lemmy.world

scrubbles, do gaming w Small, incremental improvements don't make shockwaves like the old massive tech leaps used to.
!deleted6348 avatar

And they’re shocked that no one bought the PS5 pro for 800 dollars

Regrettable_incident, do games w Steam Deck Gaming News
@Regrettable_incident@lemmy.world avatar

Thanks for taking the time to put this together. I dunno if you are aware but there’s also a steam deck sub here and they’d probably be happy if this was posted there too.

RightHandOfIkaros, do gaming w Small, incremental improvements don't make shockwaves like the old massive tech leaps used to.

Ironically, Zelda Link to the Past ran at 60fps, and Ocarina of Time ran at 20fps.

The same framerates are probably in the Horizon pictures below lol.

Now, Ocarina of Time had to run at 20fps because it had one of the biggest draw distances of any N64 game at the time. This was so the player could see to the other end of Hyrule Field, or other large spaces. They had to sacrifice framerate, but for the time it was totally worth the sacrifice.

Modern games sacrifice performance for an improvement so tiny that most people would not be able to tell unless they are sitting 2 feet from a large 4k screen.

JoYo,
@JoYo@lemmy.ml avatar

when i was a smol i thought i needed to buy the memory expansion pack whenever OoT fps tanked.

Maalus,

Had to, as in “they didn’t have enough experience to optimize the games”. Same for Super Mario 64. Some programmers decompiled the code and made it run like a dream on original hardware.

RightHandOfIkaros,

The programming knowledge did not exist at the time. Its not that they did not have the experience, it was impossible for them to have the knowledge because it did not exist at the time. You can’t really count that against them.

Kaze optimizing Mario 64 is amazing, but it would have been impossible for Nintendo to have programmed the game like that because Kaze is able to use programming technique and knowledge that literally did not exist at the time the N64 was new. Its like saying that the NASA engineers that designed the Atlas LV-3B spacecraft were bad engineers or incapable of making a good rocket design just because of what NASA engineers could design today with the knowledge that did not exist in the 50s.

CancerMancer,

One of the reasons I skipped the other consoles but got a GameCube was because all the first party stuff was buttery smooth. Meanwhile trying to play shit like MechAssault on Xbox was painful.

RightHandOfIkaros,

I never had trouble with MechAssault, because the fun far outweighed infrequent performance drops.

I am a big proponent of 60fps minimum, but I make an exception for consoles from the 5th and 6th generations. The amount of technical leap and improvement, both in graphics technology and in gameplay innovation, far outweighs any performance dips as a cost of such improvement. 7th generation is on a game by game basis, and personally 8th generation (Xbox One, Switch, and PS4) is where it became completely unacceptable to run even just a single frame below 60fps. There is no reason that target could not have been met by then, definitely now. Switch was especially disappointing with this, since Nintendo made basically a 2015 mid-range smartphone but then they tried to make games for a real game console, with performance massively suffering as a result. 11fps, docked, in Breath of the Wild’s Korok Forest or Age of Calamity (anyehwere in the game, take your pick,) is totally unacceptable, even if it only happened one time ever rather than consistently.

thisismyhaendel,

I’m usually tolerant of frame drops, especially when they make hard games easier (like on the N64), but I agree it has gotten much worse on recent consoles. Looking at you, Control on PS4 (seems like it should just have been a PS5 game with all the frame drops; even just unpausing freezes the game for multiple seconds).

Kolanaki, do gaming w Small, incremental improvements don't make shockwaves like the old massive tech leaps used to.
@Kolanaki@pawb.social avatar

Has anyone ever really noticed how samey everything looks right now? It’s a bit hard to explain, because it’s not the aesthetics of any kind of art style used, but the tech employed and how it’s employed. Remember how a lot of early 3D in film just looked like it was plastic? It’s like that, but with a wider variety of materials than plastic. Yet every modern game kinda looks like it’s made using toys.

Like, 20 years from now I think it would be possible to look at any give game that is contemporary right now and be able to tell by how it looks when it was made. The way PS1 era games have a certain quality to them that marks when they were made, or how games of the early 2000’s are denoted by their use of browns and grays.

soloner,

My guess is a lot of convergence to a smaller set of known game engines. Godot, unreal, unity, plus a few others and some in-house like valves source.

I could be wrong but I presume in the past almost every game was made with its own custom engine. Now a lot of them have the “unreal engine” look.

