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Why is it so hard to code working mirrors into games?

Is it lost technology?
>>
Modern devs are too retarded to realize you can just render the room and player character twice to make perfect mirrors.
>Huuurrr but it's too demanding!
More demanding than path tracing?
>>
It requires abstract thought. The people they hire are too low IQ to understand camera tricks.
>>
>>738852192
Mirrors are oppressive. I don't want to look at my stupid face every morning
>>
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you're going to need the latest graphics card for that goy
>>
>>738852317
>More demanding than path tracing?
No, they want you to use the nvidia tech and can't bother to use a more conventional solution, because an alternative would sell less nvidia slop.
>>
>>738852192
No. It's arguably easier than ever with modern shaders. It's just one of those things that are slightly too hard to implement(properly) to be worth it for the small reward. Especially for first person games. At the end of the day unless mirrors are part of the gameplay, it's just a visual effect that most people won't care about.
>>
>>738852317
>More demanding than path tracing?
no but a massive waste of compute for a tiny rectangle on a wall most people don't pay attention to.
>>
>>738852745
>it's just a visual effect that most people won't care about.

most people don't care about accurate lighting but that's forced upon us
>>
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>>738852192
The mirrors UNIRONICALLY don't work on purpose
>>
it's a third person game, why do you care about a mirror working when you can just turn the camera around?
>>
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>>738852192
The magic of reflection is just not there anymore.
Back then games were technically limited so In order to make your games look AT LEAST believable you just had to add small details like reflecting mirror.

Now technology and graphics have gotten better, they're instead focusing on other stuff instead. Reflecting mirrors technology became unnecessary.
>>
>>738853090
because they worked in the past and i want them to continue working in the future
>>
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>>738852192
ray traced reflections exist
>>
Mirrors in AW2 don't work wether you have ray tracing/path tracing, or not. Everything else reflects shit perfectly. The devs never talked about why this happens.
>>
>>738852858
>most people don't pay attention to
Literally everyone I’ve seen who walks by a mirror in a game will do the test. That’s like saying “We don’t need splash effects for landing in water because nobody cares about it.”
>>
>>738852192
lost technology
https://www.youtube.com/watch?v=Nr7YUftzASA
jeets don't know how to do it without path tracing
>>
>>738852192
Hitman world of assassination did it fine.
>>
>>738853553
but nobody would really study the scene shown in the mirror to the extend they do with the actual scene. it's just not worth it and raytracing is the right way to completely solve this and related issues.
>>
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Clearly, devs training us to treat mirrors failing to properly reflect their surroundings to let a parasitic creature pass amongst us to prey on the weak and ensorcell the weak minded into thralls for their nefarious deeds.

Of course you know who I'm talking about, Australians
>>
>>738853509
because it's part of the story.
>>
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>>738852384
>need to pay 2k for a GPU to have fucking working mirrors
>meanwhile 30 years ago
>>
trails to daybreak 1-2 and horizons did it. Sometimes the size of the reflection is a bit fucked but some floors and walls mirror their surrounding. Windows are transparent but still partly mirrors whats around depending on the angle of the camera. If falcom can do it I'm pretty sure most can but they are lazier than them.
>>
>>738852192
Because your computer sucks.
>>
>>738852858
A more massive waste than path tracing?
It's a non argument and you know it anon. Modern gaming is all about excessive waste of resources that make mirrors pale in comparison.
>>
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>>738852192
The player's eyes are not real eyes in vidya.
>>
>>738852858
>Generate a large seamless open world
>This is fine
>Generate a 10x10 room twice
>Muh resources!
kys
>>
>>738853052
i mean yeah, they worked great in control
>>
>>738852317
Wouldn't rendering the room twice actually be a terrible idea for modern games? What happens if it's a game with multiple players and there's a room behind that mirrors? What happens when there are puddles you want to reflect and mirrors in a same space, do you just render the room a dozen times to go at 10fps? What about interactible NPCs rendered twice, how to make it so you can't interact with the one in the mirror? This sounds like a nightmare.
>>
>>738854865
Midiwits love to use this as an example.
>>
>>738852192
It requires a lot of work making sure that every angle is covered and doesn't cause your framerate to crater, which is hard when you actually realize console shit has been running at sub 720p resolutions for more than 10 years and these are the people who think that DLSS looks fine.
>>
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>>738855289
pathtracing is unironically the future. even the most hardcore AMD fanboys realized this by now.
>>
>>738852317
Nvidia pay them to use all these dogshit tech
Hitman woa had working mirror and reflection
>>
>>738852745
>it's just a visual effect that most people won't care about.
Considering how often it comes up, even outside of /v/ it is clearly a visual effect people care about. It's one of those effects no one really noticed or paid attention to until it was gone, or contrasted to the games that didn't have it. Kind of like how no one noticed King's Field didn't have loading screens, which was actually revolutionary for the time, but was subtle enough that it was only recognized in hindsight.

