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What are some more examples of game devs being creative/lazy?
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>>739114779
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i look like this
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>>739114779
lmao
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>>739114935
How many Indians do you meet per day?
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>>739114779
ladders in old bsp games, from quake engine to source engine, aren't true ladders.
sometimes they were a very thin brush with a ladder texture that you walk up on, or a 3d model/simple decal with a special function in front of it that makes you stick to it and locks your horizontal movement until you leave its boundaries.
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>>739114779
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https://streamable.com/ltmr5a
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>>739116290
Dark Souls 1 had a unique poop-jar asset in the starting cell.
Dark Souls 2's devs took that jar, placed it everywhere but forgot to take the turds out so Drangleic is now covered with pots filled with shit sticking to the bottom.
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>>739118285
the game is ruined for me
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>>739118285
I always wondered why those pots everywhere were full of shit.
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>>739115416
That's pretty ingenious actually.
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>>739118063
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>>739118285
>Dark Souls 2's devs took that jar, placed it everywhere but forgot to take the turds out so Drangleic is now covered with pots filled with shit sticking to the bottom.
They kinda speak for the game itself.
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>>739118285
>dev found the poop jar
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>>739118285
This needs a vaati video
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Serious Sam isn't actually pumping the shotgun in the first two games and instead the whole model just moves up and down.
He's also holding the minigun wrong in first person.
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(Probably) due to some arcane gameplay reasons, a lot of the areas in Castlevania Lords of Shadow 2 are comically large.
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>>739115416
ok im brainlet, what am i looking at exactly?
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>>739119378
Reflections are things under the road.
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Enter the Gungeon is actually a 3D game with the camera angled in such a way that it looks 2D.
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>>739114779
I wouldn’t call it “lazy” and would instead call it “being resource efficient”.

Basically every game ever made is held together with popsicle sticks and duct tape, it’s just that some do a better job of hiding that fact than others.
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The clouds and bushes in SMB are the same sprite.
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>>739119721
fucking what?
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>>739114779
In skyrim they have a book shelf model and if they wanted a smaller shelf. They would just take the regular shelf and put half of it under the ground
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>>739119818
They literally just put the clouds halfway through the soil.
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>>739118285
Fitting, because the game itself is shit!
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>>739118512
DESIGNATED
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>>739120191
They at least tried to hide away the turds while Suckiro and Elden Shit put it on full display for all to see.
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>>739119282
>manlytears takes a walk around the town
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>>739120237
Dark shits 2
Squatter of the first shit!
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>>739119282
Wouldn't this be noticeable in regular gameplay? Looks like the devs wanted a larger play area but forgot to scale down the assets. Extremely lazy on their part
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>>739120303
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>>739119570
why?
lighting?
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>>739120303
>manlytears jokes in the year of our lord 2026
legitimately based
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>>739120303
>no idea of context
>a nearly 25 years old meme

shit man no wonder this place is so slow, ya'll old enough to be my granddad
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>>739114779
That's not lazy you stupid faggot
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>>739120495
Jury rigging a model onto an existing actor and turning off animations for that actor is, in fact, less effort than making a whole new actor.
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Duke Nukem 1&2 simply stole most of their graphics, including Gargoyle's Quest, somehow.
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>>739119570
A large amount of areas in Bloodstained are also actually stretched as fuck to get things like the perspective right.
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>>739120935
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>>739120703
It's still not laziness, it's staying inside budget and schedule.
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>>739120935
>>739120981
Wait, the minimap is also a physical 3d object in space??
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>>739120495
>>739121003
>Devs being CREATIVE/lazy
You have to read all the words in sentences bro
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>>739121065
I took those with UEVR so it's just hanging there as moveable overlay.
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>>739115416
https://noclip.website/#GrandTheftAuto3/0;ShareData=AS5,WUjdXm8,SNa96cQg=T&A15*SVKUY*Sb9C6sDVRU$SUp)QeT~A:WUsQL?Vt
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>>739114779
I love this one. it's too funny
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>>739121219
creative isn't lazy you sperg
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>>739121005
lol I watched my roommate play these retarded games. tall tale walking dead right? lol they're so shit
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not going to lie glitches are a part of why I love games. sure the game is broken but it's a whole level of fun to see how broken you can make something.
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>>739121357
What are you even saying and how does that relate to what I posted
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>>739114779
i love hearing about stuff like this, i think it's super creative
apparently dead cells uses 3d animations and then pixelates the recording, instead of using hand-drawn 2d sprites
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>>739121463
wat
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>>739120432
i think so, and also for easier depth/layering effects
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>>739115416
>>739121308
>>739119443
This is the correct way to do reflections. It takes very little resources and looks fantastic.
>b-b-but it's not real!
Why would I care? Nothing in a videogame is "real". You can shove your RTX up your ass.
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>>739121357
>/
Learn english.
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>>739119378
Traditional reflections are somewhat expensive (basically rendering the scene twice), so here they are convincingly cheating by having sprites simulate reflected lights by placing them under a translucent road.
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>>739121626
literally nobody said it was bad, little man
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>>739114901
Kino...
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>>739121463
Wouldn't it just be easier and lazier to simply have the player jump himself instead of making a cutscene?
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>>739118063
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The Talos Principle 2 has 20 fucking gigabytes of poorly encoded video files that only make up like 10-15 minutes of footage.
For reference: the first game with all of its DLCs was barely over 7GB.
Even the semi-static main menu background is an almost 500MB large video file which got quadrupled with the DLC and three additional backgrounds.
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>>739121378
they went bankrupt for a reason
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>>739120116
That probably saved a whole 20b of data and 40b of memory
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>>739115416
SOVL
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>>739121728
He's yelling into the void, complaining about modern devs/standards.
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>>739121065
I can't provide any examples offhand, but shit like this is surprisingly common. It was considerably more common in the older days (talking 8 - 32 bit) because of how limited they were for resources, they got really creative.
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>>739115416
Based
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The black outlines in Okami are the same object rendered again but larger and then occluded by the actual model.
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>>739118285
Oh so THAT'S what the things in these pots were.
I was wondering because it looked like poop in the pots standing up right but then you had these horizontal pots with the poop still stuck there so I figured it was some weird handles or whatever.
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>>739118565
jej
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>>739121778
Depending on how the game was programmed, this might be the easier and lazier solution. You'd be surprised how rigid and awkward it can be to realize something that wasn't part of the core game functions, especially if it only happens like once or twice.
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>>739120475
And you are young enough to be my house nigger
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>>739121463
Holy shit lel
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Super Robot Wars got so cheap over time that they are now occasionally just putting in footage of the actual animes instead of sprite animation.
https://youtu.be/YiaFUUiH46M?t=42
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>>739120475
>I'm a newfag
You don't say
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>>739121357
Be honest, how brown are you?
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>>739121778
It is possible that the area was too big to load normally, so they did a cutscene to mask the loading time.
It's like when a game forces you to go through a small gap in-between large areas
That, or the game itself doesn't have a jump button
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>>739121778
they might have need to load the next part in.
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>>739115416
That's pretty good.
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>>739121934
He's yelling at me, but I agree with him. If your game is bigger than 5 gigs you have failed as a dev.
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>>739114779
Just slapping a free Expansion Pak to Donkey Kong 64 since that was the only thing that could solve a bug and they never figured out why.
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Kid Kool was a modified Mario sprite
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Anyone has the Todd's subordinate making Elder Scrolls lore while high?
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This ones kind of well known. In World of Warcraft, scripts have to be attached to entities, so what the developers did is have invisible bunny creatures all throughout the game to control things like where enemies are summoned by bosses, targets for enemy spells, etc. They can sometimes be seen and targeted in the actual game, usually in areas that the developers haven't kept up to date.
https://warcraft.wiki.gg/wiki/Invisible_bunny
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>>739121914
Mario Bros. was 31Kb in size, anon.
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>>739122046
That's not just Okami. That's how all 3d graphics have always done outlines.
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>>739123205
You realize he said bytes, not kilobytes, right?
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>>739123232
Nah, Borderlands uses a Sobel filter (edge detection as post-processing), for instance.
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>>739118285
SAR DO NOT POST ABOUT POOPOO JAR
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>>739118285
Dark Turds 2 lol
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>>739119095
The old Serious Sam games also could only spawn idle enemies.
To have them immediately run or jump towards you the devs placed short runways outside the levels where the monsters would first have to walk a short distance into a teleporter or onto a bouncing pad so they'd appear with the correct animation.
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>>739123335
so?
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>>739123335
They did all they could to shave down on the file size to save on hardware on the carts. The bush/cloud thing is just one example but how many others are there to make that 31Kb happen.
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>>739119570
Mr. Game&watch in Smash Brothers is the same. He's actually a 3D model that they make look 2D with some trick.
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>>739120495
shutup Todd
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>>739121504
Yeah, people make fun of this stuff but this shit is what Hollywood does and still does. A little fun fact ia anytime actors are in a hot tub it's never actually heated because the steam would fog the cameras. Rain also generally can't be picked up on camera which is why every rain scene is so heavy or in a storm.
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>>739122774
fucking how
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>>739123857
And snow, at least in some cases, is just Styrofoam because of how it clings to things and how it crunches
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>>739123232
>>739122046
that sounds really inefficient
I think it looks better than in borderlands but borderlands doesnt have to render everything twice
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>>739124003
well now i see this scene differently
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Active Enterprises was aware of Action 52's mapper issues and slapped a leaflet into the box that told you that Jigsaw and Alfred and the Fettuc are "secret games" that are only accessible by beating Ooze... ...which crashes on level 3.
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>>739124145
That was synthetic snow. The foam was more common in older/smaller productions, when synthetic wasn't as common, which is why I said "some cases"
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>>739119570
does this hurt performance?
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>>739123857
>>739124003
Hollywood is at least 90% bullshit. Every cow in a movie is just a horse with spots painted on, and every horse is just two dogs duct taped together while someone bangs coconut halves off camera.
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Skyrim doesn't have modeled feet, they slapped a foot texture on the shoe model and called it a day.
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>>739114779
The facial texturework in Megaman Legends is crazy with different faces depending on what angle you see them from in cutscenes.
For example rather than modeling Teisel's open mouth in Megaman Legends they just used textures with a transparency effect. It only works from a side angle. If you saw it dead on it'd look like he had teeth missing.
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>>739124481
>horse is just two dogs duct taped together while someone bangs coconut halves off camera.

