Meanwhile, in 2023, developers are destroying performance in games for a 10-20% visual improvement and calling customers names for wanting a decently optimized game.
You should get glasses. Or since this Ganker and you're posting bait, keep wearing those glasses and I'll beat your ass.
At the end of the day developers are pretty much all trash now. They have been for a long time.
>Meanwhile, in 2023, developers are destroying performance in games for a 10-20% visual improvement
I just replayed some Jedi Fallen Order after playing its sequel. Despite being a badly optimized game on release, not only does it perform better than its sequel, but it actually looks better. I don't know what they did, but the graphics are overall just worse.
I had zero problems with fallen order having played about 2 months after release on my 2080. The game was an example of a well-optimised game with near stable 90 fps and just area load stutter that's normal in unreal games.
why do zoomers need such bright games these days? is it just the need for constant stimulation? they did this with Counter Strike 2 recently, it looks like ass but I bet autism riddled zoomers love it
>bright games these days
Because you homosexuals couldn't stop crying >muh brown and bloom
Years ago. Let's go back to piss filters on desert environments please! I don't want colorful games because the bogeyman generation I blame on everything likes them in my head canon!
games have always been bright and colorful, except for a disastrous experiment in the 2010s everyone hated and we're all glad is over with.
this is like crying why games use controllers these days when back in the day motion controls were in everything.
no, you're just nostalgic for a specific time in history because that's when you were a certain age. sucks for you it was a terrible time in games.
Counter Strike 2 isn't colourful though, it's just bright and bland.
I think that game is just such a design-by-tryhard-committee product that it simply requires that blandness for facilitating competitive optimization of feedback. It all started with the charm of TF2's silhouette individualization and has culminated in CS2's nonexistent artistic identity.
>bright games these days
Because you homosexuals couldn't stop crying >muh brown and bloom
Years ago. Let's go back to piss filters on desert environments please! I don't want colorful games because the bogeyman generation I blame on everything likes them in my head canon!
games have always been bright and colorful, except for a disastrous experiment in the 2010s everyone hated and we're all glad is over with.
this is like crying why games use controllers these days when back in the day motion controls were in everything.
no, you're just nostalgic for a specific time in history because that's when you were a certain age. sucks for you it was a terrible time in games.
>why do zoomers need such bright games these days? is it just the need for constant stimulation? they did this with Counter Strike 2 recently, it looks like ass but I bet autism riddled zoomers love it
They lived in israeli white boxes with no stimulation their entire lives only simple low poly cartoons about LGBT people killing each other make sense to them
>why do zoomers need such bright games these days? is it just the need for constant stimulation? they did this with Counter Strike 2 recently, it looks like ass but I bet autism riddled zoomers love it
They lived in israeli white boxes with no stimulation their entire lives only simple low poly cartoons about LGBT people killing each other make sense to them
It's amazing how there are actually homosexuals yearning for the brown and bloom days on here now.
It's literally zoomers. No one who was alive and cognizant during brown and bloom days are asking for it back. It's just zoomers pretending to be le oldgay
Games were colorful in the 90s, and I'm glad they are colorful again. I do not want another generation of fricking shit brown, rust brown, vomit green, gunmetal grey, and rotten egg yellow color pallette generation.
games today aren't just colourful like they were in the 90s
an anon on here recently made some observations about how all the colour in modern games corresponds to the RGB or CMYK colour palettes and those are directly linked to addiction in human psychology or something like that
i think he called it ESGpunk or some shit
devs sure as hell aren't making games colourful to be creative because creativity is something that they clearly lack today so it's definitely something else
i worded it strangely because i can't quite remember but the anon made a point about games only using 3 colours
i think it was cyan, yellow and pink or something or whatever modern games have the same colours as the rage 2 box art
7 months ago
Anonymous
>Look it up >Can't find anything linking colors to addiction >Only shit like people giving more attention to red >Articles and the research papers I read have multiple warnings or admissions that the majority of color theory is largely either bullshit, in it's infancy, or the effect is greatly overstated
7 months ago
Anonymous
I’m pretty sure he’s referring to colour choice in comics, and how bright colours affected development and perception - can’t find where I learnt about that a long time ago, but that would explain why he mentioned CMYK.
Games do need much more brown in them. Old games were never bright as we all know.
You both forgot the real reason games have been getting brighter. It has to do with superior CRT screens no longer being used. Consequently, you need games to be brighter to see as much. Nothing to do with us zoomers.
As much as bf2042 is an abortion of a game, that's on low settings. It looks good once you crank it up, the issue is that level design is abysmal and everything looks brand new and clean.
I would say it is amazing that Battlefield 3 is somehow better gameplay wise than a sequel released 10 years later, but then I realise that literally every sequel to every game has only improved graphically
BF3 is better VISUALLY too. The latest BF games have been a visual nightmare where you can't see fricking ANYTHING at a distance.
Frick MUH GRAFIX, it sucks, Visual Readability is more important than Visual Fidelity.
anon problem they dont make it realistic they make it """realistic""". Snap some photos and 4k videos with your smartphone and compare it to mud slop companies try to sell as """realistic"""
It was literally so bad in BF5 that people intentionally broke their graphics drivers so the game was playable. People legitimately just became invisible when they were prone.
people used to do that with CSGO too. I think it was called digital vibracy or something.
yeah, some autists will always want "an edge" in online shooters. doesn't mean they need to be catered to. I'd rather take something pleasant to look at and one less kill on my k/d.
Black person you're not listening. EVERYONE was doing that because you couldn't see SHIT in BF5. It was a visual clusterfrick. It wasn't just tryhards, it was people who wanted to play the game at the most basic level, the game was borderline unplayable without it.
Pic is what it looked like with the broken driver, which is honestly and upgrade.
7 months ago
Anonymous
>it was people who wanted to play the game at the most basic level, the game was borderline unplayable without it.
remind me what your reason for buying it was
7 months ago
Anonymous
>cheating shitter trying to rationalize why he is shit at casual video game
ok bro
7 months ago
Anonymous
this is why i play on console
seriously frick pc tryhards that reduce graphical fidelity to cheat
if you dont like modern visuals, dont play games that are designed around them
7 months ago
Anonymous
imagine caring so much about some meaningless stat in some meaningless video game that you're willing to play FPS on a fricking console just so theoretically someone else couldn't be getting an advantage.
7 months ago
Anonymous
no, anon, i play games to have fun and getting sniped across the map by a cheating pctard is not fun
on consoles, there are way fewer cheaters and i can actually have fun
no need to make excuses for being a total crub and needing to rely on cheats, homosexual
7 months ago
Anonymous
learn to git gud moron, i suggest by getting some glasses for a start
skill issue, BFV had the best infantry minute to minute gameplay and the best gunplay of any BF since Dice. I am 46 and and had 0 issues spotting enemies. No doritos was a bad financial decision though because it was too much for the casual console shitters.
i feel like this is a prime example of Ganker being contrarian for literally no reason. i dont remember anyone actually sincerely praising MUH GRAFIX let alone a linear scripted mission
i thought admonishing zoomers was just a joke but alot of these c**ts doing it have genuinely, 120% just become the next age of "*sip* now that was a game" boomers. its fricking horrifying how easily they all fell into it. BF3 was always called visually shit and so was 4, even at the time
Multiple times I've seen people criticizing new games while praising an older one in comparison with the exact same fricking critiques that the older game got near launch. Everyday I spend on this board the more l realize all the shitposts were right. Video games are the lowest IQ medium.
to be fair, old usually is good and new usually is bad
because people remember the top 5% of old games where as zoomies watching too much twitch viral marketing will try to hype up any new release
farcry 1 is literally one of the best fps adventures ever made. The scale and AI of that game boggle the mind, all the more because it ran on a relatively modest pc.
it's also a great pleb filter on the hardest difficulty, no wonder the skilless n00bs and zoomers at Ganker hate it.
BF3 had mindblowing graphics for the time, and by pretending otherwise you’re just outing yourself as a zoomer moron (or even younger, even zoomers should be able to remember 12 years ago)
>BF3 had mindblowing graphics for the time
no it didn't
it was bc2 with slightly better lighting but unfortunately in gunfights everything got drowned under the post processing so you couldn't see shit.
AND it had the destruction removed. that was the main thing people talked about with bf3. maybe you just followed ~~*gaming media*~~ that was all about MUH LEVOLUTION or something and didn't talk to anyone who had played previous entries in the series.
>no it didn't
Yes it did, and the video you posted disproves your claim.
No, the game didn't play like BC2, this sentiment comes from BF2 gays that wanted BF3 to be a modern reskin of BF2.
The destruction wasn't "removed". DICE could practically make all of the structures in a map like Kharg Island destructible but that would obviously ruin the overall infantry experience, you'd end up with people complaining about the lack of cover and vehicles just like in 2042, and by the way, the Levolution meme started in BF4, not BF3.
EVERYONE was talking about the blue filter, whether they knew it was changed or not.
the beta only had metro IIRC which didn't make it any less obvious. and it was free, so practically everyone with any interest in online shooters tried it.
>i feel like this is a prime example of Ganker being contrarian for literally no reason
and >BF3 was always called visually shit and so was 4, even at the time
isn't? i am 32 but you sound like a dumbass lacking self awareness
very high end specs to run when it came out
Dude my gtx 570 used to run it flawlessly, the whole config was about 500 bucks in my Eastern European shithole. I could afford it when I was 14 from working a few weeks of easy summer job.
it actually does, but what's shown in OP's pic is a literal in-engine cutscene even if you get to "play" it.
your position is locked, every action by npcs is scripted, everything happens the same time every time for every player. it's not really comparable to an actual playing scenario where you can move around and have some impact on the world.
no it doesn't
it's a fast paced shooter
flying around aimlessly would not match the pace at all
this is so basic and obvious I feel like I'm explaining to toddler why touching a stove is bead
a jet fighter sequence in a shooter that's meant to evoke the feeling of being in the dogfight from Top Gun should be heavily scripted. The only alternative to being heavily scripted, is being not heavily scripted. Which means nothing is happening. In a dog fight sequence
You people don't even know what you're upset about or what you want.
I don't give a shit if it "fits the tone". I don't play battlefield campaigns for a reason. because they're shit. just flying around freely like in bf multiplayer would be more fun than the bf3 campaign. this is so basic and obvious I feel like I'm explaining to toddler why touching a stove is bad.
but that's kinda beside the point, because in that screenshot he isn't flying at all. he's waiting for the mission to start. he's locked into a predetermined animation, looking at a predetermined environment. those objects might as well not have textures on the other side, because you'll never know. it's like looking at a movie.
>game series famous for its combined arms warfare in sandbox environments >the vehicle section must be a rail shooter because... well it just has to, ok?
>linear mission with everything scripted
so just like every modern game huh? >in b4 muh le open world muh le cyberpunk
story mission in those game are linear and heavily scripted as well
>story mission in those game are linear and heavily scripted as well
it's a literal rail shooter
the CPU moves you. you can't control where you're going, at what speed etc.
"heavily scripted" as in "you have to do mission objective #1 then mission objective #2" is not the same as moving on fricking rails while watching a scene play around you
Fair. If you could look past it, it was the last BF game that felt like anyone gave a frick about what the were making though. BF2 doubled down with the moronic female soldier and amputee soldier shit but was an even worse game.
BF1 is still amazing to this day. It’s actually PTSD enducing when you turn off the HUD and get a nice trench warfare map with artillery and explosions going off around you
serious question: why do so many new games look like they've smeared vaseline on nearly every surface? older titles lack this and are so much more easily understood from a visual standpoint
TAA
Also, in EA's case, all the people that actually knew how the frick Frostbite works left DICE years ago, hence all the recent titles that use it looking like shit and running far worse than the games released 5+ years ago running on the same engine
because art style takes talent while the computational power required to calculate more reflections or whatever the frick grows exponentially
so with no talent you can brute force "good graphics" by just adding a shit ton of expensive to render effects
but even then it'll look worse than what someone with a vision and talent made 15 years ago
I haven't bought a fifa game since 2014, but back in the day we played this shit every day in local multiplayer with the buddies
$60 for ~300 fun nights spent with friends
VS
$60 for some goyslop or other you get tired of after a week
Anything is fun with the right company. We've been through this countless times.
People still shouldn't flush their money down the toilet for the same crap with a slightly different roster but that's their target audience
>Anything is fun with the right company
not true. I wouldn't have gotten that company together day after day if I demanded we play final fantasy 10 or whatever.
some things definitely benefit more than others from the right company, sports games being the prime example.
this is just some friendless cope where it's "actually a less legitimate way to enjoy video games because I can't do it alone".
and if you ever played fifa or nhl or any of those games for more than a few hours the tweaks to gameplay year to year were massive.
that's where ACTUALLY PLAYING GAMES AND NOT JUST LOOKING AT SCREENSHOTS comes in handy.
>and if you ever played fifa or nhl or any of those games for more than a few hours the tweaks to gameplay year to year were massive.
lol. lmao.
7 months ago
Anonymous
it's always the ones who don't even play the games complaining how they never change anything.
if you talk to people who play them they'll go on a 5 minute tangent about the changes to the poke check.
>and if you ever played fifa or nhl or any of those games for more than a few hours the tweaks to gameplay year to year were massive.
So you literally spend $ on these games year to year huh.
7 months ago
Anonymous
like I said, not since 2014. but yeah, for a time I did. although I would alternate and get them every other year because I always had enough friends who'd buy the latest one so that's the one I'd play regardless of if I owned it.
and they were way better value for money than anything else AAA publishers like EA put out.
7 months ago
Anonymous
How does it feel to not be a human being? Genuinely curious
7 months ago
Anonymous
>normal people who do things popular among normal people are not actually human
I'm not sure if I was blinded by nostalgia, or was that game really well made, but I don't rememebr a single loading / pause while driving around. I'm not a fan of ''open world'' racing games, but Hot Pursuit 2010 was really something else.
7 months ago
Anonymous
did hot pursuit even have an openworld?
wasnt it a purely menu based driving game?
7 months ago
Anonymous
2010 version yeah. I mean, you could just pick a car and drive around.
I don't give a shit about how it looks, the driving physics in NFS15 are insultingly bad >b-but muh arcade
Arcade racers have existed for decades with far more satisfiying driving, NFS15 takes your inputs, reads them, applies some dark magic and spits out an output that vaguely resembles what you wanted, at some points it feels like you're fighting the game for control of the car
I agree, however, the Nissan Skyline is less affected by that bullshit than other cars so I went the whole game with it after trying it out, drifting every corner like an absolute maniac
Don't know how they managed it but the rest of the cars feels like shit but the Skyline is fricking possessed
turn on the manual transmission
it actually makes the game actually playable
I agree, however, the Nissan Skyline is less affected by that bullshit than other cars so I went the whole game with it after trying it out, drifting every corner like an absolute maniac
Don't know how they managed it but the rest of the cars feels like shit but the Skyline is fricking possessed
>NFS15 takes your inputs, reads them, applies some dark magic and spits out an output that vaguely resembles what you wanted, at some points it feels like you're fighting the game for control of the car
I believe some of that confusion might also be caused by the fricking 150 millisecond input delay of that piece of shit game.
Why do zoomers keep jerking to BF3? Is it because it was their first „grown ups“ fps? The game looked good and had memorable maps but the blue tint and the supression mechanic were fricking obnoxious.
>incredible graphic improvement over previous game.
no it didn't.
the main "graphic improvement" was hiding everythign under a blue tint so you couldn't see shit.
I guess it's like that bubbling meme where you draw over the girl's clothes so she looks nude
you can't tell what's happening in bf3 so your brain decides the graphics under all those post processing effects MUST be good!