The truth is, people do care about mirrors, just like people care about having as few loading screens as possible, but developers aren't competent enough with their programming or time management to get them to work properly.
>>
>>738855876
the future is really grim
>>
>>738854865
>that level where they use a mirror to reflect an explosion and it tricks you to run towards the explosion because it looks llike the explosion is coming towards you, but it's actually behind
Haven't played a single raytraced game with something as clever as that.
>>
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>>738852192
Digital Foundry will tell you that this is impossible to recreate without raytracing.
>>
we must kill njudea
>>
>>738855876
it's annoying that i don't know if this is ai or if it happened
>>
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>john carmack mogging studios for 20 years by doing real time reflections in 02 on 500 mb of ram and 2gb of vram
>>
>>738852192
who cares about small details like that?
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>>738855565
> a room behind that mirrors?
>>
>>738856379
>>738856490
how the fuck?
>>
>>738856490
Can you try having a friend go behind that glass and check out that reflected player model?
>>
>>738852192
they're just lazy or got paid by njudea to shill gaytracing which after 8 years is still irrelevant and borderline unusable for 90% of people
>>
>>738856636
it's a single player game and i dont have any friends
>>
>>738852192
Incompetent devs that only know how to toggle features on and off in modern engines. They can't actually code.
>>
>>738856379
>>738856490
>modded
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nvjeets care to explain this?
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>>738852192
Stop kvetching and buy a 5090 already
>>
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>>738852192
Why can't they add a camera or a view port that is facing the player
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>>738857405
Because that would require rendering 2 scenes, and the normal scene is already pushing the hardware and engine to the limit
>but it's an empty room
Tell that to the devs.
>>
>>738852192
>Why is it so hard to code working mirrors into games?
It's not.
Planar reflections have been a stock-standard drag & drop feature in most 3D engines for the past 20+ years.

The Nvidiajeets just want the masses to forget this, so they can shill you their overpriced RTX solutions.

>>738857405
That's literally how Planar reflections work.

>>738857673
>Because that would require rendering 2 scenes, and the normal scene is already pushing the hardware and engine to the limit
That stupid cope-narrative meme just won't die, huh?

We had SHITTONS of AAA games using planar reflections from 2003 to THIS DAY.
Max Payne 2, HL2, Doom 3, Far Cry & Crysis, FEAR, Bioshock, Fallout 3-4, Oblivion-Skyrim, BREATH OF THE WILD, the nu-Hitman games ...

Many of these games were made for 20 to 200 times weaker hardware than what we nowadays have. Also, fun fact:
You can use ALL the same optimization tricks, such as upscaling, framegen, and LOD reductions, on the "mirror" surfaces, as you can on the player's on screen frame.
>>
>>738857673
>Water in sink looks worse than morrowind water
Christ
>>
>>738855937
>The truth is, people do care about mirrors
People do, but in the grand scheme of things it's still a relatively small portion.
>>
>>738857941
>That stupid cope-narrative meme just won't die, huh?
How do YOU think mirrors in games work, you fucking retard?

> Bioshock, Fallout 3-4, Oblivion-Skyrim
>had mirrors
LOL
>>
>>738857941
>You can use ALL the same optimization tricks, such as upscaling, framegen, and LOD reductions, on the "mirror" surfaces, as you can on the player's on screen frame.
Yeah, and you can see how in >>738857673
you can literally count the pixels on the reflection because it's rendered in 1/8th resolution probably.
>>
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>>738857673
I've never done any game dev work
Couldn't they make something like Minecraft f5 switch
>>
Call me when a game dev puts two mirrors one in front of the other
>>
>>738856016
sovl
>>
someone post the mafia 3 mirror jumpscare
>>
>>738858283
>How do YOU think mirrors in games work, you fucking retard?
I know exactly how they work.
I have been working in the gaming industry for literally a good twenty years.

The choices practically are:

A) The "Mario 64" double rooms + replicated actors trick, which really does not require much processing power, but has obvious limitations when it comes to things like required space in the game world + matter of replicating numerous NPCs and other actors.

B) Planar reflections, that are just a secondary camera + render-to-texture trick, that even Nintendo 64 could do in reality. Gamecube made a good use of this in early 2000s as well.

