[a / b / c / d / e / f / g / gif / h / hr / k / m / o / p / r / s / t / u / v / vg / vm / vmg / vr / vrpg / vst / w / wg] [i / ic] [r9k / s4s / vip] [cm / hm / lgbt / y] [3 / aco / adv / an / bant / biz / cgl / ck / co / diy / fa / fit / gd / hc / his / int / jp / lit / mlp / mu / n / news / out / po / pol / pw / qst / sci / soc / sp / tg / toy / trv / tv / vp / vt / wsg / wsr / x / xs] [Settings] [Search] [Mobile] [Home]
Board
Settings Mobile Home
/v/ - Video Games


Thread archived.
You cannot reply anymore.


[Advertise on 4chan]


File: 1747685945102.jpg (434 KB, 1215x850)
434 KB
434 KB JPG
Say what you will about Crimson Desert's quality as a game but at least it has exposed how much modern game developers suck ass
>Crimson Desert comes out
>Devs are surprised by the level of detail in the game
>Can't understand how it pushes out so much stuff without setting itself on fire
>Turns out it's a shader technique
>One that's been known of since the early fucking 2000s
>Used extensively in Crysis and a core feature on Cry-engine 3
>Forgotten once everyone jumped to Unreal 4 and 5
>Engines were people use actual geometry to achieve the same level of detail because regular occlusion mapping falls short
I don't even know who to blame anymore, be it Nvidia, Epic or the chairmen of every publicly traded game studio out there being obsessed with shitting out games the fastest possible.
>>
I like how it is "fake" when you don't use RTX and other industry-approved GPU-sellers... as if anything in a game is "real."
>>
So what you're saying is...
I CAN run Crysis? And UE5 is unoptimized shit?
>>
File: 1769972262186.jpg (317 KB, 1192x681)
317 KB
317 KB JPG
Crazy how we went from
>fake rendering for real frames
>real rendering on fake frames
>>
>>736997346
Imagine falling for clickbaits
>>
>>736997346
>fakes realism
As opposed to what exactly?
What an stupid title, this is "doom isn't actually 3d" levels of stupid.
>>
>clever technique allows for cool visual effects without any additional performance hit
>devs who consistently release UE5 stutterfests: "y-yeah but they cheated... it's fake... they didn't really simulate light and shadows bouncing off and past textures..."
maybe take a hint?
>>
>>736997572
it's written by a jew of course it's the most retarded thing since them claiming fake showers shot out poison gas and killed 200 people at a time
>>
>>736997346
I remember this shit from stalker shadow of chernobyl mods back when the game came out.
>>
for me it's contact refinement POM
>>
File: d3 parallax.png (1.5 MB, 1440x900)
1.5 MB
1.5 MB PNG
>>736997346
>>736997724
Parallax Mapping was already a thing in 2005, in games like FEAR, that used a (low res) version for 3D bullet holes and such.

But yes, mods of STALKER and many other DX9 era PC game quickly retooled the regular Normalmaps into self-shading steep parallax. CRYSIS used it extensively in its environments. It's just insane that this sort of stock features are now considered "forgotten art".

Reminds me that time when the publisher of Call Of Duty tried to shill their PS4 era sequel with "new fancy tech", that had already been done decades prior (eg. the fish swarm AI that Super Mario 64 did in 1996, or soft particle smoke that Clear Sky had already in 2008).
>>
>>736997346
The point is they need to make games increasingly demanding in order to force people to buy new gpus and consoles
>>
>>736997346
fake... but hole?
hhhhhhehuehauheuhua
>>
https://youtu.be/3uUIBUoJhk8&t=634
Did they fix the flickering of their pom trick or is it fundamentally fucked.
>>
>>736997850
yeah clear sky pushed so much new tech into the game, it was genuinely exciting to see the new tech and play it, even at low fps.
>>
>>736997850
man that still looks pretty fuckin good
where did it all go so wrong
>>
File: file.png (1.2 MB, 1153x1659)
1.2 MB
1.2 MB PNG
>>736998031
>where did it all go so wrong
Right here.
But the 2007's great casualization boom already laid the seeds of destruction.
>>
File: threat.png (259 KB, 696x711)
259 KB
259 KB PNG
So... when is he doing a video about CD?
>>
>>736997940
that's just a drawback of how this silhouette pom thing works, since it's screenspace when it doesn't have enough information on screen it starts acting up, it's not some secret ancient technique it just fell out of flavor because of the issues, I think there's even other modern interpretations of it but since they're not implemented into big engines by default, and gamedevs are allergic to reading papers, they're mostly unimplemented.
>>
>>736997572
Maybe fake vs real frame?
>>736997542
Mind boggling
>>
>>736997346
Anon, this is literally just a height map texture plugged a default UE material node.
>>
Water physics in crimson desert are actually state of the art.
https://www.youtube.com/watch?v=YTqfBMO5050
>>
>>736997346
I though Threat Interactive already exposed state of the modern game engines, especially Unreal Engine.
>>
>>736998497
He only exposed himself.
>>
>>736998545
Exposed how?
>>
>>736997346
The East was always gonna dominate it was just a matter of time
>>
>muh gwafics
Dumbfuck gorilla nigger normies believe that more pixels on the screen means better game. It's literally key-jangling and it attracts retards like moths to a flame.
Absolute morons. If you want real life look out your window.
>>
>>736997346
You gook shills are immensely fatiguing. Crimson Desert is full of ugly graphical bugs.
>>
They should research Crysis like its the Bible.
>>
>>736998881
>first asian open world game to rival RDR2 tech after nearly a decade
>east was always gonna dominate
lol
>>
>>736998460
it flows way too slowly, and it looks like jello. it looks alright i guess, but source 2 engine water looks much better
>>
>>736997572
read >>736997405
it's very likely industry propaganda to demoralize people to use "old" and "deprecated" techniques since they won't help sell the new hot stuffs.
>>
>>736997542
dumb fuck, its just a kind of advanced normal maps.
Instead of wasting memory on millions of triangles, they use this kind of normal map to save resources.
>>
>>736998082
I'm on Tim on this one, it's not his fault new games sucks, but rather how people uses the tools he has made available.