Honestly looking in to how sound effects are made is really fun. It is literally shit like this. Even foot steps need to be created using anything but someone walking to get the sound right otherwise it either doesn't get picked up or sounds oddly wrong.
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>>739124546
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>>739124365
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>>739124545
I think that’s what most devs do. Games with highly detailed feet are rare.
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>>739114779
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>>739115416
True artistry
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>>739124481
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>>739124793
You can't say they didn't tri.
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>>739124793
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>>739122914
No but Morrowind just randomly shutting down and restarting the console on Xbox while loading comes to mind
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>>>/3/998280
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>>739124793
This is a textbook case study in why cutting corners is sometimes necessary. You can try too hard and be too much of a perfectionist and wind up with something that doesn’t work.
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>>739125259
kek
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>>739125103
is that peace walker?
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>>739125093
That was just standard practice for Xbox games. Invisible War did that too but unlike Morrowind they didn't "fix" it for the PC release
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>>739125341
no idea what game it is
stolen from a thread about ps2 graphics
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>>739118285
>Scholar of the first Shit
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>>739123942
It's an example of texture painting on a simple model. In older games textures were painted surface details, shadows, and highlights. The texture fidelity in the example is really high but great results can be achieved with much smaller texture maps.
Modern game models when ripped are almost always just flat colors with only some some details like irises and freckles painted on while most detail is modelled in 3D and lighting is all done in engine, this is incredibly wasteful considering the processing required when the end result is artistically no better than what was possible over 20 years ago.

Modern graphics are ruining gaming, they're expensive, huge in size, and enormously heavy to process.
For years now they've been shilling for individual strand rendering on hair, which is going to cost the consumer huge amounts of money for just hair that ends up freaking out and breaking because it's all a real time simulation. Hair cards or sculpted hair work perfectly well and can be made to move in artistic and interesting ways for a fraction of a fraction of the processing cost of real time simulation.
It's not unlike YandereDevs 5gig toothbrush but instead of being a goof, it's on every human and animal, and it's on purpose, and you're paying AI datacenter comptetition prices for the privilege.
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The reason Sim City and most city builder games work on a grid isn't just because of limitations. They are all just glorified spread sheets. Only instead of you seeing the mathematical answer they display it as a building.
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Parts of Might & Magic 7's Stone City were copypasted into 8's Dark Dwarf Compound.
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>>739125747
so are all 4 niggas in a row games. It's all just classes and damage formulas behind the scenes
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>>739124369
>That was synthetic snow
Fitting for the movie
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>>739124546
based af.
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>>739119570
>>739124420
Technically every "2D" game using a 3D API like Direct3D or OpenGL renders geometry (textured quads / sprites) orthographically in 3D space.

>does this hurt performance?
Modern GPUs are most optimized for 3D geometry.
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>>739126314
I'll optimize your geometry!
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>>739124793
>>739125028
Aren't overblown poly/faces no longer really an issue and generally handled by LODs and shit in basically any semi-competent engine? I remember reading something about this a while ago.
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>>739125981
>>739125747
This is all games.
All games are just spreadsheets of information with a visual representation atop it. Or do you think that RDR2 is an alternate world without mathematical values behind every single thing that happens.
City sims, 4 niggas in a row, and card games just use less abstraction for their spreadsheets.
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>>739114901
>>739118063
Oh my
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>>739121005
why the FUCK are mirrors still such an esoteric technomancy even today? why are devs so fucking lazy?
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>>739126638
what I meant when I mentioned 4 niggas in a row was that they are just that. Nothing else is going on there (besides graphics and stuff like that). RDR2 has complex physics systems and other crap. This is just a spreadsheet with a nice UI
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The sprite for the Flash/Sunbeam tool in FF6 is misaligned and instead of being shoulder-mounted it's attached to Edgar's head, with the sunglasses just hovering in the air.
They couldn't be arsed to fix it in the shitty Steam/Mobile release and instead just edited the sunglasses out.
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>>739126509
That's an UE5 thing, and a double edged sword.

On one hand it allows incompetent 3D modellers (like indian 3d farms) to produce cheap art without compromising performance.