Idk where you came from but although i criticized the overdone blue tint i never said the game didnt look good because for a 64p multiplayer fps it was a MASSIVE leap in graphical fidelity. I didn’t believe the caspian trailer was real until i played the beta and they opened caspian up for play on pc. https://youtu.be/NDDfPxF3EFE?si=7zzO2LO1ArffL1Gz
there were 6 years between bf2 and bf3
bfbc2 which came out a year before bf3 looked a bit worse, sure, but it wasn't any "GRAPHICAL LEAP".
plus it was a better game. and bf2 was better than both.
Suppression is shitty forced mechanic.
You can make LMG distinct weapons with just gun stats balance alone. Via damage, spread, recoil etc. Make that using long bursts you need 20-40 rds to kill at medium range (20s for 7.62, 40s for 5.56). AR need to fire tap fire or they run out of the magazine before kill.
That makes LMG class of its own that fires long bursts "shotgun cone of fire style" you don't need aim much and they win firefight because of ease of aim and stagger mechanic. But slow to deploy so they lose firefight vs AR if both players start firefight walking.
(and this BTW would be realistic translation of real word advantages of teh MG)
>LMGs distinct weapons
The only distinct part about BF3 LMGs was that they couldn't hit a fricking thing, and the bipod was jank as shit.
The ONLY time LMGs were actually "distinct" without being useless inaccurate garbage was Bad Company 2, because in opposition to the rest of the BF series, it was inherently accurate and the spread per shot was low.
"Suppression" is the same idiocy as "it's a deterrent" for anti-air weapons being fricking worthless. They don't suppress shit, they don't deter shit. An AR suppresses a guy because he's actually getting hit by an accurate, damaging weapon.
>Why do zoomers keep jerking to BF3? Is it because it was their first „grown ups“ fps?
A ton of this board now is just people being nostalgic over crap they played as a kid while mindlessly shitting on anything new.
it's a carefully crafted static geometry + lighting scene slathered in dirty lens bloom
today's game(rs) all demand dynamic lighting, time of day, level geometry etc. which is just getting viable with stuff like pathtracing and hacky GI like lumen
Mirrors edge is great and looks really good, dice and EA had up until then great visuals and characters. Maybe only mocapped Cp2077 phantom liberty can beat it as of now.
it was all dead-static geometry with baked lighting
the heaviest things to render were the character models and their dynamic shadows, and maybe the objects with specular materials
>it's great because it's static
And? It's not like modern games excel at interactivity.
If worlds are mostly static might as well make them look amazing and easy for the game to render.
fully static usually limits you to linear/small world walking simulators
even with a good enough concept it'd take some brave devs and extremely open minded investors to push it through in 2023
>walking simulators >talking about Mirror's Edge
Shitty argument anon. Let's not pretend that games these days have some incredibly interactive worlds, let alone in a way that affects gameplay.
>And? It's not like modern games excel at interactivity.
he's not speaking of "static" as in "doesn't give the player many options".
he literally means static. like looking at a png. yeah, it's pretty easy to pre-render a good looking png if you can't interact with it in any way.
the lighting is fake and doesn't react to anything, the environments don't react to anything. there's no physics. the scenery is made up of basic squares and straight lines. of course it looks good in a screenshot because you assume it "comes to live" in the actual game. it doesn't.
because they aren't any fun?
almost as if people who play games and don't just collect images from Ganker care about more than how the graphics look in a screenshot
have you ever seen an engine demo? or a tech demo for a new console? that's basically what mirror's edge is. and those tech demos look way better.
what you're asking is basically like asking why developers don't make their games like 3Dmark
if they can't make it fun then it's their fault, not the fault of the tech
7 months ago
Anonymous
you're moronic. it's not fun BECAUSE of the tech.
video games are an interactive medium. you're asking for them to strip all interactivity so the game could look prettier in screenshots.
7 months ago
Anonymous
>it's not fun BECAUSE of the tech
my exact point
7 months ago
Anonymous
my exact point is that you don't play games
7 months ago
Anonymous
game from 2008 look prettier than game from 2023
game from 2008 need weak pc
game from 2023 need strong pc
game in 2024 can look better than game in 2023 if copy game from 2008 but can be bigger everywhere
7 months ago
Anonymous
games from 2023 look way better than mirrors edge, moron. games from 2013 did.
the parts about mirror's edge that look good FOR 2008 are pre-baked
it's no different than downloading a high-res png from google and staring at that. WOW THE GRAPHICS!
7 months ago
Anonymous
>are pre-baked
and that's bad because?
ray tracing offers nothing of value unless you have a 1000$ GPU and want to use fake frames to get a smooth image
7 months ago
Anonymous
it literally cannot by its very nature be interacted with in any way.
in a video game. an interactive medium.
pre-baking is not "everything except ray tracing". we've had dynamic lighting in games for 20 years.
7 months ago
Anonymous
>it literally cannot by its very nature be interacted with in any way.
why is that bad?
7 months ago
Anonymous
>why would a video game, a medium made unique from other mediums by its nature of interactivity, benefit from being able to interact with it
I dunno, geez
7 months ago
Anonymous
what interactivity are you lacking with pre-baked lighting?
7 months ago
Anonymous
literally any.
nothing can be moved or manipulated in a scene that uses pre-baked lighting, or the lighting would break down.
7 months ago
Anonymous
look at the post above yours, buddy
7 months ago
Anonymous
that door literally has no lights or shadows on it at all
7 months ago
Anonymous
You would have a heart attack if you ever played any Source game
7 months ago
Anonymous
half-life 2 doens't use prebaked lighting. it uses lightmaps.
maybe there's some janky third party source game that bakes its lighting, but I don't really care.
7 months ago
Anonymous
Lightmaps are baked lighting
You would have a heart attack if you ever played any Source game
Dynamic objects look horrible and don’t interact well with the environment.
7 months ago
Anonymous
>Lightmaps are baked lighting
they literally are not.
they're the technique used so you don't have to bake in lights.
7 months ago
Anonymous
https://developer.valvesoftware.com/wiki/VRAD >VRAD's static and pre-compiled light is bounced around the world with a radiosity algorithm. VRAD will: >Generate lightmaps >Generate ambient samples >Generate per-object or per-vertex prop_static and detail prop lighting
7 months ago
Anonymous
yes? I know what a lightmap is. per your source >A lightmap is a generated texture applied additively to LightmappedGeneric brush faces to simulate lighting. >LightmappedGeneric is a pixel shader available in all Source games. It is the shader most commonly used to render brushes, displacements and lightmapped surfaces.
a lightmap is a pre-calculated set of instructions for the lighting engine so that the game doesn't have to be ray-traced in real time. that is not the same as pre-baking lighting, which is applying the lighting to the texture itself.
the difference of doing this with a lightmap is that if you choose to change the lighting of the scene, even in the fly, the lightmap can be applied to the new light source. say if you want a scene to change from daylight to red light. the lightmap just tells which parts are relatively darker. you could even switch lightmaps if you wanted to. you can't do that with pre-baked lighting. it's baked in, as in static.
7 months ago
Anonymous
Those literally are the same thing, you just seem to be confused by the fact that you can bake information separately and mix it at runtime.
7 months ago
Anonymous
>you just seem to be confused by the fact that you can bake information separately and mix it at runtime.
I'm not confused at all. That's the main difference of light mapping and light baking. Storing the information separately or not.
7 months ago
Anonymous
>a lightmap is a pre-calculated set of instructions for the lighting engine so that the game doesn't have to be ray-traced in real time. that is not the same as pre-baking lighting, which is applying the lighting to the texture itself
Incorrect. A lightmap is not a pre-calculated instruction set. It's the texture file resulting from baking static lighting, usually using raytracing so that there can be soft shadows and indirect exposure. And baking is never applied to "texture itself". You don't just paint the diffuse channel of a wall with black pixels to create an illusion of shadow. That would be moronic. If you'd shine a flashlight on it, it would not illuminate the actual wall, but attempt to apply illumination on the pre-darkened pixels of its albedo.
7 months ago
Anonymous
>You don't just paint the diffuse channel of a wall with black pixels to create an illusion of shadow. That would be moronic.
That's literally what early PC and PS1 games did. That's light baking. That's why it's called baking. Because you bake it into the texture, so no additional lighting is required.
I don't care if zoomies who weren't alive during that time use the term for light mapping too, but that's the difference between the two techniques.
7 months ago
Anonymous
You do not know what you're talking about. I do. A lightmap is a certain bit depth bitmap that includes the illumination information of geometry. At first those were low depth and monochrome, later they became colored bitmaps that allowed the baking of colored lights. You would NEVER bake literally all of the texture and lighting data into the same bitmap. A subtractive blend model that combines diffuse texture with a lightmap uses marginal amounts of processing power and vast quantities less memory and hard drive space. Not only would you be compounding the required texture space for every piece of lit textured geometry in all of your level design by incorporating lightmaps into it, but you would entirely preclude any use of dynamic light such as the simple flashlight in Half-Life 1. You would waste untold hundreds of megabytes of space, and most likely be incapable of even fitting it in the available graphics memory.
This is not an argument. I'm not attempting to convince you. I'm giving you information that you are lacking.
7 months ago
Anonymous
>You would NEVER bake literally all of the texture and lighting data into the same bitmap.
Whilst it isn’t the smartest thing to do, nor the standard, some games do do this - notably Rage.
7 months ago
Anonymous
Megatextures are an extremely different thing and and are only used by about four games ever made. Rage, Doom4, Dishonored 2 and Doom5. Also, Rage is not exactly an ancient game, and traditional lightmaps were used a long time before Megatextures came along. Also, Megatextures are technically still lightmaps. It just uses all of the texture maps the same way lightmaps are used, as a singular material definition for all of the level geometry that allows the cumulative manipulation of all of the visuals in a single swoop, so you can hire non-specialized level artists that do not require in-depth technical knowledge of graphics. There still is a lightmap as one of the layers in the Megatexture data, alongside diffuse, specular and normal.
7 months ago
Anonymous
I agree with you, you just made an absolute statement which wasn’t always true.
7 months ago
Anonymous
I concede. I was referring to the older games that were the topic of the previous posts, which is why I said "would" -not realizing with my ESL brain that the word doesn't always refer to the past tense.
7 months ago
Anonymous
Not the anon however, that is not a lightmap but bump map (monochrone) and a normals map(colored)
7 months ago
Anonymous
That’s isn’t what he is talking about at all, he’s talking about how early lightmaps where monochrome, such as in Quake.
7 months ago
Anonymous
Ah ok, thanks for correcting me.
7 months ago
Anonymous
No, that's entirely different. A bump map is the depth information of a surface that can inform shading. A normal map is a three-channel bitmap that includes horizontal normal deviation, vertical normal deviation and additional multiplier for said normal deviation in the R G and B channels. Normal maps are used to tell lighting how it needs to interact with a surface to create an illusion of depth, highlights and shadows. Bump maps are often used in addition to normal maps in order to provide parallax occlusion depth information for the rendering offset of steep parallax.
Bump maps and normal maps have little to do with baked lightmapping. Both are related to lighting, but for very different reasons. And often normal map data is incorporated into a lightmap after the lighting has been baked based on all of the existing material maps including normals.
7 months ago
Anonymous
Anon
That’s isn’t what he is talking about at all, he’s talking about how early lightmaps where monochrome, such as in Quake.
already corrected me.
I got confused with "illumination information of geometry" line.
7 months ago
Anonymous
>and additional multiplier for said normal deviation in the R G and B channels.
That’s not what it stores, B is the third component of the normal vector. As the length of the normal vector is known (1), and requiring surface normals be positive isn’t too limiting, the blue channel can be dropped, which is done in a lot of games.
7 months ago
Anonymous
Oh, right. That's why things look fricked up whenever a 3d editing program gets confused about surfaces and puts extra data onto the blue channel. The normal vector thinks that part of the surface is pointing towards the interior of the object.
7 months ago
Anonymous
Also, you should update you vocabulary - use height map instead of bump map.
7 months ago
Anonymous
I was only using bump map because anon was confused.
7 months ago
Anonymous
https://docs.worldviz.com/vizard/latest/max_light_baking.htm
here. this is what baked in lighting is. it's rendered into the texture.
7 months ago
Anonymous
Ok, here’s the lighting in Source - baked to a (set of) textures:
https://steamcdn-a.akamaihd.net/apps/valve/2004/GDC2004_Half-Life2_Shading.pdf
7 months ago
Anonymous
I discovered an amusing aspect of this 2002 game engine compared to another 2002 game engine... >Invalid combinations >Some of these booleans have interactions and we can disable certain combinations in our offline process to save runtime memory and speed up compilation. >Some things like detail textures and normal maps we consider to be mutually exclusive.
According to this, Valve's fancy Source engine was initially incapable of something that the XRay Engine of STALKER could always do. Microsoft millionaire's innovations btfo'd by a bunch of autistic slavs. STALKER could also do deep parallax maps before Source got that technology
7 months ago
Anonymous
They say there that the engine was capable, but they chose to disallow it.
[...]
It's moving, but it's additive blend pixels moving across the actual lightmap texture. That's why HL1's flashlight beam appears to change size and definition based on the texel density of the lightmap that's the target of the flashlight. It also can't cast any shadows because it isn't concerned with geometry at all, only the texture coordinate that the flashlight is pointing at in the lightmap.
The geometry isn’t moving, that’s what the "nothing can be moved" refers to.
7 months ago
Anonymous
>The geometry isn’t moving, that’s what the "nothing can be moved" refers to.
You can move lightable geometry in GoldSrc. Half-Life's binary space partitioning supports animation. In fact the train you can drive in the game is entirely comprised of BSP. It's not a vertex mesh. I'm not sure what you're getting at in relation to the lighting? Whether a BSP wall is static or moving, the flashlight can still alter its luminosity. Granted, it would be a tricky balance to set to actually have a baked lightmap for a moving piece of BSP, but it's possible and nothing prevents it from being lit by that form of flashlight.
7 months ago
Anonymous
If something moves in GoldSrc, and it uses baked lighting, the lighting moves with it. Objects without baked lighting get their lighting from the floor below them (regardless of how far away it is). >I'm not sure what you're getting at in relation to the lighting?
I’m not sure what you are getting at; as I’ve already said, you can add additional lighting in top of baked lighting, and that’s what the torch is.
7 months ago
Anonymous
yeah, that's lightmapping
here's a blatant example of light baking
those middle panels closer to the light aren't actually any more "lit up". if you turned that light off, they would remain lighter. to give the illusion of lighting from a fixed angle. that's light baking.
of course this is a really obvious example for illustrative purposes and it can be done with more subtlety
7 months ago
Anonymous
Lightmaps are a type of baked lighting, have you just never cone across the term before?
Here are more examples of lightmaps and baked being used together:
https://docs.unity3d.com/Manual/LightMode-Baked.html
https://docs.unrealengine.com/5.1/en-US/understanding-lightmapping-in-unreal-engine/
https://docs.blender.org/manual/en/latest/modeling/meshes/editing/uv.html
http://wiki.polycount.com/wiki/Light_map
7 months ago
Anonymous
Mixed lighting has been a thing in games with baked lights since forever. Silent Hill 1 on the PS1 has baked shadows in the level textures, and real-time vertex lighting for animated meshes.
7 months ago
Anonymous
yeah. and it was an acceptable solution on a PS1 because the alternative was no lighting at all. you couldn't move any of those objects that had lights baked in though, could you?
7 months ago
Anonymous
Exactly. With mixed lighting you have static lights that do not affect the baked geometry, except for casting real-time shadows from dynamic objects. The dynamic objects use a shader model that attemps to make the fast-to-calculate dynamic lighting and shadows approximate the raytraced indirect baked lighting. The light originates from those static sources and also produces specular reflections. It's a compromise that sacrifices some graphical fidelity for the sake of being able to have less stark lights for environments where the lighting does not need to change.
