Thread 716319414 - /v/ [Archived: 149 hours ago]

Anonymous
7/24/2025, 4:51:08 PM No.716319414
max-payne-2-does-better-reflections-than-some-games-in-2023-v0-sv6ecasknyxb1
How did they do this without ray tracing?
Replies: >>716319521 >>716319560 >>716320149 >>716320234 >>716320510 >>716321697 >>716322275 >>716322294 >>716322809 >>716323756 >>716326382 >>716327713 >>716336015 >>716336084 >>716337768 >>716338690 >>716338891 >>716342891 >>716344967 >>716345143 >>716345481 >>716347869 >>716354043
Anonymous
7/24/2025, 4:52:41 PM No.716319521
Screenshot_36
Screenshot_36
md5: 5073d53549ef425c4b6f5eb170c84bcd🔍
>>716319414 (OP)
same way I'm doing it in my game: semi-transparent floor and body doubles under it.
Replies: >>716319616 >>716324215 >>716326584 >>716335569 >>716338997 >>716339123 >>716340573 >>716345650 >>716348981
Anonymous
7/24/2025, 4:53:16 PM No.716319560
>>716319414 (OP)
It’s impossible to do this without ray tracing, so this image must be fake
Anonymous
7/24/2025, 4:53:58 PM No.716319616
>>716319521
also you can see the enemy's reflection's foot sticking out from under the floor because I fucked up some calculations, but yeah that's how you do it.
It's literally a copy of the model
Replies: >>716324215
Anonymous
7/24/2025, 4:54:42 PM No.716319671
they rendered the scene twice on the mirror side
Replies: >>716327045
Anonymous
7/24/2025, 4:55:32 PM No.716319728
MP2
MP2
md5: e8658d8fbde8649e98b5c3a9a1539487🔍
Can't believe this game had raytracing in 2003! Wow!!
Replies: >>716322275 >>716322587 >>716337754 >>716348743
Anonymous
7/24/2025, 5:00:25 PM No.716320149
>>716319414 (OP)
easy
they used a mirror modifier in blender
Anonymous
7/24/2025, 5:01:26 PM No.716320234
>>716319414 (OP)
they hired a white person to do the graphics
Anonymous
7/24/2025, 5:03:02 PM No.716320362
They had reflections in unreal engine 1 in 1998.
Anonymous
7/24/2025, 5:04:42 PM No.716320510
>>716319414 (OP)
Rendering the scene twice
Anonymous
7/24/2025, 5:11:25 PM No.716321027
they make it twice. it's just trick
Anonymous
7/24/2025, 5:19:44 PM No.716321697
>>716319414 (OP)
Rendered the scene twice with a transparent texture on the floor.
Anonymous
7/24/2025, 5:21:42 PM No.716321854
this confuses and enrages the jeetroach
Anonymous
7/24/2025, 5:26:28 PM No.716322275
>>716319414 (OP)
>>716319728
lost technology
Anonymous
7/24/2025, 5:26:41 PM No.716322294
>>716319414 (OP)
Planar shader, it's easy to spot because the mirrors are rendered at half resolution and lack AA. GTA4, 5 and rdr2 do this too.
Anonymous
7/24/2025, 5:30:19 PM No.716322587
>>716319728
Just 4 years later:
https://youtu.be/s7vtivDITis
Replies: >>716338736 >>716353486 >>716353956
Anonymous
7/24/2025, 5:32:39 PM No.716322809
>>716319414 (OP)
We don't know how. We lost the technology.
Anonymous
7/24/2025, 5:44:07 PM No.716323756
1751724604837428
1751724604837428
md5: 4c476e307a574bca0ce78c6c1520871e🔍
>>716319414 (OP)
>How did they do this without ray tracing?
magic. whole lot of magic
Anonymous
7/24/2025, 5:49:55 PM No.716324215
>>716319521
>>716319616
What engine are you using? Unity?
Replies: >>716335639
Anonymous
7/24/2025, 6:16:58 PM No.716326382
mirror alignment chart
mirror alignment chart
md5: d71cf23ed14a2bc0aaa0fed247b749b0🔍
>>716319414 (OP)
Replies: >>716326801 >>716327917 >>716331446 >>716331879 >>716334345 >>716337383 >>716346960 >>716354642
Anonymous
7/24/2025, 6:19:08 PM No.716326584
>>716319521
You're doubling the amount of stuff the game needs to render.
Replies: >>716327518 >>716328456 >>716330758 >>716336775 >>716338382 >>716342143 >>716347106 >>716350823 >>716353001 >>716357313
Anonymous
7/24/2025, 6:21:58 PM No.716326801
>>716326382
Examples for all of these?
Replies: >>716327637 >>716338990 >>716339414 >>716340163 >>716348617 >>716348706 >>716355542
Anonymous
7/24/2025, 6:24:56 PM No.716327045
>>716319671
they actually did not
Anonymous
7/24/2025, 6:30:17 PM No.716327518
>>716326584
Considering the alternatives, it's the sweet point of cost efficiency. Raytracing is more spec hungry, anon solution is almost VRAM free.
Anonymous
7/24/2025, 6:31:36 PM No.716327637
>>716326801
deus ex: human revolution for the shattered mirror
Replies: >>716348617
Anonymous
7/24/2025, 6:32:27 PM No.716327713
>>716319414 (OP)
sovl
Anonymous
7/24/2025, 6:34:51 PM No.716327917
>>716326382
for me? it's neutral good
Anonymous
7/24/2025, 6:37:24 PM No.716328132
>RT takes up too many frames so just draw the entire image twice because doing that has no impact on frame rate
Replies: >>716331203
Anonymous
7/24/2025, 6:41:00 PM No.716328456
>>716326584
Still cheaper than ray tracing
Anonymous
7/24/2025, 7:08:40 PM No.716330758
>>716326584
As opposed to calculating the path of 10 million rays of light?
Anonymous
7/24/2025, 7:13:55 PM No.716331203
1751378656253327
1751378656253327
md5: 4419f642e928f98e2702dc31c4288ec3🔍
>>716328132
>traditional mirror: double cost
>gaytracing: hundred times cost
Replies: >>716331468
Anonymous
7/24/2025, 7:17:05 PM No.716331446
>>716326382
you forgot the "lmao don't put anything there"
Anonymous
7/24/2025, 7:17:17 PM No.716331468
hannibal
hannibal
md5: 23ff9d384af014948c4739d282d704c7🔍
>>716331203
>ea battlefront 1 came out in 2015
>graphics have gotten shittier since then
god fuck this entire industry
Replies: >>716336126 >>716338632
Anonymous
7/24/2025, 7:18:29 PM No.716331567
floor bro
floor bro
md5: 38299b8cc27d04d19db0737712848615🔍
MY BROTHER
Anonymous
7/24/2025, 7:22:05 PM No.716331879
>>716326382
How come rtx is lawful good when it dips down your fps?
Replies: >>716334512 >>716350330 >>716354839
Anonymous
7/24/2025, 7:51:55 PM No.716334345
>>716326382
luv me sum shattered mirrors
Anonymous
7/24/2025, 7:53:52 PM No.716334512
>>716331879
Because it's actual simulated photon reflection.
Anonymous
7/24/2025, 8:06:25 PM No.716335569
>>716319521
You don't need the floor to be transparent.
In the same pass you draw the floor you simply draw the models over those same pixels at like 50% alpha.
that way any pixels above the floor, any pixels outside the floor or (if you're not using back to front rendering) any pixels already discarded by the z buffer will not be drawn (that's right no more marios reflection poking through the mirror).
Replies: >>716335725
Anonymous
7/24/2025, 8:07:21 PM No.716335639
file
file
md5: 66d285676f3163ddc90354eb069f89ed🔍
>>716324215
Nah I'm on Godot
Replies: >>716335831 >>716340379
Anonymous
7/24/2025, 8:08:29 PM No.716335725
>>716335569
I didn't say transparent, I said semi-transparent.
>50% alpha
That would be semi-transparent
Replies: >>716336102
Anonymous
7/24/2025, 8:09:56 PM No.716335831
>>716335639
Good luck bwo.
Replies: >>716336412
Anonymous
7/24/2025, 8:11:50 PM No.716335959
C64 (3)
C64 (3)
md5: d949e0dba810dbeb86cd85afe13110c5🔍
mirros aren't real
Anonymous
7/24/2025, 8:12:41 PM No.716336015
3f6yel
3f6yel
md5: c3b827276bfb03e8a2d666321cce011c🔍
>>716319414 (OP)
>How did they do this
with outside the box thinking. literally.
7/24/2025, 8:13:36 PM No.716336084
>>716319414 (OP)
>flattest lighting ever
Rastards lost.
Anonymous
7/24/2025, 8:13:45 PM No.716336102
>>716335725
But your way makes the floor transparent.
This way makes the floor opaque and the reflection models transparent instead.
Replies: >>716336845
Anonymous
7/24/2025, 8:14:05 PM No.716336126
>>716331468
>graphics have gotten shittier since then
A sentiment you'll only see in people who don't actually play new games or still render them at subhuman resolutions. While it is true that graphics have stagnated, they're on average noticeably better than 2015.
Replies: >>716336432 >>716339838 >>716349448
Anonymous
7/24/2025, 8:18:01 PM No.716336412
file
file
md5: d8caf31e5805b7454c5b29a2e3124d55🔍
>>716335831
Thanks m8, it took almost 2 years to know what the fuck I'm doing, but now I'm finally getting shit done at a decent pace and it feels pretty gud

