lemmy.world

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

NHL 2014 and NHL 2024 are probably the same game, only in NHL 2014 the players don’t spit out their mouthguards like they do in 2024.

But I need that level of realism /s

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

I’d say there’s more progress on scale than visual fidelity. There’s greater ability to render complexity at scale, whether that’s real actors on screen or physics in motion. I agree that progress in detail still frame has plateaued.

tetris11, do gaming w Small, incremental improvements don't make shockwaves like the old massive tech leaps used to.
@tetris11@lemmy.ml avatar

This is my nrxt gen: superspl.at/view?id=72a8bfcd

MonkderVierte,

This is not usable on mobile and loads for a minute on firefox.

Thanks, no.

tetris11,
@tetris11@lemmy.ml avatar

oh that’s quite a large scene. Try this one: superspl.at/view?id=c4b928a2

MonkderVierte,

Ok, better. Rhough, the control is still janky.

https://lemmy.ml/pictrs/image/86a560e8-6dd9-41d3-bab5-3f224a8a6a15.jpeg

tetris11,
@tetris11@lemmy.ml avatar

Yeah, I find using two fingers helps bit - but yeah mobile is not yet optimised

Trainguyrom,

What am I looking at exactly?

tetris11,
@tetris11@lemmy.ml avatar

Pixel clouds

Trainguyrom,

I probably should’ve been more specific. What’s this platform I’m looking at and what’s the significance of these 3d models exactly?

tetris11,
@tetris11@lemmy.ml avatar

(Nah I was being deliberately coy.)

These are Gaussian Splats; you take a bunch of photos of a scene from different angles, recording position and orientation (usually in the metadata), and an algorithm tries to match pixels across these independent images to build a 3D virtual scene of pixel density clouds that you can traverse through.

There are even plans to make it 4D, by making the scenes change with time, by constructing a scene from independent videos of the same object.

The reason I find this next-gen tech, is that when you navigate these scenes yourself and rotate to angles that were never truly captured the scene begins to “shard” apart and it’s like reality itself falls apart, almost like our own reality is this fleeting illusion that we cannot see past.

I can imagine highly immersive videogames being built like this, whilst always being just one dexter angle away from these sharding artefacts.

I dunno, I find it magical.

Trainguyrom,

That is super cool in context! Thank you for the detailed explaination

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

Slightly improved graphics while having worse enemy ai, unreal engine stutter, constant hand holding with in game puzzles, restricted character creation, all while having to wait for updates to fix issues that shouldn’t be there at launch.

The_Picard_Maneuver,
@The_Picard_Maneuver@lemmy.world avatar

Don’t forget how many modern AAA games feel like you’re playing a gamified version of your car’s navigation app.

Waypoint>cutscene>waypoint>cutscene>waypoint>cutscene

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

Eventually we hit a limit to how round we could make car tires.

baldingpudenda,

Rush on the N64 had octagonal tires and real damage! I still play it every year or so.

https://lemmy.world/pictrs/image/59ef59ef-b709-433e-ac01-62bb2d91974e.jpeg

formergijoe,

Oh it’s a bit of a running joke that every time there’s a new Forza or Gran Turismo, they brag about how round the tires are and how wet the pavement looks.

Cethin,

We technically aren’t at max roundness. Almost every rendered now renders polygons, but it’s possible to make a rendered to other shapes. We can render a perfect cylinder if we want to, or whatever shape you can define mathematically.

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

Why not do apples to apples?

warm,

A cutscene isn't the best representation. This shows off the 8-bit vs 16-bit better.

MudMan,

I mean, the original image is a cutscene, so...

But hey, I'll split the difference. Instead of SMB 1, which was a launch game and literally wasn't running on the same hardware (because mappers), we can do Mario 3 instead.

Or, hear me out, let's not do a remaster at all for current gen leaps. Here's a PS4 vs PS5 sequel one.

It doesn't work as well, though, since taking the absolutely ridiculous shift from 2D to 3D, which has happened once and only once in all of gaming history, is a bit of a cheat anyway.