Some games like Thief 1 managed to have dynamically toggleable static lightmaps so that the player could turn on and off any static light source. But that game doesn't have any dynamic shadowing at all, and any actual dynamic light source just shines through all geometry. Thief 3 on the other hand has zero static lights and baked lighting whatsoever. Every single light source in that game is calculated in real time so any light source can not just be turned on and off, but can also move. But it uses shadow volumes so the lighting is very stark and has no indirect illumination. The natural evolution of that would be fully raytraced lighting, but we're never going to get that because shitheads insist on better and better graphics and any new hardware is never going to be used for providing additional dynamism.
7 months ago
Anonymous
this reason, quite literally, can only and ONLY be applied if we are trying to, say, move an unaturally bright object (a huge red container) from one contrasting environment to another (say, an incredibly sunny outside to a very dark basement). At which point the player might go 'woah that's so pog that the illumination changed like that' and never give a frick about it ever again, that'll be -90% frames and tip pls
7 months ago
Anonymous
>move an unaturally bright object (a huge red container) from one contrasting environment to another
the "wow graphics" he's defending feature light shafts and reflections that are baked in. if you moved the object even 10 inches the it'd look off because the shadow moves with it. that's why pre-baking is a cheap 1990s technology not used anymore.
7 months ago
Anonymous
>nothing can be moved or manipulated in a scene that uses pre-baked lighting
That's not exactly true. Even in HL1 the flashlight would cancel out baked lighting and look fairly realistic
With competent devs you could unitize it to your advantage
7 months ago
Anonymous
That isn’t being moved or manipulated, you can additional lights on top of baked lighting.
7 months ago
Anonymous
>That isn’t being moved or manipulated
It literally is being manipulated. It's baked in lighting that is being cancelled out by the player flashlight as if it was dynamic lighting.
Like I said, baked in lighting is a good tool for competent devs.
7 months ago
Anonymous
the piece of environment isn't being moved or manipulated. shining a light on it (=adding another layer of lighting on top) isn't moving or manipulating it.
7 months ago
Anonymous
I didn’t write the original post, but that isn’t what I would consider to be the object being manipulated.
As I said, there is nothing stopping you from adding additional lighting on top of baked lighting - lights are additive.
7 months ago
Anonymous
That isn’t being moved or manipulated, you can additional lights on top of baked lighting.
It's moving, but it's additive blend pixels moving across the actual lightmap texture. That's why HL1's flashlight beam appears to change size and definition based on the texel density of the lightmap that's the target of the flashlight. It also can't cast any shadows because it isn't concerned with geometry at all, only the texture coordinate that the flashlight is pointing at in the lightmap.
7 months ago
Anonymous
>it literally cannot by its very nature be interacted with in any way.
why would you want to interact with? a game is a limited medium meant to be played and experienced. It's not and never should be a perfect simulation.
>games from 2023 look way better than mirrors edge
have you been looking at the rest of the thread, my friend? >the parts about mirror's edge that look good FOR 2008 are pre-baked
it looks good even in 2023 >but it's pre-baked, linear, etc.
15 years of technological improvements should have changed that but hasn't
[...] >so? console games made 15 years ago were far more creative despite running on 2005-tier hardware
that is literally my point
[...]
we're talking about video games not movies, friend
[...] >stipulation
what? what is this strange standoff-ish behaviour? it's not some "other" part of my post that i just threw in there to fool you - it's the entire point of my post
[...]
this anon is 100% correct
people say >le pre-baked is bad!
because it apparently narrows the features of the game like we're still living in 2010
how do anons not see that current open-world games with dynamic lighting look fricking dogshit?
>how do anons not see that current open-world games with dynamic lighting look fricking dogshit?
No idea. I think it's generational. Devs have perfected pre-baked lighting and were on the right path at the middle of the PS4 and Xbone era because they were still limited by weak hardware. Now with the newer console, the hardware is there but the games run like absolute ass for everyone because optimization is non-existent.
7 months ago
Anonymous
>why would you want to interact with? a game is a limited medium meant to be played and experienced. It's not and never should be a perfect simulation.
no one's talking about a perfect simulation, moron
pre-baking the lighting removes the ability to say, I dunno, open and close doors. which you can't do in mirror's edge. or to move ANY object in the environment, like you can't do in mirror's edge. if you shoot at even the tiniest thing, it can't break. it can't move. if you punch something or fall from height on something, it doesn't react.
it's not even that I want these exact things in the game. it's that the devs couldn't implement them if they wanted to because of the game's fake pre-baked lighting. if they got the best idea in the world they couldn't do it, because of the very nature of the tech tying their hands.
7 months ago
Anonymous
>pre-baking the lighting removes the ability to say, I dunno, open and close doors. which you can't do in mirror's edge. or to move ANY object in the environment, like you can't do in mirror's edge
uuuhhhhhhh?
7 months ago
Anonymous
you can't close that door. go ahead, try.
yeah, there's a canned "running through door" animation that's the same each time. and those can't be used in any scene with pre-baked lighting. having pre-baked lighting in scenes such as the one you posted doesn't mean every light source in the game is pre-baked
by the way, notice how the door doesn't cast a shadow on anything.
7 months ago
Anonymous
this is interesting
first you said the door couldn't be opened and when it was shown that you could, now you say that it can't be closed and to be honest i'm not even sure if they can be closed because i've never tried
there are multiple parts of the game where you activate buttons to move cranes and things around (pic related) so i'm just wondering where are you getting this idea that every single object in a pre-baked environment has to be static?
have you played the game?
7 months ago
Anonymous
The lighting on that platform is horrible if you pay attention.
7 months ago
Anonymous
>every single object in a pre-baked environment has to be static?
I never said that. just that you can't move anything baked, and you can't have any dynamic light sources in the same scene. and you can't have the lighting react to things like gunshots, explosions. or change the lighting of the scene in any way.
all limiting the amount of creativity possible to achieve nicer screenshots. you can't even move through a fricking door without the canned "moving through the door" animation that locks your view because otherwise the player might see how the shadows break down.
7 months ago
Anonymous
i opened up mirror's edge just now and went through a door
after a few seconds the door closes on its own and you can't go back through it although that makes sense from a design perspective because it's a one-way door on top of a building, also there's no backtracking
7 months ago
Anonymous
Guess what you would see if they turned around after opening the door.
7 months ago
Anonymous
>pre-baking the lighting removes the ability to say, I dunno, open and close doors
anon have you perhaps thought that said doors are limited by LEVEL DESIGN and not graphic fidelity? >or to move ANY object in the environment, like you can't do in mirror's edge
what's the point of interacting with objects when your objective is to zoom past them when running from A to B? >if they got the best idea in the world they couldn't do it, because of the very nature of the tech tying their hands.
have you perhaps thought that such interactability adds nothing to the game? that their resources or "limited tech" as you say, are better used on other things?
7 months ago
Anonymous
>games from 2023 look way better than mirrors edge
have you been looking at the rest of the thread, my friend? >the parts about mirror's edge that look good FOR 2008 are pre-baked
it looks good even in 2023 >but it's pre-baked, linear, etc.
15 years of technological improvements should have changed that but hasn't
good developers know how to work around weak technology. bad ones blame the lack of technology on why they can't do X or Y
[...]
in creative pursuits
so? console games made 15 years ago were far more creative despite running on 2005-tier hardware
>so? console games made 15 years ago were far more creative despite running on 2005-tier hardware
that is literally my point
>make a movie >ok >but you can't put film in the camera >what? >technology is NEVER the limiting factor in creative pursuits
we're talking about video games not movies, friend
No I saw it, I was incredulous that you even bother to add in the stipulation. It only makes you look like a moron trying to win an argument.
>stipulation
what? what is this strange standoff-ish behaviour? it's not some "other" part of my post that i just threw in there to fool you - it's the entire point of my post
>are pre-baked
and that's bad because?
ray tracing offers nothing of value unless you have a 1000$ GPU and want to use fake frames to get a smooth image
this anon is 100% correct
people say >le pre-baked is bad!
because it apparently narrows the features of the game like we're still living in 2010
how do anons not see that current open-world games with dynamic lighting look fricking dogshit?
7 months ago
Anonymous
>it's the entire point of my post
I know it's the entire point of your post. Its the fact that you made it to side step my post that I took issue with. Which is why I said it makes you look like a moron trying to win an argument. And judging by the wall of replies you just made I knew I was right.
I won't be replying further.
7 months ago
Anonymous
>you made it to side step my post that I took issue with
how?
i simply made a true statement about a field in which we are discussing and it seems like you somehow are just unable to understand that, as much as i hate to insult people, it really seems like you're arguing for the sake of arguing
i'm not arguing with anybody, i'm simply asking why things are as poor as they are and nobody can really give me a straight answer
7 months ago
Anonymous
>have you been looking at the rest of the thread, my friend?
yeah, and all these old games look like shit. good for the TIME, some of them, but not for 2023.
>it looks good even in 2023
in a static low-res screenshot it looks good for 2008, yes
>>but it's pre-baked, linear, etc. >15 years of technological improvements should have changed that but hasn't
yes they have. we can now make environments that not only look better than mirror's edge, but are also interactive. if you tried to move any piece of that environment in mirrors edge it'd look like the sun broke down. you can't move the smallest thing. you can't even have characters' own shadows blend with them, because it's just .png
it's fake. it's made for screenshots. and you're dumb enough to buy it. the marketing department must love you.
>we're talking about video games not movies, friend
you said creative pursuits, not creative pursuits in video games.
but alright >make us a video game >ok >but you can't press any buttons >what? >technology is NEVER the limiting factor in creative pursuits
enjoy your kinect
7 months ago
Anonymous
can you post some games in 2023 that look better than
nothing is perfect but you can be very close
but still have enormous amounts of "interactivity"? whatever that means
>you said creative pursuits, not creative pursuits in video games.
i see what you mean - instead of actually being able to use a tool to create something in a creative pursuit, it gets taken away from you and you think that's a technological constraint?
well that'd be logically incorrect - technology wouldn't be the limiting factor in that case because you don't have the technology to begin with
as for video games where you can't press any buttons?
some games are voice-activated like that 2000s japanese game set in space which i am forgetting the name of
7 months ago
Anonymous
>games from 2023 look way better than mirrors edge
hahahaahahahaha
7 months ago
Anonymous
this is what mirror's edge actually looked like. on PC.
7 months ago
Anonymous
Zoomer moron
7 months ago
Anonymous
nta but I was gonna make a post trying to explain to you how you're a moron but I decided to follow another anon's advice and not bother. You're still a moron though.
7 months ago
Anonymous
Games aren't art Black person. Go away.
7 months ago
Anonymous
It is when the tech is the limiting factor
7 months ago
Anonymous
technology is NEVER the limiting factor in creative pursuits
7 months ago
Anonymous
>technology is NEVER the limiting factor
7 months ago
Anonymous
>ignoring the crucial last three words of the post
why did you even bother posting
7 months ago
Anonymous
your entire post is moronic
7 months ago
Anonymous
No I saw it, I was incredulous that you even bother to add in the stipulation. It only makes you look like a moron trying to win an argument.
7 months ago
Anonymous
good developers know how to work around weak technology. bad ones blame the lack of technology on why they can't do X or Y
>ignoring the crucial last three words of the post
why did you even bother posting
in creative pursuits
so? console games made 15 years ago were far more creative despite running on 2005-tier hardware
7 months ago
Anonymous
>bad ones blame the lack of technology on why they can't do X or Y
Are you willing to admit that there are certain things that can NOT be achieved without certain technological advancements? Certain game features or mechanics that would be literally impossible
7 months ago
Anonymous
>Certain game features or mechanics that would be literally impossible
you can fake or believably replicate almost everything with enough ingenuity. You can't tell me a AAA developer making 70-80K a year is too stupid to understand the tools that he works with.
it's not "weak technology". it's bad technology. it's a cheap trick used to make marketing screenshots that don't represent the actual product.
>it's not "weak technology". it's bad technology
the frick that does even mean? >it's a cheap trick used to make marketing screenshots
we're not even talking about marketing, but about gameplay systems
7 months ago
Anonymous
>you can fake or believably replicate almost everything with enough ingenuity
So your answer is no then? You believe that if a dev is creative enough, tech is never a limiting factor?
7 months ago
Anonymous
>You believe that if a dev is creative enough, tech is never a limiting factor?
yes. Pic related was achieved on a PS2 20 years ago
7 months ago
Anonymous
>cutscene
pic related was achieved on a ps1
7 months ago
Anonymous
So if your statement holds true, we should be able to create a first person shooter on the original gameboy capable of rendering 10k players on screen at once right? Devs just have to get more creative enough and then we can render fully 3d characters complete with physics and destructible environments on the original gameboy right?
7 months ago
Anonymous
>devs have to get more creative even if the hardware is weak as shit and can't support their creativity
what a in incredibly disingenous way to break down an argument. They need to work withing the limits of said hardware, not use said limits to blame lack of creativity
7 months ago
Anonymous
You're talking out of both sides of your mouth now. I asked you point blank
>you can fake or believably replicate almost everything with enough ingenuity
So your answer is no then? You believe that if a dev is creative enough, tech is never a limiting factor?
and you answered yes. and now you're trying to add this nonsense hypothetical >not use said limits to blame lack of creativity
I'm saying the complete inverse of that. You can be as creative as you want and still be limited by tech.
7 months ago
Anonymous
>I'm saying the complete inverse of that. You can be as creative as you want and still be limited by tech.
Alright, I'll bite. Riddle me this: Why are modern games shit DESPITE the devlopers not being limited by technology? Where is the interactability? Surely it's not due to the lack of "technology"?
7 months ago
Anonymous
>Why are modern games shit
Completely separate discussion and not at all related to my post.
7 months ago
Anonymous
can you provide a tangible example of developers using advanted technology to make games more interactable? Because I can think of at least 5 games where devs used "outdated" engines and ideas to make games that were still "limited" by technology as you say. And they turned out great.
Suffice to say, it's better to be limited by something and rise above, than it is to have near-limitless resources and still make an awful product.
7 months ago
Anonymous
>can you provide a tangible example of developers using advanted technology to make games more interactable?
he won't
i already asked this question earlier in the thread and got no replies
7 months ago
Anonymous
>i already asked this question earlier in the thread and got no replies
apparently this
>using advanted technology to make games more interactable?
is supposed to be a good response. LMAO!
Red Faction is a game made in 2009, btw. They were limited by the PS3 and Xbox360
7 months ago
Anonymous
>is supposed to be a good response
Are you going to explain why you think it isn't?
7 months ago
Anonymous
>Are you going to explain why you think it isn't?
sure. The developers are limited in the tech and hardware they could use so the made the best of it (PS3 and 360).
VR multiplayer games are also purposefully gimped so they can run at 90-120fps on PC and most consoles.
Both are great experiences despite being severely limited by the hw they can use. Your argument was supposed to be about devs using "limitless" hardware capability to make greater games, which so far you have provided no examples of.
7 months ago
Anonymous
>Your argument was supposed to be about devs using "limitless" hardware capability to make greater games, which so far you have provided no examples of.
No, the argument was to show advanced tech making games more interactable. Which I did.
7 months ago
Anonymous
>No, the argument was to show advanced tech making games more interactable. Which I did.
"Advanced" tech in a 2009 PS360game. Yeah, right! It's just a clever use of physics
7 months ago
Anonymous
>clever use of new tech making games more interactable isn't advanced tech making games more interactable
7 months ago
Anonymous
For that point it in time it was. And why are you conveniently ignoring the VR video?
7 months ago
Anonymous
>And why are you conveniently ignoring the VR video?
I'm not. See
>Are you going to explain why you think it isn't?
sure. The developers are limited in the tech and hardware they could use so the made the best of it (PS3 and 360).
VR multiplayer games are also purposefully gimped so they can run at 90-120fps on PC and most consoles.
