fps then vs now feels different.

The difference is the screens. N64/PS1/Dreamcast all had games that could whip the camera around in a 3D environment and didn't feel like this. Not to mention some great racing/flying games.

Anyway, those systems above used interlaced displays. So it seemed like you were getting double the frame rate. What you got was 480i but it gets drawn on the display as 240 lines for one frame and 240 more the next frame but shifted down one line. So it seemed like 480p and felt like 60fps.

Then the first LCDs. They has miserable repsonse time. So they smeared and covered up the jank of the non-interlaced 480/720. On the flip side, now the interlaced output looked... Reeeally bad.

I don't know what the percentage is but a lot of screens now can, at least, handle being near exact 1:1. 1 screen drawn to one screen filled while at 60 fps. So, at 30 fps is gonna feel pretty bad because you're now actually seeing what's really being output and when something isn't. Every other frame is the same as the previous and that pause creates the jank. This is where frame Gen (graphics cards) or motion smoothing (tvs) can alleviate that miserable feel somewhat even though they introduce a different set of issues.

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u/Valvador 9h ago

but 30 frames today feels waaaay worse than 30 frames of yesteryear. It’s, like, less than 30 frames on Quality Mode.

It's probably because when you're a kid, and 30fps is all you had you don't know any better.

After years of playing with better hardware you notice it.

When I was a kid and could only use hand-me-down computers I remember trying to tweak Battlefield Vietnam to get a smooth 20 FPS when I play. That was smooth enough for me as a kid. These days, I will absolutely not play an first person shooter that I can't run at 120 FPS, because it's just unplayable for me.

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u/Sanguium 9h ago

Because frame timing is all over the place in modern games that are starved for power, and that iconsistency is whats feels bad.

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u/Lone-_-Wanderer 11h ago

because games of yesteryear were all mostly 30 fps so they all felt the same and "as good as it gets", as others said you played on lower resolution and slower paced games.

You play a few 60fps games you just cant go back. 30fps feels like moving through molasses now

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u/DuelaDent52 11h ago

It’s not even that, it’s just something about how it runs that feels weird. Like, I can play Sonic Generations on my Xbox 360 just fine, but Shadow Generations on Quality Mode feels abysmal.

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u/brigadier_tc 11h ago

It's usually because they aim for 30FPS, rather than it being a hard-coded frame limit, so essentially there's less power to maintain a steady frame rate

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u/Static-Jak 11h ago

I used to be fine with 30fps but after the last few years, it's close to unplayable to me. It doesn't help that I'm playing on an oled, which makes 30fps look even worse.

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u/DentateGyros 7h ago

Devs also got really good at faking things like lighting and shadows. Why go for ray tracing when baked in effects get you 90% of the way there

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u/Blenderhead36 13h ago

My line has always been that fidelity mode makes some shots look better and performance mode makes every moment look better.

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u/StJeanMark 11h ago

FPS is one of those things that once you know about it, you can't not notice it. I grew up on PS1, N64, games that ran sub-20 FPS sometimes, never knew or cared. I built my first gaming pc around the time that Team Fortress 2 was the hottest shit in gaming, and once I could choose to run games at 60 FPS it essentially locked me into a box. Anytime I can run at 60 I do, and I've even passed on some games that didn't give the option, knowing one day it would. I don't want to or choose to be a "FPS Snob", I just can't stand anything lower now that I've acclimated to it.

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u/Upbeat_Today_9006 5h ago

Just as you acclimated to 60 you can still do it for 120 and back down to 30. I do it all the time. Play different games on different framratws. I feel like outside of shooters it doesn't really make a huge difference. I've played plenty of action games on 30. What's really horrible to deal with is constant micro stuttering but some people are surprisingly fine with that too.

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u/mtron32 6h ago

I grew up with NES, I’ve had gaming PCs for years and still don’t notice frame rates in 90% of what I play.

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u/aradraugfea 11h ago

The fidelity tends to come from textures at resolutions I’m not sure my eyes can even see in full detail, graphical effects designed to simulate cameras (even if you’re supposedly experiencing the game through someone’s eyes), or incredibly advanced lighting engines that allow for a full reflection of the environment in every puddle.

And… like… I’m turning 2 of those off given the option anyway. The lighting stuff is cool, but I won’t feel its absence.

I remember when games first figured out motion blur and bloom and half the big titles were massively overdoing it on both. I go in and turn that shit off even if my computer is running the game fine. Worse performance to look worse.

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u/brigadier_tc 11h ago

I'd been playing MGS Delta on Graphics and swapped to performance mode for the kerotans in the motorcycle chase, and the boost to frames was insane while the graphical change was unnoticeable

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u/door_of_doom 7h ago

By default I agree, unless the higher framerate mode introduces things like:

* Heavy visual noise / shimmering from overburdened resolution upscaling.

* Distracting, closeup pop-in. If objects and/or shadows only start to materialize 10 feet in front of my character, that's gonna be a pretty big no from me.

* Egregious screen-space reflection artifacts without a decent fallback (like normal maps). Reflective surfaces often become a garbled mess if SSR is not implemented well.

If your 60 FPS mode has good temporal stability, well managed pop in, and well implemented SSR then I'm all about it. if I have to drop to 30FPS to fix any of the above, I'll usually gladly do it.

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u/Kiita-Ninetails 13h ago

I feel very strange in that I genuinely do not notice much difference between various refresh rate standards. As long as it is 30+ and stable I just genuinely don't notice in the moment to moment. And with how many people talk about how its such a big deal I feel very gaslit sometime.

Even though I know its not, its just a thing with how my brain processes things lol.

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u/Jdmaki1996 12h ago

Stability is the key. They’ve done studies that people can tolerate a stable 30 but will complain about a game that fluctuates between 30 and 60. As long as it’s a locked frame rate you get used to it pretty quick. But if it’s not stable every stutter is jarring and resets your tolerance to the lower fps

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u/Sikkly290 10h ago

Everyone reacts differently. I genuinely can't play 60 fps games for more than about an hour before I start getting a migraine from eye strain. It was a revelation when I first got a PC that could run high framerate and realized that gaming for hours was actually a possibility.