This very thread is the proof.
>>
>Devs are surprised by the level of detail in the game
>Can't understand how it pushes out so much stuff without setting itself on fire
[citation needed]
>>
>>736999301
its true tho. Remember that statue in final fantasy with millions of triangles?
A background statue. A fucking background statue.
The nips dont know shit about optimizing and shit.
Crimson Desert use parallax normal map, and this kind of map could gives a 4x4 cube the details of a 500k tris
This shit should be the norm in the industry but it is not
big sad
>>
>>736999190
That's the point, modern developers are retards that can't even use true and tried methods from years ago
>>
>>736999364
The japs have always been garbage at optimization, that's not exactly news and doesn't mean shit.
>>
>>736997346
SPOM has been around since 1997 as a white paper and 2001 as an actual implemented shader effect, they didn't do anything new with Crimson Desert. The reason it's rarely used is easily seen by playing the game, every time SPOM textures are anywhere near the edge of the screen they warp and ungulate like they're jello because they don't stay consistent to camera movement.
>>
>>736999364
it's honestly wild, i figured we'd get crisper and sharper graphics and we did get it
at the cost of dithering, differed rendering, insane ghosting and "forgetting" techniques because they no longer work on new directx

meanwhile, visual clarity is lower than ever
>>
>>736999190
It's time to level up your reading comprehension, retardo.
>>
So how long before modern game devs realize there was a reason why many arcade game design theory held strong for decades before everyone suddenly decided faggy movie games were all the rage?
>>
>>736999494
It's time has come because modern gamers are trained to tolerate all kinds of visual artifacts.
>>
File: 1.mp4 (3.02 MB, 960x540)
3.02 MB
3.02 MB MP4
>>736999494
>>
>>736999658
retard, u dont know shit about how mordern graphic works and it shows
>>
>>736999745
Amazing "technology" you have there OP lmao
>>
>>736999745
Wonder why it does that
It's also a little sad that trying to have an attention to detail is making me notice the chimneys aren't putting out smoke like they should with it just phasing through the brickwork and then rising directly upward on a windy day
>>
File: ps2-rtx-on.webm (2.82 MB, 1280x720)
2.82 MB
2.82 MB WEBM
There's reason why source and source 2 engine are still mainly forward rendered
>>
>>736997346
lmaooo everyone uses displacement maps and not this flawed boomer tech
>>
>>736999913
>Wonder why it does that
Because the effect that's used to create a proper displacement-like silhouette on mesh boundaries (unlike the flat cutoff regular parallax does) is reliant on an unbelievably fucking hacky, janky solution that essentially doing an extra layer of perspective offset of the texture relative to the cameras movement, doing that allows the silhouette to work around the meshes edges but inversely comes at the cost of basically warping all the rest of the texture on every frame, and the move oblique the angle (aka, how far from the screen center it is thanks for FOV distortion) the more intense the changes become.
>>
>developers kinda forgot about tesselation
but how?
>>
>>736999948
Displacement mapping is more expensive.
>>
File: UE5POM.png (177 KB, 1229x719)
177 KB
177 KB PNG
>>736997346
>Forgotten once everyone jumped to Unreal 4 and 5
Every version of UE4 and 5 supports parallax, in fact it has a very robust number of features and is even packed into a full proper node to make it easier to use.
>>
blame the Game University programs that only teach students how to work with the Unreal Engine instead of learning how to do shit or make their own engine.
was part of Tim's plan to turn Unreal into a monopoly.
>>
>>737000139
UE5 doesn't do SPOM, just regular parallax occlusion
>>
>>736999128
The actual water physics are phenomenal but the shaders and reflections look like ass especially when the camera stops and the engine culls geometry.
>>
>>737000176
SPOM isn't worth using, too many inherent drawbacks >>736999745
You're better off just using POM and doing the classic method of hiding edge problems with real geo, it worked for fucking decades just fine
>>
File: 1748064645040412.png (75 KB, 400x400)
75 KB
75 KB PNG
>>736999745
JUST LIKE IN REAL LIFE
>>
>>737000176
Yes it does, you just need to set up opacity controls for the clipping effect. If a random youtuber with 3 subs can figure it out, so can an actual dev
https://www.youtube.com/watch?v=yQUZ5Mc9sOU
>>
>>736997346
Can't really blame Epic for Unrealslop. It's just a tool at the end of a day, that's like blaming the hammer for your house falling apart.
>>
>>737000209
You're probably talking about the bug with DLSS where it sometimes just flattens out the detail of the water. If you need it for performance then keep it on, but turn it off and look at a stream and see if it helps just so you can appreciate it more.
>>
>>736997346
Uhhh but if stuff being rendered using real rendering techniques is fake... does that mean fake frames are real now?
>>
File: laptop.jpg (18 KB, 400x400)
18 KB
18 KB JPG
>>737000156
>instead of learning how to do shit or make their own engine.
My university taught me to make my own engine.
I was told I had to make it or I'd fail my course, have no degree, and starve to death because there are no jobs in my first world nation.
The guidance was "You know C++, you know Visual Studio, get to it!"