On the other, the auto-LOD chain creation algo introduces all manners of micro-artifacts/discontinuities which have to be hidden by blurring the final image. TAA/upsampling is integral to UE5 since they need it to mask a lot of small rendering errors (the previously mentioned geometry discontinuities, raytracing noise, 1 pixel triangles popping in and out of existence due to LODing...).
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>>739119282
>>739120369
I remember reading that for FPS games you make stuff larger than it actually is because the perspective reasons.
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>>739114779
The stones in Desert Colossus are just the royal family's tombstones underneath the sand.
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>>739126754
RDR2's complex physics is basically a spreadsheet too lil' bro, all softwares are
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>>739125028
we have to kill asian devs
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>>739118285
Miyazaki mandated that they put in hundreds of DS1 references into the game
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>>739120754
Wait, Duke Nukem was a sidescroller?
I thought it was always a doomclone
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>>739126754
...anon, all modern games have "physics systems and other crap", they're just applied in different ways. Turn based RPG battles are just a different level abstraction when it comes to combat. When you shoot a robber in RDR2 you're taking part in those same abstractions they're just presented in a different way, you aren't actually shooting anything, it's a spreadsheet calculation with those "physics systems and other crap" factored in to the trajectories for calculating a hit or a miss.
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>>739126718
>lazy
You think that was LESS work than just sticking a reflective surface there? Really?
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>>739127142
The doomclone is called Duke Nukem 3D
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>>739127232
if games like DCS and IL2 figured it out then these fuckwits can, I don't give a flying fuck about any excuses you can shove them up your ass just like you along with these untalented subhuman retarderd nigger devs shove dildos. It's 2026 this should be fucking basic ass tech by now like dynamic shadows
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>>739120703
That's not what it is.
It's an armor piece that replaces the player's pipboy (so that it shows up in first person), and then the game animates the player's first person camera to move down a preset path. Trainwiz turned it into a hat for a joke on /fog/ and then some faggot reposted it to reddit.
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>>739126718
This is pretty much how mirrors have been handled for decades in games.
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>>739125093
This makes more sense when you realize that the OG Xbox had 64mb of RAM and Morrowind's minimum requirement was 128mb. By all rights it shouldn't be running on it.
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>>739126638
>>739126754
>>739127161
ehh no the difference between 4 nigga games and sim city games is that they're minimalist spreadsheets with representation, no interlinking or individuality to any aspect of the system
everything in RDR2 is very individual but if you don't think thats a good counter example, check out Factorio. Factorio is something that could not truly work on primitive tech in spite being optimized, unlike sim city where the simulation is all 'fake'
https://www.youtube.com/watch?v=dY2nxVNBHQs
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>>739127607
More like "what the fuck are devs doing now that needs 10GB of memory"
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>>739127757
You're the zoomers that want 8k textures and raytracing.
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>>739125717
I'd much rather have these mostly static, painted on strands of hair than whatever it is that they're doing now, the dithered, pixelated looking hair that requires 20 layers of temporal anti-aliasing to look right.
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>>739127757
>10GB of memory
Load in all the numbers and keep them there so that the CPU doesn't have to CONSTANTLY re-send the same data back over and over again
instead of reading, nuking and writing them all the time
Morrowind constantly emptied its entire RAM ergo why it had long ass loading times
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>>739127520
IIRC, doesn’t it take up the helmet slot and just unequip and reequip whatever headgear you’re wearing? The pipboy is treated as a menu rather than an armour slot.
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>>739121005
neat
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>>739128071
No, because helmets don't show up in first person, only things on the arms do.
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>>739125717
That's true. It's like they're trying to overcompensate or artificially inflate the game's budget on purpose sometimes. I get that now and then it can be interesting to push the limits and see how far graphics can go, but I can't help but admire those who are able to make less with more.
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>>739127075
wtf even in 3ds
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>>739118285
Now I understand why that game was so shitty.
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>>739124546
Man, I loved Legends' graphics, and gameplay, and world, and characters.
Death by a thousand papercuts to Capcom for ditching the series.
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>>739125717
something about this era/style of grafix really speaks to me
it's probably just nostalgia and me being old but that's fine
>>
>>739125717
I remember how Horizon Forbidden West went on and on about how you could see the hair follicles on characters.

And then I got stuck on geometry because I decided to climb to an area the game didn't like.
>>
>>739126509
Small triangles and overdraw shit the bed when it comes to 3D graphics, this is worse with more triangles.
>>
>>739126718
All the money goes into graphics and advertising.
>>
>>739115409
Heh
>>
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>>739128761
It's because it's actual art direction.
Everything was intentional and made to create the feeling on grandeur using illusion and stage tricks. Distant objects were essentially matte paintings, the foliage in your image is painted and coloured specifically for this game an not just an asset from UE5 realism essential pack.
Look at games like Okage, FF12, BoF Dragon Quarter, and DQ8 for how different games in just the genre of JRPG could look. They all had their own visual language and direction.
Now it's all generic anime.
>>
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Ratchet and Clank 3 had a serious bug in its online multiplayer mode. The devs did not anticipate this, and the game had no ability to download any kind of patch.
However, every time you boot up the multiplayer mode, the game downloads an End User License Agreement from the game server. So the devs put a buffer overflow into the License Agreement, allowing them to self-exploit their own code and patch the game.
>>
>>739128761
golden age of video games
roughly mid 80s to early/mid 2010s, there is no debate
games had sovl and they spoke to your soul, it was good, now everything is gay and demonic
>>
>>739129467
Is the one end user license thingie targeted at this one specific game or could they have "damaged" other games that also downloaded it?
>>
>>739129736
Nope, it was specific to Ratchet and Clank 3.
>>
tefst
>>
>>739129802
Brilliant idea desu
>>
>>739115416
This took a lot of effort. No wonder jeets would rather go with memetracing.
>>
What's the one game where it would crash if the FPS counter wasn't displayed and they couldn't figure out why?
So they just moved the FPS counter off screen
>>
>>739115508
>Coomer
heh
>>
>>739116290
>>739118285
even more proof that FromSlop just does asset flips
>>
>>739130020
everyone reuses assets
>>
>>739130515
yeah but fromslop does it so shamelessly and constantly
>>
>>739115618
I wouldn't call this lazy or creative, old source/quake engine games just played better and were more responsive when ladders act more arcade-y and the devs knew this
>>
>>739124074
we used to laugh at yandev. Who's laughing now?
>>
>>739130979
Nvidia
>>
>>739115416
reminds me of that SH1 one
>>
>>739121778
>>739122127
>>739122602
As one of the two people that played Outriders, I can confirm it's a loading screen between the main area and a sidequest zone, and it's not even the dumbest area transition.
>>
>>739124628
That's why you should never trust ANYONE who works in Hollywood. Why would you trust someone who bullshits people for a living?
>>
>>739114779
people who freak out about that picrel know nothing about gamedev. since the very beginning devs have used creative ways to solve certain challenges.

for example in the original deus ex game they couldn't/didn't have real visual reflections in the game so in certain interiors they copy pasted and vertically flipped everything in the room directly undernearth everything and then set the transparency low so it looked like everything was reflected on a shiny floor but the floor was semi transparent and you were just seeing the models copy pasted and vertically flipped with transparency set low.
>>
>>739124778
It literally has the older game in there for comparison
>>
>>739121463
no fucking way
>>
>>739121005
how does that work?
the road isnt just a picture right? when youre looking out of the front window you are looking at the actual level
so why dont you see the policeman's torso?
>>
>>739124545
>>739133749
morrowind was the first true 3d game their artist did, i think, had crappy looking models but was higher poly than most games at the time, also the body was separated into parts or segments, not a single mesh.
oblivion went 10x on everything and made a single high poly mesh that included actual feet and toes, and used a proprietary face scanning tech that gave you watermelon looking heads with the scanned faces on it, and they used it without any modification whatsoever it seems.