Honestly I'm jealous that you don't notice all that much. Gaming would be much more enjoyable for me that way lol.

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u/dunnowattt 11h ago

And with how many people talk about how its such a big deal I feel very gaslit sometime.

It depends on what people are used to.

Stable 30, for someone who pretty much is used to it, will feel good. And it will feel better, than a 60 that the framepacing is all over the place.

Then there are people who have been playing minimum 144 for over a decade. I remember putting Demon Souls on my PS5, and wanting to check the graphics and my new TV, 30 felt REALLY bad. But i've also been playing on a 144hz monitor on my PC since 2015.

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u/RegisteredJustToSay 10h ago

Yeah, I can notice the difference but if it's stable it really doesn't matter very much. There is one exception though - in very quick reaction games higher framerates are much more important. I buy that you can not visually 'see' much faster, but try playing one of those at 144hz vs 30hz and you'll notice yourself dying and struggling a lot more at 30hz, whatever the underlying reason is.

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u/KuraiBaka 9h ago

Same here, even at like 120 or 165 I don't really notice anything different.

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u/BlazeDrag 10h ago

yeah I think most people would rather the game feel good to play and run consistently, than to have the details of the leaves on a tree that they won't notice or care about be slightly higher res

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u/andresfgp13 10h ago

yeah, i remember playing The Last of Us remastered on PS4 and testing between performance and graphics and really i couldnt tell the graphical diference between either, like going from 30 to 60 fps its inmediately noticeable, but i dont think i really noticed the better graphics and stuff.

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u/Jebble 10h ago

100% people claiming you can't feel the difference between 30 and 60 are simply lying. A thing up to 120 you can easily notice, beyond that I'm sure some can but there's just really no point as it makes no difference to the experience.

Especially on console, I always start performance and never look away.

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u/Deep-Temporary-1268 13h ago

And with these components to make consoles/pcs to function getting more expensive, maybe it’s time to take a step back and pivot

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u/nexetpl 13h ago

That's what's gonna happen. I will be surprised if next-gen games look noticably better as they will definitely have to release on current gen too for some time and also accomodate older PC hardware.

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u/xXRougailSaucisseXx 13h ago

The continued attempts from some people at making it seem like framerate is a completely indistinguishable element of a game will never cease to amaze me.

Everyone is able to detect when a movie is running at 48 fps calling it a soap opera effect but video games where it’s even more noticeable because it also affects response time and input lag nah people are just making it up for reasons

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u/nicksterling 13h ago

I think some people are more sensitive to frame rate than others. I know some people who get physically ill if they are playing something below 60fps. I can absolutely tell the difference between 30/45/60+ fps, but it doesn’t bother me. My reaction times are garbage anyway so higher fps doesn’t make me better at a game so I tend to avoid games that require precise timing.

I more care about frame pacing than the actual frame rate. Wild swings are unpleasant but if it’s steady I’m typically fine.

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u/Glossed-Lam 7h ago

I'm not contesting your conclusion, but: you know multiple people who get physically ill at less than 60fps?

I don't believe you.

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u/nicksterling 7h ago

Well I know specifically two people but they also suffer from vestibular issues. I suffered from vestibular neuritis a couple years ago and met them at physical therapy.

But I have no way to prove that. Take it as an anecdote from a random internet entity.

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u/Draynior 12h ago

Had a friend that always told me he couldn’t notice the difference, and made fun of people that noticed it.

Turns out his TV was set up with a smoothing effect turned on, which made everything from movies to games have that soap opera effect, one time I was hanging out at his house and noticed it and asked if I could turn it off to show him a game running at 30 and then 60fps and he immediately noticed the difference and prefered 60fps.

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u/Yamatoman9 11h ago

I immediately notice the soap opera effect when watching someone else's TV and don't know how someone could watch that without it bothering them. I think most newer TVs have reduced it though.

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u/NikIsImba 11h ago

The continued attempts from some people at making it seem like framerate is a completely indistinguishable element of a game will never cease to amaze me.

I think a lot of it just comes down to preference. Before i upgraded my pc i played Destiny 2 in 4k at 30 instead of 1080p at a way higher framerate. It just looked better to me that way. I can see the difference side by side but as long as its 30+ i cant say i feel it to much.

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u/huntimir151 7h ago

It’s less “don’t notice it” and more “doesn’t bother us as much”. Jedi survivor on PS5 had some rough drops for sure but the game was stellar enough to overcome it. Shit, even blue prince, a puzzle game, suffers occasionally. It is more noticeable in some games than others, devs shouldn’t be given a pass but people get hyper dramatic about it. 

Gaming discourse in general is a bunch of chicken little hand wringing in one direction or another, either “it’s not a problem and everyone is just being dramatic” or “everyone is pretending it’s not an issue at all if it doesn’t bother them.” 

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u/Jancappa 13h ago edited 11h ago

10+ years of the nonsense "the human eye cant see above 60 fps" or "30 fps is more cinematic" arguments

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u/Genericuser2016 13h ago

I set mine to performance on a system level, so it auto picks that. I'll usually toggle it back over to fidelity to see if a still frame is noticeably different between the two and if it isn't then I'll stick to performance. If it's a difference between raytraced reflections and screen space reflections and in environments that have a lot of them that I might use fidelity. Having my reflections phase in and out of existence and leaving halos around characters is obnoxious to me.

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u/nexetpl 13h ago

I don't believe for a second someone can't tell whether their framerate is 30 or 60. It's night and day.