Both are great experiences despite being severely limited by the hw they can use. Your argument was supposed to be about devs using "limitless" hardware capability to make greater games, which so far you have provided no examples of.
>clever use of new tech making games more interactable isn't advanced tech making games more interactable
>advanced tech >advanced tech >advanced tech >advanced tech >advanced tech
in a 2009 game. what the frick anon?
7 months ago
Anonymous
>tech that was advanced in 2009 isn't advanced tech for a 2009 game
and how is that even relevant? it's new tech used to allow for gameplay that wouldn't be possible without it and hasn't been done before. isn't that exactly what you asked for?
7 months ago
Anonymous
And like I said in the post you replied to dummy, it was advanced for its time and the VR tech qualifies too. Just admit you were wrong and move on with your day.
7 months ago
Anonymous
>using advanted technology to make games more interactable?
7 months ago
Anonymous
>can you provide a tangible example of developers using advanted technology to make games more interactable?
https://store.steampowered.com/app/1167630/Teardown/
7 months ago
Anonymous
half-life 2's physic puzzles?
7 months ago
Anonymous
kek they simply don't understand what we're saying
7 months ago
Anonymous
>>it's not "weak technology". it's bad technology >the frick that does even mean?
a weak technology is an inefficient or... WEAK way of reaching some result.
prebaking isn't a weak technology, because it doesn't reach the same result as lightmapping or ray tracing. it gives the illusion, from a static angle, in a static screenshot, of having done that.
and it does that by heavily limiting with how the player can interact with the environment. it removes the ability of the devs to implement all kinds of....
>>it's a cheap trick used to make marketing screenshots >we're not even talking about marketing, but about gameplay systems
...GAMEPLAY SYSTEMS, at the expense of making this illusion for marketing screenshots.
so it's not "weak". it's bad. it's a shortcut at the expense of the rest of the game's potential.
7 months ago
Anonymous
I don't see your argument. How does a character having visible pores or dick veins or believable hair that casts thousands of realistic shadows in a scene have any effect on the gameplay systems?
Visuals should never limit interactability, and with enough trickery you can fake said interactability without performance going to shit. >and it does that by heavily limiting with how the player can interact with the environment.
give me an example. how does a baked-in light limit environment interaction? And why could said interaction important to the gameplay, instead of being just set dressing, like RTX and global illumination mostly are?
7 months ago
Anonymous
what the frick are you talking about? who's said anything about pores? >Visuals should never limit interactability
WHICH IS EXACTLY WHY PRE-BAKING LIGHTING IS A SHIT TECHNIQUE YOU moron.
there is no technique in video game development that limits interactivity and game design more than pre-baked lighting, the technique you're defending.
>give me an example. how does a baked-in light limit environment interaction?
do you even know what pre-baked lighting is? I have a feeling you don't.
>And why could said interaction important to the gameplay, instead of being just set dressing, like RTX and global illumination mostly are?
do you think everything except ray tracing and global illumination is pre-baked lighting? prebaking lights literally means drawing them into the textures. if you move the object, the lights and shadows move with it. geez, I wonder how NOT BEING ABLE TO MOVE OR MANIPULATE ANYTHING would limit interactivity.
7 months ago
Anonymous
>there is no technique in video game development that limits interactivity and game design more than pre-baked lighting
what are: >invisible walls >loading screens >polycounts >glitches >awful optimization >nonexistent physics implementation >devs being lazy sacks of shit
you're too fixated on pre-baked lighing. Not being able to destroy a light source is not inherently immersion-breaking, unless your game has such a mechanic (most don't). >if you move the object, the lights and shadows move with it.
no big deal if they don't. It's not what makes or beaks the visuals imho. What ruins visuals is your performance being cut in half just to have a semblance of "realistic" shadows.
7 months ago
Anonymous
it's not "weak technology". it's bad technology. it's a cheap trick used to make marketing screenshots that don't represent the actual product.
7 months ago
Anonymous
>make a movie >ok >but you can't put film in the camera >what? >technology is NEVER the limiting factor in creative pursuits
because they aren't any fun?
almost as if people who play games and don't just collect images from Ganker care about more than how the graphics look in a screenshot
have you ever seen an engine demo? or a tech demo for a new console? that's basically what mirror's edge is. and those tech demos look way better.
what you're asking is basically like asking why developers don't make their games like 3Dmark
my major issue with visual advancements is that they don't server gameplay at all. There is that video from one of the splinter cells (chaos theory) with old-school reflective window (cloned geometry with cloned NPCs too). It was specifically scripted so that the enemies would actually 'see' Fisher in the reflection. Raytracing doesn't do that, and it might as well never do, since games still struggle with simple stealth mechanics.
Additionally, just playing CP 2077 alone I still see so many issues with raytraced reflections - they will require games to throw away any sort of optimisation, including geometry culling away, cause it's just so funny to play a title that's considered a messiah of next-gen graphics, and you enter a building and immediately see a huge white void being reflected in place of the doors because the outside isn't rendered anymore.
I guess Global Illumination is fine? I really don't notice it in dynamic scenes. I do notice it in static scenes, where usually devs just get away by pre-baking them (like Source engine).
I think video games peaked right here for me. Not even JC3 or 4 compared. I remember downloading the demo with my cousin on his 360 and playing for like 6 hours straight just blowing up shit in that tiny desert area.
JC2 was to performance and optimization what Crysis was to graphics. The fact that they were fun games to boot was a huge bonus. We will never see their kind again.
I bought it on PC when I got a gaming PC in like 2011/2012. I remember playing the first open test for JC MP. Was piles of fun. Here's an old as frick video I took from it.
Getting together big convoys of people and just driving around while dozens of helicopters tried to kill you was peak vidya. I can't believe nobody tried to recreate that experience
I 100%'d the game on 360 before buying it again on PC and getting into JC2 MP.
yeah sure the MP added a ton of potential for fricking around, but the peaceful methodic destruction of the island on your own was kino itself.
the Xbox 360 days were awful and the sooner zoomers get over their cinematic tripe, the sooner they can realise that gen z'ers are enjoying much better games
Man… look how detailed the design of the map is. The carefully placed buildings, the trees, going under bridges, you can see the far away buildings before you get close to them, the car interior reflects lights in real time, the collisions have actual weight and disorients the player. Masterfully designed
The points is that PGR4, a 16 years old game was really graphically impressive back then, and it looks good even today. Plus I'm ''teasing'' myself for October because Forza is coming out, and I haven't played mainline Forza since F4.
ALL VISUALS IN GAMES ARE FAKE
WE ARE SHOWING 3D ENVIRONMENT ON A 2D SCREEN
GRAPHICS HAVE ALWAYS BEEN A SCAM AND THE PURSUIT OF 'REALISTIC' APPROACHES LIKE RAYTRACING IS moronic, WHEN IT'S AN OVERKILL FOR MINIMAL GAINS VERSUS ALL THE FRICKING WAYS TO FAKE IT
DO WE NEED TO SIMULATE ATOMS AND INTERMOLECULAR ACTIONS TO GET A CHARACTER TO LEAVE FOOTPRINTS IN SNOW
have a nice day
It’s not about realism, it’s about performance and flexibility- there’s a reason they didn’t use the same reflection technique for the floors of the train station, for example.
This thread is also full of autists who nit-pick tiny imperfections and inaccuracies and act like anybody gives a shit. Nobody wants to sacrifice 80% of their performance to solve technical inaccuracies that only GPU salesmen give a shit about. Everything can be faked, everything IS faked and those resources are better spent elsewhere.
Yeah and it sucked absolute ass. Looked good, played like shit. >loadouts... For vehicles
Really? Worst move ever >total meat grinder infantry gameplay
Oh yeah, that subway level was sooooooo good the gorillionth time around. Or the France river map. Woohoo. >sniper scope glinting like a laser beam a thousand miles away
Why? >flashlights, laser pointers, dazzle effects and blind effects
This is a fricking Battlefield game, what the frick are you doing? >vehicles utterly cucked >mortars exist
Makes me fricking sick.
BF3 is showing its age when you notice all the 2D renders in the far distance of maps that don't scale properly above 1080p. That being said, the color filter people b***hed about so much at release is helping mask the game's age. Meanwhile BF4 looks like shit nowadays.
This board has gotten unbelievably dogshit and blatantly contrarian. I wish I could take nearly any other board on this site and just completely swap the userbase and their interests with Ganker so I could discuss video games on here with people that have a 3 digit IQ.
That cool graphics is just that bloom+bright+blue filter that game had.
I played bf3 a lot, but it was because my friends played it too, but i hated that game with all my guts because of that damn filter.
Gladly they removed it in BF4
This thread is just sad.
I remember in 2011 I was excited about the future of gaming, everything was getting better and better. But look how bad it's gotten.
We really do live in the worst timeline
>crisp graphics >no blurriness >no aliasing >masterfully picked color palette
Tell me again why we need 40 different post processing effects in our games
Yakuza 0, 2013. Max settings (no supersampling) (would get a night shot to show the gorgeous lighting but I'd have to replay a few hours I've already passed on this playthrough)
Yakuza's NPC character models have always been its weakness. Only the important characters look good. Even in 3 they were approaching decent models. Compare Haruka (my wife)
Yakuza 6 (2016), max settings (had to rescale the image because size limit). Not that great an improvement, in my humble opinion. That they fricked Kiryu's face, too is a bit silly.
Yakuza 0 is 2015
So it is, my mistake.
such a phenomenal looking game
Yes. Especially having played 5 again recently and remembering Ishin on the PS3 (saw a friend play it years ago), it's so insane how good 0 looked. That and how every game in the series since has been total dogshit, aside from Judgement and Lost Judgement has me unironically wishing that Kiryu died in the snow at the end of 5.
I can’t think of any games since then that are good from both an artistic and technical perspective.
Cyberpunk 2077 with path tracing has amazing lighting fidelity in some areas, but the art assets are visually unappealing and simplistic.
It seems that Thief 3 and Deus Ex Invisible War were the only ones of the shadow volume games that didn't suffer from that issue. Doom3, Quake 4, FEAR and Riddick all have every object and character made out of waxed and polished plastic.
Overall, it's not about the graphics, it's about how the developer uses them. You can have insane lighting, thousands of polygons and texture fidelity, but if you can't utilise them, then older games that knew how to frame shots, exploit the software, and create environments and scenarios to exploit them will mog your piece of shit game.
Ehh that sequence heavily relied on bloom and being basically a cutscene, normal BF3 relied on being very dark and having that blue filter to hide its shitty textures.
T. Played the BF3 campaign millions of times because parents refused to buy me Xbox live gold.
BF3 looked pretty good. Also one of the first games to use AMD's proto-Vulkan which I can never remember the name of. But the thing I miss most from those days is how much effort they put in the sound design.
What's the point of this thread? BF games have been improving in graphical fidelity. BFV looks better than 3. bf 2042 looked shit but V didn't. Nor did BF1
There’s nothing wrong with upscaling as an option (as with older games, in a fee years you’ll be able to run games that use upscaling at higher resolutions), and AMD’s FSR doesn’t use AI for either upscaling or frame generation.
we are going backward in some areas while advancing in others at the speed of a fricking snail, AC Unity had hundreds of npc's on the screen, after it not a single game had the same amount
In Spider-man 2 you have New York who look like a ghost town, barely a few dozen npc's
Cyberpunk was in the same boat
Some games goes to the extreme with realism or graphic( RDR2) but the gameplay is still shit/boring and npc's are moronic even after decades of technological advancement in gaming industry and 10 times more cheaper to use
Meanwhile, in 2023, developers are destroying performance in games for a 10-20% visual improvement and calling customers names for wanting a decently optimized game.
>visual improvement
imagine being this blind
You should get glasses. Or since this Ganker and you're posting bait, keep wearing those glasses and I'll beat your ass.
At the end of the day developers are pretty much all trash now. They have been for a long time.
>keep wearing those glasses and I'll beat your ass
Don't forget that they are running at sub hd resolutions too.
Yeah. Just playing old 2011 in 4K 100+fps gets you better visual quality than these couple extra shaders on top of upscaled mud.
>10-20%
Cause 2023 devs are children who can't fricking code.
>Meanwhile, in 2023, developers are destroying performance in games for a 10-20% visual improvement
I just replayed some Jedi Fallen Order after playing its sequel. Despite being a badly optimized game on release, not only does it perform better than its sequel, but it actually looks better. I don't know what they did, but the graphics are overall just worse.
>FA actually looks better
nobody believes that, anon, get a better system
I had zero problems with fallen order having played about 2 months after release on my 2080. The game was an example of a well-optimised game with near stable 90 fps and just area load stutter that's normal in unreal games.
>visual improvement
Kek. Graphics stopped improving around 2015
this is the same studio's game 12 years and 3 gens later
it came out in October 2020
and? I took this photo today in 2023, not 2020, so this is literally 12 years later.
No it didn't, BF2042 was November 2021.
It's bad cuz no
>muh happy vibrant colors 🙁
It's good because there are the happy colors 🙂
why do zoomers need such bright games these days? is it just the need for constant stimulation? they did this with Counter Strike 2 recently, it looks like ass but I bet autism riddled zoomers love it
Games do need much more brown in them. Old games were never bright as we all know.
Counter Strike 2 isn't colourful though, it's just bright and bland.
I think that game is just such a design-by-tryhard-committee product that it simply requires that blandness for facilitating competitive optimization of feedback. It all started with the charm of TF2's silhouette individualization and has culminated in CS2's nonexistent artistic identity.
>bright games these days
Because you homosexuals couldn't stop crying
>muh brown and bloom
Years ago. Let's go back to piss filters on desert environments please! I don't want colorful games because the bogeyman generation I blame on everything likes them in my head canon!
found the """"zillenial"""". if there's one good thing that's happened to game art the last twenty years it's the removal of the fricking piss filter.
games have always been bright and colorful, except for a disastrous experiment in the 2010s everyone hated and we're all glad is over with.
this is like crying why games use controllers these days when back in the day motion controls were in everything.
no, you're just nostalgic for a specific time in history because that's when you were a certain age. sucks for you it was a terrible time in games.
>2010 games being too brown, not from early mid 00's
>games not being worse now than ever
literally kys zoomer
Truthfully the reason why games are more colorful now is that display technology can actually produce accurate colors now.
>why do zoomers need such bright games these days? is it just the need for constant stimulation? they did this with Counter Strike 2 recently, it looks like ass but I bet autism riddled zoomers love it
They lived in israeli white boxes with no stimulation their entire lives only simple low poly cartoons about LGBT people killing each other make sense to them
Touch grass
It's amazing how there are actually homosexuals yearning for the brown and bloom days on here now.
It's literally zoomers. No one who was alive and cognizant during brown and bloom days are asking for it back. It's just zoomers pretending to be le oldgay
just read the comments section of crowbats Xbox 360 timeline video if you need a nice dose of cringe
Games were colorful in the 90s, and I'm glad they are colorful again. I do not want another generation of fricking shit brown, rust brown, vomit green, gunmetal grey, and rotten egg yellow color pallette generation.
games today aren't just colourful like they were in the 90s
an anon on here recently made some observations about how all the colour in modern games corresponds to the RGB or CMYK colour palettes and those are directly linked to addiction in human psychology or something like that
i think he called it ESGpunk or some shit
devs sure as hell aren't making games colourful to be creative because creativity is something that they clearly lack today so it's definitely something else
>all the colour in modern games corresponds to the RGB or CMYK colour palettes
I would sure fricking hope so, you moron.
i worded it strangely because i can't quite remember but the anon made a point about games only using 3 colours
i think it was cyan, yellow and pink or something or whatever modern games have the same colours as the rage 2 box art
>Look it up
>Can't find anything linking colors to addiction
>Only shit like people giving more attention to red
>Articles and the research papers I read have multiple warnings or admissions that the majority of color theory is largely either bullshit, in it's infancy, or the effect is greatly overstated
I’m pretty sure he’s referring to colour choice in comics, and how bright colours affected development and perception - can’t find where I learnt about that a long time ago, but that would explain why he mentioned CMYK.