>>739121463
kek
it's the fade to black that kills me
>>
>>739124545
Skyrim and Oblivion had to run on the same console. There's a bunch of stuff in Skyrim that ended up apparently being cut down just to make sure it fit in memory.
>>
>>739118285
THE DISGUSTING DOOKIE DEVOURER
>>
>>739114779
The single Halo 3 rock used for every level just rotated and resized.
>>
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>>739126968
>looks like picrel
uh oh stinky
>>
>>739124003
> Come in out of the cornstarch
>>
>>739119282
It's not like this at all. Yeah, it's really noticeable and it looks bad, but whoever took these screenshots must've used some sort of Cheat Engine script to resize the character.
>>
>>739134474
Those objects on the hood are only visible when viewed through the rearview mirror. It's faking a reflection.
>>
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>>739114779
Why would game developers ever need an object to move from A to B? That's what NPCs are for, retard!
>>
>>739135985
>whoever took these screenshots must've used some sort of Cheat Engine script to resize the character.
Dude, some of that shit is INTERACTABLE - the assets really ARE THAT oversized:
https://youtu.be/VttL3fRfd3w?t=8741
>>
I swear, there's a reused enemy in Elden Ring, from Sekiro of all places. It's a fat guy with a scimitar/falchion that spits fire on the sword.
>>
>>739119282
Nobody noticed because the average gamer is manlet.
>>
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>>739136286
Those were already in DS3's DLC.
Also, there are enemies in ER that date back to DeS and I wouldn't even be surprised if there are even earlier ones.
It's one reason why I can look past a smaller bestiary in a lot of Soulslikes and the like: FROM is essentially doing what Igavanias were doing before and reusing/retooling their amassed assets from almost multiple decades while everyone else has to create them from scratch.
>>
>>739136270
is there any ingame explanation? did he travel to a land of giants a la Gulliver? drank a shrinking potion a la Alice in Wonderland?
>>
>>739136286
>>739136673
post him
>>
>>739136086
It's not an NPC. It never was. Redditor.
>>
>>739115416
baked reflections

>>739118576
smart since it lets them avoid wasting bandwidth on a bunch of rocks

>>739126718
rendering the scene twice like this from different angles and stitching it together is less computationally expensive than rendering the entire scene and then doing a million ray tracing calculations to simulate a mirror perfectly stfu, if you don't know what you're talking about please

>>739132887
re4 did this for the water room, just the world inverted. It was smart at the time.
>>
>>739136680
nope, just messy environmental design
>>
>>739136878
>the train just have the body of a character for decorative purpose
You seem really upset.
>>
>>739136709
>>739136673
I swear this guy is on elden ring.
>>
>>739115416
FF7 remake does the same thing in the shinra building
>>
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>>739137097
You're probably thinking of those.
>>
>>739115508
Why isn't DSP bragging about his time as a Valve QA employee?
>>
>>739118576
And now games take 10 years to make because you need 10,000 unique rocks
>>
>>739115508
I mean why WOULD they add a useless loop in a completely linear game?
>>
>>739121804
>Devs cldont know how to into UIX, there's an entire other department for that. Most likely Bethesda outsourced the UI to Jeet coders.
>>
>>739136680
the explanation is dracula.
>>
>>739121463
I would rather have a source engine loading freeze than that shit
>>
>>739120303
>manlytears checks out his new dollhouse
>>
>>739121626
>It takes very little resources
Transparencies are kind of expensive.
>>
>>739126968
Holy shit my whole life has been a lie
>>
>>739121626
This only works for a a single, perfectly flat reflection plane.
>>
>>739121463
such a slopy way to do a loading screen transition

my favorite loading area transitions are probably the ones in tony hawk american waste land. It's just a hallway with zero details you can skate in while the game loads the rest of it, but it never takes away control from you
>>
>>739137081
>the train just have the body
It never had the body of a character, Rajeet, you fell for someone making a shitpost with a mod.
>>
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>>739114779
Primal and FC4 use the same base terrain.
>>
>>739138316
Uh, duh? They tell you Primal is set in the same area just thousands of years ago.
>>
>>739124365
>>739124693
>>739124472
Wow older game developer could get away with so much shit back then
>>
>>739137225
I used to laugh at DSP but if you look up some random let's play on youtube you will find thousands of vids of people just as bad/worse. It really is some learned helplessness with modern games where people get confused if the game gives them a branching path
>>
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>>739138540
Want another one?
Bullfrog didn't manage to implement proper stats, hitboxes, etc. for the vehicles in Hi Octane because they apparently made that thing from scratch in EIGHT WEEKS but playtesters still thought that they all handled differently because the stat-bars on the select screen had different sizes so they also never bothered with fixing it later.
>>
>>739115416
kino
>>
>>739129292
generic anime or 200gigs of photorealism
grim times
>>
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>>
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>>739120475
>YOU CAN'T USE OLD MEMES
mfw
>>
>>739120754
That goes beyond piracy to borderline plunderphonics.
>>
>>739127142
duke nukem 1 & 2 were sidescrollers
duke nukem 3d was 3rd game and doomclone
>>
>>739127757
Most modern games don't have long ass load times.
>>
>>739126718
retard
>>
>>739124472
Outstanding.
>>
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>>739124646
>>
>>739123232
There's also a post processing variant as the other anon mentioned, analyzing the depth and normal buffer using filters like sorbel or laplacian.
>>
>>739121626
Reflections don't work like that. In fact reflections aren't just inverted geometry.
>>
>>739120475
>shit man no wonder this place is so slow, ya'll old enough to be my granddad
t. manlettears
>>
>>739120303
kek
>>
>>739134474
It's called a stencil. Basically you can only view the shit outside through that mirror. Think of it being a pair of transparent glasses making the invisible objects visible. It's used for UI and sometimes to fake non-Euclidean effects like the display cases in the game antichamber that show different items based on which side you use to look into a cube.
>>
The 3D and parallax scrolling effects in a lot of SNES/Genesis games were a plain background picture shifted left or right line-by-line with different offsets on every scanline interrupt.
>>
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>>739140127
For what purpose? Surely it would be far more efficient to simply polygon model the character's head? Impressive flex.
>>
>>739137837
Only in modern pipelines because everyone has cargo culted themselves into deferred rendering.
>>
>>739140726
A 3D model wouldn't do the anime thing where the nose disappears from the front and the mouth slides to the side of the face in profile.
>>
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>>739140726
I guess that it wouldnt look right from the side
>>
>>739125103
I didn't know this trick, that's quite smart.
>>
>>739121463
Jesus christ I don't think I can laugh any harder
>>
https://youtu.be/TxrKKLPdWC8
>>
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>>739140720
That stuff was a thing even on NES, particularly noticeable in those racing/car combat games with back view.
>>
>>739127607
PCs need more RAM than consoles, the minimum RAM requirement for Halo 1 was the same and that game was built specifically for the Xbox.
>>
>>739139274
It's awful isn't it.
>>
>>739140883
>>739141078
Ok, understandable. Neat.
>>
>>739124481
Jimminy Jillickers, I get that reference
>>
>>739123617
for some reason i almost never see people bring up the fact that they recycle multiple levels throughout smb1, it's pretty shameless.
>>
>>739142274
There's an arcade version of SMB1 that replaces all the repeat levels with Lost Levels stages.
>>
>>739114779
Project Nortubel
>>
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>>739140720
Oh yeah, Sonic used this trick a lot. Sonic 3 in particular loved its psuedo-3D effects and making backgrounds out of multiple layers despite the fact the Genesis only has one background layer. Smart devs, those Sonic Team guys.
>>
>>739126718
Because true reflections consume a fuckton of available processing resources. There's really never a good reason to ever do true reflections when you can get creative and create an indistinguishable effect at a tenth of the performance cost.
>>
>>739142840
Oh is that what that is
>>
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>>739114779
>examples of game devs being creative/lazy?
every time I open the text editor and start typing
>>
>>739127161
No way fag. There's no way to keep track of relative 3D positions within an environment interacting with each other and a physics system in real time within a reasonable spreadsheet. 4 Niggas in a row however could be done.