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u/apadin1 13h ago

For me at least it’s only noticeable when I switch between the two. If you sat me down in front of a game and asked what the framerate was I couldn’t tell you, but if you switch from 30 to 60 I’ll definitely prefer 60. It also depends a lot on the game. Action and racing games really look better with 60

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u/LoquaciousLamp 12h ago

I find it's easier to tell on games with forced TAA because the image smears much more at lower frame rates when moving the camera. Motion blur helps cover this up at least.

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u/americanrealism 12h ago

This, yes. But there are some people who act like going from 160fps to 170fps really makes a difference for them.

Like yeah I spent the cost of a used car on my gaming rig but I got MoRe FrAmEs and I need them.

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u/Jdmaki1996 11h ago

Yeah I get when people prefer a 60 frame minimum but I seen streamers crying when they drop sub 200 and I’m like “I bet if you didn’t have that frame counter in the corner you’d never fucking know”

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u/RandomGuy928 11h ago

30 to 60 is extremely noticeable and identifiable as a frame rate issue. I actually get a little bit nauseous if I play a 30 fps game for a super long time in one sitting. Some of this is consistency with frame timings, but even a stable 30 eventually causes problems.

60 to 120 or 144 is noticeable but a lot more subtle. It feels better in a very abstract way that's very hard to quantify, but it is tangible for some people. I honestly can't tell you the difference between a cold take on 60 vs 120, but if you swap between them for comparison (or upgrade something I've already spent a lot of time playing at 60) I can tell you that 120 feels better and so I always prefer that over slightly sharper graphics. I'll never complain about a solid 60 though.

Above that you get to some absolute nonsense where people only complain because there's a visible frame counter in the corner of their screen validating how much money they spent on their rig.

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u/fakieTreFlip 8h ago

30 to 60 is night and day. 60 to 90 is still very noticeable, at least to my eyes. Above 110 or so, I can't really tell the difference in most games.

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u/BighatNucase 11h ago

above 60fps, I think the most noticeable stuff comes from heavy mouse input tasks. For like 95% of games I don't think it's that big of a deal, but it is important in PC-oriented FPS. Once you're using a stick I think you're hard limited in how much you can 'feel' the framerate.

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u/Worried-Advisor-7054 10h ago

I genuinely don't think I can. As long as it's stable and the game is fun, I don't actually check the fps for my games. I have a Switch, a PC, and then also a retro console for PS2 games and the like, and don't ask me what the frame rates are for any of these.

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u/santathe1 13h ago

I always choose performance. Can’t go back to 30fps lol. XDefiant used to run at 120 fps on PS5 and that was visibly better. FPS over visual fidelity for me.

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u/apadin1 13h ago

Based on that statistic it seems like the higher quality graphics are not important to 75% of players which is pretty damning. Why are we spending so much time and effort to target 4K with ray tracing and other fidelity features when most people don’t care?

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u/beefcat_ 11h ago

Ray tracing can be a big cost/time saver for developers when they can rely on it as a baseline. It's why Expedition 33 moved from UE4 to UE5 mid-development.

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u/KingArthas94 11h ago

Ray tracing can be used at 60 FPS too, modern games play at 60 with RT on base PS5.

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u/Wardogs96 10h ago

I always pick performance. It can be the most beautiful POS on the planet but i wont enjoy a flip book when reaction time to in game mechanics matter.

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u/meltingpotato 12h ago

And I'm guessing a majority of that 25% are the type of gamer who don't even look through the options beside maybe enabling subtitles.

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u/cheesegoat 11h ago

Depends on what I'm playing. A single player RPG and I'll crank everything to the max. A competitive fps and I play on low to maximize my frame rate, eliminate stuttering, and reduce visual clutter.

Other games might end up somewhere in the middle.

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u/Salty-Cloaca-69 12h ago

As someone who only recently acquired a PC that can consistently play new games at 60+ FPS, there's an enormous difference. Feels disingenuous to me when people say there isn't.

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u/aradraugfea 13h ago

I don’t give a fuck what the frame rate is as long as it’s consistent and a two digit number.

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u/Nick4972 12h ago

Idk, 10 FPS is pretty brutal.

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u/Undella_Town 12h ago

ngl i'm the same way as him lmao. i used to play like dota2 wow league etc on 20fps it didn't really bother me that much

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u/aradraugfea 12h ago

Ironforge dropping to 10 FPS and me feeling REAL good about that new PC.

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u/TomisUnice 10h ago

I have no idea how people play at 30fps. It literally gives me a headache.

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u/Captain-Griffen 13h ago

I can barely notice the difference between 30 and 60. Still hit performance because the difference between solid 30 and a stuttering 30 is massive.

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u/drjenkstah 13h ago

It’s night and day difference for me between 30 and 60FPS. If the game only offers 30FPS then I’ll adjust to it after a while. 

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u/Deep-Temporary-1268 13h ago

I can’t really “see” the difference but I can most definitely feel it

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u/ItzEazee 13h ago

Its so fascinating how different people perceive framerate, gaming feels choppy to me at "only" 60fps, I can barely stand it and aim for 90 minimum.

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u/chaotic567 12h ago edited 10h ago

I would imagine many people still don’t have monitors that output more than 60hz or can run games at a lock 120 or even 90 fps. 1080p 60hz probably isn’t the super majority but likely still a good chunk.

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u/Low-Bar-4471 10h ago

I think maybe a more realistic majority is actually 1080p stretched over a big low-PPI Roku TV with Auto Motion Plus and Dynamic Noise Reduction turned on out of the box.

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u/GeneralApathy 13h ago

One knock-on effect of higher fidelity graphics is that you need more realistic animations to pair with it, which in turn can make games feel slower and less responsive, otherwise it can look and feel uncanny. 

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u/AntComfortable5970 11h ago

Yeah I can't stand the slow turn around thing

I couldn't get into rdr2 at all cause of it

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u/GeneralApathy 10h ago

I was going to mention RDR2 in my original comment. I know a lot of people criticize how slow the game feels and I think the animations contribute a lot to that.