But I’m not complaining. Looks great to me and leads to better performance and fewer bugs in the long run. Of course there are some caveats

Kolanaki,
@Kolanaki@pawb.social avatar

Oh yeah this isn’t a complaint, because I think it looks good. It’s just I notice it, and it probably is from almost everything being made on UE5 these days. However, I think MGSV was one of the first games to have this particular look to it, and that’s on its own in-house engine (FOX Engine). It could just be how the lighting and shadowing are done. Those two things are getting so close to photorealism that it’s the texturing and modeling work that puts things (usually human characters) into the uncanny valley. A scene of a forest can look so real… And then you put a person walking through it and the illusion is lost. lol

The_Picard_Maneuver,
@The_Picard_Maneuver@lemmy.world avatar

Yes, definitely. It has to be that they’re all using the exact same engines and methods or something.

ysjet,

It’s everyone using UE-based mocap tools that cause the hyperrealistic-yet-puffy faces, is what I suspect he’s talking about, along with the same photogrammetry tools/libraries.

MudMan,

What do you mean, "everything".

I wish this place was better for images, but... just pulling from my recently played list disproves this hard.

A_Union_of_Kobolds,

Horizon really shone in movement and how fluid the environment felt. It came out a long time ago now, though.

I thought it had a pretty good art direction for what it was

AdrianTheFrog,
@AdrianTheFrog@lemmy.world avatar

Honestly the biggest thing missing in general lighting is usually rough specular reflections and small scale global illumination, which are very hard to do consistently without raytracing (or huge light bakes)

Activision has a good technique for baking static light maps with rough specular reflections. It’s fairly efficient, however it’s still a lot of data. Their recent games have been in the 100-200 gb range apparently. I’m sure light bakes make up a good portion of that. It’s also not dynamic of course.

So, what I’m saying is, raytracing will help with this, hardware will advance, and everyone will get more realistic looking games hopefully.

gandalf_der_12te,

Games look samey because Game Studios don’t have ideas anymore. They just try to sell 20 h of playtime - that is essentially empty. It’s literally just a bunch of materials and “common techniques” squashed into a sellable product. In the early times of gaming, people had ideas before they had techniques to implement them. Nowadays, we have techniques and think the ideas are unimportant. It’s uninspired and uninspiring. That’s why.

lazorne, do games w Steam Deck Gaming News

RetroDECK (a emulation suite known for its use on the Steam Deck system) has had a recent update and sub-sequent blog post

Now that’s a post!

We hope to have 0.9.1b out during next week 😅

PerfectDark,
@PerfectDark@lemmy.world avatar

Thank you!!!

I’m still cross (not really tho) that when I reached out to you all last year, you never wanted me to interview you!!!

RetroDECK has been my one true emulation love for so long now, and I’ve adored all your recent updates. You should all be so proud! I went into a little more detail for the users here on RetroDECK on my latest news post here on Lemmy too!

<3

Andere, do games w Steam Deck Gaming News

Great summary. Thanks!

renegadespork, do gaming w Small, incremental improvements don't make shockwaves like the old massive tech leaps used to.
@renegadespork@lemmy.jelliefrontier.net avatar

This is true of literally any technology. There are so many things that can be improved in the early stages that progress seems very fast. Over time, the industry finds most of the optimal ways of doing things and starts hitting diminishing returns on research & development.

The only way to break out of this cycle is to discover a paradigm shift that changes the overall structure of the industry and forces a rethinking of existing solutions.

The automobile is a very mature technology and is thus a great example of these trends. Cars have achieved optimal design and slowed to incremental progress multiple times, only to have the cycle broken by paradigm shifts. The most recent one is electrification.

Maggoty,

Okay then why are they arbitrarily requiring new GPUs? It’s not just about the diminishing returns of “next gen graphics”.

renegadespork,
@renegadespork@lemmy.jelliefrontier.net avatar

That’s exactly why. Diminishing returns means exponentially more processing power for minimal visual improvement.

Maggoty,

I think my real question is what point do we stop trying until researchers make another breakthrough?

DasSkelett,

Researchers can’t make a breakthrough if they don’t try ^^

Maggoty,

AAA game designers don’t need to be the researchers.

AdrianTheFrog,
@AdrianTheFrog@lemmy.world avatar

That’s what game engines are for

Maggoty,

Great, let the game engine people go wild. We don’t need to try and build the next Far Cry with all of their beta tech though.

AdrianTheFrog,
@AdrianTheFrog@lemmy.world avatar

path tracing is a paradigm shift, a completely different way of showing a scene to that normally done, it’s just a slow and expensive one (that has existed for many years but only started to become possible in real time recently due to advancing gpu hardware)

Yes, usually the improvement is minimal. That is because games are designed around rasterization and have path tracing as an afterthought. The quality of path tracing still isn’t great because a bunch of tricks are currently needed to make it run faster.