I was similarly perplexed by the dissertation. It was presented as though you had to solve a worldly problem with a list of example topics but ultimately it was an exercise in finding and applying 1-3 decade old knowledge to create a working simulation that isn't practical nor helpful as a theoretical research topic.
One of my classmates chose to create life on a 2D plane, or in other words simulating AI figuring out how to move to a goal (apples) in order to not starve, which excited the lecturer and scared him "Don't you think you're aiming too high?". It reminded me of an existing piece of research where 3 AI characters played hide and seek in a 3D environment with moveable objects, or more specifically tag, as the seeker could find them but couldn't get through a makeshift barricade that became the only successful way for hiders to "hide".
Oddly the lecturer, when presented with students falling behind, getting confused or having mental elf issues interfering with their work, just didn't give a shit. Though that seemed to be the final year in a nutshell as students pay up front and there's no actual definition for the product or service they paid for, and only the first two years have to try to give you skills, or pretend to, because you'd leave otherwise. A real con, because it's legal and most of the conned agree you should have no recourse to what you paid.
>>
>>736997346
>>Forgotten once everyone jumped to Unreal 4 and 5
This is the real part that's a joke
Games were looking worse for past 15 years thanks to UE4 and 5
>>
>>737000462
No
>>
>>737000539
>or in other words simulating AI
Oh and to explain why this isn't useful, if it wasn't obvious, I believe this was also the time when the news started talking about the same technique being used for American war AIs that would attack their own comms infrastructure to maximise their score because they wouldn't receive a turn off instruction or something.
Basically it was already industry standard, so the dissertation was both not useful and the university teacher's fear for it being too complicated basically showed how detached he was from the real world and was willfully not keeping up.
>>
File: gamedevs then vs now.png (22 KB, 958x708)
22 KB
22 KB PNG
>>736997346
>I don't even know who to blame anymore
>>
>>736997664
>>
>>736997346
>>736997850
Reminder that new game developers still don't know that physics features in an engine are baked in. So they always become mystified when some rando on the internet proceeds to bring out some legacy code to make liquid physics in a barrel happen.
>>
>>736998984
Poorfaggotry, saar
>>
>>736999920
That neotokyo multiplayer game for Source had something similar for an entire cityscape. Just looking at all the tricks used in those maps taught me a lot about how to sell an illusion. Oh and the bazillions of train maps where it is just the train moving in place and everything else is moving around the train.
>>
>>736999102
>540mil budget
>8 years dev time with an existing engine
Also, rdr2 is a movie
>>
>>736997346
Too bad the game us an absolute meh.
>>
>>736999208
Brainlet take.
>>
>>736999434
>moving goalposts
KEKYPOW
>>
File: 1750368121277303.mp4 (3.91 MB, 1248x720)
3.91 MB
3.91 MB MP4
>>736998460
nice water
>>
>>736998460
>flowmaps and whitewater maps are arcane knowledge
yeah no lol, 15 years old tech
https://cdn.fastly.steamstatic.com/apps/valve/2010/siggraph2010_vlachos_waterflow.pdf
>>
>>736998140
Won't be doing it for a very longtime, Denuvo and Frame analyzer they don't exactly go hand in hand. At best you'll only hear some witty remarks from this flaming faggot.
>>
>>737003015
Instructive that you posted some pdf instead of water sim in a shipped open world game that matches what was posted
>>
>>737002880
It looks like jello.
>>
>>737003081
>open world
has nothing to do with flow maps
just play Portal 2 I guess?
>>
>>737003134
Portal uses bre-baked flow maps afaik but you don't think a sim based one is a step up because reasons.
>>
File: 1770663604406086.mp4 (3.84 MB, 892x700)
3.84 MB
3.84 MB MP4
>>737003123
nice
>>
>>737003332
>but you don't think a sim based one is a step up
it's not, it's literally the same kind of baking done on a side thread to mask the performance cost combined with a lerp in the shader to go from old to new. It's navmesh baking with flow maps, there's zero innovation involved. I have no respect for someone trying to paint "old tech but we're doing it with a thread at runtime" as some kind of achievement.
>>
>>736997346
The heavy amount of flickering you can see on the edges of curved objects or objects with unclear silhouette edges makes it clear why its not super common.
>>
>>737003479
I see, and when we get real good ray tracing you'll be here to inform us that actually this thing sucks we've known about lines since Euclid or before.
>>
>>736999676
Plot heavy games started being especially popular by the mid to late 90s.
Games have been 'movie games' for longer than they were 'arcade games'.
>>
>>737002082
No goalpost was moved though. Can you actually show me a single dev that's surprised by the level of detail in CD that's questioning how it's done?
>>
File: 1718346922064619.png (598 KB, 833x707)
598 KB
598 KB PNG
>>736997850
>parallax is now considered a lost art
god modern developers are so retarded
>>
lmaoing at the one guy desperately trying to shill this generic game on /v/
>>
>>736999190
dumb indian
>>
>>736997346
Ah but you see those were all cheats, shortcuts, tricks, we did back in the day because hardware were not powerful enough to simulate real time light interaction (ray tracingâ„¢ for you faggots) since jensen introduced RTX everything changed for the worse and you have to live with it just like during transitional period from beautiful CRT to dogshit LCD. Anyway did you know we are months away from the release of AIslop integration into your vidya? DLSS5 will be the next game changer. Forget technical mumbo jumbo about graphic technology, DLSS5 does it all. It just works.
>>
What are some rendering techniques that /v/ likes that are barely used, if not absent today?
>>
>>736997346
What the fuck do they mean 'fake' realism? All video game renders are 'fake'.
Nobody gives a fuck if a picture render looks great but is really just a bunch of smoke and mirrors. The end result is all that matters to the audience, and more importantly the performance to reach said visuals.
>>
>>736997346
fun fact they use this technique to hide the low res textures