Also if you're wondering what that z-fighting is near the base of the columns it's part of my system to cut them off when they cover the camera.
In the editor both the cut column and the full one exist together, in-game only one at a time
Replies: >>716336965
Anonymous
7/24/2025, 8:18:14 PM No.716336432
>>716336126
can you give examples of games with next gen graphics?
Replies: >>716336580 >>716336702 >>716337275 >>716340318
Anonymous
7/24/2025, 8:20:11 PM No.716336580
>>716336432
no
Anonymous
7/24/2025, 8:21:41 PM No.716336702
>>716336432
Jedi Survivor
Horizon Forbidden West
Hellblade 2 : Walking Simulator
Death Stranding 2
Black Myth Wukong
Microsoft Flight Simulator
Cyberpunk 2077
Avatar: Frontiers of Pandora

i eagerly await the part when you take a 526x331 screenshot of a paused youtube 240p video of one of these games as proof that i'm lying and all games look shit now
Replies: >>716336884 >>716336910
Anonymous
7/24/2025, 8:22:26 PM No.716336775
>>716326584
That's still significantly cheaper, computationally, than ray-tracing reflections.
Anonymous
7/24/2025, 8:23:13 PM No.716336845
>>716336102
Ah I get it now, you're talking about rendering priorities.
I'll test it but my gut tells me it's going to create problems, like drawing the "reflections" above things that are on the floor. Plus I don't think rendering many models with Alpha turned on is going to be more effiient than just the floor with Alpha turned on.

btw if you're curious about what the problem was: the enemy was actually hovering a foot above the floor due to me launching him messing with his is_on_floor() check, so he also took his "reflection" up with him.
Replies: >>716337795
Anonymous
7/24/2025, 8:23:41 PM No.716336884
>>716336702
>Cyberpunk 2077
nice bait
Replies: >>716337543
Anonymous
7/24/2025, 8:23:54 PM No.716336910
>>716336702
Not him but funny you didn't mention Witcher 3, the only decent looking modern game that mogs all of those you listed
Replies: >>716337687
Anonymous
7/24/2025, 8:24:26 PM No.716336965
>>716336412
Rooting for you to finish that thing, mate.

How much programming/gamedev experience did you have starting out? I've been looking at yandev and pirate software game code and thinking "shit, if this is all it takes then why don't I give it a try myself". Considering Godot myself.
Replies: >>716337609 >>716348967
Anonymous
7/24/2025, 8:28:22 PM No.716337275
amd vram
amd vram
md5: 91fe2d03dc0f23ae5e33f7888ea71d0d🔍
>>716336432
If you have an Nvidia GPU the jump over the last 3ish years is honestly probably bigger than from like early 2010s/late 2000s to early 2020s.
>examples
-Cyberpunk (overdrive)
-Silent Hill 2
-Indy and Doom (with pt+mods for indy)
-Kind of maybe Alan Wake 2 and Oblivion remastered. Especially the Oblivion remaster is underrated on the visual front, you just have to wait for the right time of day
-Wukong
-RTX Remix mods (all of them)

This generations mid range card (the rtx 5070) does all of these competently at 1080p. High end RT lighting + ray reconstruction + dlaa goes hard as fuck.
Anonymous
7/24/2025, 8:29:51 PM No.716337383
DkkkUn3UcAAiOf2
DkkkUn3UcAAiOf2
md5: a26512abb1912a03453152f7ab293ce5🔍
>>716326382
Where does this fit?
Replies: >>716350819
Anonymous
7/24/2025, 8:31:57 PM No.716337543
>>716336884
nta but Cyberpunk is the benchmark game for pushing graphics
Anonymous
7/24/2025, 8:32:42 PM No.716337609
1730747695611015
1730747695611015
md5: a988fd70399a487ccb09672564a39101🔍
>>716336965
>How much programming/gamedev experience did you have starting out?
I had a little experience moving around Blender because of my 3D-printing days, but aside from that absolutely zero. I didn't know how to model people, texture, rig, animate, or program for that matter. Like at all

Once I'm done I plan on doing a slew of tutorial videos. For now I've got some advice I learned by trial and error:

1. Don't trust animation tutorials and especially rigging tutorials too much: they're made for animators who want to render their shit and make a movie, not for people who want to make games. Many things they teach are actually terrible for game dev, like having three separate skeletons for bone deformation, FK, and IK, and a thousand bones each full of Drivers and constraints and whatnot. Good luck running the game in real time with 20 characters like that.
They also don't tell you how to set up a root bone for root motion. Be wary if you're watching an animation tutorial for game devs or not.