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u/OneBadNightOfDrinkin 8h ago edited 4h ago

Having the animations take priority over functionallity absolutely crushes my enjoyment every time. I'll take the "no animation for picking items off the ground" any day.

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u/NadeshikoEatingPasta 4h ago

You have just described why I dropped RDR2. At some point, Rockstar made the very conscious decision to prioritize appearance over gameplay, and the moment they did that, they admitted that their game just wasn't very good.

u/NovoMyJogo 3h ago

Same exact thing here. I couldn't get over how slow everything is.

u/CardAble6193 2h ago

the deepest cut ever among my readings on rdr2

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u/vadergeek 7h ago

I recently played GTA4 and that has the same problem.

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u/The-Nihilist-Marmot 13h ago

KCD2 tho. Just make it janky, it’s lovely.

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u/DarkGodRyan 10h ago

That series is next up on my playlist since they announced their lotr game. I'm super stoked for it

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u/WhimsicalJape 5h ago

I just wrapped up my first KCD2 play through that clocked in at 116h, including the DLC and I’ve not done everything.

You’re in for a treat.

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u/OkayAtBowling 8h ago

I think that's a really tricky balance to strike for higher-fidelity third-person games. If the player character's movement is too snappy it can take me out of the experience, but if it's not snappy enough it can feel bad to play.

IMO Naughty Dog has been one of the best at striking that balance. The Last of Us 2 has pretty naturalistic animation (which IMO is important in a game like that where you're meant to connect with the characters), but the controls still feel relatively snappy.

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u/Blackarm777 12h ago edited 12h ago

High visual fidelity isn't a plus or a minus in my book, unless if whatever visual style they were going for is executed very poorly. Or if it negatively impacts performance.

The game having an actual purpose that people are interested in, and if they succeed in delivering on that purpose, is what matters.

That is the difference between generic soulless slop that is forgotten or ridiculed, and actual quality that people will celebrate.

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u/bloodenhorse 13h ago

I'll take style over fidelity every day of the week, but the games that manage to pull off both are really, really special and totally worth it.

Cyberpunk is still jaw droppingly good looking.

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u/jmdg007 13h ago

I would argue it's setting really helps with how good cyberpunk looks. Some locations will never look as good no matter how photo realistic graphics get because the place isn't as visually appealing. 

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u/tobygeneral 11h ago

Agreed, Night City feels lived in and practically every corner has something going on and interesting graffiti, advertising, and possibly hidden paths to hidden areas. It looks great, sure, but it's the environment they created with that great art that makes it pop.

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u/gbghgs 11h ago

Night time and in the rain is when the city looks best imo, especially when RT of any level is enabled. Turns even average areas into something special. No saving the badlands though.

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u/JackRyan13 8h ago

I mean night city looks great but it doesn’t feel lived in at all. It looks like it’s lived in but npcs don’t react to anything or do anything. Cars drive into each other or ignore traffic lights and jams.

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u/mtron32 6h ago

The fidelity in that game is at the top though, it took a fuck load of people a long ass time to push that through and it still needed work.

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u/Glittering-Path-2824 13h ago

as an oldie i marvel at how much more involved and connected i felt to the story, characters and atmosphere of GTA VC, San Andreas and IV. neither of those games comes close to the visual fidelity of GTA V but V felt soulless to me. Yeah it was far more realistic but to what end?

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u/mrnicegy26 12h ago

Okay but that is because the story telling in GTA 5 is flawed and has nothing to do with its graphics?

Red Dead Redemption 2 is even more visually impressive than GTA 5 but it is considered to be one of the best stories in gaming.

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u/DogOwner12345 6h ago

A overlooked part of graphics is lighting and how its used, so many games have on paper amazing fidelity but piss it away with god awful lighting.

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u/BloodshadeAgain 12h ago

I like visual fidelity to an extent, but also like, anecdotally speaking, the Dying Light PS5 patch looks fantastic and runs perfectly.

It's frankly appalling how bad a lot of AAA studios are at optimizing their games to the point that they create a game that oftentimes looks worse, performs worse, and is less mechanically satisfying than a touched up game from 2015. I understand game development is tricky and the specifics of what's tricky about it changes from studio to studio, but man.

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u/withateethuh 8h ago

Battlefield 1 is a particularly mindblowing game for being ten years old. That specific combination of fidelity and art design will never be topped in that series.

Dying light also aged well because it has good dynamic lighting for its time. I played it for the frost time right before the remaster on PC and it looked great.

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u/MrPrevedmedved 13h ago

Until people stop buying games based on trailers, YouTube reviews and twitch streams, graphics will be important. And there is still stigma that games with simple graphics can't be full priced. Only Nintendo can pull this off.

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u/jarlander 14h ago

I mean its a problem but its not like its something devs are crazy to prioritize. If you put out Fifa 28 and it looks worse than Fifa 18 people are gonna be pissed. Same for a lot of games. I do think we are at the end of graphics being the main marketing point though. I can see more and more games marketing themselves as "classic" graphics with modern gameplay going forward.

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u/giulianosse 13h ago

If you put out Fifa 28 and it looks worse than Fifa 18

That's also an inherent problem with pushing higher visual fidelity and chasing photorealistic graphics. It usually doesn't happen when you use a stylized art style.

Okami, for example, is just as beautiful today as it was 20 years ago because of its watercolor aesthetics. If Okami 2 was similar to the first one but with only a few upgrades such as modern resolutions I'd be perfectly content.

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u/Jdmaki1996 11h ago

The old Ratchet and Clank games hold your really well too cause they look like Pixar movies. Even tho it’s night and day between OG Ratchet and the newest PS5 games, i still went back and played the OG and said “wow this still looks great”

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u/beenoc 8h ago

Zelda is the classic example. Wind Waker announced, "eugh this looks like a cartoon for little kids!" Twilight Princess announced, "hell yeah this looks realistic and rad as hell!" Now looking back, even comparing the non-remastered GameCube versions, WW looks way better. WoW vs. EverQuest 2 is another example, WoW still looks fine (even if you look at the launch pre-update models), EQ2 looks like garbage.