but it still looks bad. its ok from distance. but every time you kliff climbs a cliff you start to notice how terrible every small detail looks
>>
>>737003557
imagine thinking realtime raytracing is impressive, it's a matter of raw GPU power and nothing else. There's a reason why YouTube is filled with "I wrote my own raytracer" videos, raytracing is one of the conceptually most simple ways of going about generating a rendered image and babby's first introduction to rendering.
>>
File: 1771453796571244.mp4 (314 KB, 2048x1440)
314 KB
314 KB MP4
the game looks better with it turned off
>>
>>736997346
Crimson Desert uses Carmack's Megatextures as base and optimized the hell out of it
Carmack was right once more
>>
>>736998082
>>736999208
It is not Timmy's talk
All is related to this, and everyone had to comply or be blacklisted by SNOY
>>
>>737004804
Why are edges fuzzy when it's turned on? It is turned on when all the bricks don't have drop shadows, right?
>>
File: 1760839219732687.gif (2.9 MB, 1726x1440)
2.9 MB
2.9 MB GIF
>>737005256
that's just the way it is
>>
The one company that still has amazing quality shaders is valve.
>>
>>737003775
We got le PBR because it was the only way for SNOY consoles to render shaders.
You know why Skyrim is a flat textured hell? Because the PS3 hardware couldn't render basic bitch POM, even Mirrors Edge on the PS3 is a ugly nightmare compared to the PC release, Rage's infamous console release was caused by the PS3
>>
What about the gameplay though?
>>
File: 1763763208897583.png (1.24 MB, 1280x720)
1.24 MB
1.24 MB PNG
>>736997405
The most pathetic part is that ratracing has to be gimped so hard to run in high end consumer cards that is usually looks worse than parallax cubemap reflections anyway.
Then again, devs become too brown to use this lost technology anyway.

https://www.youtube.com/watch?v=fxy0HKNWRYs
>>
>>737006091
gameplay?? on /v/????????
are you insane?????
>>
Wait a minute. You mean to tell me that nobody except Crytek has been using SPOM? Why the fuck not?
>>
>>737006454
>SPOM
What's that?
>>
>>737002880
looks like tiny bit less dense mercury
>>
>>737006454
>Why the fuck not?
Firstly, Crytek never used SPOM, they used regular POM. Secondly, this is why >>736999745
>>
>>737007046
https://www.youtube.com/shorts/RHfyXZ-C4Xc
>>
>>736997664
in the comic book they dropped the rat poison from a chute in the middle of the room
>>
>>737006341
They just use whatever is the most prominent feature in UE5 or Unity without caring about how it will run or how it will look.

>it's state-of-the-art technology so you're just poor if you dont like the look of it in practice!
>bad performance? maybe you need to get with the times and buy that $3000 GPU that allows you to upscale my unoptimized game from 600p 25fps to 4K 120fps!
>>
>>736999745
>>736999494
They could make that part of the magic and lore of that universe.
"Every building built in the last few hundred years uses the alchemical invention of mercury concrete, which has proven strong and durable, but is prone to minor changes in it's inner and outer structure, as well as playing tricks on the mind when seen out of the corner of your eye."
>>
>>736997346
they still used ai which makes the whole game unethical
>>
>>737007168
>Firstly, Crytek never used SPOM, they used regular POM.
Completely wrong. Crysis 3, Ryse, and Homefront: The Revolution use Silhouette POM. It's why metal floor grates have weird artifacts in HFTR where the grate looks stretched at angles.
>>
>>736997346
the real issue is that devs are flipped through instead of being maintained and gain experience and teamwork. Same thing as everywhere else in the job market. You're not trained, kept until it's convenient and booted at the first chance. This is a structural issue of modern economies where asset prices and labor prices live in two separate and mismatched markets. Marxists might be wrong about the solutions, but boy, they aren't even harsh enough about describing the problems. Everything is shit because economic incentives are to shit out things fast and overreach for a progress that doesn't really exist anymore
>>
File: G8nJSMobcAAr-Lp.jpg (241 KB, 896x1152)
241 KB
241 KB JPG
>>737007207
>linking fucking tiktoks
The absolute fucking state of this godforsaken website.
>>
>>736998460
are you guys trolling? this shit looks horrendous lmfao
>>
>>737000260
You have a GPU in your brain who does it in your field of vision. Doesn't even need textures, it gets streamed in your eyes in real time by light-speed signals
>>
File: file.png (1.3 MB, 1906x1033)
1.3 MB
1.3 MB PNG
>>737000139
god bless node-based coding
>>
File: 1756219774696701.png (383 KB, 1514x1500)
383 KB
383 KB PNG
>>736997346
It still gets me everytime
>load the game
>compiling shaders pops up for 3sec
>meanwhile load borderlands 4
>compiling shaders takes 25minutes
>>
File: T6XDWQCCJ52axThNZxXdg3.jpg (379 KB, 3200x1800)
379 KB
379 KB JPG
Also remember how the industry shat itself at the "impossible" Tears of the Kingdom physics that were basically just gmod?
>>
>>737007761
We gave up hardware-powered physics and real-time reflections in exchange for fake framerates and fake resolutions.