Oh, and for the record, and I can't believe I'm saying this only now, LttP looks a LOT better than OoT. Not even close.

warm,

Oh I don't care about leap comparisons, was just taking interest at how graphics have evolved over time. To be honest graphics have been going downhill for a few years now in big games thanks to lazy development chasing "good" graphics, fucking TAA...

MudMan,

I agree that it's a meme comparison anyway. I just found it pertinent to call out that remasters have been around for a long time.

I don't know that I agree on the rest. I don't think I'm aware of a lazy game developer. That's a pretty rare breed. TAA isn't a bad thing (how quickly we forget the era when FXAA vaseline smearing was considered valid antialiasing for 720p games) and sue me, but I do like good visuals.

I do believe we are in a very weird quagmire of a transitional period, where we're using what is effectively now a VFX suite to make games that aren't meant to run in real time on most of the hardware being used to run them and that are simultaneously too expensive and large and aiming at waaay too many hardware configs. It's a mess out there and it'll continue to be a mess, because the days of a 1080Ti being a "set to Ultra and forget it" deal were officially over the moment we decided we were going to sell people 4K monitors running at 240Hz and also games made for real time raytracing.

It's not the only time we've been in a weird interaction of GPUs and software (hey, remember when every GPU had its own incompatible graphics API? I do), but it's up there.

warm,

TAA is absolutely a bad thing, I'm sorry, but it's way worse than FXAA, especially when combined with the new ML upscaling shit.
It's only really a problem with big games or more specifically UE5 games as temporal is baked into it.

Yeah, there was that perfect moment in time where you could just put everything max, have some nice SMAA on and be happy with >120fps. The 4K chase started yeah, but the hardware we have now is ridiculously powerful and could run 4K 120fps no problem natively, if the time was spent achiveing that rather than throwing in more lighting effects no one asked for, speed running development and then slapping DLSS on at the end to try and reach playable framerates, making the end product a blurry ghosting mess. Ugh.

MudMan, (edited )

Hell, no. 120 fps wasn't even a thing. That flash in the pan moment was when 1080p60 was the PC standard and 720p30 the console standard and the way the hardware worked you could hit max specs on a decent PC every time. It lasted like three or four years and it was wonderful.

By the point we started going above the NTSC spec on displays the race was lost. The 20 series came out, people started getting uppity about framerate while playing some 20 year old game and it all went to crap on the PC front.

As for AA, I don't think you remember FXAA well, or at least in relation to what we have. ML upscaling is so much sharper than any tech we had a couple of gens ago, short of MSAA (and frankly even MSAA). The problems that have become familiar in many UE5 games are not intrinsic to the tech, they have a lot to do with what the engine does out of the box and just how out of spec some of the feature work is.

I feel like people have gotten stuck with some memes (no motion blur! DLSS bad! TAA bad!) that are mostly nostalgic of how sharp 1080p used to look compared to garbage-tier sub 720p, sub 30 fps console games. It's getting to the point where I have so many major gripes with a lot of modern games but I feel it becomes one of those conversations you can't have in public because it gets derailed immediately.

In any case I think we can at least agree that it's been an awkward couple of generations of PC hardware and software for whatever reason and GPUs, engines and displays need to get realigned in a way where people can just fire up games and expect them to look and run as designed.

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

The question is whether “realism” was ever a good target. The best games are not the most realistic ones.

The_Picard_Maneuver,
@The_Picard_Maneuver@lemmy.world avatar

So many retro games are replayable and fun to this day, but I struggle to return to games whose art style relied on being “cutting edge realistic” 20 years ago.

MudMan, (edited )

Really? Cause I don't know, I can play Shadow of the Colossus, Resident Evil 4, Metal Gear Solid 3, Ninja Gaiden Black, God of War, Burnout Revenge and GTA San Andreas just fine.

And yes, those are all 20 years ago. You are now dead and I made it happen.