You could say the same about EVs actually, they have existed since like the 1920s but only are becoming useful for actual driving because of advancing battery technology.

Maggoty,

Then let the tech mature more so it’s actually analogous with modern EVs and not EVs 30 years ago.

AdrianTheFrog,
@AdrianTheFrog@lemmy.world avatar

Yea, it’s doing that. RT is getting cheaper, and PT is not really used outside of things like cyberpunk “rt overdrive” which are basically just for show.

Maggoty,

Except it’s being forced on us and we have to buy more and more powerful GPUs just to handle the minimums. And the new stuff isn’t stable anyways. So we get the ability to see the peach fuzz on a character’s face if we have a water-cooled $5,000 spaceship. But the guy rocking solid GPU tech from 2 years ago has to deal with stuttering and crashes.

This is insane, and we shouldn’t be buying into this.

AdrianTheFrog,
@AdrianTheFrog@lemmy.world avatar

It’s not really about detail, it’s about basic lighting especially in dynamic situations

(Sometimes it is used to provide more detail in shadows I guess, but that is also usually a pretty big visual improvement)

I think there’s currently a single popular game where rt is required? And I honestly doubt a card old enough to not support ray tracing would be fast enough for any alternate minimum setting it would have had instead. Maybe the people with 1080 ti-s are missing out, but there’s not that many of them honestly. I haven’t played that game and don’t know all that much about it, it might be a pointless requirement for all I know.

Nowadays budget cards support rt, even integrated gpus do (at probably unusable levels of speed, but still)

I don’t think every game needs rt or that rt should be required, but it’s currently the only way to get the best graphics, and it has the potential to completely change what is possible with the visual style of games in the future.

Edit: also the vast majority of new solid gpus started supporting rt 6 years ago, with the 20 series from nvidia

Maggoty,

That’s my point though, the minimums are jacked up well beyond where they need to be in order to cram new tech in and get 1 percent better graphics even without RT. There’s not been any significant upgrade to graphics in the last 5 years, but try playing a 2025 AAA with a 2020 graphics card. It might work, but it’s certainly not supported and some games are actually locking out old GPUs.

AdrianTheFrog,
@AdrianTheFrog@lemmy.world avatar

Often the lighting systems used require some minimum amount of processing power, and to create a lower graphics setting you would need a whole separate lighting technique

Obelix,

If you think about it, the gaming GPUs have been in a state of crisis for over half a decade. First shortages because everybody used them to mine bitcoins, then the covid chip shortages happened and now AI is killing cheaper GPUs. Therefore many people are stuck with older hardware, SteamDecks, consoles and haven’t upgrades their systems and those highly flammable $1000+ GPUs will not lead to everyone upgrading their PCs. So games are using older GPUs as target

Cethin, do games w Emulating PS2 for my Steam Deck, would love any recommendations!

Dark Cloud 2 (aka Dark Chronicle). That and MGS3 are basically the only PS2 games I actively think about still.

Dark Cloud 1 is also worth playing, but I’d play 2 first. It smoothes out a lot of issues with the first and adds so much more to it.

ParadoxSeahorse, do gaming w Small, incremental improvements don't make shockwaves like the old massive tech leaps used to.

tbf I went from Wii to PS4 and shit a brick

pjwestin,
@pjwestin@lemmy.world avatar

Yeah, but the Wii was a very underpowered system, and it didn’t even have HDMI. That transition wouldn’t have been as stark going from PS3 to PS4.

A_Union_of_Kobolds,

Horizon Zero Dawn was a stunning game, I did pretty much the same

I’m kinda annoyed bc my 2 BFFs JUST got PlayStations like for Xmas. I’ve been on PS4+PS5 for a long while now and played both Horizons for free. I really wanted to tell them to give Zero Dawn a whirl just to show what the PS5 could do with it… but for full price? Eh… I’ll leave that up to them.

HEXN3T, do gaming w Small, incremental improvements don't make shockwaves like the old massive tech leaps used to.

deleted_by_author

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  • HEXN3T,

    deleted_by_author

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  • Maggoty,

    The point isn’t about cross generation games. It’s about graphics not actually getting better anymore unless you turn your computer into a space heater rated for Antarctica.

    HEXN3T,

    deleted_by_author

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  • Maggoty,

    ARM isn’t going to magically make GPUs need less brute force energy in badly optimized games.

    Maggoty,

    Yeah no. You went from console to portable.

    We’ve had absolutely huge leaps in graphical ability. Denying that we’re getting diminishing returns now is just ridiculous.