2. Making assets is repetitive and boring (animation especially). SUPER fucking tedious, but you gotta do it.
Programming on the other hand? If you're repeating yourself when programming you're doing things wrong. The whole point of programming is to never repeat yourself. Automate everything, make systems that take the work away from you, make templates of things that you can just copy and fill out the data. For example if I want a new attack I just create a new attack template (in Godot it's a custom Resource), type the name of the animation, the framedata etc, and the game already knows how to adapt that with the existing moves. No coding needed.

Program your game first with placeholder assets. And not just in a way that the game works, but in a way that the game literally makes itself and the only thing left is making those assets, and your gamedev will go A LOT faster

I'm just a model jockey now. I actually miss when I had to program, shit was comfy
Replies: >>716339627 >>716340208 >>716341031 >>716346519 >>716348967
Anonymous
7/24/2025, 8:33:41 PM No.716337687
witcher 3 rt gtao+ ssao 0
witcher 3 rt gtao+ ssao 0
md5: 0aadc2b8344034a9a4dec6fc627bc531🔍
>>716336910
It's funny you mentioned Witcher 3 - it got a next-gen upgrade a few years ago, because the original version was deemed graphically behind the times in certain ways.
>Witcher 3 mogs all of those you listed
You either don't actually remember Witcher 3 or haven't played any of these games.
Replies: >>716337842 >>716339089
Anonymous
7/24/2025, 8:34:28 PM No.716337754
>>716319728
There are Amiga demos from the 80s with real time ray tracing.
Anonymous
7/24/2025, 8:34:41 PM No.716337768
Screenshot_20210529-103012_Adblock Browser - a fucking ps3 game
>>716319414 (OP)
same way they made female characters look sexy using five polygons and a bump map
not allowed to do that any more because it makes the jeetcoders butthurt
Anonymous
7/24/2025, 8:35:01 PM No.716337795
>>716336845
> it's going to create problems, like drawing the "reflections" above things that are on the floor
It's slightly more expensive but more robust.
what you do is you draw the floor to an isolated surface/buffer then use that as an alpha mask for drawing the reflections.
they will only be drawn over the floor as a shader effect so any objects above the floor or on the floor (plants, sheos, towels ect) should have a higher z_buffer value thus will be drawn over the floor and reflections.
Replies: >>716338094 >>716338854
Anonymous
7/24/2025, 8:35:33 PM No.716337842
>>716337687
I admit out of the games you listed I only played Cyberpunk. I modded out the lootshit system with the realistic damage mod and the game got a whole lot more fun lol

I was still more impressed with Witcher 3. The original graphics.
Haven't tried the new ones but Witcher 3 made me go "goddamn this looks good" (as did the first Kingdom Come). The games that came after it? I wasn't so shocked, I dunno
Anonymous
7/24/2025, 8:38:37 PM No.716338094
>>716337795
Well alright I'll give it a shot then.
If it looks better I'll type "Anon" in the credits
Anonymous
7/24/2025, 8:41:58 PM No.716338382
>>716326584
what no one pointed out is that it makes even more sense when the game is as visually simple as that. stop midwit posting.
Anonymous
7/24/2025, 8:45:05 PM No.716338632
shut the fuck up
shut the fuck up
md5: a362225a5e60a3109fa2069d4f997238🔍
>>716331468
we dont need graphics better than 2015 we didnt even need graphics better than 2010. what we fucking need are better games with more content and more gameplay you retard. for every percentage of budget you put into the graphics that is a percentage you can invest in the fucking game. if we kept graphics where they were in 2010 games for the last decade would have been infinitely more fun and there would have been more of them too because of lower development cost.
Replies: >>716340106 >>716341518
Anonymous
7/24/2025, 8:45:56 PM No.716338690
1747949058676051_thumb.jpg
1747949058676051_thumb.jpg
md5: 764f8c7481a1fc72d69c64605489bc5f🔍
>>716319414 (OP)
It was a different time.
Technology has been lost and recreating it would be obscenely expensive, please understand
Anonymous
7/24/2025, 8:46:30 PM No.716338736
>>716322587
The same guy was doing raytracing with quake 3 in 2004.
I believe I still have the German magazine that had an article about it but fuck looking for it and photographing it now.
Here's a PDF I found about it https://annals-csis.org/Volume_21/drp/pdf/3.pdf
Anonymous
7/24/2025, 8:47:30 PM No.716338825
1748321948621800_thumb.jpg
1748321948621800_thumb.jpg
md5: b74cd5e407751358509a278c7979139f🔍
lights and reflections before ray tracing are a lost technology
Replies: >>716338919 >>716339894
Anonymous
7/24/2025, 8:47:56 PM No.716338854
>>716337795
Not that guy but godot doesnt have buffer layers iirc plus that's not how old games actually did it. In old games only the floor had transparency.
Replies: >>716342681
Anonymous
7/24/2025, 8:48:24 PM No.716338891
>>716319414 (OP)
They didn't
AI generated ahh screenshot
Anonymous
7/24/2025, 8:48:37 PM No.716338919
>>716338825
It's not "reflecting", there's literally another guy behind that mirror with another flashlight.
Replies: >>716339307 >>716339789 >>716342456 >>716345132 >>716347487
Anonymous
7/24/2025, 8:49:38 PM No.716338990
Definitive mirror... Mafia III_thumb.jpg
Definitive mirror... Mafia III_thumb.jpg
md5: 19a4fe5c21964fc9d8b72084cefe99f2🔍
>>716326801
Replies: >>716339146 >>716343147 >>716343769
Anonymous
7/24/2025, 8:49:44 PM No.716338997
>>716319521
jojo lookin ass (based)
Anonymous
7/24/2025, 8:50:50 PM No.716339089
OIP
OIP
md5: 82cbfcdf1b0ecafbd93553ad3e7fb9fa🔍
>>716337687
>because the original version was deemed graphically behind the times in certain ways.
I swear to God if they changed Tomira's butt in any way I will kill everyone in this room and then kill myself
Anonymous
7/24/2025, 8:51:20 PM No.716339123
>>716319521
Looking good anon, I'd dial it just a bit down, that plant reflection is fucking distracting, too saturated and bright.
Replies: >>716341610
Anonymous
7/24/2025, 8:51:39 PM No.716339146
1722515615956205
1722515615956205
md5: c7f4d4240f1005735d97e5ff9099e81b🔍
>>716338990
he broke the time space continuum!
Anonymous
7/24/2025, 8:53:26 PM No.716339282
1618352396434
1618352396434
md5: 7dcde7312f62791868d7c66c1b33d44b🔍
Anonymous
7/24/2025, 8:53:47 PM No.716339307
>>716338919
>there's literally another guy behind that mirror with another flashlight
I wonder: did any game ever use that trick deliberately as like a jumpscare or something?
Like, the model on the other side jumping out of the mirror or doing different shit than the player?
Replies: >>716339765 >>716340083 >>716344984 >>716349445
Anonymous
7/24/2025, 8:54:30 PM No.716339363
1751235545179709
1751235545179709
md5: 4a994d3fa13100c46edbea7e70f65860🔍
Replies: >>716348510
Anonymous
7/24/2025, 8:55:02 PM No.716339414
1749742580565309
1749742580565309
md5: aef52635ef0d481ced9ffca8fb567fe6🔍
>>716326801
Anonymous
7/24/2025, 8:55:34 PM No.716339451
1749143527560960
1749143527560960
md5: 30c71b90908f14932cb83d323b645a5e🔍
Anonymous
7/24/2025, 8:57:54 PM No.716339627
>>716337609
Strongly agreed on there being a lack of good tutorials on anything related to rigging and animation for games. Figuring out how to manage animations in games is probably the toughest bottleneck. Do I use root motion or not? Where do I cut my animations into pieces? Do I make them in parts and combine in engine or make them whole and cut them up later? How do I properly set up a robust animation state machine for the movement / actions I want? how do I handle massive sets of animations that must switch for different equipment or weapons? How do I handle additive animations, blending animations and filtering bones or subtractive animations or in engine IK?