You're thinking of bisexual lighting
My vidya exclusively uses the imperceptible sectors of the LAB color space. What? You can't perceive yellowblue?
You both forgot the real reason games have been getting brighter. It has to do with superior CRT screens no longer being used. Consequently, you need games to be brighter to see as much. Nothing to do with us zoomers.
it's the shitty lighting you stupid zoomer
Fat balding millenials
looks worse and for some reason requires even higher end tech
clown world
lmao look at the texture quality on the distant hills and over the tunnel
As much as bf2042 is an abortion of a game, that's on low settings. It looks good once you crank it up, the issue is that level design is abysmal and everything looks brand new and clean.
I would say it is amazing that Battlefield 3 is somehow better gameplay wise than a sequel released 10 years later, but then I realise that literally every sequel to every game has only improved graphically
BF3 is better VISUALLY too. The latest BF games have been a visual nightmare where you can't see fricking ANYTHING at a distance.
Frick MUH GRAFIX, it sucks, Visual Readability is more important than Visual Fidelity.
STOP.
MAKING.
SHOOTERS.
LOOK.
REALISTIC.
THE.
UNIVERSE.
WAS.
NOT.
DESIGNED.
TO.
PLAY.
WELL.
OR.
LOOK.
GOOD.
ON.
A.
MONITOR.
anon problem they dont make it realistic they make it """realistic""". Snap some photos and 4k videos with your smartphone and compare it to mud slop companies try to sell as """realistic"""
>STOP.
>MAKING.
>SHOOTERS.
>LOOK.
>REALISTIC.
>THE.
>UNIVERSE.
>WAS.
>NOT.
>DESIGNED.
>TO.
>PLAY.
>WELL.
>OR.
>LOOK.
>GOOD.
>ON.
>A.
>MONITOR.
Yes it was moron
Is this supposed to look good, or did you just discover bump mapping in Blender?
sorry you're going blind, gramps
It was literally so bad in BF5 that people intentionally broke their graphics drivers so the game was playable. People legitimately just became invisible when they were prone.
people used to do that with CSGO too. I think it was called digital vibracy or something.
yeah, some autists will always want "an edge" in online shooters. doesn't mean they need to be catered to. I'd rather take something pleasant to look at and one less kill on my k/d.
Black person you're not listening. EVERYONE was doing that because you couldn't see SHIT in BF5. It was a visual clusterfrick. It wasn't just tryhards, it was people who wanted to play the game at the most basic level, the game was borderline unplayable without it.
Pic is what it looked like with the broken driver, which is honestly and upgrade.
>it was people who wanted to play the game at the most basic level, the game was borderline unplayable without it.
remind me what your reason for buying it was
>cheating shitter trying to rationalize why he is shit at casual video game
ok bro
this is why i play on console
seriously frick pc tryhards that reduce graphical fidelity to cheat
if you dont like modern visuals, dont play games that are designed around them
imagine caring so much about some meaningless stat in some meaningless video game that you're willing to play FPS on a fricking console just so theoretically someone else couldn't be getting an advantage.
no, anon, i play games to have fun and getting sniped across the map by a cheating pctard is not fun
on consoles, there are way fewer cheaters and i can actually have fun
no need to make excuses for being a total crub and needing to rely on cheats, homosexual
learn to git gud moron, i suggest by getting some glasses for a start
no one did that shit you fricking moron
Nice screenshot of Ravenfield bro
skill issue, BFV had the best infantry minute to minute gameplay and the best gunplay of any BF since Dice. I am 46 and and had 0 issues spotting enemies. No doritos was a bad financial decision though because it was too much for the casual console shitters.
i mean
hes wearing camo
“I can’t easily see the guy who’s wearing camouflage perfectly fit for the environment” - tard
Amazing how literally nothing about anything has improved since then.
Customers are paying more for lower quality videogames.
>499x281
Imagine a world where op wasn't a homosexual
I must be one of those zoomer types because I can't.
>No sobel lighting
>No subsurface scattering
>We just invented god lights so lets have a million in every scene
And it looks better than most of the trash released with those lighting effects
>linear mission with everything scripted
>required very high end specs to run when it came out
wow, color me surprised!
The Nvidia GTX 970 release price (MSRP) was $329 at launch.
i remember playing this game on my GTX 560 ti and i5 2500k
Same but 590
>posting from beyond the grave
Hi ghost anon
i feel like this is a prime example of Ganker being contrarian for literally no reason. i dont remember anyone actually sincerely praising MUH GRAFIX let alone a linear scripted mission
i thought admonishing zoomers was just a joke but alot of these c**ts doing it have genuinely, 120% just become the next age of "*sip* now that was a game" boomers. its fricking horrifying how easily they all fell into it. BF3 was always called visually shit and so was 4, even at the time
Multiple times I've seen people criticizing new games while praising an older one in comparison with the exact same fricking critiques that the older game got near launch. Everyday I spend on this board the more l realize all the shitposts were right. Video games are the lowest IQ medium.
old good new bad and don't you EVER forget it.
to be fair, old usually is good and new usually is bad
because people remember the top 5% of old games where as zoomies watching too much twitch viral marketing will try to hype up any new release
I always had a boner for that water
farcry 1 is literally one of the best fps adventures ever made. The scale and AI of that game boggle the mind, all the more because it ran on a relatively modest pc.
it's also a great pleb filter on the hardest difficulty, no wonder the skilless n00bs and zoomers at Ganker hate it.
>BF3 was always called visually shit
underage moron
BF3 had mindblowing graphics for the time, and by pretending otherwise you’re just outing yourself as a zoomer moron (or even younger, even zoomers should be able to remember 12 years ago)
>BF3 had mindblowing graphics for the time
no it didn't
it was bc2 with slightly better lighting but unfortunately in gunfights everything got drowned under the post processing so you couldn't see shit.
AND it had the destruction removed. that was the main thing people talked about with bf3. maybe you just followed ~~*gaming media*~~ that was all about MUH LEVOLUTION or something and didn't talk to anyone who had played previous entries in the series.
>no it didn't
Yes it did, and the video you posted disproves your claim.
No, the game didn't play like BC2, this sentiment comes from BF2 gays that wanted BF3 to be a modern reskin of BF2.
The destruction wasn't "removed". DICE could practically make all of the structures in a map like Kharg Island destructible but that would obviously ruin the overall infantry experience, you'd end up with people complaining about the lack of cover and vehicles just like in 2042, and by the way, the Levolution meme started in BF4, not BF3.
>bf3 was always called visually shit
Black person, what the FRICK are you talking about?
Now IM the one who feels like THIS is a perfect example of Ganker contrarianism
did we unironically reach the time where we defend blue filter field 3?
Literally everyone made fun of the lens flare and blue filter on release you pisspants newbie zoomer
Most people who played it weren't even aware of the filter change. Crying autists on forums aren't 'everyone'.
>I was 10 at the time and not aware there was a filter change, nor allowed on the internet without supervision so therefore no one was aware of it
Dumb frick
EVERYONE was talking about the blue filter, whether they knew it was changed or not.
the beta only had metro IIRC which didn't make it any less obvious. and it was free, so practically everyone with any interest in online shooters tried it.
lurk moar newbies or go back social media
>i feel like this is a prime example of Ganker being contrarian for literally no reason
and
>BF3 was always called visually shit and so was 4, even at the time
isn't? i am 32 but you sound like a dumbass lacking self awareness
>this is a prime example of Ganker being contrarian
And then you write a contrarian post.
very high end specs to run when it came out
Dude my gtx 570 used to run it flawlessly, the whole config was about 500 bucks in my Eastern European shithole. I could afford it when I was 14 from working a few weeks of easy summer job.
A jet fighter sequence with nothing scripted where you fly around aimlessly sounds very fun
would have been better to the garbage rail shooter you got in BF3
it actually does, but what's shown in OP's pic is a literal in-engine cutscene even if you get to "play" it.
your position is locked, every action by npcs is scripted, everything happens the same time every time for every player. it's not really comparable to an actual playing scenario where you can move around and have some impact on the world.
no it doesn't
it's a fast paced shooter
flying around aimlessly would not match the pace at all
this is so basic and obvious I feel like I'm explaining to toddler why touching a stove is bead
a jet fighter sequence in a shooter that's meant to evoke the feeling of being in the dogfight from Top Gun should be heavily scripted. The only alternative to being heavily scripted, is being not heavily scripted. Which means nothing is happening. In a dog fight sequence
You people don't even know what you're upset about or what you want.
I don't give a shit if it "fits the tone". I don't play battlefield campaigns for a reason. because they're shit. just flying around freely like in bf multiplayer would be more fun than the bf3 campaign. this is so basic and obvious I feel like I'm explaining to toddler why touching a stove is bad.
but that's kinda beside the point, because in that screenshot he isn't flying at all. he's waiting for the mission to start. he's locked into a predetermined animation, looking at a predetermined environment. those objects might as well not have textures on the other side, because you'll never know. it's like looking at a movie.
There's something funny about Bad Company, a console sub-series, having more Battlefield-like campaign than mainline Battlefield
>game series famous for its combined arms warfare in sandbox environments
>the vehicle section must be a rail shooter because... well it just has to, ok?
>nooooo i need muh heckin survival crafting battle royal sandbox!!!!!
fricking zoomers
t. zoomer who can't imagine anything other than a movie game or minecraft
That whole sequence is just you tapping the missile button for ten minutes. There are these really cool things called "movies" which you might enjoy.
I was able to run bf3 @60fps with gtx660
I played it with a 6950.
>linear mission with everything scripted
so just like every modern game huh?
>in b4 muh le open world muh le cyberpunk
story mission in those game are linear and heavily scripted as well
Mission in context of linear shooters is entirely different than quest. It's about the level
>story mission in those game are linear and heavily scripted as well
it's a literal rail shooter
the CPU moves you. you can't control where you're going, at what speed etc.
"heavily scripted" as in "you have to do mission objective #1 then mission objective #2" is not the same as moving on fricking rails while watching a scene play around you
I ran this on a 560 Ti that cost me $300 and a AMD FX-8120 that cost $200 back in 2011, what the frick are you talking about zoomer?
Also, fricking hell was this a sexy GPU. No RGB or any of that BS, just pure performance at a great price.
I ran pretty well on my 550ti
>high end specs
I played this game on PS3 last month
Ran this game on ultra with a GTX 570 from PNY (still have the card)
My entire PC was like $450
Here’s Digital Foundry running the game on a period accurate machine, compared to the consoles:
Consoomers will watch this shit and defend shitfield needing a 4080+
>literal nothing mission
>is the most atmospheric mission in the game
god I love flying bros
It's about to be a 2023 game anon. Season 6 of 2042 is rumoured to have BF3 shit.
>499x281
I've never played a battlefield game and my life is better because of it.
bf3 maxed out at 1080p
bf2042 maxed out at 4k
> A part of the single player campaign that never changes
> A random area in a multiplayer mode with no actual action taking place
I mean...
bf1 multiplayer at high/medium settings at 1080p
Yeah BF1 clearly had more love put into it
never played it because of forced Black folkhit in WWI
Fair. If you could look past it, it was the last BF game that felt like anyone gave a frick about what the were making though. BF2 doubled down with the moronic female soldier and amputee soldier shit but was an even worse game.
The last Battlefield that wasnt a giant piece of shit.
how did they actually make games that looked worse than this? ea is fricking moronic
It's insane how good BF1 looks to this day and still runs like butter.
BF1 is still amazing to this day. It’s actually PTSD enducing when you turn off the HUD and get a nice trench warfare map with artillery and explosions going off around you
Delete these at once, games should cost 100 dollarinos because they are so advanced now!
serious question: why do so many new games look like they've smeared vaseline on nearly every surface? older titles lack this and are so much more easily understood from a visual standpoint
TAA
Also, in EA's case, all the people that actually knew how the frick Frostbite works left DICE years ago, hence all the recent titles that use it looking like shit and running far worse than the games released 5+ years ago running on the same engine
They are like using all the cheap optimization tricks they can which makes you wonder how horrible the engines they are using are now.
From the posts you linked, the newer game is sharper.
the surfaces look like wet clay
It’s a muddy field, so wet clay is an apt look.
cause the res is higher, new frostbite games at 1080 looks like smeared ass
Combination of PBR, volumetric fog and global illumination
Yeah graphics have officially peaked right around 2016.
always loved the cobra maneuvers in that mission. normies will never understand
I don't know how these Black folk manage to make games that require 10 times more powerful hardware and look worse nowadays.
because art style takes talent while the computational power required to calculate more reflections or whatever the frick grows exponentially
so with no talent you can brute force "good graphics" by just adding a shit ton of expensive to render effects
but even then it'll look worse than what someone with a vision and talent made 15 years ago
bf5 multiplayer at high/medium settings in 4k
Proper skyboxes are a way to elevate the visuals, devs don't really consider them much anymore.
fifa 18, the 2nd game in the series running on frostbite
fifa 21, same teams,stadium, time of day
what the frick is fc barcelono?
>dudebros pay top $ for this shit every year like clockwork
EA is as predatory as apple
I haven't bought a fifa game since 2014, but back in the day we played this shit every day in local multiplayer with the buddies
$60 for ~300 fun nights spent with friends
VS
$60 for some goyslop or other you get tired of after a week
I think the dudebros win this one
Anything is fun with the right company. We've been through this countless times.
People still shouldn't flush their money down the toilet for the same crap with a slightly different roster but that's their target audience
>Anything is fun with the right company
not true. I wouldn't have gotten that company together day after day if I demanded we play final fantasy 10 or whatever.
some things definitely benefit more than others from the right company, sports games being the prime example.
this is just some friendless cope where it's "actually a less legitimate way to enjoy video games because I can't do it alone".
and if you ever played fifa or nhl or any of those games for more than a few hours the tweaks to gameplay year to year were massive.
that's where ACTUALLY PLAYING GAMES AND NOT JUST LOOKING AT SCREENSHOTS comes in handy.
>and if you ever played fifa or nhl or any of those games for more than a few hours the tweaks to gameplay year to year were massive.
lol. lmao.
it's always the ones who don't even play the games complaining how they never change anything.
if you talk to people who play them they'll go on a 5 minute tangent about the changes to the poke check.
>and if you ever played fifa or nhl or any of those games for more than a few hours the tweaks to gameplay year to year were massive.
So you literally spend $ on these games year to year huh.
like I said, not since 2014. but yeah, for a time I did. although I would alternate and get them every other year because I always had enough friends who'd buy the latest one so that's the one I'd play regardless of if I owned it.
and they were way better value for money than anything else AAA publishers like EA put out.
How does it feel to not be a human being? Genuinely curious
>normal people who do things popular among normal people are not actually human
no matter how alpha a guy looks, if I learn that he plays sports vidya like fifa or madden I immediately deem him to be subhuman and weak
I mean, how can they resists these god tier graphics, pic related, FC 24, released yesterday, truly a next gen masterpiece
NFS MW 2012 maxed out 1080p
NFS Unbound 2023 maxed out at 1440p
Meanwhile, in 2010
this looks crispier than this
. wtf is going on
motion blur
TAA
HP2010 when in motion.
I'm not sure if I was blinded by nostalgia, or was that game really well made, but I don't rememebr a single loading / pause while driving around. I'm not a fan of ''open world'' racing games, but Hot Pursuit 2010 was really something else.
did hot pursuit even have an openworld?
wasnt it a purely menu based driving game?