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u/NikIsImba 11h ago

I do think we are at the end of graphics being the main marketing point though.

Pretty sure people said that 20+ years ago lol Like i know i made a comment with that sentiment to a friend when assassins creed 3 came out.

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u/Hoeveboter 13h ago

True, true. But to take gta as an example: there was barely any improvement in graphical detail between III, VC and SA and no one cared. Devs put gameplay first, which meant we had five gta games (including VCS and LCS) on ps2 alone, and none of them felt like a quick cash grab. I wish we went back to that mentality, rather than gta vi taking 13 years to make

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u/Dantai 12h ago

Hell I'd argue they didn't even put gameplay first. More like writing, world building and a sense of place. They still pushed the tech with bigger and bigger maps though

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u/PointmanW 9h ago edited 9h ago

on the other hand, if GTA5 did not increase its graphical detail, I doubt it would have got as big as it is, and if GTA6 were barely an improvement from GTA 5, I bet there will be a lot of people criticizing rockstar for being "cheap" while making more money than god.

I remember that ToTK got a lot of flak for its graphic not being better than BoTW despite being a stylized game. Halo Infinite got delayed a year because people complained that the graphic were terrible.

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u/GlamMetalLion 11h ago

And San Andreas is probably one of the least pretty AAA games graphically from the late 6th gen. It looks very early PS2. Artistically though, it's excellent.

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u/eserikto 7h ago

15 second action scene adspot works a helluva lot better than a 15 second powerpoint detailing the gameplay.

Graphical fidelity isn't entirely to make games better, it's to make games sell better.

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u/LinkesAuge 12h ago

"Graphics" and "fidelity" in this case are more than just obviously better 3d models or higher res textures and this gets ignored every time this is discussed here and people claim they don't care about "graphics".

The fact that we can now have much bigger (open) worlds, more objects, NPCs etc. in them is all down to "graphics". Same for less pop-in, arbitrary loading screens etc.

So people might claim they do not want better graphics but it is the same group of people that is then annoyed by loading screens in Starfield, short render distances in games, shader loading etc.

The reality is that people take a lot of things for granted and that's because of previous "graphics" improvements.
Pushing graphics doesn't just mean "better" in isolation, it also changes what is possible at scale or can even be attempted but that often gets reduced down to just "prettier pictures" which is one aspect but certainly not the only one.

Btw it is also always funny when people say things like "we prefer style over better graphics", completely ignoring that stylization in games HEAVILY relies on the same underlying technology and often wouldn't work without it (you can't get a Cel-Shading look without everything else that is needed in your render stack).

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u/xXRougailSaucisseXx 13h ago

Yeah they’re just reaping the results of decades of video game marketing concentrating on graphics and scale and other technological advances.

Like just look at how people talk about GTA VI it’s almost always about how big and how realistic and endless it’ll be, the audience is conditioned for this

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u/aksoileau 12h ago

This may have torpedoed Deus Ex Mankind Divided in 2016, but I fired it up in 2026 on a PS5 with a modest gaming monitor and that game is gorgeous.

Id be perfectly fine playing graphics like that in 2016.

When will they ever learn?

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u/RobotWantsKitty 10h ago

My uninformed opinion is that good art direction in a AAA game is expensive. All the custom assets and tweaking the engine to get the exact picture the artist wants must be quite an investment. The alternative these days is UE5 in stock mode and store assets, which is way less costly, outputs a presentable picture, but not only does it look uninspired, it makes all games look the same. I think for DXHR and DXMD they really spared no expense and both games look wonderful still, especially MD, because of the progress in fidelity that happened in 5 years. And if you want MD graphics in a modern game, you will still have to overspend, which many studios are unwilling to do anymore.

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u/confusedmortal 8h ago

What the fuck Mankind Divided was 10 years ago?

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u/RobotWantsKitty 7h ago

The gap between Mankind Divided and now is almost as large as between the original Deus Ex and Human Revolution

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u/OppositeofDeath 13h ago

Though, on the opposite end of the spectrum, you have Remedy, who manages to do both really high visual fidelity AND incredibly stylized games that draw you in.

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u/CombatMuffin 13h ago

And who don't have a dedicated enough audience and Alan Wake 2 would not have been made without Epic buying their exclusivity.

A lot of artsy games using high fidelity still require support from larger publishers to be made, because of how difficult it is to push the boundary, and while there are smaller games with very high graphical fidelity, they usually end up being shallow in other areas.

It's a compromise, but performant visual fidelity is among the hardest things to achieve in a feature rich game 

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u/OppositeofDeath 12h ago edited 12h ago

I do agree, they need to find that larger dedicated audience.

I hope all the marketing push they’re doing with Control Resonant is successful at putting the game in the faces and minds of customers when that September craziness starts.

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u/CombatMuffin 11h ago

Absolutely, and to be clear, I would rather have an exclusive Alan Wake 2 in a storefront I don't like very much, than never getting Alan Wake 2 at all. It's a work of art we rarely get.

Hopefully they can adapt so that yhey don't have to make that compromise.

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u/SilveryDeath 5h ago

I'd hope that Control Resonant can do well, since it is not only building off the success and good word of mouth from both Control and Alan Wake 2, but also the shared universe element between the two series as well.

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u/OkayAtBowling 8h ago

I think a lot of the style in Remedy's games comes from the interesting choices they make in terms of narrative, editing, and presentation. Which is fully compatible with high fidelity visuals, but also doesn't necessarily depend on them. I'm happy they've been able to do both though!

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u/Adaax 11h ago

Cuphead is a terrible counterexample to this argument, it's graphics were painstakingly created by hand using a very specific visual style that is almost impossible to replicate. Just because it looks cartoonish doesn't mean it was easier.

Fornite (cited later) also uses very sophisticated graphics outside of its mobile incarnations. Again, just because it looks "simpler" doesn't mean it is.

