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6/24/2025, 8:08:37 PM
>>713538613
>Shit, they even managed to get it to run on the fucking PS3.
It also ran on the Xbox 360, the weaker system of the two. It helps that the game was being MADE for the PS3 originally, and was developed by a group of passionate industry veterans, who knew what they were doing + were used to waaay more strict system limitations in the past. I especially adore Kojima Production's PS2 and PSP era low-poly and texture work.
Just goes to show that you do not need 10 million polygons + twelve 4K PBR texture sets per character + Gay tracing to make impressive, realistic visuals. I think Snake's model in V is only like 50k tris, and textures use smart atlasing of 256^2 to 1024^2 images. Lighting is achieved with Probes, which is super efficient by today's standards. It's outright bizarre that it has practically disappeared from modern game engines; I think some guy coded an addon for GODOT 4 just now, but Unreal 5 for example defaults to Lumen, and struggles even with pre-baking lightmaps!
>Shit, they even managed to get it to run on the fucking PS3.
It also ran on the Xbox 360, the weaker system of the two. It helps that the game was being MADE for the PS3 originally, and was developed by a group of passionate industry veterans, who knew what they were doing + were used to waaay more strict system limitations in the past. I especially adore Kojima Production's PS2 and PSP era low-poly and texture work.
Just goes to show that you do not need 10 million polygons + twelve 4K PBR texture sets per character + Gay tracing to make impressive, realistic visuals. I think Snake's model in V is only like 50k tris, and textures use smart atlasing of 256^2 to 1024^2 images. Lighting is achieved with Probes, which is super efficient by today's standards. It's outright bizarre that it has practically disappeared from modern game engines; I think some guy coded an addon for GODOT 4 just now, but Unreal 5 for example defaults to Lumen, and struggles even with pre-baking lightmaps!
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