Spreadsheets and math are not the same.
>>
>>739143614
Yeah but I bet it's always a top seller in the Switch eshop just because it's SMB1
>>
>>739126718
because you have to simulate LIGHT to make accurate "real" reflections. News flash, that's computationally expensive
>>
>>739123942
very high res textures.
>>
>>739138152
>someone
Pretty sure it was Trainwiz
>>
Who is the Train Man?
>>
>>739140726
Do you think that anime style has prefect perspective? anon...
>>
>>739114779
>>739118285
these are lazy

these are clever optimizations, the bread and butter of performant vidya
>>739115416
>>739118576
>>
>>739130559
>>739130020
how are their games worse because of this exactly?
>>
>>739145748
they are shit regardless of it
thats just icing on the turd
>>
>>739120475
lurk moar.
>>
>>739124972
?
>>
>>739114779
>>
>>739115416
as someone working on city lights in my ue5 project right now this is not laziness.
>>
>>739123584
hahaha this is what this thread was made for right here
>>
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>>739136673
>FROM is essentially doing what Igavanias were doing before and reusing/retooling their amassed assets from almost multiple decades while everyone else has to create them from scratch.
Rondo Skeleton, my beloved.
>>
>>739131041
kek
>>
>>739136286
retard, almost every single enemy in elden ring is a "reused" from soft enemy from an older game. It's supposed to be a sort of a "love letter" to the soulslop i guess or something like that.
harald legion = omen = juzou
tree sentinel = Gyoubu
Radagon = Genichiro
sulyvahn = rellana
snake soul / pus of man = ulcerated tree spirit
erd tree avatar = asylum demon
thrall = imp + militia
basilisk = basilisk
silver tears = phalanx
smough = fire prelate
patches = patche
>>
>>739147220
what did anon mean by this?
>>
>>739148039
The ulcerated tree spirits(?) were also found unfinished in DS3 and some people even identified certain animations (like the dragons making lightning swords) just from the trailers. From probably has a huge library of unused and unfinished assets they rework whenever they need to fill a game. I wouldn't be surprised if they were running out with ER's dlc.
>>
>>739118417
>spongebob art assets boiling in shit.jpg
>>
>>739130559
Wait until you play a few Valve games
>>
>>739114779
it amuses me people shit on bethesda for this. It worked perfectly and nobody knew it was a thing until years later.
>>
>>739148118
It's the Assault on the Control Room/Two Betrayals map from Halo CE. Infamous for being a long level padded with lots of copy-pasted rooms.
>>
>>739148039
>patches = patche
Sure, buddy. Take your schizo pills
>>
>>739149215
Its AI-coded.
>>
>>739150758
retard
>>
>>739151140
You know it to be true, if you showed this to someone without context they'd think it was made via vibe coding.
>>
>>739151245
Even in the context of today that's not really true, that kind of "reuse an existing system for something totally different" is the exact opposite of how AI does things. It'd tell you to make this entire fucking system for that one scene because that's all it knows how to do you. You're a moron
>>
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>>739151641
>that kind of "reuse an existing system for something totally different" is the exact opposite of how AI does things.
You're saying AI would make something new?
>>
>>739151835
new does not mean novel, obviously
>>
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>>739151919
You think bethesda games are cleverly made?
>>
>>739149215
It's not even true. It was done with a model swap in the FO3 GECK by a shitposter on /v/ and retards keep posting it which tricks more retards into thinking it actually happened.
It's an alligator in the sewer.
>>
>>739151641
>can't even type a proper sentence
>calls others morons
>>
>>739137384
That was being developed in 2004 to 2005. Not jeet coders.
>>
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Elite Dangerous runs on the Roller Coaster Tycoon 3 engine
>>
>>739151835
New TO THE CONTEXT OF YOUR CODEBASE, retard. It will give you the generic solution by adding additional stuff to your codebase instead of coming up with the creative solution using what your engine already does.
>>
>>739153667
If only Elite was good
>>
>>739153676
Define '''Creative''' solution and explain why its the better option here instead of the generic one.
Because you don't need your code to be stylish to be good, you just need it to work proper.
>>
>>739153879
you should try actually reading the conversation you're trying to enter
>>
>>739153667
Starfield runs on the morrowind engine
>>
>>739121626
>looks fantastic
>>
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>>739114779
The Winter Lanterns in Bloodborne are done by having a 2nd invisible enemy in their heads constantly firing invisible projectiles at you.
Literally just like the Bethesda train helmet
>>
>>739147220
Damnnnn
>>
>>739154783
How's about answering the question why a solution needs to be dome creatively and not simply.
>>
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>>739145072
>>739143461
>>739139797
>>739136974
>>739129107
>>739129107
>He says this while ignoring how that Valve's source engine managed to do it and not be laggy
>>
>>739155043
because that has literally nothing at all to do with what we were talking about
>>
>>739121378
retard
>>
>>739155165
>retard
Now try that in a modern game with high poly models, 4k textures and HD shadows.
>>
>>739145748
because I'm trans and have a hate "boner" (neo-vagina) against Fromsoft
>>
>>739119570
creative
>>
>>739155165
>OMG PLANAR REFLECTIONS IN A LOW POLY ROOM!!!
>>
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>>739124546
>>
>>739114901
For one second I believed Saarfield would pull this
>>
>>739152054
They actually are.
Say what you will about the end result, a lot of the shit under the hood is amazingly built.
>>
>>739118063
literally what's the problem with this?
>>
>>739155345
>>739155615
>It just can't be done because, it just can't!
lol
>>
>>739156327
Correct.
>>
>>739115416
Thats just how you did it back then. And arguably still should do it to save on resources.
>>
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>>739118285
How have I never seen this before holy shit
>>
>>739125285
The corner that was cut here was not reducing the model detail down to meet resource budget.
>>
>>739120432
That and layering. With Unity if you use sprites you need to order them which can be a bitch to deal with when you need them to start moving around each other. Making a flat plane with a texture on it in 3D means there's no ordering issues since the ordering is done for you through the Z Axis
>>
>>739126509
UE5 lies to you at how efficient/practical it is to actually do that.

Especially when you could just not suck at modeling to begin with.
>>
>>739127076
>using boring shit like spreadsheets to make cool stuff means that spreadsheets are cool stuff, so lets skip the cool stuff and make every fucking game a spreadsheet
And no one ever figured out what went wrong with vidya in the last decade.
>>
>>739121463
amazing
>>
>>739126638
In terms of sim games it's how the game is saved. Everything operates on grids so you can save the buildings by coordinate rather than by needing to save the actual models and their position data. Instead it just saves the grid coordinate and populates it with an id or tag of whatever is there. Then on load it checks the spreadsheet and instantiates the objects/models/sprites into their grid positions.
>>
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>>739126638
So what point are you trying to make?

