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Why are working mirrors a completely lost art in modern video games whilst devs of yore did this effortlessly?
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ban reflection threads
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>>737492872
Man, i love RE0 so much
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>>737492872
if making a real mirror is so hard
why not just fucking duplicate everything
surly modern games can handle 2 rooms
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Deferred rendering
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>>737492872
bro, u just need 2 rtx 5090s and dlss 5 to achieve this. are u poor?
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>>737493113
brown coded post
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>>737492872
if you werent poor you'd know about raytracing on modern cards that were made for reflections
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>>737493140
I have no idea what that even is.
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>>737493170
>you need a top of the top gear just to recreate technology that existed billion years ago
Yeah.
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>>737493094
For certain games that would be easy. For most games it means overlapping rooms and having to do a lot of enabling/disabling/culling based on the players viewport and all the constrains in level design and lighting that come with it, it also means having to clone the player character, which depending on the setup can require a lot of extra work. If the game is first person it's a fucking mammoth task.

It's doable, just a huge amount of effort for very little gain. There's a reason even back in the day working mirrors were pretty rare.
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>>737493887
>copy pasting a room and drawing the player with x-1 scale
>huge amount of effort
It's only a lot of effort if you can see the mirror and behind the mirror at the same time.
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>>737494486
If your mirror has another room behind it, or is next to a window. You are gonna end up with a floating room inside another room. How do you propose to fix it without setting up a bunch of culling or massively restricting your level design?

Not to mention duplicating every single action inside that room. Like physics, particles, dynamic lights, intractable like doors or pickups. Hint, if it was effortless to do, developers would do it.
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>>737495480
I was going to say that this is all trivial, but then I remembered that 100% of modern developers just shove shit at unreal engine, they don't actually use code to draw objects.
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>>737495774
It seems trivial at first, until you start to think about all the edge cases. Again, this isn't a thing just related to just modern games. Even most older games didn't have working mirrors, and if they did they were often heavily limited and used very sparingly.
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>>737492872
because woman and negros get all the jobs now due to dei
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>>737495480
>>737495969
>without setting up a bunch of culling
Why would this be too much to ask for a major studio? Narbacular Drop (the game that eventually became Portal) was made by a team of 8 people.
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RE0 sucks. Even hardcore RE fans hate it
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>>737495480
>Hint, if it was effortless to do, developers would do it
The problem is that in those zones the performance would tank so much it wouldn't run on modern consoles, that's why they don't do it and prefer to use memetracing.
Developers don't know how to operate within a constrained environment anymore, they don't know how to optimize anymore, plus, they're fucking lazy ass fucks, they take over 10 years to develop a game that's worse in every way than a ps2 game that took like 2 to develop, in the industry it's pretty common to spend 2 months to develop a 45 minute fix, that's why the industry is failing, so obviously they just can't imagine clonning a fucking room to make a mirror.
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>>737496284
>I'm too stupid to switch between characters meaningfully
Okay dude.
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>>737495969
>all the edge cases
Like what? There's logical objects that do things, and render objects that define something to be rendered, you create duplicates of the latter to the renderer, but only when the player is in the room with mirror.
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>>737496190
Depends on how many mirrors you have in your game I suppose, and if you want to do it dynamically or in the editor. Biggest issue I could see is lighting might get a bit wonky.

Most annoying is duplicating all the moving/changing objects. There is a lot of systems that end up needing a fairly pointless "mirror" function that will inventively end up causing more technical dept and bugs.

>>737496715
You can do that route as well, and it seems to be the most common way to do it for more "modern" games, but now we aren't really talking about just copy pasting a room in the level editor anymore. Unless I'm misunderstanding you.
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>>737492872
Apparently the loss of mirrors is supposed to be solved on the future implementation of real time pathtracing becoming achievable on most settups. Until then it's tough shit you have to deal with no mirrors.
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>>737492872
When a game like GTA6 does it, every indiefag shits their pants in anger
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>>737497212
>copy pasting a room in the level editor
That's what I mean by UE. If you used code to render objects, you'd simply check if player is in a room with mirror, and then feed everything to the renderer twice.
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>>737498104
>If you used code to render objects
I mean, every engine does that no? It's more just a question of making the shaders. Hell, I'm pretty sure both Unreal and Unity comes with the it built in. Just probably isn't very performant.
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>>737498836
>every engine does that
Then engine renders objects, but the developer who uses the engine doesn't, that's the key. You don't want to duplicate the objects because then you start to get some of the problems you mentioned, like physics being inconsistent. You need to put a branch inside the rendering code which I guess would require you to edit the engine source code.
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I thought these threads were tongue in cheek but I'm starting to think OP might actually be retarded.
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>>737499169
Both Unreal and Unity has functions where you can add custom render passes.

Not that it's even needed. For Unity for example, you can just slap a render texture onto a surface and have it mirror the world using a second camera. Although again that is pretty performant since it effectively renders the world twice, or for each additional mirror.



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