Please understand... it was totally worth it!
>>
>>737007927
You're just poor, we get it
>>
>>737008000
I'm just not rich and can't justify spending multiple thousands of dollars on getting a chink GPU to play computer applications for children.
>>
>>737003079
Calm down indian
>>
>>737007513
>AHH ITS A SHORT VIDEO
holy spergy
>>
File: 1770670981295594.gif (2.75 MB, 270x360)
2.75 MB
2.75 MB GIF
>>737008160
>>
>>736997346
>citation needed
Also Unreal Engine supports parallax mapping. Parallax has been the standard ever since the ps4 gen. Literally every game does it. Your shitty gook game isn't special at all.
>>
>>736997850
it's silhouette parallax, which was, as op said, in crysis 3. it doesn't just add depth to geometry, it adds silhouette on top of geometry, with result similar to displacement mapping, but without additional geometry, and it has some visual glitches at some angles.
>>
>>736999745
hahahah fucking gook shills in shambles
>>
>>737007513
The older you get, the more young people will come who think this is acceptable.
>>
We HAVE to switch everything to deferred renderers with no AA solutions because MSAA just doesn't work and our games run so bad SSAA is unviable and we have to try and fix our awful, AWFUL shimmering and aliasing by smearing everything with TAA AND you HAVE to use AI to give you extra fake frames because it's IMPOSSIBLE to optimize just so we can have some extra lights over forward rendering AND we're no longer going to prebake lighting we HAVE to use RayTracing and Path tracing and let the computer figure out the lighting for us and you MUST purchase a $2000 GPU so you can get 10fps before AI upscales everything!
>>
>>737001880
I only played online mode, and solo/away from flying cheaters as much as possibly. Just hunting, doing random shit, exploring, and earning money to buy better shit was honestly very fun. The actual campaign and story can go fuck itself though. Fucking game starts with a walking simulator in the SNOW so you're extra slow. Then when you're finally done that, there's more walking. I got filtered immediately out of the SP campaign, liked online mode so much, tried the campaign again, got through the snow mountain, and then got filtered again.
>>
File: 1766344043188255.png (601 KB, 1000x886)
601 KB
601 KB PNG
>>737007275
>buy that $3000 GPU that allows you to upscale my unoptimized game from 600p 25fps to 4K 120fps!
It's kind of funny how "You can't even tell the difference!" went from an argument from console players to an argument from DLSS shills trying to justify their purchase of the latest generation flagship card.
>>
>>737008750
mad poorfag
>>
>>737003015
it's different, the valve's approach was a baked texture (that didn't change the geometry or normal of the surface) that just animated the water texture, nothing more, i've seen some video (maybe even the one linked above) where guy enabled reshade and water surface had dynamic normals that change from player moving in the river. So the CD approach is heads above what valve had with their flow maps. But CD's water does lack some sort of micro surface details from the looks of it.
>>
>>736998140
why would he? CD is actually optimized
>>
>>736997346
>>Forgotten once everyone jumped to Unreal 4 and 5
Basic POM is supported by UE4 and UE5, so I don't know what you're talking about. And it's a standard technique used in faking self-shadowing and contact shadows. SilPOM is a more complex version of it that was rarely used because it's a lot more complex and computationally expensive than POM. POM fell out of favor because processing geometry became extremely cheap due to hardware just getting better while POM was an expensive shader computation; as long as you don't bottleneck your renderer a modern GPU can easily push tens of millions of polys no problem, although shader complexity bottlenecks how much geometry you should show (i.e. overdraw). Hardware support for tessellation during the DX10/11 era killed POM even faster, although tessellation fell out of favor itself because of virtual geometry/meshlets (like nanite, although nanite is a whole new rendering pipeline that's its own bag of worms). Either way, there's nothing stopping devs from using it now. It's a standard feature in material pipelines in any major engine. SilPOM might need a little bit of reading to implement though.
>>
File: 1764941871462861.mp4 (363 KB, 2044x856)
363 KB
363 KB MP4
>>736997346
CD has some cool graphics mods already too
>>
File: 1597544868370.png (918 KB, 870x720)
918 KB
918 KB PNG
Nobody is stopping anons from making a real time game off psx cutscenes.

We have the hardware and tech, but making amazing prerendered shit on blender wont help sell newer nvidia gpus.

We don't even use time splitted pathfinding when that shit is from 1998 RTS on normal games now.