Before you even get to those problems you need to figure out how to rig your character and as you said most tutorials show you practices for rendered animation and not games..

It's probably the most poorly documented part of the gamedev process. But it is also the most important part of the game. If you look at what indie games succeed, it's usually ones with stand out animation. A lot of the best solo devs are actually former game animators who decided to learn the rest of the process.
Replies: >>716341845 >>716348967
Anonymous
7/24/2025, 8:58:15 PM No.716339651
1699064901405699
1699064901405699
md5: 0ec326f7425a61351d9a4d7834f1b0ce🔍
Replies: >>716343269
Anonymous
7/24/2025, 8:59:43 PM No.716339765
>>716339307
Cryostasis (sort of)
Anonymous
7/24/2025, 8:59:57 PM No.716339789
>>716338919
cope
Anonymous
7/24/2025, 9:00:35 PM No.716339838
>>716336126
I hate the notion that games looked better across the board back then compared to now.
Gta4 has dogshit LOD and almost no persistance with the world, if you knock something over, it will be right back where it was placed if you just walk a short distance away and come back.
Vehicles do that thing gta 3 does where they spawn and despawn just by looking behind you.
Lighting across the board is terrible especially indoors.
But this is the game people love to glaze how they got it working on 360s or whatever.
Anonymous
7/24/2025, 9:01:14 PM No.716339894
>>716338825
What you're probably thinking of are the dark ages of screen-space lighting, where reflections or lights can only be made out of things that are already visible on the screen. That's the period of graphics when mirrors stopped working.
Anonymous
7/24/2025, 9:03:15 PM No.716340083
>>716339307
super mario 64 on the ds
Anonymous
7/24/2025, 9:03:27 PM No.716340106
>>716338632
The problem is that making game assets for today's PBR workflow is in someways easier and more automated than making them in the pre 2010 way.

Today you can just sculpt a guy (or start with a base character mesh) model belt buckles and clothing. Use cloth brushes to sculpt in folds, texture brushes to sculpt in pock marks and detail. Auto retopologize him. Unwrap him, throw him in substance designer and just drag and drop materials. Drag on a leather auto material, drag on a metal, drag on a skin. It's all very logical and full of decades of efforts to automate the system. Of course, there is endless depth to it and the AAA highest levels go insanely hard...

But compare that to like a 2005 model, you'd probably not sculpt them, you'd box model them. In some ways this is harder and a lot less intuitive and artistic. You don't get to just sculpt every detail you want, you have to approximate it within a polygon budget and then create fake details with the diffuse texture. The texturing is by far the hardest part of the pre 2010 workflow though... you just have to be a fantastic painter / artist to texture well. There's no auto materials you can just drag and drop, you can't have the computer simulate the patina of rust or reflectivity of metal. You need the skill to paint every detail on, make it wrap perfectly around your UV seams and do it all with as little texture space as possible.

If you ask an indie dev which workflow is easier, the PBR workflow is probably more automated and forgiving than the 2000s graphics.
Replies: >>716341409 >>716343426
Anonymous
7/24/2025, 9:04:07 PM No.716340163
>>716326801
Chaotic Evil used to be Warframe(not sure what it's like now), one of the frames had like a puddle transformation and the reflection on that was (allegedly) from their previous game Dark Sector
Anonymous
7/24/2025, 9:04:30 PM No.716340208
>>716337609
Huge respect starting out with that little and coming so far. I actually know modeling and armature rigging in Blender, and a decent bit of programming already (which is why I found yandev's and pirate software's code so personally encouraging, I'm already better than either), but I'll keep your advice in mind for when I do get started. The bit about assets makes perfect sense too, I'm already steeling myself for that aspect of the dev process. Cheers.
Replies: >>716342043
Anonymous
7/24/2025, 9:05:44 PM No.716340313
1699826825605966_thumb.jpg
1699826825605966_thumb.jpg
md5: 0fafc64a0a816c4be527e6e0212ad680🔍
Replies: >>716352632
Anonymous
7/24/2025, 9:05:50 PM No.716340318
>>716336432
nta but ass creed shadows looks unironically great. i don't know what engine they're using but it's crisp and detailed, something ue5 fails to do
Anonymous
7/24/2025, 9:06:29 PM No.716340379
>>716335639
Tranny engine. Use "Redot" instead.
Replies: >>716348953
Anonymous
7/24/2025, 9:06:31 PM No.716340384
Alonne1
Alonne1
md5: 18e213d8ab22cd2f92f5c2b7fcaecd36🔍
Replies: >>716342920
Anonymous
7/24/2025, 9:07:38 PM No.716340465
1595551200817_thumb.jpg
1595551200817_thumb.jpg
md5: 9b246e4634efb6af46058c74ff64bdf5🔍
Replies: >>716341128
Anonymous
7/24/2025, 9:09:02 PM No.716340573
>>716319521
>who you callin pinhead?
Anonymous
7/24/2025, 9:14:46 PM No.716341031
>>716337609
could you recommend any learning materials for building game ready rigs and game character animations?
Replies: >>716342405
saucy
7/24/2025, 9:15:57 PM No.716341128
>>716340465
TECHNOLOGY
Anonymous
7/24/2025, 9:19:46 PM No.716341409
mfw
mfw
md5: 0211af5c67c3ed7b93deb8bc12ea291d🔍
>>716340106
>The problem is that making game assets for today's PBR workflow is in someways easier


not what i asked or was talking about now was it?
games today are exponentially more expensive than before. and most of the issues with games today are downstream problems caused by that one simple fact. you can box model a great character in one day. dont @ me again. go 3d scan some rocks.
Replies: >>716346747
Anonymous
7/24/2025, 9:21:03 PM No.716341518
>>716338632
trvth nvke
Anonymous
7/24/2025, 9:22:16 PM No.716341610
>>716339123
Yeah I'm still figuring out how to light the scene properly.
Miss me with all that SDFGI real-time raytracing shit though. All my SSAO is fake: calculated in blender, then baked into the vertex colors.
Baking is king
Anonymous
7/24/2025, 9:25:06 PM No.716341845
>>716339627
>Where do I cut my animations into pieces?
Ohhh that's a fucking big one. When you're making attacks you need to figure out where the neutral pose starts, how much of it, and of course you have to deal with framedata.
If your jabs are 5 frames, that means you have only 5 frames to make the attack look good.