    HEXN3T,

    deleted_by_author

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  • Maggoty,

    I am reminded how much better Forbidden West looks and runs on PS5 compared to either version of Zero Dawn.

    Really? I’ve played both on PS5 and didn’t notice any real difference in performance or graphics. I did notice that the PC Version of Forbidden West has vastly higher minimum requirements though. Which is the opposite of performance gains.

    Who the fuck cares if leaves are actually falling off or spawning in above your screen to fall?

    And BG3 has notoriously low minimums, it is the exception, not the standard.

    If you want to see every dimple on the ass of a horse then that’s fine, build your expensive computer and leave the rest of us alone. Modern Next Gen Graphics aren’t adding anything to a game.

    HEXN3T,

    deleted_by_author

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  • Maggoty,

    I’m playing on a normal TV because I’m not made of money.

    metaldream,

    HFW runs like butter on PC, and personally I noticed a big difference between HZD and HFW on PS5.

    ICastFist,
    @ICastFist@programming.dev avatar

    What those leaps do result in, however, is major performance gains.

    Which many devs will make sure you never feel them by “optimizing” the game for only the most bleeding edge hardware

    Then there’s efficiency. What if you could run Monster Hunter Wilds at max graphics, on battery, for hours? The first gen M1 Max MacBook Pro can comfortably run Baldur’s Gate III. Reducing power draw would have immense benefits on top of graphical improvements.

    See, if the games were made with a performance first mindset, that’d be possible already. Not to dunk on performance gains, but there’s a saying that every time hardware gets faster, programmers make their code slower. I mean, you can totally play emulated SNES games with minimal impact compared to leaving the computer idling.

    Saying “diminishing returns” is like saying that fire burns you when you touch it.

    Unless chip fabrication can figure a way to make transistors “stack” on top of one another, effectively making 3D chips, they’ll continue to be “flat” sheets that can only increase core count horizontally. Single core frequency peaked in early 2000s, from then on it’s been about adding more cores. Even the gains from a RTX 5090 vs a RTX 4090 aren’t that big. Now compare with the gains from a GTX 980 vs a GTX 1080

    starman2112,
    @starman2112@sh.itjust.works avatar

    The fact that the Game Boy Advance looks that much better than the Super Nintendo despite being a handheld, battery powered device is insane

    SilentStorms,

    Is it that much better? The colours just look more saturated to me

    starman2112,
    @starman2112@sh.itjust.works avatar

    There’s noticably more detail, especially along the coastline. Also, the more saturated colors improve contrast

    amon,

    Because most GBA games were meant to be desaturated due to the terrible screen

    DODOKING38,

    What game is the first one

    AngryCommieKender,

    It appears to be a Final Fantasy game, so likely either 4 or 6 aka 2 or 3 in the US

    ICastFist,
    @ICastFist@programming.dev avatar

    Final Fantasy 4 (2 on USA)

    mortalblade, do games w Emulating PS2 for my Steam Deck, would love any recommendations!

    Armored Core: Nexus

    SplashJackson, do gaming w Small, incremental improvements don't make shockwaves like the old massive tech leaps used to.

    I wouldn’t mind like a new style of controller like maybe a fleshlight with buttons on the side or something

    AngryishHumanoid,

    I don’t know what kind of games you’re playing. No seriously, what are the names of the games you’re playing and where can I download them?

    SplashJackson,

    Well I play a lot of Street Fighter and I think I’ve perfected a real winner of a control method; but it’d also be good for Minecraft so I can try and fuck a creeper

    stevedice, do gaming w Small, incremental improvements don't make shockwaves like the old massive tech leaps used to.

    I mean, how much more photorealistic can you get? Regardless, the same game would look very different in 4K (real, not what consoles do) vs 1080p.

    hlmw,

    The lighting in that image is far, far from photorealistic. Light transport is hard.

    stevedice,

    That’s true but realistic lightning still wouldn’t make anywhere near the same amount of difference that the other example shows.

    Chef_Boyardee, do gaming w Small, incremental improvements don't make shockwaves like the old massive tech leaps used to.

    Ignorance is bliss.

    Glytch, do gaming w Small, incremental improvements don't make shockwaves like the old massive tech leaps used to.
    Rubanski,

    Pretty sick if you ask me

    Glytch,

    I agree whole heartedly

    PanArab,
    @PanArab@lemm.ee avatar

    It was a remake not a remaster. The hit boxes weren’t the same.

    Glytch,

    The difference is academic and doesn’t affect my point.

    Matriks404,

    Technically an original source code was adopted to SNES, even including some (most?) glitches, so I’d say it’s more like a port or remaster than remake, even though graphics and audio were remade.

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