This. Back in the 2000's, you could afford to waste time, money and system resources on stupid superfluous shit like "working" mirrors they don't actually reflect anything, they render the same room twice, spawn in another player character on the other side and make it reflect your inputs. This is obviously resource intensive, and modern games are obsessed with NO LOADING SCREENS and other moronic shit on top of having a competency crisis, which is why modern games look worse despite having more powerful hardware than ever before
>mirrors aren't actually real mirrors!
Next you're going to tell me that character models are just a bunch of triangle put together to give the illusion of a character. Or that the world is culled when I'm not viewing it in the game. Those aren't bad things at all, they just show that there are engineers that understand their limitations.
the only hit is doubling the polygons. everything in the reflection is just reversed in code, so any animation that plays is just the same animation that was already loaded and playing. using this method on todays hardware, we could have full 100% reflected environments, but instead game developers chose 20 trillion polygons, 8k uncompressed textures, and have to resort to the cheapest, ugliest reflections possible, or pathtracing which is available to a $2000+ card owned by 0.00001% of steam users. how nvidia tricked companies into tech available to literally no one, i'll never know.
two rooms and 2 character models means it's still using 1 instance of materials. the only hit is from the doubled polygons. so this method is actually 10 times more optimized than slop tracing, and looks 10 times better than screen space reflections.
How the frick was this done, was it also re-rendering the scene? Jesus we’ve lost so much in the name of “ease of development” and “seamless worlds”even if it is fake. A seamless world with absolutely nothing of interest to find.
>Invert models >Constrain to platform >Call it a mirror
I'm more impressed that Square didn't resort to such cheap tricks. Nintendo taking the easy road out is not impressive.
Isn't this something raytracing can handle now? You don't need to re-render the scene on the other side of the mirror, you can just do an actual reflection.
I don't buy it that it's not doable due to games being more demanding now.
Sure games are more demanding but the hardware is also proportionally more powerful.
The PS4 Pro has what, 700x the horsepower of the PS2 GPU?
tiny room vs large seamless area
>what is culling
This. Back in the 2000's, you could afford to waste time, money and system resources on stupid superfluous shit like "working" mirrors they don't actually reflect anything, they render the same room twice, spawn in another player character on the other side and make it reflect your inputs. This is obviously resource intensive, and modern games are obsessed with NO LOADING SCREENS and other moronic shit on top of having a competency crisis, which is why modern games look worse despite having more powerful hardware than ever before
>mirrors aren't actually real mirrors!
Next you're going to tell me that character models are just a bunch of triangle put together to give the illusion of a character. Or that the world is culled when I'm not viewing it in the game. Those aren't bad things at all, they just show that there are engineers that understand their limitations.
>makes a basic b***h reddit posts that mirrors aren't mirros
>calls others reddit
>This is obviously resource intensive
Why? It's just a copy of a room.
Because in order to render the same room, character and enemies, their physics etc etc twice obviously requires twice as many system requirements?
Nope.
the only hit is doubling the polygons. everything in the reflection is just reversed in code, so any animation that plays is just the same animation that was already loaded and playing. using this method on todays hardware, we could have full 100% reflected environments, but instead game developers chose 20 trillion polygons, 8k uncompressed textures, and have to resort to the cheapest, ugliest reflections possible, or pathtracing which is available to a $2000+ card owned by 0.00001% of steam users. how nvidia tricked companies into tech available to literally no one, i'll never know.
two rooms and 2 character models means it's still using 1 instance of materials. the only hit is from the doubled polygons. so this method is actually 10 times more optimized than slop tracing, and looks 10 times better than screen space reflections.
Let's go back to tiny rooms then.
laziness and muh graphics
Bottom is honestly more realistic though. You don't see anything in most mirrors.
Fricking vampires posting on my board.
Get ye gone, creature.
You're supposed to turn off the shower when you're not in it.
Wake up! Wake up!
bottom looks better
It's a satire about how nowadays people forgot to reflect and so did the mirrors.
This is 2001 hardware....
lost technology
How the frick was this done, was it also re-rendering the scene? Jesus we’ve lost so much in the name of “ease of development” and “seamless worlds”even if it is fake. A seamless world with absolutely nothing of interest to find.
What kind of wizardry is this? Top of OP's pic is easy to explain but this...
Uh bros?
Insane lmao. Developers couldn't do this nowadays even if they wanted to.
WTF
fricking mario homies using witchcraft
>Invert models
>Constrain to platform
>Call it a mirror
I'm more impressed that Square didn't resort to such cheap tricks. Nintendo taking the easy road out is not impressive.
>I'm more impressed that Square didn't resort to such cheap tricks
i'm impressed that they made a game that's graphically 10 years out of date.
Its a second camera viewport pasted into a shader, tard
Same way every game has done full reflections since somewhere in the 90s
RAYTRACING IN 2002?
That's not raytracing. But we did have simple realtime ray tracing back then. Actually one of the first things I learned how to program.
Outsourcing.
if youre so smart tell me how do vidya mirrors work
I bet you dont even know
How can mirrors be real if our eyes aren't real?
Hello Barry. Still mad that Forspoken flopped? Still not cancelling my rebirth preorder btw.
Isn't this something raytracing can handle now? You don't need to re-render the scene on the other side of the mirror, you can just do an actual reflection.
have a nice day frogBlack person
Hi Barry
Unreal Engine was a mistake
it's still good you just need the right people for the job
We lost that white nerd magic
Rebirth will fix this with the PS5 and they will upgrade to UE5.
You guys keep buying AAA slop
You want a better answer?
There isn't one
You supported the industry
It became this
Why try when they know people will buy it and even defend it anyway
PS4 can't do ray tracing moron
Damn can't believe the PS2 was capable of Ray tracing then moron
>Make working mirrors for Trails Through Daybreak
>Only apply the effect to half the mirrors in the game
What the frick?
ran out of budget
I don't buy it that it's not doable due to games being more demanding now.
Sure games are more demanding but the hardware is also proportionally more powerful.
The PS4 Pro has what, 700x the horsepower of the PS2 GPU?
PS2 was 128bits
Machines nowadays are 64 bits
You can't really compare both
shit bait
True. PS4 should have been 512 bits
PS5 should be 1024
There's no tech innovation anymore and it really says a lot about the state of society
Lazy devs, who