2010 version yeah. I mean, you could just pick a car and drive around.
unbound looks bad, but hot pursuit looks like an old game with high resolution textures modded on, just as ugly
>mogs your visuals in every department despite taking a fraction of your hardware power to run smoothly
>blurry shit
no
I don't give a shit about how it looks, the driving physics in NFS15 are insultingly bad
>b-but muh arcade
Arcade racers have existed for decades with far more satisfiying driving, NFS15 takes your inputs, reads them, applies some dark magic and spits out an output that vaguely resembles what you wanted, at some points it feels like you're fighting the game for control of the car
I agree, however, the Nissan Skyline is less affected by that bullshit than other cars so I went the whole game with it after trying it out, drifting every corner like an absolute maniac
Don't know how they managed it but the rest of the cars feels like shit but the Skyline is fricking possessed
turn on the manual transmission
it actually makes the game actually playable
it's the power of zilla, baby
>NFS15 takes your inputs, reads them, applies some dark magic and spits out an output that vaguely resembles what you wanted, at some points it feels like you're fighting the game for control of the car
I believe some of that confusion might also be caused by the fricking 150 millisecond input delay of that piece of shit game.
Jesus christ what is going on in the industry
The pursuit of everything being done in real time and the reality that such a goal is computationally intensive.
Oh fugg those fence artifacts. TAA and it's consequences have been a disaster to the human race.
Now that ESG funds dried off, which studio is EA going to kill off first, Bioware or Dice?
One more, MW 2012
Unbound
Remember how in 2001 Square Enix made a game with faces that look better than modern Bethesda games
why use a distinct low poly art style when one can just use generic photorealism?
Fifa 11
Fifa 21, 10 years of progress
im boutta cry from nostalgia
Why do zoomers keep jerking to BF3? Is it because it was their first „grown ups“ fps? The game looked good and had memorable maps but the blue tint and the supression mechanic were fricking obnoxious.
>Is it because it was their first „grown ups“ fps?
yes
and it was worse than bfbc2
because it is good BF game that made incredible graphic improvement over previous game.
What were competitions?
>incredible graphic improvement over previous game.
no it didn't.
the main "graphic improvement" was hiding everythign under a blue tint so you couldn't see shit.
I guess it's like that bubbling meme where you draw over the girl's clothes so she looks nude
you can't tell what's happening in bf3 so your brain decides the graphics under all those post processing effects MUST be good!
Idk where you came from but although i criticized the overdone blue tint i never said the game didnt look good because for a 64p multiplayer fps it was a MASSIVE leap in graphical fidelity. I didn’t believe the caspian trailer was real until i played the beta and they opened caspian up for play on pc. https://youtu.be/NDDfPxF3EFE?si=7zzO2LO1ArffL1Gz
>no it didn't.
Duuuuude. Compare BF2/BF2142 and Bf3. Case closed.
there were 6 years between bf2 and bf3
bfbc2 which came out a year before bf3 looked a bit worse, sure, but it wasn't any "GRAPHICAL LEAP".
plus it was a better game. and bf2 was better than both.
Suppression was a good mechanic that managed to make LMGs distinct weapons and not just ARs with big mags.
LMAO
?si=xZIwN50_ocZbR-7k
kino
Suppression is shitty forced mechanic.
You can make LMG distinct weapons with just gun stats balance alone. Via damage, spread, recoil etc. Make that using long bursts you need 20-40 rds to kill at medium range (20s for 7.62, 40s for 5.56). AR need to fire tap fire or they run out of the magazine before kill.
That makes LMG class of its own that fires long bursts "shotgun cone of fire style" you don't need aim much and they win firefight because of ease of aim and stagger mechanic. But slow to deploy so they lose firefight vs AR if both players start firefight walking.
(and this BTW would be realistic translation of real word advantages of teh MG)
>LMGs distinct weapons
The only distinct part about BF3 LMGs was that they couldn't hit a fricking thing, and the bipod was jank as shit.
The ONLY time LMGs were actually "distinct" without being useless inaccurate garbage was Bad Company 2, because in opposition to the rest of the BF series, it was inherently accurate and the spread per shot was low.
"Suppression" is the same idiocy as "it's a deterrent" for anti-air weapons being fricking worthless. They don't suppress shit, they don't deter shit. An AR suppresses a guy because he's actually getting hit by an accurate, damaging weapon.
>Why do zoomers keep jerking to BF3? Is it because it was their first „grown ups“ fps?
A ton of this board now is just people being nostalgic over crap they played as a kid while mindlessly shitting on anything new.
This mission had 0 good gameplay. It was a cinematic tied to a quicktime event basically.
This could habe been a fun game on its own though: https://youtu.be/7ymIWc_H1ts?si=5nFTrA4G07WSGn_T
it's a carefully crafted static geometry + lighting scene slathered in dirty lens bloom
today's game(rs) all demand dynamic lighting, time of day, level geometry etc. which is just getting viable with stuff like pathtracing and hacky GI like lumen
shhhh, nostalgiagays for x360 days like cinematic games and dislike modern games that offer player agency and dynamic environments
>dislike modern games that offer player agency and dynamic environments
All zero of them.
seeth more about totk
still way more than bf3's clone of a modern warfare campaign
This is a 2001 game
pixelated realism is peak soul
>this was a PS4 launch title
What happened bros?
Yes we can tell.
>499x281
A PS3 version then?
This is a 2014 game built on UE3
And the other is gotham knights
why do they both look like screenshots from a youtube video?
motherfricker why didn't you just post the video in the first place
Because I was hoping for shock replies by zoomers since it's too much effort to click a link
>Because I was hoping for shock replies by zoomers
fair enough
it's cringe though how env artists always put puddles of water everywhere because the world will look like shit without easy arbitrary reflections
guess the recommended requirements for this 2008 game
you people need to stop living in your game environment folders and actually play the games you preach
nothing is perfect but you can be very close
>its yet another boring environment
i love my boring cube environment too
it reminds me of the warehouse i work in during daytime
why does every single hallway in every single area in a city have to be exciting?
show your working out
mirrors edge utilized pre-baked lighting in a way probably no game has done since
Mirrors edge is great and looks really good, dice and EA had up until then great visuals and characters. Maybe only mocapped Cp2077 phantom liberty can beat it as of now.
Is this a bot?
Wow you cant build towers in this game unlike fortnite bo ho. The soundtrack and even weapon sounds where ahead of their time.
>Mirrors edge is great
a 3 hour boring running simulator is "great"
get some standards
nta but mirror's edge WAS great and you're just being a contrarian. Please enlighten me on exactly how many first-person platformers there are
there aren't that many for a reason, anon
because they're way too fun
it was all dead-static geometry with baked lighting
the heaviest things to render were the character models and their dynamic shadows, and maybe the objects with specular materials
>it's great because it's static
And? It's not like modern games excel at interactivity.
If worlds are mostly static might as well make them look amazing and easy for the game to render.
fully static usually limits you to linear/small world walking simulators
even with a good enough concept it'd take some brave devs and extremely open minded investors to push it through in 2023
>walking simulators
>talking about Mirror's Edge
Shitty argument anon. Let's not pretend that games these days have some incredibly interactive worlds, let alone in a way that affects gameplay.
>And? It's not like modern games excel at interactivity.
he's not speaking of "static" as in "doesn't give the player many options".
he literally means static. like looking at a png. yeah, it's pretty easy to pre-render a good looking png if you can't interact with it in any way.
the lighting is fake and doesn't react to anything, the environments don't react to anything. there's no physics. the scenery is made up of basic squares and straight lines. of course it looks good in a screenshot because you assume it "comes to live" in the actual game. it doesn't.
if it's so easy and simple then why don't more developers make games that way?
makes for a shit game, just like parkours edge
if they can't make it fun then it's their fault, not the fault of the tech
you're moronic. it's not fun BECAUSE of the tech.
video games are an interactive medium. you're asking for them to strip all interactivity so the game could look prettier in screenshots.
>it's not fun BECAUSE of the tech
my exact point
my exact point is that you don't play games
game from 2008 look prettier than game from 2023
game from 2008 need weak pc
game from 2023 need strong pc
game in 2024 can look better than game in 2023 if copy game from 2008 but can be bigger everywhere
games from 2023 look way better than mirrors edge, moron. games from 2013 did.
the parts about mirror's edge that look good FOR 2008 are pre-baked
it's no different than downloading a high-res png from google and staring at that. WOW THE GRAPHICS!
>are pre-baked
and that's bad because?
ray tracing offers nothing of value unless you have a 1000$ GPU and want to use fake frames to get a smooth image
it literally cannot by its very nature be interacted with in any way.
in a video game. an interactive medium.
pre-baking is not "everything except ray tracing". we've had dynamic lighting in games for 20 years.
>it literally cannot by its very nature be interacted with in any way.
why is that bad?
>why would a video game, a medium made unique from other mediums by its nature of interactivity, benefit from being able to interact with it
I dunno, geez
what interactivity are you lacking with pre-baked lighting?
literally any.
nothing can be moved or manipulated in a scene that uses pre-baked lighting, or the lighting would break down.
look at the post above yours, buddy
that door literally has no lights or shadows on it at all
You would have a heart attack if you ever played any Source game
half-life 2 doens't use prebaked lighting. it uses lightmaps.
maybe there's some janky third party source game that bakes its lighting, but I don't really care.
Lightmaps are baked lighting
Dynamic objects look horrible and don’t interact well with the environment.
>Lightmaps are baked lighting
they literally are not.
they're the technique used so you don't have to bake in lights.
https://developer.valvesoftware.com/wiki/VRAD
>VRAD's static and pre-compiled light is bounced around the world with a radiosity algorithm. VRAD will:
>Generate lightmaps
>Generate ambient samples
>Generate per-object or per-vertex prop_static and detail prop lighting
yes? I know what a lightmap is. per your source
>A lightmap is a generated texture applied additively to LightmappedGeneric brush faces to simulate lighting.
>LightmappedGeneric is a pixel shader available in all Source games. It is the shader most commonly used to render brushes, displacements and lightmapped surfaces.
a lightmap is a pre-calculated set of instructions for the lighting engine so that the game doesn't have to be ray-traced in real time. that is not the same as pre-baking lighting, which is applying the lighting to the texture itself.
the difference of doing this with a lightmap is that if you choose to change the lighting of the scene, even in the fly, the lightmap can be applied to the new light source. say if you want a scene to change from daylight to red light. the lightmap just tells which parts are relatively darker. you could even switch lightmaps if you wanted to. you can't do that with pre-baked lighting. it's baked in, as in static.
Those literally are the same thing, you just seem to be confused by the fact that you can bake information separately and mix it at runtime.
>you just seem to be confused by the fact that you can bake information separately and mix it at runtime.
I'm not confused at all. That's the main difference of light mapping and light baking. Storing the information separately or not.
>a lightmap is a pre-calculated set of instructions for the lighting engine so that the game doesn't have to be ray-traced in real time. that is not the same as pre-baking lighting, which is applying the lighting to the texture itself
Incorrect. A lightmap is not a pre-calculated instruction set. It's the texture file resulting from baking static lighting, usually using raytracing so that there can be soft shadows and indirect exposure. And baking is never applied to "texture itself". You don't just paint the diffuse channel of a wall with black pixels to create an illusion of shadow. That would be moronic. If you'd shine a flashlight on it, it would not illuminate the actual wall, but attempt to apply illumination on the pre-darkened pixels of its albedo.
>You don't just paint the diffuse channel of a wall with black pixels to create an illusion of shadow. That would be moronic.
That's literally what early PC and PS1 games did. That's light baking. That's why it's called baking. Because you bake it into the texture, so no additional lighting is required.
I don't care if zoomies who weren't alive during that time use the term for light mapping too, but that's the difference between the two techniques.
You do not know what you're talking about. I do. A lightmap is a certain bit depth bitmap that includes the illumination information of geometry. At first those were low depth and monochrome, later they became colored bitmaps that allowed the baking of colored lights. You would NEVER bake literally all of the texture and lighting data into the same bitmap. A subtractive blend model that combines diffuse texture with a lightmap uses marginal amounts of processing power and vast quantities less memory and hard drive space. Not only would you be compounding the required texture space for every piece of lit textured geometry in all of your level design by incorporating lightmaps into it, but you would entirely preclude any use of dynamic light such as the simple flashlight in Half-Life 1. You would waste untold hundreds of megabytes of space, and most likely be incapable of even fitting it in the available graphics memory.
This is not an argument. I'm not attempting to convince you. I'm giving you information that you are lacking.
>You would NEVER bake literally all of the texture and lighting data into the same bitmap.
Whilst it isn’t the smartest thing to do, nor the standard, some games do do this - notably Rage.
Megatextures are an extremely different thing and and are only used by about four games ever made. Rage, Doom4, Dishonored 2 and Doom5. Also, Rage is not exactly an ancient game, and traditional lightmaps were used a long time before Megatextures came along. Also, Megatextures are technically still lightmaps. It just uses all of the texture maps the same way lightmaps are used, as a singular material definition for all of the level geometry that allows the cumulative manipulation of all of the visuals in a single swoop, so you can hire non-specialized level artists that do not require in-depth technical knowledge of graphics. There still is a lightmap as one of the layers in the Megatexture data, alongside diffuse, specular and normal.
I agree with you, you just made an absolute statement which wasn’t always true.
I concede. I was referring to the older games that were the topic of the previous posts, which is why I said "would" -not realizing with my ESL brain that the word doesn't always refer to the past tense.
Not the anon however, that is not a lightmap but bump map (monochrone) and a normals map(colored)
That’s isn’t what he is talking about at all, he’s talking about how early lightmaps where monochrome, such as in Quake.
Ah ok, thanks for correcting me.
No, that's entirely different. A bump map is the depth information of a surface that can inform shading. A normal map is a three-channel bitmap that includes horizontal normal deviation, vertical normal deviation and additional multiplier for said normal deviation in the R G and B channels. Normal maps are used to tell lighting how it needs to interact with a surface to create an illusion of depth, highlights and shadows. Bump maps are often used in addition to normal maps in order to provide parallax occlusion depth information for the rendering offset of steep parallax.
Bump maps and normal maps have little to do with baked lightmapping. Both are related to lighting, but for very different reasons. And often normal map data is incorporated into a lightmap after the lighting has been baked based on all of the existing material maps including normals.
Anon
already corrected me.
I got confused with "illumination information of geometry" line.
>and additional multiplier for said normal deviation in the R G and B channels.
That’s not what it stores, B is the third component of the normal vector. As the length of the normal vector is known (1), and requiring surface normals be positive isn’t too limiting, the blue channel can be dropped, which is done in a lot of games.
Oh, right. That's why things look fricked up whenever a 3d editing program gets confused about surfaces and puts extra data onto the blue channel. The normal vector thinks that part of the surface is pointing towards the interior of the object.
Also, you should update you vocabulary - use height map instead of bump map.
I was only using bump map because anon was confused.
https://docs.worldviz.com/vizard/latest/max_light_baking.htm
here. this is what baked in lighting is. it's rendered into the texture.
Ok, here’s the lighting in Source - baked to a (set of) textures:
https://steamcdn-a.akamaihd.net/apps/valve/2004/GDC2004_Half-Life2_Shading.pdf
I discovered an amusing aspect of this 2002 game engine compared to another 2002 game engine...
>Invalid combinations
>Some of these booleans have interactions and we can disable certain combinations in our offline process to save runtime memory and speed up compilation.
>Some things like detail textures and normal maps we consider to be mutually exclusive.
According to this, Valve's fancy Source engine was initially incapable of something that the XRay Engine of STALKER could always do. Microsoft millionaire's innovations btfo'd by a bunch of autistic slavs.
STALKER could also do deep parallax maps before Source got that technology
They say there that the engine was capable, but they chose to disallow it.
The geometry isn’t moving, that’s what the "nothing can be moved" refers to.