fighting game devs think client side prediction is wizard magic.
>>
the next step for Crimson Desert is to make it into an immersive sim game like Deus Ex with interconnecting mechanics and systems that synergize with each other to produce emergent gameplay/narrative.
>>
File: 1533118151376.gif (550 KB, 232x500)
550 KB
550 KB GIF
>>736997346
The fuck you mean "Forgotten" Games have and are still using camera based tessellation, the reason why people are going "OMG WOW" is because unlike all those other games, Crimson desert uses it to a insane degree to were you can see it physically warping around the camera edges as you walk and move, to the point where its kinda ugly, not to be confused with Parallax occlusion, which is even older but the same premise. The latest stalker uses nanite based tessellation as well as do a bunch of other unreal engine 5 slop titles.
>>
>>737008805
>Using DLSS and then calling others poor
Lmao
>>
>>737010067
>nanite
So shit?
>>
>>737006728
Cyberpunk looks pretty fucking good. The lighting in some scenes is pure kino
>>
>>736998082
What happened in 2007 was economic collapse.
Everything went down except entertainment. Investors floked on gayming becouse it was seeing massive growth year to year. When everything else was down. Then they demanded corporate suits to be in charge.
Thus corporate takeover of gayming was compleat
>>
>>737007597
Only the reality I see actually exists and it only exists around me.
>>
>>737009210
>while POM was an expensive shader computation
While it does add quite a bit to the shader cost I do have a funny story from years ago when POM got added to UE4
So POM gets added, it's the usual great for faking detail but the problem was shit actually killed fps if used too aggressively. Now this was strange for me since I started with Cryengine where you could just slap this shit on everything and performance didn't shit the bed or really get affected at all.
For months devs on the forums were trying to get POM to not shit itself and they couldn't figure it out. Well I decided to re-download Cryengine and dig into the shaders to see what the hell they were doing.
Turns out they just reduced the POM steps as you got further away from the camera, so I did that in UE4 and it turns out that was the trick that made POM usable. This shit wasn't directly built into the node so a lot of devs couldn't get it to work. This trick also worked for shader tessellation as well.
I think the real problem with a lot of these devs is they get stuck using only one engine and think if it's not done like X it's not possible or whatever. When in reality there are a bunch of ways to handle most of these problems.
>>
>>737008000
Nta, but I had a 3090 build that I sold for big profit thanks to the ai jeets/retards mass buying. I just bought a switch 2 and a rog ally. I don't need more than that to play and enjoy games.
>>
>>736997346
They're seething because the Koreans actually had to code this game and not rely on Goyhub stacks full of DEI code
>>
>>737010665
I'm always at your forward * -1.524f
>>
>>737004892
PS3 is ultra based and always will be, no matter how much you trannies seethe
>>
>>736997879
This, also why so many niggers are reeeeing so hard in every CD thread
>>
>>737012018
Sure pablo
BTW it wasnt sony doing tranny alphabet ads at the ps3 era first?
>>
do modern devs even know how anything works or are they just putting lego blocks together in unreal and letting it do all the work
is that why everything sucks now? because nobody actually knows how to do stuff themselves?
>>
well let's be honest here, it's not exactly something that's attainable by most devs, the people that worked on crimson desert (well at least at first, before they separated from the BDO team) are all ultra level wizards that made the engine for BDO in the first place (which I think is fair to say that it was one of the most visually impressive games that released when it did, they were WAY ahead of their time and the optimization was also very good), it's not just some random fuck that's done a handful of youtube tutorials before starting working on their indie title


not defending current generation of devs, mind you, I'll agree with anyone saying that 90% of the current dev pool shouldn't be making games, but people seem to not understand who we're talking about here, we're talking about the 1 to 5% of top of their fields that made this engine and worked on the game
>>
>>737012826
no, faggot. Also, I'm blonde and blue eyed, don't even think you're on my level of whiteness.
>>
>>737012826
No, faggot. Also I'm blonde and blue eyed, don't even think you're on my level of whiteness, mutt.
>>
>snoys brownies seething over truths and facts again
it is a blessing that 4chan is fucked today so all of the mexican and bombay posters cant defend the garbage that is shitstation hardware architecture fucking over gaming development
>>
>>737004698
I don't zoom onto textures
>>
>>736999745
If you have to point the trick out then the trick works. Now do you want to stay mad and buy a 3000 dollar GPU, or can you stop being a retard about grafix?
>>
>>736999368
All modern AAA games use PBR materials lol
>>
>>736997850
rememeber how doom 3 had shadows which were immune to all the blurriness and acne and jaggedness and the patent has since expired but modern engines still refuse to implement it? yeah
>>
File: POM.jpg (3.7 MB, 1920x3239)
3.7 MB
3.7 MB JPG
>>736997850
I want to go back...
>>
>>737013374
This is just an example where it completely falls apart. You can definitely see the edge artifacts in normal gameplay if you look at, edges, while moving.
>>
>>737013374
Shut up gook, your shitty effect is awful
>>
>>736997346
the problem with SPOM is that it runs and looks like shit, it even have problems in crimson desert
>>
File: a.gif (1.98 MB, 311x327)
1.98 MB
1.98 MB GIF
>>736999745
>>
shaders are fucking magic, I have been making a 3d platformer using magica voxel because I liked the blocky look and shaders can add so much more detail like fucking magic in almost no time. even in godot which does not have the best shader support.
>>
>>736999745
Wait is this how it looks like in the game?
>>
>>737014416
Yes
>>
>>736997415
you always could, anon
>>
>>736997346
Shit's really fucked if modern devs are just now rediscovering normal maps.
>>
>>737002880
that's the changeling ocean from DS9
DS9 was so fucking good
>>
>>737000091
It doesn't actually have to do that. The "boiling" sure, it's an inherent flaw, but the "sliding" of the bump off the edge of the geometry is being caused by a mistake in their projection where the projected vectors and the camera projection matrix don't agree 100%. There was a similar problem in the tomb raider remasters where they added occlusion mapping to the ladders in 2, but fucked up the camera transform so it moved inverted from the camera.
>>
>>737006341
no you cannot post this, think of the jensen huang ai god, think about nvidia's market cap, think about fornite future, think about unreal engine future, think about dog food worldwide
>>
>>737014854
>but fucked up the camera transform so it moved inverted from the camera.
This sounds like it would be legitimately vomit inducing level of disorientation
>>
>>736997346
nuDevelopers fucking suck
>>
>>736997346
are fucking zoomers getting their brain blow out by fucking parallax mapping ?