Whenever I hear someone who does real work in software development call something a spreadsheet they don't mean "all the code", they always mean it as an insult to a specific type of code or only talking about the UI layout.
>>
>>739124472
>takeshi doing anything but fixing that buffer overflow
>>
>>739126509
You are probably thinking of UE5 Nanite, and 90% of what you hear about it is marketing material.
>>
>>739127757
Same thing webdevs are with their webpages that take 1GB on RAM. Saving time with sloppy code and offloading it to your hardware.
>>
>>739128761
It's art done by real passionate artists. If you asked them to make the same scene today, they would just try to make it realistic.
>>
>>739126638
You have no clue what you're talking about. Yes, every program is just data structures, but most of them cannot even remotely be accurately described as "spreadsheets"
>>
>>739121463
Game?
>>
>>739158810
sadly
>>
>>739123857
Reminds me of the sugar waterfall in starwars
>>
>>739124481
>Up and adam
>>
>>739156520
>All those tricks that they used to create the illusion of reflections aren't real reflections
I don't give a fuck what tricks they did, There is no excuse for not having working mirrors in video games. Same for flushable toilets and sinks that can be turned on
>>
>>739159254
>"I'm an ignorant retard who has no clue what he's talking about but you should listen to me because!"
Be quiet retard.
>>
>>739156327
>>739156520
>"can't be done"
>some modder puts it in 5 minutes after release (unemployed fat neckbeard who normally makes fat mods for obscure 90s 3d games)
>takes them 5 minutes instead of 1 minutes because most of the work was writing a cringey readme with their fursona)
>>
>>739159950
>retard
Show me a mod for true reflections in a modern AAA game that doesn't massively impact performance.
>>
>>739160032
https://m.youtube.com/watch?v=ZD5wyWiT_Kw
>>
>>739160173
>the retard had this copied and pasted waiting to spring into action with his gotcha
>fails to realize it was already partially implemented in the game and only disabled for the sake of version parity
You're not as smart as you think you are anon. Concession accepted. Better luck next time.
>>
>>739155345
It won't cause any lag because the reflection is actually a camera viewpoint. That is how planar reflections work.
>>
>>739160672
That's not the same thing as true reflections which is what retards are talking about.
>>
>>739160759
That is a planar reflection being shown on that screen and I am replying to the "now try that with X see what happens!" reply to it. If you insist that isn't a true reflection then you are wasting your time.
>>
>>739160672
>rendering the same scene twice won't cause any lag
>>
>>739160886
By this logic cameras with security screens to show their POV will crash every single game when it is implemented. This is the very same technology but the camera isn't visible and is used to show a mirror effect.
>>
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>>739156520
K. Not buying your tranny shit games then if you can't seem to do what devs were able to do 25 years ago faggot.
>>
>>739160590
>You're not as smart as you think you are anon. Concession accepted. Better luck next time.
Is this was your surgeon told you after he made a shitty neo-vagina from your small dick?
>>
>>739158810
Outriders.
>>
>Is this was
Fantastic job proving me correct.
>>
>>739120754
most shareware games are a hodgepodge of stolen assets, yes. Even Doom.
>>
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>>739160590
So the argument is
>well yes its literally already implemented and trivial, literally all that needs to be done is change one value, takes a modder mere seconds to change. Instantly feasible. Zero issues, just can't do it on 3 generation old consoles because it would make a few people upset
>so its impossible

Oh. Okay.

Got it
>>
>>739120303
laughed
>>
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the soccerball in FIFA was a modified grenade from battlefield
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>>739162016
>fallacy
Concession accepted!
>>
>>739115508
>make a loop
>call it a maze
That's not how mazes work. They were following the rule of always stick to the right. Though, they were also insanely retarded for not noticing the environment was unchanging for 10 minutes
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>>739146416
For whatever reason they reused part of the map screen as background which makes no fucking sense since you're already IN THAT CASTLE at that point of the game.
And no, Dracula didn't install a giant mirror.
>>
>Fantastic job proving me correct.
Sounds like your neo-vagina is painful and stinking hard. Sorry that's happening to you.
>>
>>739155165
No one's saying reflections can't be done you inbred retard. They just are needlessly expensive. Of course a room with simple geometry and 3 different models won't lag.
>>
>>739162216
>fallacy
>about literally how it works
>argument is also a fallacy fallacy in itself
Grim
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>>739124970
Glad to have you back, Ultros
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>>739148387
other companies do this too
KT reuses animations and models all the damn time. Even games as new as Nioh 3 use ancient Dynasty Warriors animations, most notable in how the basic human mooks move and attack
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>>739148039
The fatties in Sekiro are completely different though. Their only similarities is they're big guys with big swords.
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>>739154903
Don't their projectiles appear in your character when you get hit? They're little spear/knife things.
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>>739163227
UUUU
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>>739148039
Omenkiller = Capra
Pumpkinheads = those Bloodborne axe-guys
Fallingstar Beast = Blazing Bull
Also, the Harald/Omen are probably closer to the Headless.
>>
lazy
>>
>>739121463
LOL
>>
>>739163598
>>739148039
Barring a few exceptions, these are mostly just similar enemy types rather than actual same enemies. Often very different movesets and animations. The biggest overlap is usually just the base concept. Do people complain about shit like Gears of War reusing enemies?
It's fun to go "ha, looks like they're still putting stray demon in their games" but I don't see it as anything more than trivia.
>>
I don't remember where I read this from but some guy programmed a check in a game where it constantly checked whether you were on a helicopter or not for some reason
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>>739116290
That's hilarious
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>>739114779
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>>739115416
This is the opposite of lazy, this the devs putting in extra effort to optimize their game.
>>
the resident evil 4 (2005) UI is a 3D model that's placed in front of the camera and moves around with you. there was also something really clever with the water textures/rippling in that game but I can't find the video explaining it anymore
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>>739164739
I snickered
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>>739125717
Thank you for articulating this well. I was contributing to a visual mod for an older game and had a lot of long discussions with the author about retaining things like texture detail. We were experimenting with the idea of replacing textures with PBR ones supporting features he'd developed, and it was an annoying process. Every time I'd find and equivalent texture in a library, I'd tweak it and test it in-game and it never, ever looked right. Eventually I realized that there was too much detail baked into the albedo maps, and what we were doing was the equivalent of the grafix cat meme. We ended up putting it on the back burner.