C) Screen Space Reflections, the modern cancer that was born out of the same pool as post-processing AA (ie. FXAA):
Deferred Rendering method + nu-devs wasting shittons of resources on stupid shit, like 3D modeling every pubic hair on NPCs and then coating it all in 4K PBR textures for no reason, left them no more processing power on consoles to do even oldass reflection tricks, without tanking the FPS to single-digit levels.

D) Ray-tracing, which takes fucktons of processing power and at the moment is ran at 10-25% screen res, often reconstructed temporally, and then heavily de-noised in post. This results "okay" looks in still images, but in motion it has all the trademark UE5 problems: murky looks, ghosting, "boiling" artifacts on still surfaces... etc.

Now, the SSR itself ain't totally useless, as it can provide good-enough impression of reflective properties on some less-sharp, secondary mirror surfaces, such as toe-deep murky water puddles or gun barrels.

However, the modern AAA industry's way of comparing RT only to SSR is nothing more than a devious plot to make the the more expensive method seem "better", by framing the WORST alternative as the "ONLY" alternative option.

>Bioshock, Fallout 3-4, Oblivion-Skyrim, ...had mirrors
Yes. Water reflections, and even actual "mirrors", all use the same tech.
>>
>>738858778
Didn't portal have this? I cant remember
>>
>>738855565
Honestly a lot of what you said could be accounted for by simply blurring the mirror past a certain distance.

>>738852192
Because it's less effort than not.
How many games have you personally not brought, DIRECTLY because the mirrors are shit? If it's above 0, name them and explain how the mirrors made you not buy despite the gameplay? How many gamers make their purchase decisions based on how the mirror looks?

Corners that can be cut, get cut. It's simple business.
>>
>>738858889
>>
>>738858507
>you can literally count the pixels on the reflection because it's rendered in 1/8th resolution probably.
That's because RE6 is a literal Xbox 360 and PS3 game, released 16 years ago. It also only uses render % (or in worst case, a set resolution of say 256x256), and no upscaling / AA whatsoever.

There's not been any NEED to limit the reflections to that extend in ages. Pic very related.
>>
how can mirrors be real if our eyes aren't real
>>
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>>738855565
>Wouldn't rendering the room twice actually be a terrible idea for modern games?
Anon, it's literally a single fucking room in a level with dozens of rooms, hallways and enemies. It's nowhere near as demanding as you think especially compared to ray and pathtracing.
>>
>>738857343
water reflections is somehow still a thing, just not mirrors
>>
>>738859127
Deferred rendering and its consequences have been a disaster for video games.
Jesus christ I am so sick of garbage dithering "transparency".
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>>738859127
>Yes. Water reflections, and even actual "mirrors", all use the same tech.
Notice something about this "reflection"?
>>
>>738859127
interesting, thanks

modern water reflection always have issues with foreground objects, like player-held weapons. looks strange around the edges.
culling is also a big issue with water reflection, as you look more and more down into the water the tree reflections disappears more and more as they are not rendered outside the camera.
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>>738855565
>Wouldn't rendering the room twice actually be a terrible idea for modern games?
That's not how Planar Reflections work.

You do NOT need to create a literal room with a flipped copy of everything. You just have ONE (1) room, ONE (1) set of assets that are called in code, ONCE, and then two camera's (the player's and the secondary) capturing data from both sources.

You can also have the secondary "mirror" camera have completely different settings and resolution from the player's camera, with stronger culling, lower LOD and view distance, lower FPS and FOV,... et cetera. The mirror also does not have to stay "on" when it's not in the main camera's view, AND whatever the mirror covers is borderline taken "out" of the main camera's perspective.

Again, this is all ancient tech that matured decades ago. We got PREY and Portal doing multiple views within other views already in 2006 and 2007, pixel-accurate reflections years prior, and dynamic raster lights and shadows already on DX9 tech.

Zoomerfags just THINK that the Unreal 5 slop is a representative of the "best of the best" in 2026, and eat up the literal propaganda EPIC shill push out on daily basis. This is why they're now being "shocked" that smaller games on proprietary / non-UE engines, like Crimson Desert, Death Stranding 2 and Vostok run kazillion fps on oldass GTX cards.
>>
>>738859374
Most games use screen space reflections for water which honestly look like shit and show crazy artifacts when there's some kind of an object between you and the surface (for example part of a window frame). I'm sure this could be avoided by changing the order of operations or something though, just more incompetence.
>>
>>738859690
probably can't be solved without drawing on top of already drawn pixels, which would sacrifice too much performance on consoles
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>>738859690
>Most games TODAY use screen space reflections for water
FTFY.
People don't seem to realize how recent and pathetic solution SSR is in reality.