Pixar animators can make their punches as slow and detailed as they want. Make something look good in 4 frames, that's tough. It's like the pixel art of animation

>It's probably the most poorly documented part of the gamedev process
Ohoh nope, that would be texturing.
It's incredible how there's not ONE good tutorial on how to texture an environment. How to set up the meshes to be textured, how to actually draw the textures, nothing. Boggles the mind.
Anonymous
7/24/2025, 9:27:29 PM No.716342043
>>716340208
Best of luck bro. If you find yourself really liking programming you could go with a different type of game: one that's really heavy on programming and not much on assets, like grand strategy games or sport management sims or dwarf fortress clones.

They barely need assets compared to the average big 3D game, but man you better be really good at programming for those kinds of games
Anonymous
7/24/2025, 9:28:54 PM No.716342143
>>716326584
2x0=0
Replies: >>716342495
Anonymous
7/24/2025, 9:32:15 PM No.716342405
>>716341031
When I fell for the Rigify trap I was saddened that it didn't work in the game engine, but it spoiled me: Rigify was just so damn good to pose.

So I started looking for game versions of it and sure enough I found Rigodotify (try to spell that three times in a row). Search it, use it, love it. It's slightly weaker than Rigify but has a root bone and you have to check "Export deformation bones only" on Blender, but it works like a charm for me.

There are also other alternatives like GameRigTools. You get to enjoy the full power of Rigify, and then that addon turns your rig into a game-ready one that you export.
I didn't go for this because I didn't like the idea of creating a new rig and exporting just that one, but it's probably the smarter way of doing it.

You should still learn to rig yourself with simple bones, because not everything is going to need a whole rigify rig. For example if you have trees that should move slightly in the wind, you make a very simple armature and go from there.

Tutorials on rigging are plentiful and they're usually really good. Do some research on GameRigTools or Rigodotify (doesn't just work for Godot btw) and you should be good
Replies: >>716346154
Anonymous
7/24/2025, 9:32:55 PM No.716342456
>>716338919
that's really spooky, anon
don't scare me like this
Anonymous
7/24/2025, 9:33:28 PM No.716342495
>>716342143
goteem
Anonymous
7/24/2025, 9:35:44 PM No.716342681
>>716338854
What the fuck? I was going to try it out someday.
what the fuck do you mean it doesn't have a "frame buffer / canvas / surface" system. That's a basic function of GPUs.
how the hell do you create any multi-pass shaders? if you can't store an isolated component in the GPU?

Isn't advanced control of the render pipeline supposed to be reason to use godot over slop like UE that gives you no control.
Replies: >>716343075
Anonymous
7/24/2025, 9:38:38 PM No.716342891
>>716319414 (OP)
Sour grapes poorfag still seething kek
Anonymous
7/24/2025, 9:39:01 PM No.716342920
>>716340384
how did they achieve this level of graphical fidelity on a ps2?
Replies: >>716342997
Anonymous
7/24/2025, 9:40:05 PM No.716342997
>>716342920
>ps2
Anonymous
7/24/2025, 9:41:24 PM No.716343075
file
file
md5: be3dea45e4f089859c411ece847a8a9b🔍
>>716342681
Oh man you have no idea how shitty the shader situation is in Godot.
It does have a real system like you described, it's called Computer Shaders and they do indeed tap into the rendering pipeline and let you do whatever you want.
The catch? It's relatively new and there's like ZERO fucking resources on how to use it.

You wanna know how most people do 3D shaders in Godot right now?
They literally put a quad mesh in front of the camera and give it a shader.
>hey, if it works...
It doesn't. It shows whatever shader you want to use, sure, but it also breaks any sort of transparency in the scene. If you go this route you literally can NOT have transparent objects. They won't appear.
The other way of having shaders is to place the camera as a child of a SubViewport and give that SubViewport a material with a shader in it.
If you look closer my game has a little bit of dithering and color limitation. That's how I did it: a shader in the subviewport.

You want to use Compute shaders? Good luck. They need a @tool script to be running in the editor just to set them up, then another script for doing god knows what, then the actual shader which has to be written in GLSL which Godot's editor does NOT support so you have to write it in another program and import it.
It works, it's there. I just don't know how to use it and can't find fuck all in terms of good guides
Replies: >>716343117
Anonymous
7/24/2025, 9:42:00 PM No.716343117
>>716343075
sorry, it's called Compute Shaders, not fucking "computer", my bad. No R at the end.
Replies: >>716349256
Anonymous
7/24/2025, 9:42:29 PM No.716343147
>>716338990
I find it insane that someone spent time actually coding this and thought it was good.
Anonymous
7/24/2025, 9:44:13 PM No.716343269
>>716339651
That's not what mirrors look like in Alan Wake 2 you fucking nigger, there's an actual full reflection in those and the table behind you
Anonymous
7/24/2025, 9:46:48 PM No.716343426
>>716340106
What? Sculpting takes forever, and has a much higher learning curve than box modeling. You also can't always relying on auto retopo tools if you need to animate, they usually aren't clean enough. Sure, you don't always need to paint textures (which you still depending on the game style), but everything else takes more time and skill. Also, the other old texturing method (for environments), using photos you edited to be seamless, was easier than anything. There's a reason most 3D indie games either use N64-level graphics or very flat, undetailed styles.
Replies: >>716346954 >>716347210
Anonymous
7/24/2025, 9:51:40 PM No.716343769
>>716338990
Looks like stuff from some spooky game
Anonymous
7/24/2025, 10:00:34 PM No.716344468
>TECHNOLOGY
It is not technology if they had to use tricks to simulate reflections