Nerrel has a good video about the process: https://www.youtube.com/watch?v=YVgmAjAG7Xc
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>>739136286
Bro Fromsoft has been replicating the "Skeleton forming itself and attaching it's head" since the very first game featuring a skeleton.
>>
I don't think it's particularly lazy, but when the Sunbeam blows up in Subnautica, it's actually an extremely small model. Just thought it would be interesting to mention.
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>>739164180
I'd say the only one people are really sick of is vanguard/asylum demon/stray demon/erdtree avatar because he still has like 3 moves and one of them will always be an ass slam. And because he was already used 3 times in Dark Souls.
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>>739126718
Reflection hacks aren't lazy. In modern game engines, it's easier for devs to implement true reflections than it is to do these tricks and hacks, you just mark a surface reflective and let the engine and GPU handle the rest. These tricks are a form of optimization that improve performance of the game. The usage of these tricks shows that the developers care and are putting extra effort to improve the performance of their game.
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>>739165394
Eh, each iteration added moves. Erdtree Avatar has a lot compared to Asylum Demon. Same kind of enemy (big fatass demon that smashes you with big overhead club attacks) but with additional moves (club has a three hit combo, a "get off me" sweep with a followup, a long ranged gotcha slam etc). It's like how Doom has enemies that more or less fill the same role between iterations despite having expanded behaviors.
>>
>>739121463
CINEMATIC
>>
>>739137225
>>739138543
i saw a popular streamer get stuck on the cuphead tutorial for 3x longer than the journalist did
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>>739167047
streamers do that shit intentionally to bait donations
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>>739138543
I didn't realize this until watching some of my friends play vidya. Holy shit I hate watching people play vidya
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>>739115416
Based devs
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>>739126968
>>
>>739164503
that's actually pretty normal
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>>739161579
Why are you so obsessed with transsexuals?
>>
>>739137225
>>739115508
Reminder that the spastic responsible for the eternal right turn bragged about it on reddit.
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>>739167432
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>>739167559
me on the left
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>>739167814
Are you a smooth criminal?
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>>739168093
Never been caught yet
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>>739121778
That's not immersive, you gotta have it play a cutscene animation. That's immersive, taking control away from the player.
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>>739167559
lean back
lean back
lean back
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>>739167559
real smooth
>>
Bump
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>>739149054
cope fromtranny
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>>739171215
I ain't that other guy, but I play EDF games regularly. I'm fine with asset reuse if the black and red ants are mechanically different. The gold ants can fuck off, the obnoxious shits.
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>>739114779
The energy lift in Truth and Reconciliation was a concession to hardware limitations of the OG XBOX, they wanted like a big ramp or something it never looked right as you get closer and closer to the cruiser so they decided energy lift in a cutscene to get around the problem entirely.
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>>739115416
>Developer logo on billboard in-game
I never say this, but Fucking Soul.
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>>739115508
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>>739143115
your GIF has an even more complex technique. the mountains in the background cannot be done with the scanline trick since buildings overlap them, so they're made of tiles that get shifted in the tileset memory for each frame
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>>739135467
>Come in out of the cornstarch
BASED reference
>>
Mega Man's sprite is actually two sprites to bypass the four color limit.
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>>739121804
i'm not actually sure but i think they probably stop rendering on the game layer while you're in the menu. so it just renders that 1 frame with a screenshot in the background and then halts there until you resume, which helps save resources for the UI.

as for why you'd need to do this, idk, maybe they're looking out for your power consumption, or alternatively the menu UI runs so poorly they need to free up resources for it
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>>739173238
that's like 95% of NES games
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>>739118285
And Elden Ring's devs made an entire NPC race out of it
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>>739174032
the fanbase?
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>>739123030
I like this one more.
>Warcraft III: Reign of Chaos uses invisible units as targets for a spell in at least one cutscene. After Thrall's base is destroyed in Twilight of the Gods, he hits Archimonde with Chain Lightning, which then bounces across Archimonde's model a couple times. The bounces happen because the game spawns in four invisible children (two named Little Timmy and two named Littler Timmy) at Archimonde's location before Thrall attacks.
The idea of Thrall attacking suddenly appearing invisible children is funny to me for some reason.
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>>739145748
because despite reusing 80% of the assets and movesets they take years to make games and they end up looking the same and playing the same

elden ring is a fucking romhack of demon's souls
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>>739148039
>It's supposed to be a sort of a "love letter"
you mean slop
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>>739178914
I'm absolutely not a fan of From or Hackysacki and consider some of the shit they still try to pull off downright embarrassing and laughable but by the end of the day I'd still take their by now almost three gens behind tech, NPCs that just learned how to move their jaws during conversations, over the top rehashing and gameplay that by now has been run into the ground to the point it reached the Earth's core over yet another cookie cutter, system-raping pseudo-photorealistic UE5 turd with no artistic merit, feat. Debra Wilson and broccoli-haired mystery meat, that looks like shit unless you run a gazillion layers of AI-vaseline over it.
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>creative/lazy
Does a dev shitposting count? One of the artists for FFXIV1.0 painted an elephant taking a dump in the normal map texture for the Basilisk enemy. It is still there to this day in ARR7.5.
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Elex 2 was the recent king of zero fucks given (mainly due to extremely troubled development) with such amazing shit like messages written in blood and also perfectly angular Arial or you getting a plot-relevant wound at the very start of the game which gets bandaged but the bandage is only part of your "naked" base model so once you put on a simple shirt as armor it disappears from your arm.

>>739180026
>PRÖÖÖT :D
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>>739180345
Were either of the Elex games worth a shit at all? I've had them in my library for ages from bundles, and meant to check out the first one at some point, then promptly forgot to.
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>>739114779
People say Bethesda’s gamebryo engine is bad.
It isn’t.
Antiquated? Yeah.
A buggy mess? No.
I’ve played Wizard101 and Lego Universe and both were just fine when it comes to being stable smooth running games.
It is just Bethesda being themselves.
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>>739181113
haven't tried 2, but 1 was an alright game
did a playthrough a couple years ago, had some complaints and ran into quite a bit of jank, but enjoyed it none the less
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>>739181113
The first Elex is one of the biggest love it or hate it games in "recent" times. I immensely enjoyed and played it multiple times but honestly wouldn't reccommend it to anyone but the biggest jank lovers.
Elex 2 on the other hand is sadly a complete trainwreck were even stuff they improved from the first one somehow manages to make the overall game worse.
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>>739181458
>to anyone but the biggest jank lovers.
We talking the fun kind of jank (eg. Two Worlds, or SlavJank in general), or crashy shit?
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>>739179921
>but
stopped reading
excusing their abysmal game design just because you don't like niggers is not valid
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>>739182535
Depends on what you'd call "you never know how many HP, EXP, stamina, etc. you actually have because the UI has only bars and no numerical values BUT experience gained from quests and defeated enemies, regen-values of potions and the like DO show up as numbers" or "the in-game stat-descriptions AND THE DEVS THEMSELVES on discussion boards are flat out lying to you what they're actually affect".
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>>739185558
That kind of stuff I don't mind. Really just boils down to I don't want to waste my time with a game if quests break in an obnoxious matter, or if I suddenly fall through the environment to my death.
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>>739185558
On the other hand, the exploration aspect is absolutely awesome in the game. There's something to find pretty much everywhere, including some cool little world building, environmental storytelling and tons of (skeleton-related) eastereggs.
A lot of the quests are also pretty cool and interwoven in surprising and "didn't expect them to think about this" ways.
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>>739119570
this is literally every 2D game past the 90s for fucks sake
/v/ is so tech illiterate it hurts
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>>739124420
You can't play the game in a webpage so yes methinks.
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>>739126718
optimizations like in that webm
>MORE development time
>MORE performance
actual reflections
>LESS development time
>LESS performance
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>>739167463
lol, that reminds me of that guy who tried to sell breathtaking t-shirts
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>>739120935
.....wouldn't it have been easier to just distort perspective on the near visibility plane, than to have artists manually scale shit up?
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>>739137384
that is an actual optimization you retard. What yould you prefer, rendering the entire world or taking some low res picture, blur it and render a single plane for however long the player is inside the menu?
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>>739140726
it's not about efficiency. It's just that 2D anime face projections are vastly different that what you'd get with a traditional 3D model
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>>739137384
you literally have no clue what or why is it done like that kek
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>>739118063
Would you prefer the thing that some games used to do where your Escape menu would cause an aggressive blur to the screen that was happening in REALTIME, and your GPU fans would kick up two notches in the process?
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>>739174905
Kek
>>
>>739125103
>>739141251
Doing this with a skeletal mesh animation is completely idiotic and wasteful, that's what vertex shaders are for.
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>>739123584
doom-style mapping trick
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>>739186382
You have no idea what you're talking about. Very few 2D games use a tortured 3D perspective like that. Or did you just reply without even looking at the picture
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>>739187638
Still amazes me to this day the extent the sound-aggro worked in Doom, to the point mappers would create non-player traversable "vents" to nearby rooms to act as traps to wake up enemies if a player shoots in a neighbouring sector.
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>>739124472
You can't enter through more than 64 doors? How were you supposed to beat the game?
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>>739121005
well done
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>>739187749
I don't play FoTM trash, much less look at pictures of it
my point still stands, every 2D game uses a 3D graphics API
NOBODY writes rasterizers/software renderers or strict 2D pipelines past the 90s (no your indieslop doesn't count)
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>>739121480
The swing takes another victim
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>>739187967
That's referring to a bug that happens when you go back and forth throught the same doorway, playing the game normally won't trigger it
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>>739121504
Yeah that's why it looks like putrid shit
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>>739188165
>no, I didn't look at what I was replying to and no, I don't know what I'm talking about
gg retard
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concession accepted
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>>739124365
https://www.youtube.com/watch?v=b_nyPC-IHIw
https://www.youtube.com/watch?v=drkoNvX_Szg
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>>739130559
you want them to feel shame? what are you a schizo?
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>>739140883
>>739141078
there has to be better ways to do anime faces without relying on whatever the fuck is this, right?
>>739124646
>>739140127
>>
>>739121463
At least the jump is animated. If this was a Pokémon game, the screen would go black, a text box would say "You jumped over the gap!" and fade back in with you on the other side, if you're lucky there might be a sound too.
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>>739189112
anime girls are non-euclidean
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This either falls under lazy, or oversight.

