Thread 11890670 - /vr/

Anonymous
7/23/2025, 8:11:39 PM No.11890670
G4BJ08_2025-07-23_22-18-23
G4BJ08_2025-07-23_22-18-23
md5: 6f9ce23ddb17f0eb8a31d7d94d60b8aa๐Ÿ”
How did Resident Evil 4 have perfect reflections before Ray Tracing?
Replies: >>11890785 >>11890813 >>11890847 >>11890883 >>11891362 >>11892291
Anonymous
7/23/2025, 8:22:47 PM No.11890685
vf2_thumb.jpg
vf2_thumb.jpg
md5: f9394134f453b4f85e9f17bb068ce9f9๐Ÿ”
what about virtua fighter 2 in 94
Anonymous
7/23/2025, 8:29:38 PM No.11890695
because meme tracing is a lie to sell modern graphics cards.
Anonymous
7/23/2025, 9:14:22 PM No.11890785
>>11890670 (OP)
Because it's not a "real" reflection, it's just a copy of the room but flipped. Are the character's even reflected? If not then it's not even that dynamic.

These kind of mirrors require special considerations when designing the level and doesn't play well with dynamic lights without a bunch of hacks. And that transparent floor is a nightmare for modern deferred rendering systems.

Mind that these kind of floors are never this perfectly reflective there's usually quite a bit of blur. It's a similar beef I have with perfectly sharp stencil shadows; they're really like that in real life as you would need light coming from an infinitely small point to achieve that.
Replies: >>11890791 >>11890847 >>11893087
Anonymous
7/23/2025, 9:15:25 PM No.11890791
>>11890785
>It's a similar beef I have with perfectly sharp stencil shadows; they're really like that in real life as you would need light coming from an infinitely small point to achieve that.
*never really like that in real life
Anonymous
7/23/2025, 9:23:41 PM No.11890813
>>11890670 (OP)
Real floors don't reflect that sharply, dude.
Replies: >>11892202 >>11892291
Anonymous
7/23/2025, 9:43:07 PM No.11890847
>>11890670 (OP)
There were basic OpenGL tutorials to do this in the early 2000s. It's what >>11890785 said, render your mirror surface to the stencil buffer, then render your scene with a transform that flips your scene w/ respect to the plane of your mirror with stencil test.

Planar reflections are easy to do this way. You only need ray tracing when you want reflections on arbitrary surfaces.
Anonymous
7/23/2025, 10:04:54 PM No.11890883
>>11890670 (OP)
because those are just transparency + mirroring trick, not technology.
Replies: >>11891626 >>11893220
Anonymous
7/24/2025, 2:24:15 AM No.11891362
>>11890670 (OP)
Who cares? RE4 is crap.
Anonymous
7/24/2025, 4:38:28 AM No.11891626
>>11890883
>Not technology
In your mind, what exactly does the word "technology" signify?
Replies: >>11893173
Anonymous
7/24/2025, 10:07:06 AM No.11892202
>>11890813
They do in my home, third worlder.
Anonymous
7/24/2025, 11:41:20 AM No.11892282
1000045877
1000045877
md5: 8f00be8032e5804b09bd9a3b3f0bb3b5๐Ÿ”
How did Mario 64 have perfect reflections before ray tracing?
Replies: >>11892291
Anonymous
7/24/2025, 11:48:19 AM No.11892291
>>11890670 (OP)
Simple, cubetracing technology is lost ancient tech.

>>11890813
Older games still are more interesting looking regardless. The individual approach games used to create their world drew you in more specifically because nothing looked 100 percent realistic. We have games today that in screenshots can look photorealistic yet you look at it and it doesnโ€™t look interesting or unique in anyway.


I would say sometime around the 2010 or a bit before games got realistic looking to the point that they somehow worked against the game. Now they all look like the same.


>>11892282
n64 confirmed for more power than ps5/xb1
Replies: >>11892313
Anonymous
7/24/2025, 12:21:46 PM No.11892313
>>11892291
Yep, especially with buying asset packs for UE everything is identical. FFXIII may be the last major game at that level of detail. KH3 is as close as it is going to get.
Replies: >>11892330
Anonymous
7/24/2025, 12:34:47 PM No.11892330
>>11892313
>FFXIII may be the last major game at that level of detail. KH3 is as close as it is going to get.

Explain?
Replies: >>11892341
Anonymous
7/24/2025, 12:55:39 PM No.11892341
>>11892330
Go check out some of the areas from FFXIII, they have an insane amount of detail which is comparable in depth to pre-rendered backgrounds, but keep in mind the world of FFXIII is way bigger and it's all modeled in 3D. That took an insane amount of time to do, which is why they recycled the assets for XIII-2 to an extent and a bit for Lightning Returns, and new stuff didn't usually have as much detail. With FFX, they stepped down the detail due to dealing with all 3D and the level of work in a short time. FFXII had more detail but you will notice assets basically used as building blocks and used over and over in different places. It's pretty crazy that they pulled off the world of XIII, but that and Versus was pretty much at the point they decided it wasn't sustainable and they rushed Versus out as XV and filled in the areas with pretty stock landscapes inbetween the detailed areas and cut lots of content. KH3 also rushed and cut content, and the world is nice, but simpler and opts for many areas of standard forest, snowy trails, etc. which look okay but are nothing like the minutiae of XIII or the pre-rendered games. They are also moving towards everything on UE, so it looks like it is over.
Anonymous
7/24/2025, 1:00:59 PM No.11892347
hqdeTGfault
hqdeTGfault
md5: d890563f7679083df74271e8a71a4f93๐Ÿ”
T E C H N O L O G Y
Anonymous
7/24/2025, 9:16:20 PM No.11893087
>>11890785
>Are the character's even reflected? If not then it's not even that dynamic.

I remember hearing about Silent Hill 2, the part in the bathroom with the mirror, how they basically just had a second James walking in tandem with the one you controlled.
Anonymous
7/24/2025, 10:00:35 PM No.11893173
>>11891626
a tool.
Anonymous
7/24/2025, 10:33:40 PM No.11893220
>>11890883
I remember you lol