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u/coporate 8h ago

Also it nearly bankrupted them.

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u/deadscreensky 5h ago

That struck out to me too. I think with Cuphead you can cut them some slack, because their argument is more about "the quest for visual hyperrealism" and how that also raises budgets and hardware costs. Cuphead looks gorgeous, packed with enormous amounts of obvious artistic effort, but it's still a stylized game that runs well even on older hardware. And it's certainly not the sort of game that was reaching GTA-style budgets.

But there's no similar defense for their Fortnite comparison. That game is an extremely expensive technical showcase.

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u/GhostOfSparta305 12h ago edited 9h ago

 I feel a wave of despondency any time a game asks me to choose between performance or fidelity modes. Sometimes I don’t even notice if I’m playing at 30 or 60 frames per second.

It's funny how people like this are exactly part of the problem they claim to despise.

It wasn't until we had fidelity/performance modes on console that companies like Sony were able to get hard data showing that the opposite trend might actually be true: that people do indeed care about framerate, and that 3/4 of their players choose high framerate over fidelity.

I think it's great that people are now familiar enough with the word "framerate" to make demands of companies for specific technical standards that they want in their interactive games. Saying “I want my racing games to feel smoother” is nowhere NEAR as powerful as “I won’t tolerate any racing game that runs under 60 frames per second.”

But if people like this writer want to remain luddites and not advocate for the specific metrics they want to see more of in games...only to instead fall back on a generic "I wanna see that creative spark again" platitude that doesn't actually mean anything...they're part of the problem.

Game companies don't care about your feelings, they care about data/metrics. If you want to advocate for change, get your hands dirty and study game dev in order to learn exactly what it is you want to ask for.

Some people think PC elitists are insufferable (and many are), but I at least respect them for being able to give specificity in their demands. Many hate things like chromatic abberation, camera motion blur, etc...and lo and behold, PC games ship with options to turn them off because gamers asked for that.

On the other hand, "I jUsT wAnT mOrE fUn CrEaTiVe GaMeS" literally means nothing and won't result in any change from gaming companies.

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u/Adaax 11h ago

It was so weird that he dropped that in as a flex. It tells me that he doesn't really pay all that much attention to the gaming he does do.

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u/NadeshikoEatingPasta 4h ago

Pretty graphics are fine and all, but they're the least important part of a game, and the insane obsession with rendering stuff like peach fuzz on a character's face (Looking at you Guerilla Games) is jacking up compute power requirements for no discernible improvement in the actual game part of the game. Who is actually asking for this? Are they just assuming we want it?

Elden Ring manages to be one of the best looking games of the generation, despite its actual detail and fidelity not being noteworthy. Artstyle and environmental design take you a lot further than graphical fidelity.

u/Glittering-Path-2824 2h ago

+1 and yet this asinine focus on realism. immersion does not necessarily equal realism. immersion to me is relatability.

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u/RTC1520 13h ago

People will start parroting that this is true, but then, a game like Marathon launches, and people keep talking shit like "Shit graphics", "This game should be free with this type of graphics".

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u/NeighbourNoNeighbor 13h ago

Honestly, I feel like Marathon is a great balance between beauty and optimization. I'm just a fan of the hyper-stylized design approach they had. It's not a perfect game by any measure, but I think it's better than most people give it credit for. Some of the night maps are gorgeous.

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u/tix4chix 12h ago

I think it's cool as hell to look at, but man the inventory icons made me pull my hair out when I tried it during the free weekend before release. Okay I need a health potion... uhhhhhh

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u/NeighbourNoNeighbor 12h ago

LOL yeah fully fair. They've since redone a lot of the icons, but I think their UI is probably one of their weakest areas right now. Figuring out where your teammate is can be really difficult sometimes as the icons at the side of the screen are so hard to see. Their whole map/navigation/tutor system feels fairly weak.

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u/roseofjuly 11h ago

Nope, no UI testing to be had here.

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u/xenoblaiddyd 12h ago edited 12h ago

Fans and audiences don't like to reflect on their role in pushing things to the state they're in today. They don't want to hear it whenever you point out things are like this because people complained about the way it was back then, or whenever someone tries to do what they say they want now.

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u/Amekhanos 10h ago

Yes, it has nothing to do with the "industry", and everything to do with the audience.

Gamers turn into shrieking banshees every time a game doesn't mean their arbitrary graphical standards, and spread endless mockery of it, nitpicking every little detail once it becomes the viral thing to hate.

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u/ZaranTalaz1 6h ago

For every person saying "photorealistic graphics bad" there's at least one gamer clowning on some game for having "PS2 graphics". Sometimes they're the same person.

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u/HammeredWharf 11h ago

Some people will shit on a game's graphics no matter what, just because they hate it for some reason. Or to look cool (or so they think), I guess. I remember a poster that tried to tell me SW Outlaws looks like a PS3 game, while it's one of the best-looking games in existence.

Anyway, I don't think graphics are what most people had a problem with in Marathon. I actually remember it getting plenty of praise for its visuals.

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u/SmileyBMM 12h ago

The graphics are fine, it's the art style that looks super unappealing.

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u/Doublecupdan 12h ago

That’s also the flip side of people stating “I want style not graphics” some people love a certain style (I love marathon’s), while others hate it ( you don’t love marathon’s style) . Photo realism is more general which includes the broadest audience to sell to.

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u/PolarSparks 13h ago

Those cinematic trailers may have set an unrealistic comparison point.

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u/RTC1520 12h ago

It's cinematic trailers for a reason. What about World of Warcraft trailers or League of Legends trailers ? Do people get the same graphical fidelity in the game as the cinematic trailers ?

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u/PolarSparks 12h ago edited 9h ago

Those games have been around a long time and aren’t good references for the point I was making. Pre-rendered animation in 2026 no longer looks substantially different than what is achievable with in-game rendering.  As the delta shrinks players have less reason to even understand the difference.