>The geometry isn’t moving, that’s what the "nothing can be moved" refers to.
You can move lightable geometry in GoldSrc. Half-Life's binary space partitioning supports animation. In fact the train you can drive in the game is entirely comprised of BSP. It's not a vertex mesh. I'm not sure what you're getting at in relation to the lighting? Whether a BSP wall is static or moving, the flashlight can still alter its luminosity. Granted, it would be a tricky balance to set to actually have a baked lightmap for a moving piece of BSP, but it's possible and nothing prevents it from being lit by that form of flashlight.
If something moves in GoldSrc, and it uses baked lighting, the lighting moves with it. Objects without baked lighting get their lighting from the floor below them (regardless of how far away it is).
>I'm not sure what you're getting at in relation to the lighting?
I’m not sure what you are getting at; as I’ve already said, you can add additional lighting in top of baked lighting, and that’s what the torch is.
yeah, that's lightmapping
here's a blatant example of light baking
those middle panels closer to the light aren't actually any more "lit up". if you turned that light off, they would remain lighter. to give the illusion of lighting from a fixed angle. that's light baking.
of course this is a really obvious example for illustrative purposes and it can be done with more subtlety
Lightmaps are a type of baked lighting, have you just never cone across the term before?
Here are more examples of lightmaps and baked being used together:
https://docs.unity3d.com/Manual/LightMode-Baked.html
https://docs.unrealengine.com/5.1/en-US/understanding-lightmapping-in-unreal-engine/
https://docs.blender.org/manual/en/latest/modeling/meshes/editing/uv.html
http://wiki.polycount.com/wiki/Light_map
Mixed lighting has been a thing in games with baked lights since forever. Silent Hill 1 on the PS1 has baked shadows in the level textures, and real-time vertex lighting for animated meshes.
yeah. and it was an acceptable solution on a PS1 because the alternative was no lighting at all. you couldn't move any of those objects that had lights baked in though, could you?
Exactly. With mixed lighting you have static lights that do not affect the baked geometry, except for casting real-time shadows from dynamic objects. The dynamic objects use a shader model that attemps to make the fast-to-calculate dynamic lighting and shadows approximate the raytraced indirect baked lighting. The light originates from those static sources and also produces specular reflections. It's a compromise that sacrifices some graphical fidelity for the sake of being able to have less stark lights for environments where the lighting does not need to change.
Some games like Thief 1 managed to have dynamically toggleable static lightmaps so that the player could turn on and off any static light source. But that game doesn't have any dynamic shadowing at all, and any actual dynamic light source just shines through all geometry. Thief 3 on the other hand has zero static lights and baked lighting whatsoever. Every single light source in that game is calculated in real time so any light source can not just be turned on and off, but can also move. But it uses shadow volumes so the lighting is very stark and has no indirect illumination. The natural evolution of that would be fully raytraced lighting, but we're never going to get that because shitheads insist on better and better graphics and any new hardware is never going to be used for providing additional dynamism.
this reason, quite literally, can only and ONLY be applied if we are trying to, say, move an unaturally bright object (a huge red container) from one contrasting environment to another (say, an incredibly sunny outside to a very dark basement). At which point the player might go 'woah that's so pog that the illumination changed like that' and never give a frick about it ever again, that'll be -90% frames and tip pls
>move an unaturally bright object (a huge red container) from one contrasting environment to another
the "wow graphics" he's defending feature light shafts and reflections that are baked in. if you moved the object even 10 inches the it'd look off because the shadow moves with it. that's why pre-baking is a cheap 1990s technology not used anymore.
>nothing can be moved or manipulated in a scene that uses pre-baked lighting
That's not exactly true. Even in HL1 the flashlight would cancel out baked lighting and look fairly realistic
With competent devs you could unitize it to your advantage
That isn’t being moved or manipulated, you can additional lights on top of baked lighting.
>That isn’t being moved or manipulated
It literally is being manipulated. It's baked in lighting that is being cancelled out by the player flashlight as if it was dynamic lighting.
Like I said, baked in lighting is a good tool for competent devs.
the piece of environment isn't being moved or manipulated. shining a light on it (=adding another layer of lighting on top) isn't moving or manipulating it.
I didn’t write the original post, but that isn’t what I would consider to be the object being manipulated.
As I said, there is nothing stopping you from adding additional lighting on top of baked lighting - lights are additive.
It's moving, but it's additive blend pixels moving across the actual lightmap texture. That's why HL1's flashlight beam appears to change size and definition based on the texel density of the lightmap that's the target of the flashlight. It also can't cast any shadows because it isn't concerned with geometry at all, only the texture coordinate that the flashlight is pointing at in the lightmap.
>it literally cannot by its very nature be interacted with in any way.
why would you want to interact with? a game is a limited medium meant to be played and experienced. It's not and never should be a perfect simulation.
>how do anons not see that current open-world games with dynamic lighting look fricking dogshit?
No idea. I think it's generational. Devs have perfected pre-baked lighting and were on the right path at the middle of the PS4 and Xbone era because they were still limited by weak hardware. Now with the newer console, the hardware is there but the games run like absolute ass for everyone because optimization is non-existent.
>why would you want to interact with? a game is a limited medium meant to be played and experienced. It's not and never should be a perfect simulation.
no one's talking about a perfect simulation, moron
pre-baking the lighting removes the ability to say, I dunno, open and close doors. which you can't do in mirror's edge. or to move ANY object in the environment, like you can't do in mirror's edge. if you shoot at even the tiniest thing, it can't break. it can't move. if you punch something or fall from height on something, it doesn't react.
it's not even that I want these exact things in the game. it's that the devs couldn't implement them if they wanted to because of the game's fake pre-baked lighting. if they got the best idea in the world they couldn't do it, because of the very nature of the tech tying their hands.
>pre-baking the lighting removes the ability to say, I dunno, open and close doors. which you can't do in mirror's edge. or to move ANY object in the environment, like you can't do in mirror's edge
uuuhhhhhhh?
you can't close that door. go ahead, try.
yeah, there's a canned "running through door" animation that's the same each time. and those can't be used in any scene with pre-baked lighting. having pre-baked lighting in scenes such as the one you posted doesn't mean every light source in the game is pre-baked
by the way, notice how the door doesn't cast a shadow on anything.
this is interesting
first you said the door couldn't be opened and when it was shown that you could, now you say that it can't be closed and to be honest i'm not even sure if they can be closed because i've never tried
there are multiple parts of the game where you activate buttons to move cranes and things around (pic related) so i'm just wondering where are you getting this idea that every single object in a pre-baked environment has to be static?
have you played the game?
The lighting on that platform is horrible if you pay attention.
>every single object in a pre-baked environment has to be static?
I never said that. just that you can't move anything baked, and you can't have any dynamic light sources in the same scene. and you can't have the lighting react to things like gunshots, explosions. or change the lighting of the scene in any way.
all limiting the amount of creativity possible to achieve nicer screenshots. you can't even move through a fricking door without the canned "moving through the door" animation that locks your view because otherwise the player might see how the shadows break down.
i opened up mirror's edge just now and went through a door
after a few seconds the door closes on its own and you can't go back through it although that makes sense from a design perspective because it's a one-way door on top of a building, also there's no backtracking
Guess what you would see if they turned around after opening the door.
>pre-baking the lighting removes the ability to say, I dunno, open and close doors
anon have you perhaps thought that said doors are limited by LEVEL DESIGN and not graphic fidelity?
>or to move ANY object in the environment, like you can't do in mirror's edge
what's the point of interacting with objects when your objective is to zoom past them when running from A to B?
>if they got the best idea in the world they couldn't do it, because of the very nature of the tech tying their hands.
have you perhaps thought that such interactability adds nothing to the game? that their resources or "limited tech" as you say, are better used on other things?
>games from 2023 look way better than mirrors edge
have you been looking at the rest of the thread, my friend?
>the parts about mirror's edge that look good FOR 2008 are pre-baked
it looks good even in 2023
>but it's pre-baked, linear, etc.
15 years of technological improvements should have changed that but hasn't
>so? console games made 15 years ago were far more creative despite running on 2005-tier hardware
that is literally my point
we're talking about video games not movies, friend
>stipulation
what? what is this strange standoff-ish behaviour? it's not some "other" part of my post that i just threw in there to fool you - it's the entire point of my post
this anon is 100% correct
people say
>le pre-baked is bad!
because it apparently narrows the features of the game like we're still living in 2010
how do anons not see that current open-world games with dynamic lighting look fricking dogshit?
>it's the entire point of my post
I know it's the entire point of your post. Its the fact that you made it to side step my post that I took issue with. Which is why I said it makes you look like a moron trying to win an argument. And judging by the wall of replies you just made I knew I was right.
I won't be replying further.
>you made it to side step my post that I took issue with
how?
i simply made a true statement about a field in which we are discussing and it seems like you somehow are just unable to understand that, as much as i hate to insult people, it really seems like you're arguing for the sake of arguing
i'm not arguing with anybody, i'm simply asking why things are as poor as they are and nobody can really give me a straight answer
>have you been looking at the rest of the thread, my friend?
yeah, and all these old games look like shit. good for the TIME, some of them, but not for 2023.
>it looks good even in 2023
in a static low-res screenshot it looks good for 2008, yes
>>but it's pre-baked, linear, etc.
>15 years of technological improvements should have changed that but hasn't
yes they have. we can now make environments that not only look better than mirror's edge, but are also interactive. if you tried to move any piece of that environment in mirrors edge it'd look like the sun broke down. you can't move the smallest thing. you can't even have characters' own shadows blend with them, because it's just .png
it's fake. it's made for screenshots. and you're dumb enough to buy it. the marketing department must love you.
>we're talking about video games not movies, friend
you said creative pursuits, not creative pursuits in video games.
but alright
>make us a video game
>ok
>but you can't press any buttons
>what?
>technology is NEVER the limiting factor in creative pursuits
enjoy your kinect
can you post some games in 2023 that look better than
but still have enormous amounts of "interactivity"? whatever that means
>you said creative pursuits, not creative pursuits in video games.
i see what you mean - instead of actually being able to use a tool to create something in a creative pursuit, it gets taken away from you and you think that's a technological constraint?
well that'd be logically incorrect - technology wouldn't be the limiting factor in that case because you don't have the technology to begin with
as for video games where you can't press any buttons?
some games are voice-activated like that 2000s japanese game set in space which i am forgetting the name of
>games from 2023 look way better than mirrors edge
hahahaahahahaha
this is what mirror's edge actually looked like. on PC.
Zoomer moron
nta but I was gonna make a post trying to explain to you how you're a moron but I decided to follow another anon's advice and not bother. You're still a moron though.
Games aren't art Black person. Go away.
It is when the tech is the limiting factor
technology is NEVER the limiting factor in creative pursuits
>technology is NEVER the limiting factor
>ignoring the crucial last three words of the post
why did you even bother posting
your entire post is moronic
No I saw it, I was incredulous that you even bother to add in the stipulation. It only makes you look like a moron trying to win an argument.
good developers know how to work around weak technology. bad ones blame the lack of technology on why they can't do X or Y
in creative pursuits
so? console games made 15 years ago were far more creative despite running on 2005-tier hardware
>bad ones blame the lack of technology on why they can't do X or Y
Are you willing to admit that there are certain things that can NOT be achieved without certain technological advancements? Certain game features or mechanics that would be literally impossible
>Certain game features or mechanics that would be literally impossible
you can fake or believably replicate almost everything with enough ingenuity. You can't tell me a AAA developer making 70-80K a year is too stupid to understand the tools that he works with.
>it's not "weak technology". it's bad technology
the frick that does even mean?
>it's a cheap trick used to make marketing screenshots
we're not even talking about marketing, but about gameplay systems
>you can fake or believably replicate almost everything with enough ingenuity
So your answer is no then? You believe that if a dev is creative enough, tech is never a limiting factor?
>You believe that if a dev is creative enough, tech is never a limiting factor?
yes. Pic related was achieved on a PS2 20 years ago
>cutscene
pic related was achieved on a ps1
So if your statement holds true, we should be able to create a first person shooter on the original gameboy capable of rendering 10k players on screen at once right? Devs just have to get more creative enough and then we can render fully 3d characters complete with physics and destructible environments on the original gameboy right?
>devs have to get more creative even if the hardware is weak as shit and can't support their creativity
what a in incredibly disingenous way to break down an argument. They need to work withing the limits of said hardware, not use said limits to blame lack of creativity
You're talking out of both sides of your mouth now. I asked you point blank
and you answered yes. and now you're trying to add this nonsense hypothetical
>not use said limits to blame lack of creativity
I'm saying the complete inverse of that. You can be as creative as you want and still be limited by tech.
>I'm saying the complete inverse of that. You can be as creative as you want and still be limited by tech.
Alright, I'll bite. Riddle me this: Why are modern games shit DESPITE the devlopers not being limited by technology? Where is the interactability? Surely it's not due to the lack of "technology"?
>Why are modern games shit
Completely separate discussion and not at all related to my post.
can you provide a tangible example of developers using advanted technology to make games more interactable? Because I can think of at least 5 games where devs used "outdated" engines and ideas to make games that were still "limited" by technology as you say. And they turned out great.
Suffice to say, it's better to be limited by something and rise above, than it is to have near-limitless resources and still make an awful product.
>can you provide a tangible example of developers using advanted technology to make games more interactable?
he won't
i already asked this question earlier in the thread and got no replies
>i already asked this question earlier in the thread and got no replies
apparently this
is supposed to be a good response. LMAO!
Red Faction is a game made in 2009, btw. They were limited by the PS3 and Xbox360
>is supposed to be a good response
Are you going to explain why you think it isn't?
>Are you going to explain why you think it isn't?
sure. The developers are limited in the tech and hardware they could use so the made the best of it (PS3 and 360).
VR multiplayer games are also purposefully gimped so they can run at 90-120fps on PC and most consoles.
Both are great experiences despite being severely limited by the hw they can use. Your argument was supposed to be about devs using "limitless" hardware capability to make greater games, which so far you have provided no examples of.
>Your argument was supposed to be about devs using "limitless" hardware capability to make greater games, which so far you have provided no examples of.
No, the argument was to show advanced tech making games more interactable. Which I did.
>No, the argument was to show advanced tech making games more interactable. Which I did.
"Advanced" tech in a 2009 PS360game. Yeah, right! It's just a clever use of physics
>clever use of new tech making games more interactable isn't advanced tech making games more interactable
For that point it in time it was. And why are you conveniently ignoring the VR video?
>And why are you conveniently ignoring the VR video?
I'm not. See
>advanced tech
>advanced tech
>advanced tech
>advanced tech
>advanced tech
in a 2009 game. what the frick anon?
>tech that was advanced in 2009 isn't advanced tech for a 2009 game
and how is that even relevant? it's new tech used to allow for gameplay that wouldn't be possible without it and hasn't been done before. isn't that exactly what you asked for?
And like I said in the post you replied to dummy, it was advanced for its time and the VR tech qualifies too. Just admit you were wrong and move on with your day.
>using advanted technology to make games more interactable?
>can you provide a tangible example of developers using advanted technology to make games more interactable?
https://store.steampowered.com/app/1167630/Teardown/
half-life 2's physic puzzles?
kek they simply don't understand what we're saying
>>it's not "weak technology". it's bad technology
>the frick that does even mean?
a weak technology is an inefficient or... WEAK way of reaching some result.
prebaking isn't a weak technology, because it doesn't reach the same result as lightmapping or ray tracing. it gives the illusion, from a static angle, in a static screenshot, of having done that.
and it does that by heavily limiting with how the player can interact with the environment. it removes the ability of the devs to implement all kinds of....
