>>723234869
>I read all about it with typical faggot devs response going from "awww dude we had to let our company PC run all nights to bake lightmaps then it was a nightmare", and that was even in a thread completely drowned with other useful idiots praising how realtime GI is the future
Yeah, that's how EPIC and their shillbitches operate:
Retcon history, exaggerate the oldass flaws, and cherrypick the best (static) comparisons to make their overpriced, actually flawed RT solution look "better".
And if someone old and techsavvy enough comes and tells them that they're speaking bullshit and shows how it's done, they call them "grifters" and whatnot.
The average gamer these days has 2000-4000 times faster computer than what developers had during the PS2 and DirectX9 days on average. Sometimes, the GPU itself is 4000 times faster than the entire systems of the yesteryear, and we have automated systems people could've only dreamed of 20 years ago.
Yet somehow, the AAA shills claim things to be "harder, slower and more expensive" than back then? Fuck off!
I started practicing 3D modeling for vidya already way back in 2005, with some pirated 3DS Max version. Rendering a single static scene with a couple lights and whatnot only took like 10-30 seconds at 768p on default settings, which BTW involved a hefty amount of SSAA and AF.
>>723234927
Yup, this is one of the many UE5 issues these days.
Another would be the mix-match of various different UE asset store assets + auto-generated assets on top, which result a very bizarre, amateurish looks for the game. Literal asset-flipping, but on an AAA scale.
But this is what happens when people no longer know how to hand-craft anything, and there's no real "art directors" in teams no more, making sure people follow the same guidelines + tweak the stuff for the final release version themselves.
Even more sad is the total death of LIGHTING artists.