As a side note, man, 2005 was a YEAR in gaming. That list gives 1998 a run for its money.

spankmonkey,
@spankmonkey@lemmy.world avatar

Did those go for realism though, or were they just good at balancing the more detailed art design with the gameplay?

MudMan, (edited )

Absolutely they went for realism. That was the absolute peak of graphics tech in 2004, are you kidding me? I gawked at the fur in Shadow of the Colossus, GTA was insane for detail and size for an open world at the time. Resi 4 was one of the best looking games that gen and when the 360 came out later that year it absolutely was the "last gen still looked good" game people pointed at.

I only went for that year because I wanted the round number, but before that Silent Hill 2 came out in 2001 and that was such a ridiculous step up in lighting tech I didn't believe it was real time when the first screenshots came out. It still looks great, it still plays... well, like Silent Hill, and it's still a fantastic game I can get back into, even with the modern remake in place.

This isn't a zero sum game. You don't trade gameplay or artistry for rendering features or photorealism. Those happen in parallel.

spankmonkey,
@spankmonkey@lemmy.world avatar

They clearly balanced the more detailed art design with the game play.

GTA didn’t have detail on cars to the level of a racing game, and didn’t have characters with as much detail as Resident Evil, so that it could have a larger world for example. Colossus had fewer objects on screen so it could put more detail on what was there.

MudMan,

Yeah. So like every other game.

Nothing was going harder for visuals, so by default that's what was happening. They were pushing visuals as hard as they would go with the tech that they had.

The big change isn't that they balanced visuals and gameplay. If anything the big change is that visuals were capped by performance rather than budget (well, short of offline CG cutscenes and VO, I suppose).

If anything they were pushing visuals harder than now. There is no way you'd see a pixel art deck building game on GOTY lists in 2005, it was all AAA as far as the eye could see. We pay less attention to technological escalation now, by some margin.

spankmonkey,
@spankmonkey@lemmy.world avatar

Yeah. So like every other game.

Except for the ones that don’t do a good job of balancing the two things. Like the games that have incredible detail but shit performance and/or awful gameplay.

MudMan,

Well, yeah, but again, that's not new, and it's something every game has to do, better or worse.

I'm aging myself here, but if you must know, the time that stands out most to me in the "graphics over gameplay" debate is actually... 8 bit micros, weirdly.

There was a time where people mostly just looked at how much of a screen a character filled, or whether the backgrounds scrolled and just bought that, while a subset of the userbase and press was pleading to them to pay at least some consideration to whether the game... you know, could be played at all.

Cethin,

I would say GoW and SotC at least take realism as inspiration, but aren’t realistic. They’re like an idealized version of realism. They’re detailed, but they’re absolutely stylized. SotC landscapes, for example, look more like paintings you’d see rather than places you’d see in real life.

Realism is a bad goal because you end up making every game look the same. Taking our world as inspiration is fine, but it should almost always be expanded on. Know what your game is and make the art style enhance it. Don’t just replicate realism because that’s “what you’re supposed to do.”

MudMan, (edited )

Look, don't take it personally, but I disagree as hard as humanly possible.

Claiming that realism "makes every game look the same" is a shocking statement, and I don't think you mean it like it sounds. That's like saying that every movie looks the same because they all use photographing people as a core technique.

If anything, I don't know what "realism" is supposed to mean. What is more realistic? Yakuza because it does these harsh, photo-based textures meant to highlight all the pores or, say, a Pixar movie where everything is built on this insanely accurate light transfer, path traced simulation?

At any rate, the idea that taking photorealism as a target means you give up on aesthetics or artistic intent is baffling. That's not even a little bit how it works.

On the other point, I think you're blending technical limitations with intent in ways that are a bit fallacious. SotC is stylized, for sure, in that... well, there are kaijus running around and you sometimes get teleported by black tendrils back to your sleeping beauty girlfirend.