>>it's a cheap trick used to make marketing screenshots
>we're not even talking about marketing, but about gameplay systems
...GAMEPLAY SYSTEMS, at the expense of making this illusion for marketing screenshots.
so it's not "weak". it's bad. it's a shortcut at the expense of the rest of the game's potential.
I don't see your argument. How does a character having visible pores or dick veins or believable hair that casts thousands of realistic shadows in a scene have any effect on the gameplay systems?
Visuals should never limit interactability, and with enough trickery you can fake said interactability without performance going to shit.
>and it does that by heavily limiting with how the player can interact with the environment.
give me an example. how does a baked-in light limit environment interaction? And why could said interaction important to the gameplay, instead of being just set dressing, like RTX and global illumination mostly are?
what the frick are you talking about? who's said anything about pores?
>Visuals should never limit interactability
WHICH IS EXACTLY WHY PRE-BAKING LIGHTING IS A SHIT TECHNIQUE YOU moron.
there is no technique in video game development that limits interactivity and game design more than pre-baked lighting, the technique you're defending.
>give me an example. how does a baked-in light limit environment interaction?
do you even know what pre-baked lighting is? I have a feeling you don't.
>And why could said interaction important to the gameplay, instead of being just set dressing, like RTX and global illumination mostly are?
do you think everything except ray tracing and global illumination is pre-baked lighting? prebaking lights literally means drawing them into the textures. if you move the object, the lights and shadows move with it. geez, I wonder how NOT BEING ABLE TO MOVE OR MANIPULATE ANYTHING would limit interactivity.
>there is no technique in video game development that limits interactivity and game design more than pre-baked lighting
what are:
>invisible walls
>loading screens
>polycounts
>glitches
>awful optimization
>nonexistent physics implementation
>devs being lazy sacks of shit
you're too fixated on pre-baked lighing. Not being able to destroy a light source is not inherently immersion-breaking, unless your game has such a mechanic (most don't).
>if you move the object, the lights and shadows move with it.
no big deal if they don't. It's not what makes or beaks the visuals imho. What ruins visuals is your performance being cut in half just to have a semblance of "realistic" shadows.
it's not "weak technology". it's bad technology. it's a cheap trick used to make marketing screenshots that don't represent the actual product.
>make a movie
>ok
>but you can't put film in the camera
>what?
>technology is NEVER the limiting factor in creative pursuits
>AAAAAHHHHhhh
>thee
>french
because they aren't any fun?
almost as if people who play games and don't just collect images from Ganker care about more than how the graphics look in a screenshot
have you ever seen an engine demo? or a tech demo for a new console? that's basically what mirror's edge is. and those tech demos look way better.
what you're asking is basically like asking why developers don't make their games like 3Dmark
If I jump into Mirror's Edge on maximum settings and take screenshots of these places, will they look exactly like this? Be honest.
i'm not sure
take a look and find out and post what you see
Yes, as long as you don’t have any NPCs or dynamically lit objects around.
The game looks EVEN BETTER in motion
Trust me
its not just max settings. it some fidelity cas and other shit going on.
Yes.
>games become shit as soon as the developers can't improve the graphics anymore
why is nobody important talking about this phenomenon
my major issue with visual advancements is that they don't server gameplay at all. There is that video from one of the splinter cells (chaos theory) with old-school reflective window (cloned geometry with cloned NPCs too). It was specifically scripted so that the enemies would actually 'see' Fisher in the reflection. Raytracing doesn't do that, and it might as well never do, since games still struggle with simple stealth mechanics.
Additionally, just playing CP 2077 alone I still see so many issues with raytraced reflections - they will require games to throw away any sort of optimisation, including geometry culling away, cause it's just so funny to play a title that's considered a messiah of next-gen graphics, and you enter a building and immediately see a huge white void being reflected in place of the doors because the outside isn't rendered anymore.
I guess Global Illumination is fine? I really don't notice it in dynamic scenes. I do notice it in static scenes, where usually devs just get away by pre-baking them (like Source engine).
>2010
>runs at 200fps on a casio calculator wristwatch at max settings
We will never see another like it.
I think video games peaked right here for me. Not even JC3 or 4 compared. I remember downloading the demo with my cousin on his 360 and playing for like 6 hours straight just blowing up shit in that tiny desert area.
JC3 was the last game I bought on launch, and it was purely because of how good JC2 was
at least I learned my lesson
JC2 was to performance and optimization what Crysis was to graphics. The fact that they were fun games to boot was a huge bonus. We will never see their kind again.
I feel bad for console peasants that missed out on JC2 MP.
that cobbled together shit had no business being that fun
I bought it on PC when I got a gaming PC in like 2011/2012. I remember playing the first open test for JC MP. Was piles of fun. Here's an old as frick video I took from it.
Getting together big convoys of people and just driving around while dozens of helicopters tried to kill you was peak vidya. I can't believe nobody tried to recreate that experience
I 100%'d the game on 360 before buying it again on PC and getting into JC2 MP.
yeah sure the MP added a ton of potential for fricking around, but the peaceful methodic destruction of the island on your own was kino itself.
I bought it years later on PC after seeing all the videos on it and it just wasn't the same
I agree, late xbox 360/ps3 era was peak gaming
>late xbox 360/ps3 era was peak gaming
you should have seen the generation before it
Why was the worst shadow hearts the one picked to represent the series on this compilation?
because its a best sellers list
>late xbox 360/ps3 era was peak gaming
have a nice day, zoomer.
how long until Ganker starts praising the order 1886 for its amazing cinematic campaign and ground-breaking visuals? i estimate another 2 years
God I miss when Heartstone was still semi playable
the Xbox 360 days were awful and the sooner zoomers get over their cinematic tripe, the sooner they can realise that gen z'ers are enjoying much better games
This is a 2007 game
>it even SOUNDS better than every current racing game
Man… look how detailed the design of the map is. The carefully placed buildings, the trees, going under bridges, you can see the far away buildings before you get close to them, the car interior reflects lights in real time, the collisions have actual weight and disorients the player. Masterfully designed
this is a modern racing game
do you people actually play games or just nostalgia-jerk 24/7?
The points is that PGR4, a 16 years old game was really graphically impressive back then, and it looks good even today. Plus I'm ''teasing'' myself for October because Forza is coming out, and I haven't played mainline Forza since F4.
GRAFFIX were a mistake. Crysis should have never released.
~cinematic~
Realism is when what you see is through a film camera, not your eyes. :^) And realism is always good.
This is a fricking 2004 game with water reflections
This is a linear af, technically groundbreaking FPS with faked, non-dynamic reflections.
This thread is full of weak-ass b***hes with zero knowledge of game development and cherrypicked screenshots.
ALL VISUALS IN GAMES ARE FAKE
WE ARE SHOWING 3D ENVIRONMENT ON A 2D SCREEN
GRAPHICS HAVE ALWAYS BEEN A SCAM AND THE PURSUIT OF 'REALISTIC' APPROACHES LIKE RAYTRACING IS moronic, WHEN IT'S AN OVERKILL FOR MINIMAL GAINS VERSUS ALL THE FRICKING WAYS TO FAKE IT
DO WE NEED TO SIMULATE ATOMS AND INTERMOLECULAR ACTIONS TO GET A CHARACTER TO LEAVE FOOTPRINTS IN SNOW
have a nice day
It’s not about realism, it’s about performance and flexibility- there’s a reason they didn’t use the same reflection technique for the floors of the train station, for example.
What you fail to notice is that we don't need more than that to have a good game. Why sacrifice performance just to have a few graphics gimmicks?
This thread is also full of autists who nit-pick tiny imperfections and inaccuracies and act like anybody gives a shit. Nobody wants to sacrifice 80% of their performance to solve technical inaccuracies that only GPU salesmen give a shit about. Everything can be faked, everything IS faked and those resources are better spent elsewhere.
Fact check: this is misinformation. You need a 2000$ gpu for reflections. Now delete this or get banned.
This is also a game from 2011 but on a console. How?
>shit filter
thank god most games dont force moron filters anymore, it hurted games so bad
>2011 but on a console
>1080p
>when even the 360 struggled to run in 30fps at 720p
disingenuous homosexual
Back in time when EA, Blizzard and Ubisoft weren't hollowed out from talent with the #MeToo movement.
Speaking of DICE and pushing boundaries of graphics… I think Star Wars battlefront 2015 doesn’t get enough credit for what it accomplished graphically
>Star Wars battlefront 2015
>8 years ago
The game was really praised for it graphics though... looks like everyone forgot about it
>tbh snow always look good in game because it's just white, no details needed.
Friendly reminder that these games are 10 years apart.
yeah but the bottom images has chromatic aberration so its automatically better
Top one doesn't sell new GPUs
Bottom one didn't either
Yeah and it sucked absolute ass. Looked good, played like shit.
>loadouts... For vehicles
Really? Worst move ever
>total meat grinder infantry gameplay
Oh yeah, that subway level was sooooooo good the gorillionth time around. Or the France river map. Woohoo.
>sniper scope glinting like a laser beam a thousand miles away
Why?
>flashlights, laser pointers, dazzle effects and blind effects
This is a fricking Battlefield game, what the frick are you doing?
>vehicles utterly cucked
>mortars exist
Makes me fricking sick.
I just want a realistic shooter, aka 70% of people get killed by artillery or some other type of long range fire.
BF3 is showing its age when you notice all the 2D renders in the far distance of maps that don't scale properly above 1080p. That being said, the color filter people b***hed about so much at release is helping mask the game's age. Meanwhile BF4 looks like shit nowadays.
this is a 7 year old game
There's definitely something to be said about style over substance. The substance in this case being a push toward graphical fidelity.
And still runs like poop
99% of the game doesnt look like that
It certainly looks like it.
>Whole thread is a unironic nostalgia for brown and piss games
What the frick is going on
This board has gotten unbelievably dogshit and blatantly contrarian. I wish I could take nearly any other board on this site and just completely swap the userbase and their interests with Ganker so I could discuss video games on here with people that have a 3 digit IQ.
That cool graphics is just that bloom+bright+blue filter that game had.
I played bf3 a lot, but it was because my friends played it too, but i hated that game with all my guts because of that damn filter.
Gladly they removed it in BF4
Can't believe no one posted Batman Arkham Knight. Game runs on Unreal Engine 3 but looks better than Unreal Engine 5 games.
someone already did
>le night and rain
>looks better
Now show indoor location pic
This thread is just sad.
I remember in 2011 I was excited about the future of gaming, everything was getting better and better. But look how bad it's gotten.
We really do live in the worst timeline
This was a game that was released in never
>360p 15fps with two colours onscreen
yeah i'm super impressed
>native 1080p 60fps is a luxury, not a standard
>all games use taa or fxaa
I blame the normie gamers and 2013 consoles
>muh interactivity
Physics became non existent with 8th gen, moron
>crisp graphics
>no blurriness
>no aliasing
>masterfully picked color palette
Tell me again why we need 40 different post processing effects in our games
its to make stuff like realistic hair and lighting possible. obviously gta vice city hair and lighting looks like dooky.
To force homosexuals into buying new hardware.
Yakuza 0, 2013. Max settings (no supersampling) (would get a night shot to show the gorgeous lighting but I'd have to replay a few hours I've already passed on this playthrough)
Yakuza 0 is 2015
looks worse than gta 4 (2008)
Yakuza 0 is a PS3 game
as is gta 4, with the addes bonus of its characters not looking like painted melons
Guineas?
The Japanese games use 2 separate models for gameplay and cutscenes. Yakuza cutscenes look great
Yakuza's NPC character models have always been its weakness. Only the important characters look good. Even in 3 they were approaching decent models. Compare Haruka (my wife)
to this dude, a regular NPC you interact with in sub-stories
such a phenomenal looking game
Yakuza 6 (2016), max settings (had to rescale the image because size limit). Not that great an improvement, in my humble opinion. That they fricked Kiryu's face, too is a bit silly.
So it is, my mistake.
Yes. Especially having played 5 again recently and remembering Ishin on the PS3 (saw a friend play it years ago), it's so insane how good 0 looked. That and how every game in the series since has been total dogshit, aside from Judgement and Lost Judgement has me unironically wishing that Kiryu died in the snow at the end of 5.
I agree that football games haven't graphically improved over the last 15 years.
I was expecting photo-realistic graphics like what NBA2K does.
Ok dude, stop pretending people should look better when they age. Hypocritical homosexual.
Last time I was impressed with game graphics was Detroit a PS4 game released 5 years ago.
I can’t think of any games since then that are good from both an artistic and technical perspective.
Cyberpunk 2077 with path tracing has amazing lighting fidelity in some areas, but the art assets are visually unappealing and simplistic.
>2005
fear games suffered from that overuse of specular mapping that makes everything look like it's made out of Bakelite
It seems that Thief 3 and Deus Ex Invisible War were the only ones of the shadow volume games that didn't suffer from that issue. Doom3, Quake 4, FEAR and Riddick all have every object and character made out of waxed and polished plastic.
>this is a game from 2009
What the frick really.
>this anon who hasn't even played mirrors edge and has gotten btfo'd already is still complaining about pre-baked lighting
Overall, it's not about the graphics, it's about how the developer uses them. You can have insane lighting, thousands of polygons and texture fidelity, but if you can't utilise them, then older games that knew how to frame shots, exploit the software, and create environments and scenarios to exploit them will mog your piece of shit game.
>it's not about the graphics, it's about how the developer uses them
this is what some people will never understand
>1999
Ehh that sequence heavily relied on bloom and being basically a cutscene, normal BF3 relied on being very dark and having that blue filter to hide its shitty textures.
T. Played the BF3 campaign millions of times because parents refused to buy me Xbox live gold.
mirror's edge is a shit game with terrible controls and barely any gameplay
(You)
BF3 looked pretty good. Also one of the first games to use AMD's proto-Vulkan which I can never remember the name of. But the thing I miss most from those days is how much effort they put in the sound design.
Porto Vulcan was called mantle and wasn’t used until bf4
What's the point of this thread? BF games have been improving in graphical fidelity. BFV looks better than 3. bf 2042 looked shit but V didn't. Nor did BF1
>Light bouncing off of everything
>Good graphics
Pic related is objectively shit.
that's what OP's BF3 screenshot is too just with less fidelity
Dice make some of the best looking games in the industry.
Multiplayer was great
What big war game has the best current player count and gameplay?
today this kind of visual fidelity can only be archived with fake ai pixels
There’s nothing wrong with upscaling as an option (as with older games, in a fee years you’ll be able to run games that use upscaling at higher resolutions), and AMD’s FSR doesn’t use AI for either upscaling or frame generation.
Any of BF's onlines communities quite active? wanted to give another spin but hackers are all over the place in BF1
you tell me
I tried to check the servers on EUW for bf1 but its legit all japanese with 280 ping. One english server?
bf1 has a metric shitload of active servers in the europe region
I got it in 2011, but my pc was too weak to play it.
Does it work on modern pc and win10?
Cant see shit. Does good graphics mean simulating a completely obliterated eye lense?
we are going backward in some areas while advancing in others at the speed of a fricking snail, AC Unity had hundreds of npc's on the screen, after it not a single game had the same amount
In Spider-man 2 you have New York who look like a ghost town, barely a few dozen npc's
Cyberpunk was in the same boat
Some games goes to the extreme with realism or graphic( RDR2) but the gameplay is still shit/boring and npc's are moronic even after decades of technological advancement in gaming industry and 10 times more cheaper to use
2009 vs 2023, zero progress.
Some devs really put the effort to make a truly next-gen game.
The plane interior looks kind shit to be honest. The environment is great though.
Only genre that even comes close to the interior design is car sim games, and even then, every button and lever on that wienerpit works.
Why does every new game have this smog/fog effect making every object past 100 meters barely visible. Other than hiding low LOD what is the point?
Frostbite engine is magic.
Frostbite was so good
>cherrypicking: the thread