Crimson Desert feature

Here’s the Gamescom 2023 gameplay trailer for Crimson Desert

As promised, Pearl Abyss revealed a gameplay trailer for Crimson Desert at this year’s Gamescom 2023 Opening Night Live event. Crimson Desert looks absolutely incredible, sporting some of the best graphics we’ve seen.

As the team noted, this gameplay trailer contains actual in-game footage. However, since this is still a work-in-progress, the content is subject to change. In other words, while Crimson Desert looks impressive, this trailer does not represent the quality of the final product.

Crimson Desert is an upcoming open-world action-adventure game, featuring an epic-fantasy world. In a war for survival, three tribes will fight for control of the Pywell continent. Jason Jung, former game design director of RYL Online, is behind this project. Working alongside Jason Jung on RYL Online was Dae-il Kim, the founder of Pearl Abyss. Moreover, Eter Lee, former Lead Combat Designer of RYL Online and C9, is in charge of the action combat system for the title.

Unfortunately, there is still no ETA on when the game will come out.

Enjoy this Gamescom 2023 gameplay trailer for Crimson Desert and stay tuned for more!

Crimson Desert – Official Gameplay Trailer | gamescom ONL 2023

19 thoughts on “Here’s the Gamescom 2023 gameplay trailer for Crimson Desert”

  1. You can see the dithered rendering of hair even through the TAA and the YouTube compression… No thank you… I’m sick of DitherTemporalAA, because it makes things like hair look horrible when you turn off the TAA.

    1. “. I’m sick of DitherTemporalAA, because it makes things like hair look horrible when you turn off the TAA.”

      Actually now that it’s mention, there has yet to be a game engine to surpass typical hair rendering pipeline without resorting to the use of hair splines. (assassins creed Unity, Deus Ex MD, Rise of the tomb raider)

      But that being said, not even Death Stranding, or The Last Of Us, FF7 Remake, God of War 2k18, FF16, Metal Gear Solid V, or even Halo Infinite. All use TAA Paired with dither-masked Hair Cards.

      This is because they all use “deferred rendering” engines. which has became the industry standard for the past two decades (for performance reasons), since the debut with games like Gears of war, Uncharted, Modern Warfare 2, and Resident Evil 5. at the moment the only way to implement better hair on a deferred rendering engine would be to switch over to actual hair splines. which of course means making character budgets over 1M polygons.

      1. I’m pretty sure Rise of the Tomb Raider didn’t use DitherTemporalAA. Shadow of the Tomb Raider did though, which can be clearly seen when the AA is set to Off or to SMAA and the resolution is higher than 1080p. It isn’t actually necessary to use DitherTemporalAA (it’s just a material property that selects what shader to render transparent meshes like hair with and developers have the option to use it or use the traditional method of rendering transparency). For instance, Black Desert doesn’t use DitherTemporalAA. I’ve also played around with certain Unity games (which shall remain nameless) where they allowed changing the rendering method of the hair, and there was a graphics mod for them that allowed switching between forward and deferred rendering and both methods of rendering hair worked fine in deferred rendering.

        As for deferred rendering performance, it’s not better. Forward rendering has always had better performance (I think the Unreal Engine 5 docs say it performs about 20% better than deferred rendering). The advantage of deferred rendering is that devs can use nearly unlimited light sources in a scene (the performance hit per light source is lower), whereas forward rendering has serious performance penalties for using too many light sources (although as newer forward rendering methods have been developed the number of light sources that can be used has increased), and screen space effects used to only work with deferred rendering (which isn’t the case anymore).

        FYI: Resident Evil 5 is forward rendered, not deferred rendered. It uses MSAA, which doesn’t work with deferred rendering.

  2. Can’t tell what’s going on with all those nasty ching chong mmo effects.
    The combat is vomit inducing. It’s one of those games that 100 npcs stare at you doing these tr4nny looking combos.
    Only ching chongs and Indians/pakis like this sort of combat.

    1. kee-popf not ching chong, its made in korea. Its important to be properly racist, i personally studies alot of culture so i can be properly racist when i make my comments.

      1. You are right this time, that’s the proper and gentleman’s way to do racism.
        I’ve insulted you left and right, have you checked your inbox yet?

  3. When i first saw the game years ago two things stood out

    1.an actual next gen game with good graphics, nowadays not so much since its been years since the first trailer, but still above everything else
    2.female characters are attractive, this is how i knw its not made in the west but in asia.

    The i got disappointed it was a mmo and forgot about it, but not its a signleplayer game and it has all that cute stuff you do in asian games like picking up animals.

    1. I think the devs said that they are not going forward with the MMO decision but instead turning it into a single-player game ….

  4. dont worry your 4090 will run it just fine with upscaling. Jokes aside it run like crap in the older trailers so i guess it got downgraded?

  5. Nextgen MY A*S!
    This POS looks like the same sh*t we had for years pretty much!

    Well about time for PT. Tired as hell for the slow progression. Path tracing or go home!

    And I dont give a f*k about MMO garbage eaiter!

  6. Publisher: So which one are we going to make? Witcher, Assassin’s Creed, Skyrim, or God of War?
    Devs: Yes

  7. Looks rad, I got some Kingdom Come feelings in some parts.
    Hope it’s not an MMO cause it looks too good to miss.
    If they can shove a good story in this, than I’ll be happy.

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