>>738859549
>modern water reflection always have issues with foreground objects, like player-held weapons
That's the tell-tale sign of SSR.
Yeah, it's fast, but just like FXAA, it's far from the optimal solution - yet offered as the "meh, good enuff" choice.

>>738859418
Yes, secondary items.
This was literally an adjustable option in HL2's water reflection settings, already in 2004.
You could have "simple reflections", that practically used mere cubemaps, a "World only" mode that only captured the terrain, and the "Full" ones that also captured actors and billboards.

That Oblivion shot clearly uses Terrain only, which already does better job than any SSR solution in the DEmake that came out last year. Also, Oblivion itself is 20 years old Xbox 360 game at heart, meaning it ran at 1/1000th the today's specs.
>>
>>738859628
No anon was genuinely saying devs should render rooms twice.
>>
>>738859127
explain this
>>738856379
>>738856490
>>
>>738859939
>probably can't be solved without drawing on top of already drawn pixels, which would sacrifice too much performance on consoles
Again, not true.
We got this crap sorted already generations ago, and the non-UE5 AAA games and indie titles all have proven this to be the case even in current year.

People also weirdly assume that splitting frame render into multiple passes would be a huge hassle, when in reality everything is drawn on the screen in a pre-configured sequence, which CAN be altered and even ran in parallel to some degree.
>>
>>738860363
>explain this >>>738856379 >>>738856490
Planar reflections.
It's just Planar reflections, with a 3rd person actor tied to player's location.

FEAR did it better by having a synced, in-game-world full body modeled and animated for the player.
>>
>>738860859
fear didn't do anything better. It's shit
>>
it is more artist/technical artist work
slapping PT and calling it a day is cheaper and increasingly 'affordable' for studios
>>
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>>738860949
It literally does what Doom 3 did, nigga.

Also, FEAR is one of the greatest FPS games and greatest video games of all time. And for 2005, it was practically the "Crysis" of its era, with amazing tech AND actual optimization to go with it to boot.

It has some of the most satisfying gunplay, great graphics, great audio, and amazing atmosphere.
>>
>>738860031
>Yes, secondary items.
>This was literally an adjustable option in HL2's water reflection settings, already in 2004.
Yes, and I'm sure it had no impact on performance.

>That Oblivion shot clearly uses Terrain only, which already does better job than any SSR solution in the DEmake that came out last year.
So you're just going to ignore the abysmal resolution of the reflection.
>>
>>738861375
>It has some of the most satisfying gunplay
Where does this meme even come from? Other than maybe the shotgun all the guns in FEAR feel like absolute shit to use.
>>
Only RT. No PT in this game.
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>>738861375
Doom 3 looks better than this by having environments and geometry that dont look like they fit in Wolf 3D. It's also unoptomized shit and Riddick looks better.
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>>738859376
Deferred rendering is based and causes nvidijeet ray tracing shills to shit and piss their pants.
>>
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>>738858778
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>>738861550
>Yes, and I'm sure it had no impact on performance.
It had MASSIVE performance impact, kiddo.
It shows that you have never used a 1-core PC with mere Megabytes of VRAM on the GPU.

>So you're just going to ignore the abysmal resolution of the reflection.
The fact that I didn't even notice this "abysmal" res proves that the mid-2000s' optimization is more than enough for certain types of reflections. I bet that the image would look even better in motion, with the ripples breaking the shapes all the time.

>>738861564
>Where does this meme even come from?
From me and millions of other people who played FEAR.

Every gun feels and sounds strong, and has very impressive feedback on the enemies and the environment. The smart enemy AI and great world design further elevate the experience.

>>738861634
D3 was literally BLACK half the time, and has terrible gameplay in general.

>Max shaders in 2005
Top kek!
My 128MB Geforce 6600GT managed just fine at 1024x768 + Medium settings back then. And like the game's Benchmark tells you, > 40 was literally considered GREAT performance back then.

By the time I got 8800GT 512MB, I was already able to 1080p / 60fps it, without issues.

And once again: you are not sticking to the topic.
>>
Fear's horror elements were boring to me but the mechanics and the enemies going "oh shiIIIIIIIIIIiiIiiIIiiiiiiiiiiiiiiit" when you hit the focus/slowmo was hilarious
>>
>>738854865
Damn, I'm looking gooood.
>>
>>738861949
I think you're misunderstanding a lot of things.
First of all, practically ALL modern AAA slop runs on deferred rendering, especially the RTX sloppa.

