>>528567492
Dev A: "Kondo-san, we’ve got a serious problem. The engine’s LOD system is completely busted."
Kondo: "Define ‘busted.’ What’s happening?"
Dev B: "Basically, mipmapping and texture streaming aren’t functioning at all. The engine’s defaulting to the lowest-resolution textures—like 64x64 blocks of umm, mud—regardless of the player’s actual distance."
Kondo: "So… it thinks you're 500 meters away from every surface at all times?"
Dev A: "Exactly. Some textures look like N64 or PSX ones."
Kondo: "Did anyone touch the LOD or rendering pipeline recently?"
Dev B: "Yeah, well… the issue started after we tried optimizing texture calls for the open-world areas. I think we accidentally broke a pointer to the texture streaming handler."
Kondo: "Can we revert?"
Dev A: "Nope. The last stable version was on that intern’s machine—the one we never backed up. You know, the intern who singlehandedly built the custom engine?"
Kondo: "The unpaid intern?"
Dev B: "That’s the one. He quit three months ago after we told him crunch wasn’t optional."
Kondo: [sighs] "Right. And no one else knows how the engine works?"
Dev A: "Not unless someone suddenly learns to read code in C++."
Dev B: "Umm... I know some basic PHP, does this help?"
Dev A: "No you idiot. Anyway, what now?"
Kondo: "Okay... here’s what we do. We lean in. Blur is the new sharp. It's not broken—it's bold. We call it a deliberate aesthetic choice.”
Dev B: “You mean like a retro look?”
Kondo: “Exactly. There's a current craze in retro visuals, let's jump on the hype train like we always do. Might save some money even.”
Dev A: "So… we’re not fixing it?"
Kondo: "No, use the low res textures. I’ll brief production. Meanwhile, get me a report by end of day. We’ll take it from there."