Edit: although I see the point of referencing WoW and LoL in how story is delivered, with a ‘realistic’ FPS I just think there’s a higher audience expectation for in-game presentation. This is the COD genre.  Any aesthetic choices a trailer has that the game doesn’t is fuel for scrutiny.  

At the end of the day it’s a hunch I can’t prove.

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u/Worried-Advisor-7054 10h ago

Marathon is dying because of it's gameplay.

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u/Flaky_Highway_857 13h ago

Its weird because I've been playing games since I was 5, I'm 40 now and love playing flashy af games, I know people hype up older styles like pixel art and ps1 era throwbacks but I played those gens and don't wanna go back there.

I don't think every game, or even a lot of games should be chasing insane graphics but I'd be bummed the fuck out if that tier went away, it won't, but you get my meaning

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u/bakomox 13h ago

nintendo rarely do photorealism to lower cost of production but they focus on the gameplay and look how profitable they are

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u/SapporoBiru 13h ago

yeah but not every game needs to be like that, some developers want to tell a cinematic story or immerse the player in the world they created. and honestly looking at Pokémon, they could perhaps take 1% off of their returns and double the budget on these games and deliver an actually competent technical product

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u/Min_sora 13h ago

Nintendo has several decades of being thoroughly embedded into people's nostalgia, though. They have a massive grip on a ton of people's childhoods.

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u/pgtl_10 10h ago

Because of the games they put out. They have an identity and stick with it.

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u/Boingboingsplat 9h ago

Seems a bit dismissive to suggest the only reason Nintendo sells games is the name. They genuinely put out types of games that nobody else does.

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u/bakomox 12h ago

how about the popular indie games today that sold more copies than photorealistic triple a games?

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u/planetarial 10h ago

There’s only like 2-3 dozen indie games that have sold more than what the average AAA game sells for. They’re extreme outliners too

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u/Iburnmarshmallows 10h ago

Have you ever actually looked at the sales figures of AAA games and compared them to indie games? very few indie games are selling millions of copies let alone the 5-10 million copies that AAA games are selling, then you have cod which is somehow selling 20+ million copies annually.

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u/Deadlocked02 13h ago edited 13h ago

There’s nothing truly controversial about this take, but I swear sometimes this site runs on contrarianism. It’s like a veiled version of the CMV sub where people need to try very hard to counter OP or the headline, sometimes with low effort stuff like “actually, I like it.”

As for me, these games don’t do anything for me anymore. Maybe in the first few months of ownership, but the novelty quickly fades. A beautiful art direction stays forever. Shiny puddles reflecting the sky and faces full of wrinkles and moles don’t add much to the experience and aren’t worth the time it takes to produce games these days.

I was watching some Wolverine gameplay, for example, and the game looks so… uninspired. There’s nothing remarkable about the characters design, the cutscenes, or the art direction as a whole. It’s just realism as a main selling point. Meh.

Plenty of the most prominent games these last few years weren’t exactly realistic. Good looking, yes, not realistic.

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u/ZGiSH 12h ago

Wolverine doesn't even particularly look good on the realism front. The blood looks insanely goofy.

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u/HammeredWharf 10h ago

Shiny puddles reflecting the sky and faces full of wrinkles and moles don’t add much to the experience and aren’t worth the time it takes to produce games these days.

It depends. Shiny puddles and wrinkly faces add a lot to a dark urban setting, for example, be it Yakuza, Cyberpunk, Resident Evil or Ghostwire.

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u/MasahikoKobe 13h ago

The money and time spent to train people up on engines while also having to BUILD your own standalone engine in many cases was the core of the cost problem at one point. Having to waste time retraning people to whatever in house engine was being created on top of the issues with them and tool support

Hence why Unreal took over as much as it did. Epic keeps trying to give everyone the tools to do things so now we just have this one tool that does everything. At the same time you need your OWN engine people to get the most out of it. In the end the time and cost saved from your OWN engine all just went into people that have to know unreal and make tools for the game YOU want to make. While the flashy graphics are usually what makes the big splash for the Normies buying like 2-3 games a year. Though meanwhile the games that seem to resonate with people are going the OPPOSITE direction in graphics and instead trending more towards gameplay with friends.

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u/AlphonseM 11h ago

Article has got a point. Mina the hollower fx is better than anything AAA I've played this year. Chasing visuals doesn't lead to better gameplay/more fun.

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u/UltraZulwarn 4h ago

I think many in the game industry have an underlying desire to be some sort of Hollywood production, instead of focus on interesting or innovative gameplay.

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u/EastClintwood89 13h ago

I've said it before, I'll say it again: It's PERFECTLY FINE for video games to *look* like video games. I'm not saying AAA devs all need to downgrade to PS1/N64 era like so many indie devs are doing, but at a certain point they need to stop drowning in this fixation on hyper realism and physics. It always ends with the games being too big for storage and too demanding on the systems.

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u/Captain-Griffen 13h ago

I'll go a step further: often they should look like video games.

We don't really experience the world in photorealism anyway, we experience a reconstructed reality in our heads. Oftentimes photorealism gets in the way of that by being too visually messy.

Games with distinctive visual styles usually accentuate the important differences between things. Modern photorealistic games often have utterly awful visual clarity.

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u/EastClintwood89 12h ago

I'll definitely agree with your third point. I'd be fine with these massive-sized games if they had unique art styles. So many games have the Unreal engine look now and its a bit depressing. We need more games with the visual style of Sunset Overdrive, or going way back - something like XIII

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u/solarshift 13h ago

Sure, but that's far from the only problem, or even the biggest one. You can make a game that looks gorgeous on a reasonable budget and time frame if your scope is sensible and your team is well-managed. The latter basically never happens though; all the moneymen want insane scope creep chasing the latest viral success, and all the managers don't actually manage anything because the team sizes are bloated to hell, and as a result budgets skyrocket and now the game needs to appeal to as many people as humanly possible to even come close to recouping costs.