Second, many problems that have plagued the industry for the past 20 years are thanks to deferred rendering:
shitty transparency, post-processing AA, post-processing reflections ... and the general smudgy looks all this causes.

Third, for many years now, you could have provided the performance of Deferred rendering, with all the benefits of the oldschool Forward rendering, in the form of "Forward+".
>>
if vidya companies are capable of anything today it's executing a single isolated technical feature like putting a working mirror in a bathroom. the high level engineering staff that would handle something like that aren't indian asset flippers.
>>
>>738861578
Control is the only game where I even noticed raytracing when it was new, all the reflective glass and wood
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>>738862098
You're a fear fanboy. That's literally it
>>
You should join Threat Interactive bro maybe you two can save us
>>
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>>738862283
Modern games use deferred rendering without actually utilizing the advantages it brings.
Modern games have dogshit lighting where half of the objects in a scene don't cast shadows AT ALL, while retards like Digital Foundry peddle their bullshit while choking on Jensens cock.
>>
>>738862358
No, I simply love FEAR 1.
Every single later game sucks ass, and (You) are trying to be a weirdass contrarian and not sticking to the topic at hand at it.
I've also seen you shitpost these exact same clips dozens of times the past 2 years. Mental illness much?
>>
>>738862780
You're the one whose going off topic
>>
>>738862358
>the very first enemy encounter in the game is easy
wooooooooooooooow
>>
>>738862862
you fight the same enemy the whole game. nothing changes
>>
>>738852192
it shouldn't necessarily be hard, but it is pointlessly time consuming for an effect you may only ever seen once or twice. Old games pulled this off by just rendering the environment twice, I guess they just don't feel like that's worth the time.
>>
>>738862819
The OG topic was mirror reflections.
You or some other Anon brought up DOOM 3's planar reflections, which FEAR also uses. With superior, synced player character model.

(You) started denying this, and claiming that a 2005 game has worse tech than 2003+ game.

>>738862936
No, (You)r own gameplay does not change.
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>>738862283
>>738862717
I don't even remember when the last game that supported multiple dynamic shadows per object was released. I doubt there is one made in the last 10 years.
>>
>>738854865
this game had some great environments. most of the second episode was kinda shit, but it had some cool bits too
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>>738862358
quake sucks
>>
>>738862969
>Old games pulled this off by just rendering the environment twice
Again, stop parroting this oldass Nvidia goy meme, and educate yourself:

>>738857941
>>738859127
>>738859284
>>738859628
>>738860031

We have NOT had to create mirror "rooms" in nearly 30 years.
It is NOT hard to implement a basic drag & drop effect that has been in every Unreal and Unity version since the 2000s.
And it absolutely does NOT "tank the performance", unlike the GAY-Tracing that requires specialized hardware + shittons of hack to be even doable with the average, modern tech.
>>
>>738863014
And Doom 3 looks better. I fail to see how a first person player model changes how good reflections are. Most games use 3rd person animations and it's neither a better or worse approach. In fact it's probably why FEARs 1st person animations look so ugly. Reloading is just lowering the gun off screen for example
>>
>>738862969
as a one off feature it would probably be worth it as far as prestige word of mouth, as much as any other graphical flourish. the only issue I would see is systematic integration. the expectation of mirrors would be too great when extrapolated to everything in the game world.
>>
>This exact same sequence of posts again with the retard posting the first level of the game
Bots or just spergs?
>>
>>738852192
they did it in the myhouse doom wad. mirrors are easy.
>>
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>>738862283
Fucking KCD2 that is claimed (by retards) to have "amazing graphics" only has full (?) detailed shadows on Ultra settings, and even then those shadows are only rendered within 15 meters of the player.
What is this deferred shading being used for?
>>
>>738863191
the sunshine mirror is a buffer graphic that gets updated every frame using a second camera based on the mirror's position. it is effectively still just rendering the environment twice.
>>
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>Purposely make it worse to sell the goys a new overpriced card
Pay up goyims
>>
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>>738859690
There's a special place in hell for space screen reflections
>>
>>738852317
>Huuurrr but it's too demanding!
it's not an argument in the times when they reder fucking open world
it's just one additional room, they are just lazy
>>
I hate how many normies fell for the raytracing meme
>>
I make cheap mirrors in my game by doing a basic planar reflection + parallax corrected cubemap.
Basically you flag your character, all the enemies and physics objects and re-render those, then use the cubemap for the rest of the scene.
If you want to be fancy with time of the day and shit you can recompute the cubemap every X seconds.
It's pretty performant and sells the effect of reflection pretty well
>>
devs should stop making better graphics until they can make working mirrors
>>
>>738863219
>And Doom 3 looks better.
I don't think you've ever played Doom 3.

