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In Half-life 2, the gun viewmodels have no polygons or textures on the opposite side to save on performance. Their animations also done in such a way so the character never turns over the gun so you wouldn't see the holes in the mesh.
This was also done in CS:S.
Pic related is from the HD pack for HL1 but it's still the same essence.
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>>722658245
But how did they sell textures for the guns if you could not make a inspect animation?
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>>722658320
I'm afraid I can't disclose that.
>>
File: IMG_6988.png (390 KB, 1000x1000)
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>>722658245
>Performance of like 5 polygons
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>>722658245
how was it done in css if its a multiplayer game
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>>722660760
Those computers only had 256 MB of RAM you know... Those 5 polygons probably did make the CPUs and GPUs of 2004 deshittify itself.
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>>722658245
back when devs cared about optimization
now they just use unreal engine with 5 billion polygons and make you buy an AI graphics card the size of a fridge and deal with upscaling artifacts
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>>722658245
Another fun fact about Half-Life models:

Alyx has FULLY MODELED
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>>722662782
FULLY MODELED what?
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>>722662756
they HAD to care about optimisation you mean otherwise the game would be literally unplayable now its just "Lol you dont have a 5090 for this game that looks like its from the ps2 era? Thats your fault obviously shills tell him his hardware his outdated and call him poor pronto!"
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>>722658320
By the time they got to the arms deal update for CS:GO, they stated to model and texture all sides of the viewmodel so that you could inspect it fully.
>>722660934
Viewmodels aren't worldmodels, when you drop the gun it is a separate entity but the same object with all visible sides rendered with all of the info needed for the next player to use it while retaining its state.
>>
File: Spoiler Image (123 KB, 620x775)
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FULLY MODELED FERNS



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