But is it aiming at photorealism? Hell yeah. That approach to faking dynamic range, the deliberate crushing of exteriors from interiors, the way the sky gets treated, the outright visible air adding spacing and scale when you look at the colossi from a distance, the desaturated take on natural spaces... That game is meant to look like it was shot by a camera all the way. They worked SO hard to make a PS2 look like it has aperture and grain and a piece of celluloid capturing light. Harder than the newer remake, arguably.

Some of that applies to GoW, too, except they are trying to make things look like Jason and the Argonauts more than Saving Private Ryan. But still, the references are filmic.

I guess we're back to the problem of establishing what people mean by "realism" and how it makes no sense. In what world does Cyberpunk look similar to Indiana Jones or Wukong? It just has no real meaning as a statement.

Cethin,

If anything, I don’t know what “realism” is supposed to mean. What is more realistic? Yakuza because it does these harsh, photo-based textures meant to highlight all the pores or, say, a Pixar movie where everything is built on this insanely accurate light transfer, path traced simulation?

The former is more realistic, but not for that reason. The lighting techniques are techniques, not a style. Realism is trying to recreate the look of the real world. Pixar is not doing that. They’re using advanced lighting techniques to enhance their stylized worlds.

Some of that applies to GoW, too, except they are trying to make things look like Jason and the Argonauts more than Saving Private Ryan. But still, the references are filmic.

Being inspired by film is not the same as trying to replicate the real world. (I’d argue it’s antithetical to it to an extent.) Usually film is trying to be more than realistic. Sure, it’s taking images from the real world, but they use lighting, perspective, and all kinds of other tools to enhance the film. They don’t just put some actors in place in the real environment and film it without thought. There’s intent behind everything shown.

I guess we’re back to the problem of establishing what people mean by “realism” and how it makes no sense. In what world does Cyberpunk look similar to Indiana Jones or Wukong? It just has no real meaning as a statement.

Cyberpunk looks more like Indiana Jones than Persona 5. Sure, they stand out from each other, but it’s mostly due to environments.

I think there’s plenty of games that benefit from realism, but not all of them do. There are many games that could do better with stylized graphics instead. For example, Cyberpunk is represented incredibly well in both the game and the anime. They both have different things they do better, and the anime’s style is an advantage for the show at least. The graphics style should be chosen to enhance the game. It shouldn’t just be realistic because it can be. If realism is the goal, fine. If it’s supposed to be more (or different) than realism, maybe try a different style that improves the game.

Realism is incredibly hard to create assets for, so it costs more money, and usually takes more system resources. For the games that are improved by it, that’s fine. There’s a lot of games that could be made on a smaller budget, faster, run better, and look more visually interesting if they chose a different style though. I think it should be a consideration that developers are allowed to make, but most are just told to do realism because it’s the “premium” style. They aren’t allowed to do things that are better suited for their game. I think this is bad, and also leads to a lack in diversity of styles.

MudMan, (edited )

I don't understand what you're saying. Or, I do, but if I do, then you don't.

I think you're mixing up technique with style, in fact. And really confusing a rendering technique with an aesthetic. But beyond that, you're ignoring so many games. So many. Just last year, how do you look at Balatro and Penny's Big Breakaway and Indiana Jones and go "ah, yes, games all look the same now". The list of GOTY nominees in the TGAs was Astro Bot, Balatro, Wukong, Metaphor, Elden Ring and Final Fantasy VII R. How do you look at that list of games and go "ah, yes, same old, same old".

Whenever I see takes like these I can't help but think that people who like to talk about games don't play enough games, or just think of a handful of high profile releases as all of gaming. Because man, there's so much stuff and it goes from grungy, chunky pixel art to lofi PS1-era jank to pitch-perfect anime cel shading to naturalistic light simulation. If you're out there thinking games look samey you have more of a need to switch genres than devs to switch approach, I think.

Cethin,

By “all games look the same” I’m being hyperbolic. I mean nearly all AAA games and the majority of AA games (and not an insignificant number of indies even).

Watch this video. Maybe it’ll help you understand what I’m saying.