>I fail to see how a first person player model changes how good reflections are.
If the animations and visual quality do not match the player's actions, it literally comes off as an imposter.

>>738863474
...yes, that's been the whole point for the past two hours now:

Planar reflections are the way to go, and have been doable even on console hardware, 25 years ago.

>it is effectively still just rendering the environment twice.
NO, it is not.
It is literally just capturing what's in the 2nd camera's POV, and rendering it on a texture, that is confined to a single small section.

You are talking like the trick would turn the game into a stereographic VR render and double the performance requirements.
>>
>>738863718
I'm having a hard time comprehending how it would even be possible to do this, even on accident
>>
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>Cybershit 2077
>best graphics ever made (once again according to retards)
>NPC fires a gun
>muzzle flash actually creates no light because it's too brief to be rendered with RT
>>
>>738864086
It's sad that no one talk about how RTX meme graphix is just pseudo real time texture baking. And of terrible quality at that.
>>
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>>738863869
>I don't think you've ever played Doom 3.
I have and there's D3 webms in this this thread where we can call see it. You strip away FEAR's lighting and it looks like a build game with repetitive right angle geometry and boxey rooms. And anytime you're outside the game goes fullbright.
>If the animations and visual quality do not match the player's actions, it literally comes off as an imposter.
What does your feels and game theory have anything to do with reflections? Most games use separate animations for first and 3rd person. This makes sense because what looks good in first person doesn't translate to 3rd person. See Mirrors Edge, Cyberpunk and how retarded your character actually looks and moves.
>>
>>738864086
Not going to lie it blows my mind how flashlights in Left For Dead 2 makes awesome shadows with all players/infected, especially when your muzzle flashes are lighting up whole areas.
Then you go to a '2026 high quality game' and there isn't even shadows for basic objects...
>>
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>>738863935
>I'm having a hard time comprehending how it would even be possible to do this, even on accident
I hope this pic explains it well enough.
These days, there would be a few more tricks you could do to make it work... less bad, but it usually causes massive "holes" the shapes of frontal objects, which are pain in the neck to "fill".