this shit is fucking acient dude lmao
>>
>>737006341
>>737014915
>look at this precomputed shit that doesn't show any dynamic objects it's just like raytracing
No
>>
File: IMG_7941.jpg (164 KB, 1200x675)
164 KB
164 KB JPG
Did you know that NOBODY KNOWS how Nintendo made the physics work in Tears of the Kingdom??? It’s like witchcraft or something!!!!
>>
>>737015228
This isn't the same case as forgetting how things work.
Oversimplifying it, they spent over a year reworking the engine so that everything could be considered a physical object in order for the physics to work consistently.
They did a GDC talk on it.
https://www.youtube.com/watch?v=N-dPDsLTrTE
>>
>>737015228
I remember that decade - conveniently when PhysX was moved from PPU's to GPU's and Intel bought Havok - when all AAA's were "encouraged" to use that instead of Havok. Only when MS bought it from Intel, Unreal 4/5 made it the physics backbone, and Nvidia dedicated all compute real estate to DLSS/RTX did people suddenly remember we could do CPU physics again
>>
>>737015046
I've never seem POM that makes silhouettes. Didn't notice it in Crysis when I played.

But I remember it blowing my mind when Doom 3 came out.
>>
>>737008901
because its noisy and blurry and pixelated and looks like shit?
>>
>>737013031
Sort of
So a lot of modern devs are raised up on technology like Unreal or Unity, and Godot but thats still growing, well a big issue is they get caught up in these ecosystems where anything not directly available from them seems like magic to them since they believe if it's done a certain way in their tool of choice then it's the best way to do it, which is simply not true.
Diving into less conventional engines and watching tech presentations for proprietary engines easily shows that solutions to most of these problems exist if built out or even considered, and frankly the amount of devs who have that type of knowledge or capabilities are a small minority among people making games.
>>
>>736999745
Don't make any sudden movements, the wall golem stirs
>>
>>737015487
Nintendo now has the switch 2 so let's see if they can do more physics interactions in their games.
>>
>>736997346
>being obsessed with shitting out games the fastest possible.
If that part was true studios wouldn't take 7+ years to crap out a sequel to almost every AAA franchise at this point
They let projects get retardedly bloated
>>
>>736997346
It's all jeets and college graduates lacking knowledge and skill.
>>
>>737018630
Not just bloat but also 100+ middle managers stuck in meetings 8 hours a day trying to coordinate everything slowing everything to a crawl
>>
>>737004804
>off
competent masons who know what theyre doing, the wall is still solid despite having taken a bit of damage over the years
>on
absolute fucking retarded pre-apprentice level hobbyist shit masons who cant even measure their fucking mortar right
hard agree, turn that shit off
>>
>>736999364
Even Skyrim modders would get flamed if they pulled that shit. How are actual industry professionals so incompetent?
>>
>>737000108
It has an annoying as fuck workflow, especially if you're trying to make it tile seamlessly. There's a reason UE4/UE5 workflow is primarily just stacking more and more texture channel masks to blend between various states of a texture, instead of a singular tessellated material that breaks the second you try to layer certain kinds of grime/foliage/etc over.
>>
>>737014416
Yeah but you usually need to go of your way to notice it since it's on the very edge of the screen. Occasionslly the sillhouettes bug out right in the middle of the screen.
>>
>>737006341
Lol good bait
>>
>>736997415
Car chip's (Nvidia T210) can run Crysis unc
>>
Why does every time they try to 'fake' frames/textures does it just make everything look fucking blurry and choppy?
Maybe just learn to fucking optimize your game.
>>
>>737014416
Only if you're really close to the texture at the edge or your screen and the "depth" on the object texture is high enough. It's most noticeable for me in caves with very low ceilings like the ones behind waterfalls.
>>
>>736997346
UE5 and Diversity have created real-world Lostech.
>>
>>736997346
>jeets and women don't know what tesselation is
I recently watched a video on 4th dimensional space and the guy invented a game engine from scratch using basic math, and embedding 3d objects into 2d space (and also 4d objects into 3d space.)
>>
>>736997850
I think at this point devs don't even know what they don't know, like a lot of other fields that have had braindrain as the experienced ones leave the profession.

