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File: 1744511453442001.jpg (228 KB, 1264x862)
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Hitman Codename 47
Initial release date: November 21, 2000
"The Lost Technology"
need a $3000 gpu for a similar effect in 2025 plus upscaling and other fake effects to achieve a stable minimal framerate.
what happened?
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>>724767460
Its just a fake tech unc
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>>724767460
Hitman still has same mirror, it's doom lost them
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>>724767460
>what happened?
It wasn't lost, deferred rendering made the old method of rendering planar reflections break, but deferred rendering is preferred because it has so many other advantages when it comes to lighting, shadows, volumetrics etc. This is essentially just a trade off, mirrors are rare and make up small parts of some scenes, lighting improvements give you benefits everywhere.

Developers make tradeoffs in technology all the time depending on what type of game they're making and what tradeoffs suit their particular game. Some games are just so old that they never had the choice of deferred rendering as it's a newer technology.
>>
>>724767759
so what? does it have to be calculated for real for it to look real?
I even saw a mod that made Source support mirrors and entities being mirrored
By default you can only see map geometry and props i think
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mirrors were lost as a side effect of the great consolidation's brain drain.
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>>724767460
But how can mirrors be real if our eyes aren't real?
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There's like 18 polygons the mirrors have to show and no vfx.
If the game tried showing todays AAA game in mirrors like that your gpu would go up in flames.
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>dude there's like a bazillion polygons and muh foreward backward sideways upside down rendering nevermind the fact we had mirrors up to the mid 10s
lmfao
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>>724769850
If you were given planar reflections back, you'd complain about lighting not being good anymore. Developers are picking on balance what trade offs give the best overall quality. Life is full of tradeoffs, get used to it.
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>>724769538
couldn't mirrors be just empty box with cubemap shader texture of the room and copy of the character that mirrors player's movements?
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>>724772801
Yes cube maps are used all the time for pseudo reflections, they are not dynamic so anything changes in the room with lighting, effects, animation, etc they wont show. They are typically too low res to look good and, adding a player model into them would look awful, it wouldn't be able to be lit correctly, there's all sorts of problems with depth (zbuffers)

>need a $3000 gpu for a similar effect in 2025 plus upscaling and other fake effects to achieve a stable minimal framerate.
Funny thing is that rasterization is what is fake here, using something like RayTracing is much more true to real life way of rendering the scene and less "fake", but is just more performance costly. That's why we have things like DLSS to get back that performance and make it playable.

If you actually care about mirrors hardcore, the old ones are too perfect, no reflective surface is really like that, if you wanted to add a diffuse distortion to the surface, RayTracing can actually do that.
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>>724768101
This. It's also one of the only games I've seen do broken mirror reflections correctly.
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Mirrors are lost technology and impossible to make tod-
ENTER
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Duke nukem 3D has better reflections lmao

The boomers just need excuses to keep their stock prices up because their lives depend on it
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>>724767460
The most retarded case is RE2R: it has no mirrors in most places, it has cubemaps in others, and it has one proper mirror, but with the image quality of the one you could find in RE6
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>>724775725
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>>724768472
>N-No you don't understand we can't do mirrors anymore on purpose! IT IS LOST TECHNOLOGY OKAY!?
>FUCKING BUY THE RTX CARD YOU FUCKING GOY!
>YOU NEED SIX BILLION TERAFLOPS TO RENDER WHAT A TOASTER COULD DO IN 2010!
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>>724774864
Also retains that cool enemy detects you in mirrors mechanic that the OG had.
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>1999



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