This' again why Planar reflections are undeniably better. Even at lower resolution and LOD, they would provide a far more convincing results, especially on large, animated water planes.
>>
>>738864086
the light radius from gunshots is just too small but the effect is still there. Not an RT issue
>>
games both looked better and played better and didn't take 8 years to make in the PS2 era but the normgroids are too retarded to appreciate actual visuals so they only care about muh photorealism
we need an industry reset
>>
>>738865139
...and here's a prime example of the SSR's biggest flaws even if you add depth-check culling.
Elden Ring actually had a pretty nifty trick added on top of this, that essentially tiled a bunch of horizontal "strips" of data elsewhere from the reflection to cover the gaps. It works okay in most cases.
>>
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>>738865376
Seems to only be a thing for the player, and yeah, you can see the light doesn't even reach to the can on the table.
High chances are this is a non-RT light too. You'd need to shoot in a completely dark place to be able to tell if it even casts shadows.
>>
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2019
>>
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Alien Isolation, 2014
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>>738865727
>>738865840
man they used to make good fucking games back then
>>
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Pragmata, 2008
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everything easy may be hard once You employ unqualified workforce, if You think that modern developers have 15% of a knowledge that developers 2 decades ago had You might just be mentally retarded outy of touch nigger retard cause the sad reality is that software engineers are now mostly some shit-skin dei women faggot whatever the fuck retards and not employed on basis how fucking good they are at their job, hence games with invisible walls in 2026 that get praised for being best shit ever ( capcom whatever title from this year )
>>
>>738852192
Well real mirror technology was pretty shit, at best you would get extremely slow speeds of images being rendered or you only get the background reflected because the background never changes. Unless you mean the fake mirror technology which is just rendering a mirrored room to give an illusion of a mirror.
>>
>>738852192
>game eating 8 billion gb of ram
>cant do shit gen 6 games could
>>
>>738863020
Arma
>>
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Retard here
can someone seriously explain to me why it's not possible to literally just put a flat surface that has an animated texture that gets its input from a camera placed where the mirror is? Is everyone stupid?
>>
>>738866594
see >>738861616
>>
>>738866594
It's possible. But it's going to cost you the same amount of processing power as the player's camera.
>>
>>738865647
The dark age of graphics was definitely the whole ps4 generation where every game looked like that webm. Glitchy looking water reflections, massive empty open world that struggles to run all the objects so the LOD is set to morrowind tier, dithered hair that can only look good when rendered at 16k but woops this is is a console from 2012 so it's rendered at 540p.
>>
>>738867354
And how could I forget the anti-soul gas blanketing everything more than 10 feet away from the player in a pitiful attempt to mask the shitty LOD.
>>
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>>738853396
They're "too real"
>>
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>>738854865
That's capitalism for you. If they can find ways to sell dirt for a premium, they will make it a premium.
>>
>>738866896
So not much then.
>>
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>>738863020
CP77
>>
>>738868086
No way this isn't modded because car lights were actually one of the most obvious (and easiest to check) examples of Cyberpunk not having this feature.
>>
>>738868086
those shadows look like shit
>>
>>738866594
you could do that, but that's not actually how reflections work. for a realistic reflection, the position of the actual camera matters. if you keep your character still and turn the camera, the mirror needs to change. with your idea, the position of the player's camera doesn't matter at all, just the position of objects in front of the mirror. the result of this is that the mirror would look less like a mirror and more like a tv displaying live footage from a camera right next to it; which basically is exactly what's happening.
>>
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>>738868652
idk I think path traced shadows are neat
>>
>>738868893
>i think ai hallucinations filters ringing noise softening of texture and vomit is neat
yeah that is why you are shwartoid negro
>>
>>738868893
Looks meh as fuck, and does not even need PT / RT.
>>
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Behold the "next-gen" graphics technology in action.
>>
Graphics were a mistake. We must return to text.
>>
>>738869524
okay great grampa time for your medicine
>>
>>738865427
we should take a back to basics approach with graphics but pbr becoming standard changed everything. we're never going back to that painted matte look of the ps2 even with lean 2 year dev cycles.
>>
>>738869582
I hope I get the good nurse for my suppositories today...
>>
>>738863765
>Just render the open world twice
>>
>>738855813
dimwits love to seethe about it
>>
>>738869462
well yeah, hard shadows from direct light sources don't need RT, which is not what's being showcased here >>738868893
>>
>>738864086
>Be tech illiterate retard
>Think its a RT problem when muzzleflash is too small
>>
In 10 or so years even poorfags ITT would be able to run RT/PT, maybe then they'll stop bitching about better tech they can't afford.
>>
>>738868086
Mine doesn't look like that wtf
>>
>>738869898
>everyone that disagrees with me is poor and brown
sorry buddy, every nvidia gimick died thus far, and it is funny seeing ray tracing already dying to get replaced by new thing, hilarious in fact
>>
>>738870089
>RT is a nvidia gimmick
So physics are nvidia gimmick too? And characters with hair? And not to forget any form of liquid in vidya?
>>
>>738870196
are you implying physx and hairworkstm is NOT a gimick? LOL GET A LOAD OF THIS FAGGOT
>>
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>>738869509
Look at this DF motherfucker blatantly lie about graphics, peddling dogshit nvidia tech to retarded masses.
>>
>>738869895
>Be tech illiterate retard
>think it's a stylistic choice that there are no broken, flickering neon lights in a city full of neon lights
>>
>>738852192
erm, why do you care? what about THE GAMEPLAY
>>
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>>738870334
>THIS IS PRETTY UNHEARD OF IN GAMES
>>
>>738870334
limited shadow casting lights is pretty typical shit in games, especially in a big urban open world with a gazillion lights emitting from everywhere
>>
>>738853396
There are only a handful of games who have used this tech well though. There's a reason people mostly post Cyberpunk when talking about path tracing.
>>
I never understand the argument of muh its not real, brother video games are not real
You want realism? Go look in the mirror and even those aren't real
>>
Why don't devs just render the room twice but with low poly objects or even 2D textures to mimic these objects?
>but le interactive environment
AAA-slop doesn't have any of that now
>>
>>738870089
It is sad they're going full AI faggotry but hey, maybe women will actually look attractive with DLSS5
AMD kwaboty btw
>>
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>>738870703
It's typical in modern games. Which is fucking embarrassing, because it was a solved problem.
For example, KCD has this issue despite running on Cryengine, and in a setting where there aren't that many light sources.
Remember this was a game made by a bunch of guys in a shed who couldn't afford office chairs in the early 2000s.
>>
The real answer is nvidia pay them a lot for implementing these broken tech
That's it
>>
>>738852384
Let me guess, this works only with certain mirrors
>>
>>738866594
It's possible, but you get like ~1024x1024 render target image that doesn't like extreme angles
>>
>>738870920
Still more than old games having proper reflection like >>738856379
>>
>>738852192
the hitman games all have working mirrors without using raytracing. I assume the 007 game will have them too. Glacier is a cool engine
>>
>>738870270
You have to be specially fucking retarded to draw that conclusion from my post.
You're straight up calling RT "nvidia gimmick", so you're also calling physics in games "nvidia gimmicks" by an extension.
>>
>>738870447
>be tech illiterate retard
>Think it's not just devs being bad
>Blame the tech instead
Take that cdpr cock out of your mouth you fucking faggot
>>
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>has working mirrors and makes it so NPCs can spot you in mirrors
>in a game that has a AA budget at best