It seems to be all about just knowing how to slot things together in Unreal Engine now rather than actually knowing an engine well.
>>
File: get with the times.jpg (2.02 MB, 6580x2278)
2.02 MB
2.02 MB JPG
SSPOM and SSDM are ancient tech that don't belong in modern vidya space /thread
>>
>>737014416
I didnt even notice it at all and I have several dozens of hours in the game.
I dont spend my time autistically zooming in on walls and grass
>>
>>737018941
legitimately because they're sub 80 IQ uneducated indians who lied about credentials, imported by the truckload by greedy mega-corps woh want them because they will work for 50 cents cheaper than vastly superior white and asian americans
>>
>>737021447
>More blurry reflections
Th-thanks Nvidia...
>>
>>736999745
There's a reason POM style tricks are primarily reserved for ground surfaces only.
>>
File: chud-logo~2.jpg (13 KB, 250x250)
13 KB
13 KB JPG
>>736997346
Chudreal 4 is based if you don't care about slop like detail. My game is pvre sovl, all about the mechanics. That's what games should be about. Not graphics.
>>
File: 1766078133882045.jpg (1.99 MB, 6580x2278)
1.99 MB
1.99 MB JPG
>>737022668
Shiny enough. Less roughness and you'd bump into mirrors thinking it's a passage ahead
>>
>>737023669
I see Capcom still hasn't figured out how to render hair colour correctly after all these years on their strand system. Least it's better than everyone's hair looking white like it did in RE4make/RE9.
>>
>>736999745
Thank fucking god for Nvidia. Simulating real life is clearly the future instead of using illusions. This shit looks awful lmao
>>
>>736997346
The shader trick they use is legendary for warping and flickering, which are both issues that Crimson Desert's implementation experiences.
POM with Silhouette shaders are a very clever trick in certain circumstances but does not replace modern techniques because of its distortion problems.
>>
>>736997542
>>737010067
>>737008335
faggot indians
>>
>>737021026
I 'm confused as shit as to how shader stuttering as a thing. I know enough vulkan to be dangerous. Fgiure its something to do with PBR pipelines but can't not grasp how they can have this problem. So you have different constants for different materials, so what? Push constants exist. SSBOs exist. We've had bindless textures for ages. So what gives?
Its not just developers using unreal, but it also seems to be unreal's devs themselves. its dead certain the dudes working on the graphics stack at unreal have forgotten more about graphics programming than I'll ever learn, so what am I missing?
>>
File: 1745489438171194.mp4 (401 KB, 2048x1440)
401 KB
401 KB MP4
>>736999745
I haven't noticed this at all but I did notice that when you turned it off with mods before they added the graphics option, the bottom of the screen would get weird. I think that's fixed now though.
>>
>>736998031
Blueprint babies and a trend in software to retard proof everything so you can widen the hiring pool and reduce the cost of a developer.
>>
>>737014282
lmao
>>
>>737010738
That is pretty funny.
It really has to be hard on the UE4 developer side to try and idiot proof their systems so much given that a ton of the devs working with their product are pretty inexperienced and unworldly and are relying on UE4 to guide them to the ideal solutions to every problem.
>>
File: 1471120453792.jpg (66 KB, 500x500)
66 KB
66 KB JPG
>>737025401
>>
>>736997346
Why not link the video when you want out of your way for it?
>>
File: 1750798818532593.mp4 (3.6 MB, 720x746)
3.6 MB
3.6 MB MP4
>>736997346
TECHNOLOGY is back on the menu
>>
>>737030561
Do you take damage from smoke inhalation?
>>
>>737031276
dunno but if you coughed that might kill me with the soul
I'll try it myself eventually
>>
>>737005837
Deadlock is unironically one of the best looking PC games I've seen in a long time.
>>
>>736999208
As far as UE5 goes, Epic shares blame. They advertise these shortcuts and "features" quite prominently which make games run like dogshit.
>>
>>737031978
I like that Lumen alone just basically knocks 40% of your fps off on a 1060/1070.
>>
File: 763845723.jpg (210 KB, 1772x1053)
210 KB
210 KB JPG
>>737031698
Have you played any other game released after 2001?
>>
and yet they still can't solve their popins in a 5 meter radius around you
>>
>>736997572
>>736997664
You two might be genuine aspies
The guy isn't insulting crimson desert
>>
>>737031698
Deadlock is very gray, and also runs like shit on a 1060gtx for how it looks.
>>
>>737030561
this looks like...absolute

pathetic dogshit
>>
>>737032842
you are a gay tendie 100%
>>
>>737003775
Go make your own game dipshiy
>>
You stupid niggers
>>
>>737023659
and chud is 100% correct prove him wrong.
>>
I approve of UE5
>>
Gay
>>
>>737023659
>unreal engine 4 gets shitted for being blurry stuttery mess
>unreal engine 5 gets released
>"wow guys, did you know that ue4 is actually based?"
Fuck off, retard
>>
>>736997346
Modern game devs are straight up incompetent yet are never required to perform basic duties that were expected of the lowliest code monkey 20 years ago.

Imagine if we lived in a just society still. Every gaming news outlet would just be running articles doing deep dives into why exactly basic coding skills have disappeared at AAA companies. At the very least it would probably make the execs pissed about all the money they're wasting on hiring retards.
>>
>>736997346
unreal engine has caused immeasurable harm to game graphics. All the smeary fake frames and fake pixels. Their entire rendering pipeline relies on low samples, low quality, blur to cover it up, then AI to fix it. Into the garbage with it.
>>
STOP OBSESSING OVER HIGHPOLY BULLSHIT ALREADY
>>
>>737000091
I DON'T UNDERSTAND ANY OF THE WORDS YOU'VE JUST TYPED
>>
>>736999208
It's 50/50 split between Unreal and Incompetent devs.
Unreal is a mess of an Engine.
>>
While unreal engine has some retarded issues and is total garbage crimson desert has exactly the same fucking issues
>forced rt lightning that is extremely slow to update -> indoor lightning looks like shit
>temporal artifacts in every moving object (leaves, embers, etc)
>horrible reflections
I admit the world looks amazing when the lighting system is not destroying every detail.
>>
File: 1763832058234981.png (1.94 MB, 1920x1080)
1.94 MB
1.94 MB PNG
>>737000260
this
>>
>>736997346
can't this shit not run on intel's cards lmao advanced my dick
>>
>>737025401
are the indians with you in the room right now anon?
>>
>>736997415
crysis is also unoptimised* shit

*it was designed before multicore CPU performance was good
>>
We forgot Rage is a masterpiece of graphical ingenuity by no other than John Carmack.
>>
>>736997346
Braindrain
>>
>>736997346
bloody benchod luddite bastard how will this enrichen JUGGERNAUT nvidia? delete this



[Advertise on 4chan]

Delete Post: [File Only] Style:
[Disable Mobile View / Use Desktop Site]

[Enable Mobile View / Use Mobile Site]

All trademarks and copyrights on this page are owned by their respective parties. Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.