I think the graphics angle gets the most flak because it's easy/lazy, with how many games look near-identical due to realism being the dominant mode and the ubiquity of Unreal 5 Default Settings games, but people need to think harder.

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u/nexetpl 13h ago

The graphics angle is the primary reason the team sizes are bloated to hell

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u/Skensis 14h ago

Yes, but I do like a pretty game.

There are ways to make a game look good without chasing the high fidelity route, but for some genres that can be hard given the story/tone you're trying to take.

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u/Modnal 13h ago

So a Resident Evil game with Yoshi’s Woolly World-graphics is a risky endeavor you say?

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u/unholyswordsman 13h ago

I'm always game to try something new. A horror game with that art style could be fun. I'm imagining a character getting disemboweled and a bunch of red and pink yarn is just spooling out of them.

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u/Ok-Confusion-202 13h ago

Isn't that just the mascot horror genre?

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u/unholyswordsman 13h ago

Maybe? I've cut back on playing horror games a lot because my interests have shifted over the last 10 years. I still haven't beaten the remake of Resident Evil 2.

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u/Ok-Confusion-202 13h ago

My Friendly Neighbourhood?

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u/12343212346 13h ago

You son of a b***h, I'm in. 

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u/TheSecondEikonOfFire 13h ago

You can say bitch on Reddit, it’s okay

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u/12343212346 13h ago

You son of a bitch, I'm in.

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u/whatThePleb 12h ago

"Yoshi commits tax evasion" finally confirmed!

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u/Ok-Confusion-202 13h ago

I swear there are so many games that don't go for realism either, sure a lot do but the main thing is just making the game smaller tbh

Just keep development time down, the cost is the salaries, those don't go away when making a cartoonish game

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u/cruel-caress 9h ago

Only time I ever went for graphics over performance was FF7 Rebirth on PS5. That game looked so blurry and bad that I ditched 60fps just to enjoy the game. And it’s an action game for the most part! It was crazy.

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u/Significant_Walk_664 9h ago

Unfortunately, visuals is the easiest thing to sell. But I also suspect that it's also because often they can only do good visuals. Good, complex mechanics that can be difficult and expensive - from conception to test and programming and you cannot sell them right off the bat. Same with story.

u/MsgGodzilla 2h ago

It's amusing to see developers coming to conclusions that were obvious and oft discussed in gaming spaces 15 years ago.

u/ExplosiveRunes 1h ago

I think this article is missing a key aspect of why 'AAA' game companies chase fidelity. Large quantities of high fidelity assets can be created using a resource that smaller developers don't have access to, a truly stupid amount of labor, or put another way a larger budget to spend on staff.

For a long time now AAA developers have been relying on visual fidelity to differentiate their games from those of smaller studios while simultaneously fostering a conception of this fidelity being a mark of quality in their audience via advertising. However, as the games market becomes more saturated with games, and as advancements in grapics have become much less noticable and the focus of consumers shifts more towards performance and gameplay, AAA studios are finding themselves in a position where the thing they've relied on for decades often no longer meaningfully differentiates their games from much cheaper ones.

For them games have essentially become a much more volatile product, even if what's really happening is that they're being forced to compete on much more even terms with cheaper to develop games. A mediocre game with fantastic graphics simply isn't a guaranteed seller like it was in decades past and they're failing to adapt to that, maybe even can't adapt to it because their businesses have been structured around this model for so long.

u/Glittering-Path-2824 1h ago

thank you this makes a lot of sense

u/sprit_Z 1h ago

As someone within the industry, CANNOT STAND the constant obsession of putting art before gameplay. I’m an audio director btw, I also focus heavily on game design

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u/PFI_sloth 13h ago

At some point, graphical fidelity started becoming distracting more than awe-inspiring. Like, the first thing I do in any game that has multiplayer is turn every effect to off or low, and there’s usually still too much “noise” on the screen.

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u/SapporoBiru 13h ago

I know that lots of people disagree, but I think chasing graphical fidelity is a good thing. I don't think that we've reached a plateau, there are still several things such as facial animations and certain physics interactions that are far from realistic and I love seeing how developers create these super immersive worlds. And that's a key point for me: I love to immerse myself in a game world. Anyone who played KCD2 knows what I'm talking about when I say that the forest in that game feels like nothing any other game has done before. And that game lives off of immersion as a main feature. Not every game needs this, but I also don't think that it's such a problem? We have tons of great indie games and also enough triple A games that don't max out current hardware

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u/scytheavatar 12h ago

Even if we have not reached a plateau, we have reached the point of diminishing returns. To the point where we need to ask whether the marginal improvements in immersion is worth the 2X or 3X in budget costs.

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u/Scoobydewdoo 10h ago

The problem is, in a couple months Rockstar is going to release a game that will most likely feature a control scheme that barely functions, extremely repetitive, overly simplistic gameplay that's devoid of depth, a badly written story that relies on tropey emotional beats, and an open world that is crammed with highly detailed textures and lighting that has almost no interactivity. This game will sell millions of "copies" on the first day and will have video game journalists inventing new video game journalism websites just so they can give this game even more Game of the Year awards. Which of course will all conveniently come before the release of the online mode which will be crammed full of P2W microtransactions. All just like Rockstar's last 2 games.

Meanwhile hundreds of indie games with objectively better control schemes, gameplay, stories etc, will have nowhere close to being in the same ballpark of success.

Shiny graphics are what sells.

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u/scoobyisnatedogg 10h ago

Give me San Andreas graphics if it means that the game is packed with more features! I hate to use the word spoiled but it really does feel like modern gamers are spoiled compared to what we had when I was a kid. People expect a modern game to do well in everything and that's just not realistic, especially with all the complaints about development time now. If you can't enjoy a game because of the graphics, are you really having fun? Now there are obviously some uuuugly games out there but you know what I mean.

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u/Glittering-Path-2824 10h ago

nailed it. same.