It is just tricknology
Replies: >>716345320
Anonymous
7/24/2025, 10:03:13 PM No.716344671
sonic hurt
sonic hurt
md5: 14b46ff6c1bfe31e25f378952e3dd522🔍
Anonymous
7/24/2025, 10:06:06 PM No.716344894
Pre baked lighting + reflections are superior as per usual
Anonymous
7/24/2025, 10:06:51 PM No.716344967
>>716319414 (OP)
How did they render 3D without AMD's revolutionary 3D VCache? I thought you needed a gaming CPU from AMD.
Anonymous
7/24/2025, 10:07:01 PM No.716344984
>>716339307
Silent Hill 3 has a pretty famous room like that.
https://www.youtube.com/watch?v=3VR8C1qO-mw
Replies: >>716353953
Anonymous
7/24/2025, 10:08:51 PM No.716345132
1432415082991
1432415082991
md5: 20533a2a857f0176813bd4985eadbc9d🔍
>>716338919
>there's literally another guy behind that mirror with another flashlight.
oosh, sbooby
Anonymous
7/24/2025, 10:08:59 PM No.716345143
file
file
md5: 349f6412ee3493972485b4c0dcd0fd2e🔍
>>716319414 (OP)
They weren't retarded.
Replies: >>716345257 >>716345263 >>716348839 >>716350748 >>716353240
Anonymous
7/24/2025, 10:10:23 PM No.716345257
>>716345143
Phenomena being used instead of phenomenon is the icing on the normie midwit cake
Replies: >>716345321
Anonymous
7/24/2025, 10:10:27 PM No.716345263
>>716345143
>pic
Zamn.
Anonymous
7/24/2025, 10:11:20 PM No.716345320
>>716344468
>arguing semantics
yawn
Anonymous
7/24/2025, 10:11:21 PM No.716345321
>>716345257
Explain that phoenix phenotype pho noodles.
Anonymous
7/24/2025, 10:13:16 PM No.716345481
>>716319414 (OP)
they cared. it's that simple
Anonymous
7/24/2025, 10:13:49 PM No.716345530
Postal 2 Screenshot 2025.07.24 - 16.12.52.84
Postal 2 Screenshot 2025.07.24 - 16.12.52.84
md5: 86e9aad47e30fe5e5585862c091ada6b🔍
>poorfags will defend this stupid shit
Replies: >>716348332
Anonymous
7/24/2025, 10:15:25 PM No.716345650
1753030574631322
1753030574631322
md5: edd9a43c5f48619011c6b7479b533984🔍
>>716319521
Is that a MOTHERFUCKING JOJO REFERENCE?
Replies: >>716346740
Anonymous
7/24/2025, 10:22:20 PM No.716346154
>>716342405
I bought auto rig pro and it's by far the best rigging tool. It creates an amazing rig, it weight paints perfectly, and it has built in export profiles for every game engine. It's well worth the $50.
Anonymous
7/24/2025, 10:27:01 PM No.716346519
kek Powerizer
kek Powerizer
md5: 98fae2ca5c9027d9f775db9a56a58b7f🔍
>>716337609
>like having three separate skeletons for bone deformation, FK, and IK
Im pretty sure removing the "Deform" tag from these bones will allow you to have the final export without all the IK bullshit since blender will treat them as helper bones.
Might be wrong though.
Replies: >>716346691
Anonymous
7/24/2025, 10:29:02 PM No.716346691
>>716346519
You can set it to only export deformation bones, but if your rig has 150 bones just for the character's face that's still a huge overhead for the game engine.
For gamedev it's best to have just a bone for each eye, a bone for the jaw, and maybe a little chain for the tongue. That's it. For the expressions you use blendshapes.
Anonymous
7/24/2025, 10:29:32 PM No.716346740
>>716345650
he just a dude trying to get a job at a completely insane I AM SILLY-mode company
Anonymous
7/24/2025, 10:29:38 PM No.716346747
>>716341409
Maybe easier wasn't the right term... it's just that the skills required for the modern PBR workflow are like navigating strange convoluted programs and pushing sliders around and shit. Outside of sculpting, there isn't as much artistic skill required.

Making game assets went from being an artistic field to being a technical field.
Replies: >>716347328
Anonymous
7/24/2025, 10:32:03 PM No.716346954
>>716343426
Actually the reason most indie games use flat style is because texturing (like that anon said) is extremely fucking skillful and not many have the talent for it.
Replies: >>716347210
Anonymous
7/24/2025, 10:32:09 PM No.716346960
>>716326382
i wonder if there are actually any games that do chaotic good
I cant think of a single one
Replies: >>716354461
Anonymous
7/24/2025, 10:33:48 PM No.716347106
>>716326584
correct. that's why AAA games stopped (to a large extent) doing it.
Replies: >>716347328
Anonymous
7/24/2025, 10:35:05 PM No.716347210
>>716343426
>>716346954

If you look at the textures to a game like Unreal (Gold) or Gothic I, the texture work is spectacular. They are using real world images that have been modified to tile and then altered in photoshop to fit a variety of uses. There's real artistry to it.

But you could generate a dirt texture with normal maps in 30 seconds in Substance Designer that looks like real life, that requires no skill or artistry. It's just moving sliders around.

In 2002 to be a great game artist you had to have strong art fundamentals. In 2025 to be a great game artist in the industry you have to have strong technical skills with expensive industry standard programs.
The quality of the game art of the industry has suffered for this transition.
Replies: >>716347510
Anonymous
7/24/2025, 10:36:36 PM No.716347328
>>716346747
well every fucking game looks the same today as a general rule so that isnt any surprise. they all look like they use the same engine and use the same assets and have the same art team. and you will pay 80.00 plus tip.