Why can Hitman do it, but other modern games can’t?
>>
>>738871880
first, nvidia did not invent physics buzzword nor did it shill it to the point where it is hardware level shilling
second, you are technically illiterate and conversating with you further is pointless, go watch goytube videos and fuck off stupid nigger
>>
>>738872125
>He doesn't know about "dedicated physx cards"
>He thinks ray tracing was invented by nvidia
>He calls others tech illiterate
Holy fuck you're a spastic faggot. And you even finished your self humiliation post with a projection
>>
>>738872094
waste of money and dev time
by the time they realise reflections do not work, you technically already have their money
>>
>>738872125
nvidia invented raytracing buzzword?
>>
>he thinks nvidia hasn't been using RT as a marketing gimick and paying shills like DF to push it for years
You are retarded.
>>
>"conversating with you further is pointless"
>Continues posting without direct replying
Concession accepted
>>
>>738872125
I can't believe nvidia invented RT! Did they also invent AI?
>>
>>738869729
There’s this thing called culling.
>>
>>738861616
Why is render target texture neutral evil?
>>
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>>738868893
Which part of this is path traced? This shadow should be way softer considering the distance from the object that it's cast from.
Imagine getting mogged by a game that's nearly 20 years old.
>>
>>738852317
Why not just use an inverted camera?
>>
>>738860949
>>738861634
>>738862358
fucking hell you're a loser. nobody cares you neckbeard faggot. go stink up reddit with your inane whining.
>>
Stop "playing" interactive movies, you dumb nigger.
>>
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Gee, sergeant Petrenko, how come you get to have THREE shadows?
>>
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>>738871327
nigga this pic has more direct light probes than the entire Stalker series. thank god they could do the bare minimum in your game
>>
>>738873248
direct sunlight hitting the ground, which then reflects around the room to create diffuse lighting and soft shadows on the objects. What is your screenshot supposed to show?
>>
>>738873480
>meaningless buzzwords
>meanwhile game doesn't even have full shadowcasting lights without turbo ultra RT mode as seen in >>738869509
Hello DF retard.
Kill yourself.
>>
>>738872094
It's their own tech plus since it affects gameplay you can't really ignore not having it
>>
>>738873660
>I think path traced shadows are neat
>posts a screenshot showing a shadow that looks like a regular, non RT game
>changes subject
Next you will pretend to not understand.
>>
>>738857405
Because that wouldn't look like a mirror.
>>
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>>738873868
>>738873660
That's literally what I was talking about from the beginning. Are you retarded?
>>
I just want game to look good and not run like shit.
>>
>>738860760
i hate it when games replicate imperfections of camera lenses, RAAAAAAH
>>
>>738852384
That's not exactly true, i can see that reflection on my ps5 pro and sure as shit it isn't using path tracing.
>>
>>738853553
This. I always touch videogame fire to see if it damages me
>>
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You want shadow casting lights? That will be 65% of your framerate, thanks.
>>
>the fucking Switch 2 can run raytracing
>/v/ poors cannot
>>
>>738874228
Are you? Because that shadow on the floor doesn't look correct, which is something I would expect from a path traced lighting. It looks like a normal hard shadow.
>>
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>>738874696
>t.
>>
>>738872094
Their mirrors are mainly confined to small bathrooms.
>>
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>these are the same people who were saying this game looks good when it released
>>
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>>738874713
looks realistic to me
>>
>>738875228
>posts in image that shows exactly what is wrong
>"looks realistic to me"
So you're just blind, that's okay.
>>
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>>738876226
It's okay to admit that you were wrong anon
>>
>>738874639
It looks like low-res overdrive GI hurts the clarity of the image



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