ZZZ is wild, it's wonder it got past the censorship one the mainland.
I've read somewhere that the equivalent maturity rating on that game is different to some of their other products.
And it's not like there aren't other games in the market which are deliberately targeted towards coomers.
"You see all this awesome full-ray tracing stuff I've been showing off? Unless you have a 4080 or higher, turn that shit off."
The water caustics and volumetrics look amazing. It's always great to see games push the boundaries of technology. Hopefully the developers can keep working on the rough edges.
Early in the video Alex talks about the game using an older version of Unreal Engine 5 that doesn't support Nanite geometry on foliage, and a corresponding decision not to use Virtual Shadow Maps owing to performance cost in the context of lots of non-Nanite geometry. Is it at all feasible that those features could be added post-release, or are those compromises basically baked into the project at this point?
These kinds of Souls-adjacent games aren't really my thing, but the heavy use of Chinese literature/mythology is intriguing.
To be honest, the graphics of this game was never what made me pay attention to it.
For me, it always ranked as :
1. Combat
2. Art direction
a distant 3: Graphical fidelity
A couple of my all timers are Sekiro and Bloodborne, neither of which had immense graphical fidelity for their era, but their combat remains unmatched to this day and with coherent and fairly inspired art direction, so Black Myth ticks those right boxes for me.
The graphical fidelity is just a bonus on top, and frankly it seems even without the top end graphical settings, it still looks very impressive.