>>716347106
probably because modern AAA games are filled with pointless bloat like 4k asshole textures on every NPC
Anonymous
7/24/2025, 10:38:29 PM No.716347487
>>716338919
It's the result that counts
Anonymous
7/24/2025, 10:38:46 PM No.716347510
>>716347210
Yep. The PBR revolution has been a disaster for games.
That said there are some very good implementations of it, like Sifu: it still has PBR materials, but also handpainted textures
Replies: >>716349105
Anonymous
7/24/2025, 10:43:04 PM No.716347869
>>716319414 (OP)
we forgor. sorry. lost technology. gone. all thats left is the idea
Anonymous
7/24/2025, 10:44:48 PM No.716348028
>poorfags did defend that shit
Replies: >>716348149
Anonymous
7/24/2025, 10:46:15 PM No.716348149
>>716348028
before this gets 10 replies: it's bait
Replies: >>716348332
Anonymous
7/24/2025, 10:48:28 PM No.716348332
>>716348149
I'm talking about: >>716345530. You poorfags defended it by talking about how your 2004 GPUs are good enough.
Replies: >>716348868
Anonymous
7/24/2025, 10:50:47 PM No.716348510
>>716339363
Am I glad Aya's frozen in there, and that we're out here,
and that Ayay's the sheriff, and that we're frozen out here.
Replies: >>716349096
Anonymous
7/24/2025, 10:52:15 PM No.716348617
file
file
md5: 519bbe29e28a9f31f20676ae625341b0🔍
>>716326801
>>716327637
>deus ex: human revolution
Last time I played it I remember them turning bathroom's mirrors into screens that conveniently displayed something ELSE so they didn't have to act as mirrors.
Anonymous
7/24/2025, 10:53:20 PM No.716348706
>>716326801
shitty texture: base subnautica
shattered mirror: subnautica BZ
Anonymous
7/24/2025, 10:53:55 PM No.716348743
>>716319728
That's the most expensive way to render mirrors. It renders the entire scene twice.
Replies: >>716349421 >>716349623
Anonymous
7/24/2025, 10:55:06 PM No.716348839
>>716345143
post the demon egg
Anonymous
7/24/2025, 10:55:30 PM No.716348868
>>716348332
>postal 2
bro the dev himself is a poorfag, what did you expect
Anonymous
7/24/2025, 10:56:35 PM No.716348953
>>716340379
I second this. Use Redot.
Replies: >>716349975
Anonymous
7/24/2025, 10:56:41 PM No.716348967
Solo game devs
Solo game devs
md5: 4a3d6c22db9bc4796e0b986b4e351187🔍
>>716339627
>>716337609
>>716336965
>How much programming/gamedev experience did you have starting out?
Replies: >>716349120 >>716349174 >>716349739
Anonymous
7/24/2025, 10:56:48 PM No.716348981
>>716319521
Based. Look into Tony Hawk 1+2 New York City reflections. They're pretty neat.
Replies: >>716349229
Anonymous
7/24/2025, 10:58:00 PM No.716349096
can't stop the fappening
can't stop the fappening
md5: 1fbbe44b3e2657bbb796e6c11ba0ab03🔍
>>716348510
Anonymous
7/24/2025, 10:58:06 PM No.716349105
16915327-shadow-man-remastered-windows-mike-in-louisiana
16915327-shadow-man-remastered-windows-mike-in-louisiana
md5: 6e8458618226f2fa77d95eb5892c4594🔍
>>716347510
I love the look of Shadow Man Remastered.
Replies: >>716349325
Anonymous
7/24/2025, 10:58:16 PM No.716349120
>>716348967
Are you saying I'm lying and secretly had like 5 PhDs all along?
I dont get your point anon. I never said it'd be easy
Replies: >>716349739
Anonymous
7/24/2025, 10:58:48 PM No.716349174
>>716348967
Also I literally said it's super fucking tedious so I don't get the "try game dev, it's fun" analogy
Replies: >>716349739
Anonymous
7/24/2025, 10:59:19 PM No.716349229
>>716348981
Thanks anon will do
Anonymous
7/24/2025, 10:59:39 PM No.716349256
>>716343117
Look at this guy, using the hard R. Where do you think you are, sir?
Anonymous
7/24/2025, 11:00:37 PM No.716349325
>>716349105
clicked send too soon.

I love how the levels and characters are still low poly, and all the texture work is diffuse only, but they upscaled everything (sometimes making new textures) to 2k to 4k. Then they brought in some modern per-pixel lighting, but yet it still feels "retro". The crisp shadows, high framerate, great sense of color all make me think that there is huge potential for games to use old school techniques with modern tech to create awesome games.

I know you could make a game just like this in Godot, but I wonder if it's possible to pare Unreal down to something this minimal? A few real time lights, no atmospheric bullshit besides basic depth fog, simple AO to add some shadows to the corners, and diffuse textures only without tone mapping.
Anonymous
7/24/2025, 11:01:57 PM No.716349421
>>716348743
There's ways to just render a very specific minute view of a specific angle instead of RE-RENDERING an entire scene from another angle. It doesn't have to be computationally heavy. And even if it were, it would be faster and more effective than trying to rely on ray tracing.
Replies: >>716349515
Anonymous
7/24/2025, 11:02:12 PM No.716349445
Singularity_thumb.jpg
Singularity_thumb.jpg
md5: a2dcb3fd9c3cb281b3ee2c9cecd280e9🔍
>>716339307
>I wonder: did any game ever use that trick deliberately as like a jumpscare or something?
It's going to be limited to horror games or game that use the mirror in funny way.

>Like, the model on the other side jumping out of the mirror or doing different shit than the player?
I'll be disappointed if the answer if no.
Replies: >>716349652 >>716349735
Anonymous
7/24/2025, 11:02:14 PM No.716349448
>>716336126
>they're on average noticeably better than 2015
They're actually not, tho.
Yes, the models have a gorillion polygons, but they don't look extremely better than the ones that could run on a ps3, and most games have textures on par with what you'd find on a ps3.
99% "OMG it's like real life" graphics is just adding a fuckton of literal trash to everywhere in the map so it looks like a "lived" place, that and the gorillion polygons is where almost all performance cost goes, then add mandatory memetracing they're adding now, and you get the rest of the performance.
Replies: >>716349612 >>716349879
Anonymous
7/24/2025, 11:02:59 PM No.716349515
>>716349421
That mirror is a second camera rendering the scene a second time.
Replies: >>716350386
Anonymous
7/24/2025, 11:04:11 PM No.716349612
>>716349448
graphics have gotten significantly better. Art direction, creative character designs, and novel architectures have not improved at all.

Modern games all look the same. They're very good at creating realistic natural scenes and foliage, really good at rendering lots of detail... but all that power is wasted on shit artists who couldn't hold a candle to the creative outpouring of 1990 - 2005.
Anonymous
7/24/2025, 11:04:20 PM No.716349623
>>716348743
It is way less expensive than ray-tracing or path tracing of any kind.
Anonymous
7/24/2025, 11:04:44 PM No.716349652
>>716349445
>R Usa
When you hit it, does it play "AMERICA, FUCK YEAH!" real loud?
Anonymous
7/24/2025, 11:06:03 PM No.716349735
>>716349445
kino
Anonymous
7/24/2025, 11:06:05 PM No.716349739
>>716349120
>>716349174
Sorry if >>716348967 looked like an criticism.
To me, it was just a funny warning that you need to be motivated (when going solo)
Replies: >>716351463
Anonymous
7/24/2025, 11:07:50 PM No.716349879
>>716349448
>They're actually not, tho.
They are.
The "graphics are advancing way too slowly for how much performance they're asking of my GPU, compared to how much more rapid and innovative stuff was in the 90s and 2000s" sentiment makes sense and is mostly true. The "graphics have regressed, every 2015 game looks like modded RDR2 while every 2025 game looks like PUBG" sentiment is just indicative of intense contrarianism, poverty, or not actually playing games.
Replies: >>716351726
Anonymous
7/24/2025, 11:09:02 PM No.716349975
file
file
md5: c22a8266a3f1b816b3069baa5b207fa3🔍
>>716348953
what's the point when it's literally the same exact engine, just with new logo graphics?
at least say something action game maker where they added visual scripting to godot
Replies: >>716350640
Anonymous
7/24/2025, 11:13:42 PM No.716350330
>>716331879
It's legitimately simulating how a mirror works, no bullshit, no tricks.
Anonymous
7/24/2025, 11:14:28 PM No.716350386
>>716349515
Yes, it's rendering. However, it's not rendering the ENTIRE scene again. It's only needing to render a small frame as opposed to rending the ENTIRE frame buffer to be able to fit just enough on the mirror. The bigger the mirror, the more you'd have to render as a reflection.