Game was designed around you changing zones once in awhile, since the load screen was basically the game flushing everything from RAM, and clearing any caches in the process.
(which annoyingly means having to refetch your inventory, character, quests, stats, etc, from the server slowly every time)

Come the Abyssea add-ons, where players would constantly be in a singular area for 6+ hours actively doing shit, the game's performance would crater, or, on consoles, crash as well due to running out of RAM.

It was never properly fixed to this day, even though it's a PC-only game these days.
>>
>>739178914
>>739184371
What kind of moron would change a winning formula?
I hope the next Ace Combat is a dating sim because obviously the format is stagnant or something.
Retards thinking that innovation is some kind of ambrosia and just changing stuff constantly for the sake of doing so is good for game design is the exact reason that so many old franchises died pitiful deaths because no one knew how to keep a good thing going.
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this thread really proves how vee has no idea how difficult is videogame development

most of these examples are clever ways they found to ship a working game and no one could tell, what matter is that the game is fun
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>>739189490
>making stuff up about a 25 year old game.
wild.
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>>739125717
>Modern game models when ripped are almost always just flat colors with only some some details like irises and freckles painted on while most detail is modelled in 3D and lighting is all done in engine, this is incredibly wasteful considering the processing required when the end result is artistically no better than what was possible over 20 years ago.

They've taken to using albedo maps instead of diffuse maps (which is why they're flat: They're just supposed to contain color data and apparently highlights and shadows like what you find in diffuse maps fucks up the appearance), but if you said they didn't need physical details and high-poly counts I'd agree with you. They could just throw on an AO map for the crevices and shadows and use some kind of specular/roughness/gloss maps for the highlights and reflective parts (I mean they already do that). If there's a part that would be intricately detailed (like ragged cloth), just use alpha blending. Hell, they already use normal, bump and other kinds of displacement maps to fake high detail, so why would relying on other maps to fake other details be so bad? It should be a lot cheaper to render because it's not having to do everything from scratch, the maps are already doing the heavy lifting for a fraction of the cost.

PBR is great and it already solved the graphical fidelity question long before memetracing and lumen were things. Doom 2016 looked gorgeous (considering the setting) and it ran wonderfully. Art design also affects the quality of the finished product.
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>>739189269
pokemon games have animated jumps over ledges since the very first game lil zoom zoom
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>>739188165
allow me to be pedantic, since it's a cool topic

UE5 uses a software rasterizer written in compute for the 1 pixel sized triangles (of which it has too many, fuck nanite), since it's faster than running them through the regular 3D transform pipeline (vertex shaders, etc...)

Runescape (back when I played it, dunno about now), had two software rasterizers, a JAVA based one and a low level SIMD based one.
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>>739189112
You can go 3dcg, and you won't have to deal with weird models, but for "classical" anime style it's either this or just 2d.
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>>739114779
Outsourcing creative roles becoming more common
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>>739132389
Make that 4 people, I co-oped it with a friend.

I unironically really enjoyed the game and would have loved a sequel to iron out some of the wrinkles
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>>739190384
Welcome back from your 10 year coma, anon.
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>>739127963
god I hate this shit in Stellar Blade, looks so fucking bad
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>>739189853
Close, it just hit 24yo three days ago. And I don't make shit up about the formerly best MMO on the planet.

Also a shame they never really fixed the issue on PS2 causing it to run sub-1fps for about a minute straight, despite two attempts at doing so during Adoulin's relevancy. Issue first reared its ugly head during Voidwatch content.
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>>739114779
Raytracing
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>>739115416
Fucking incredible
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>>739191198
Oh I had a whale of a time. I played the terramancer and was doing massive leaps and charges around the battlefield while mulching idiots with my shotgun. My buddy thought the game sucked ass but he played the pyromancer so he had six class abilities that said "someone's on fire now" with the same icon. I think if the story had been half as long and they hadn't locked decent legendaries/set bonuses behind the endgame there could've been something excellent but at this point if anyone other than Gearbox tries to make a Borderlands it piques my interest.
>>
>>739118565
Kek
>>
>>739152054
Bethesda games truly are the great midwit filter
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>>739191447
I played Techno and Pyro on a second run. Honestly Pyro was cool as shit if you built it right, I was unkillable as long as someone was on fire. I think the game was refreshing in that your character wasn't a pussy and was regularly threatening or shooting people in cutscenes.
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Finally a good thread in this shithole.
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>>739191209
>reading comprehension
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>>739120935
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>>739122378
>OG's HD games have superb over the top animation
>the actual crossover games get this shit and awkward 3D models pretending to be sprites
I don't get it
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>>739191930
Is something you lack, yes.
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>>739129631
>golden age of video games
More like nostalgia age,
That time when everything felt new because it was likely the first time it was tried and the bar was pretty low.
Nowadays you have hundreds of indy game that are easily more funs and original than those "80s masterpiece" if you somehow tried both at the time. The difference? Now any newcomer are competing on a ridiculously oversaturated market. Many are superior in every way, but you have new standard now. Few would actually replay old game with their clunky gameplay.
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>>739186382
Comp Sci gamdev here, you are painfully retarded
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>>739114779
What's the amor value tho?
>>
>>739127880
This is supposed to show that Pyramid Head is hunting James, like showing a shark's fin "In Water"
>>
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>>739124545
some of the peaks of solitude are missing collision and geometry
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>>739193202
>Comp sci
allow me to laugh at you
>>
>>739193503
That's standard practice.
>>
>>739128761
GOD I wish I could replicate this style



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