Yes it gets expensive, but it scales to how big a space you have to render for the needed reflection area. And the total expense isn't nearly as much as having to render the scene through ray tracing.
Anonymous
7/24/2025, 11:18:08 PM No.716350640
>>716349975
It's more a statement than anything else at the moment, ever since the Godot team showed themselves to be more interested in activism than development. But the Redot team is focusing on fixing a bunch of long-standing bug that's been neglected by the Godot devs, so there's new stuff coming with the next version. I don't think you should switch right now, though, but it's worth keeping in mind for your next project
Anonymous
7/24/2025, 11:19:42 PM No.716350748
how does the mirror know_thumb.jpg
how does the mirror know_thumb.jpg
md5: 000f7efa5a74c008954e3ae9aa8fe0fd🔍
>>716345143
I've got you anon.
Replies: >>716351239 >>716351584 >>716353845
Anonymous
7/24/2025, 11:20:50 PM No.716350819
>>716337383
It's a render target texture. Just because it is also a obscured a bit with a shattered mirror effect doesnt make it a new thing anon
Anonymous
7/24/2025, 11:20:53 PM No.716350823
>>716326584
What about all the raytrace you are rendering and not seeing?
Anonymous
7/24/2025, 11:26:57 PM No.716351239
>>716350748
What living on a black mirror instead of going /out/ does to a motherfucker.
Anonymous
7/24/2025, 11:29:55 PM No.716351463
>>716349739
ahh poe's law plus im drunk, it's fine
Anonymous
7/24/2025, 11:31:31 PM No.716351584
>>716350748
wtf is this real???
Replies: >>716351670
Anonymous
7/24/2025, 11:32:37 PM No.716351670
>>716351584
no, it's another NASA hoax.
ever seen a mirror "reflect" the horizon?
Replies: >>716352816
Anonymous
7/24/2025, 11:33:24 PM No.716351726
>>716349879
>poverty
>If you don't see graphics advancing on you're 1000 euro gpu that means your poor
The absolute state...
Replies: >>716352275
Anonymous
7/24/2025, 11:41:12 PM No.716352275
>>716351726
I was talking more about monitors, actually. People stuck on outputs under 1440p (I'd argue under 4k but that might be pushing it) have no right to complain about graphics.
Replies: >>716352883
Anonymous
7/24/2025, 11:46:22 PM No.716352632
>>716340313
Dev explained it's because vertex lighting was practically free on the GC
Anonymous
7/24/2025, 11:49:07 PM No.716352816
>>716351670
yes
Anonymous
7/24/2025, 11:50:01 PM No.716352883
>>716352275
I've been driving a 4k oled monitor and a 7900xtx for over a year now, and games don't look better than 10 years ago, I might be playing not so AAA games, but most games have low res textures or just static colors for skin like starfield, they honestly don't look much better than what you'd find on a ps4 10 years ago.
Anonymous
7/24/2025, 11:51:33 PM No.716353001
>>716326584
as the other anon said
2x0 = 0
Raytracing is more like 2x(0+10)
basically you're retarded
Anonymous
7/24/2025, 11:52:17 PM No.716353047
>ctrl+F "planar"
>1 result
holy midwit hours
Replies: >>716353247 >>716353379
Anonymous
7/24/2025, 11:55:05 PM No.716353240
1343463744374
1343463744374
md5: 00708ad4dbaffd4971bef7ff085d6a24🔍
>>716345143
How does it know? All mirrors take courses and get a degree on physics before being allowed to leave the factory.
Replies: >>716355798
Anonymous
7/24/2025, 11:55:10 PM No.716353247
>>716353047
Shit's got nothing to do with planar mapping, midwit
Replies: >>716353375
Anonymous
7/24/2025, 11:56:59 PM No.716353375
>>716353247
>how are these obviously pixelated reflections on a perfectly flat surface done?
>HURR IM FUCKING RETARDED DURR
Replies: >>716353467
Anonymous
7/24/2025, 11:57:00 PM No.716353379
>>716353047
>thread is about making fun of raytracing
The only midwit is you for not getting the point of the thread.
Replies: >>716354170
Anonymous
7/24/2025, 11:58:06 PM No.716353467
>>716353375
You didn't quote anybody in your first post, so I'm assuming you're talking about the OP pic.
That's not planar mapping in the OP pic.
Anonymous
7/24/2025, 11:58:26 PM No.716353486
Always-Has-Been
Always-Has-Been
md5: 5ff72b1b41b31c27a0e8da022ebaf5d0🔍
>>716322587
They off'd this guy
Anonymous
7/25/2025, 12:03:53 AM No.716353845
ThinkingCap
ThinkingCap
md5: 53c6c79ef825251f182fe875b14743eb🔍
>>716350748
How come every time I take the mirror off the wall so I can enter the mirror dimension it disappears?
Replies: >>716354301 >>716357054
Anonymous
7/25/2025, 12:05:40 AM No.716353953
>>716344984
this room fucked me up when i first played the game
Anonymous
7/25/2025, 12:05:43 AM No.716353956
>>716322587
The reflections part of the vid is very impressive, but what the fuck was that about the stairs? Does he think that's good? Quickly falling with every step, feeling like you're controlling a capsule collision shape (which you are) instead of a human? That was fucking terrible lmao
Replies: >>716354091
Anonymous
7/25/2025, 12:07:04 AM No.716354043
>>716319414 (OP)
Fake AI screenshot
Anonymous
7/25/2025, 12:07:57 AM No.716354091
>>716353956
I guess it's just an alternative collision model. Like Doom Dark Ages does with porjectiles.
Anonymous
7/25/2025, 12:09:18 AM No.716354170
>>716353379
When threads are about reflections & mirrors, they automatically become threads about making fun of screen-space reflections.
Anonymous
7/25/2025, 12:11:12 AM No.716354301
>>716353845
The mirror dimension is inside the mirror you dummy, when you take the mirror off you're also taking it off as well
Anonymous
7/25/2025, 12:13:10 AM No.716354461
>>716346960
Max Payne 2
Anonymous
7/25/2025, 12:15:43 AM No.716354642
>>716326382
LOO MA I'M ON THE /v/!
Anonymous
7/25/2025, 12:18:33 AM No.716354839
>>716331879
If you took your ingame scene and just completely rendered it again in a mirror, what do you suppose that would do to your fps?
Anonymous
7/25/2025, 12:28:21 AM No.716355542
AtomicHeart-Win64-Shipping_2023_02_24_20_29_44_170
AtomicHeart-Win64-Shipping_2023_02_24_20_29_44_170
md5: 22dc5e202da86620a78ccc400d543387🔍
>>716326801
The "nobody there" kind
Anonymous
7/25/2025, 12:31:52 AM No.716355798
1732393384472708
1732393384472708
md5: 8b1eb88d84e163fa613fedabd9bf3b7f🔍
>>716353240
The answer is demons
Anonymous
7/25/2025, 12:49:08 AM No.716357054
>>716353845
You need a mirror dimension visa
Anonymous
7/25/2025, 12:53:03 AM No.716357313
>>716326584
anon ray tracing is 10x the amount of stuff to render
Replies: >>716358149
Anonymous
7/25/2025, 1:04:00 AM No.716358149
>>716357313
Which retarded youtuber told you this?