Whenever I see takes like these I can’t help but think that people who like to talk about games don’t play enough games, or just think of a handful of high profile releases as all of gaming.

Lol. No. Again, I was being hyperbolic and talking mostly about the AAA and AA space. I personally almost exclusively play indies who know what they’re trying to make and use a style appropriate to it. I play probably too many games. I also occasionally make games myself, I was the officer in a game development club in college, and I have friends in the industry. I’m not just some person who doesn’t understand video games.

MudMan, (edited )

Well, then don't be hyperbolic, let's see where that takes us.

That video is still nonsensical, just eloquently nonsensical. Makes me think he hasn't been to Bilbao, for one thing, but talking about games, not architecture, he caveats the crap out of a tautology just to end up in a tautology: AAA games look like this because a AAA game is a game that looks like this, whatever "like this" means.

For one thing, man, do I wish Detroit had never existed. It's amazing that for a while there we had this little cottage industry of doomsters that used Detroit to show how bad anything ranging from David Cage's games to Sony to graphics, apparently turn out to be. To such a degree that I have very rarely seen a defense of Detroit, I've never played Detroit, the game seems to not have done that well and Cage has never published another game. It's a consensus entirely predicated on opposing a fanbase of defenders that seemingly never existed.

All the while this guy argues that AAA games have a look (then caveats that some don't) while showing clips from, if you're keeping track, a game about robot dinosaurs set in a lush jungle full of red plants (which is shocking imagery pulling inspiration from super nerdy, niche illustration work), a bleak but beautiful zombie apocalypse made out of grungy rural clothing, a superhero game and a gorgeousely unique take on norse mythology. None of those games look alike in any way that makes sense. Not more than Spider-Man 2, Transformers, A Quiet Place and The Northman look alike. Photographing people as a technique is not an aesthetic, and it certainly isn't an aesthetic limitation. That's like saying that only animation is creative while photography isn't. It's such a disservice to creativity.

But even from a 2020 video, things have moved in the direction he wants, if only because the games industry is unraveling, I suppose. If you peek at game awards in the interim, the games that got most attention in those five years include The Last of Us II, but also Hades, Elden Ring, Balatro, Astro Bot, Animal Crossing, It Takes Two, Baldur's Gate III, Alan Wake 2 and Tears of the Kingdom. In the recent batch of first party events there was a genuine splash of discourse about which rendition of fake stop motion looked better between the Louisiana fantasy Wizard of Oz reimagining and the creepy claymation... horror FPS thing? What are we talking about again?

Let me drop the pretense for a moment and make a case for what I think we're talking about: this narrative is part of the problem, if there is a problem. These contrarian takes are being tautological for the sake of affecting elevated taste and elitist insight others lack. The truth is games look all sorts of ways and explore wildly different art styles, scopes and concepts. But the discourse is antagonistic and narrow. People latch on to games not to praise them and explore them but to complain and wear them down, and so gaming gets reduced to whatever we don't like, with whatever we do like being passed as a secret hidden gem or an outlier even when it's wildly popular. It's why there's more discourse about Concord, which is a game that looked bad, wasn't great and nobody played, than about Marvel Rivals, which is a game that is just as expensive but looks bright and colorful and cartoony and is extremely popular. In the games industry people sometimes refer to that look as a "mainstream look", because so many popular games look like that. It's the look of Fortnite and The Sims and World of Warcraft and Team Fortress, and it's gradually going more anime as mainstream games pivot to Asia, becoming the look of Genshin Impact, and Zenless Zone Zero and Marvel Rivals.

This is a talking point people like to drop to feel fancy and elevated that implies that we're somehow still living in an industry circa 2008 when home console single player action adventure games dominated the sales charts and smaller games were a dying breed barely kept alive by a group of plucky indies. For better and worse, we haven't lived in that world for a while. If anything, I miss the mid 2000s AAA approach to gaming. Nobody is doing it outside of Sony and a couple weirdos like Sam Lake, and it was a comforting, creative, interesting approach that has unfortunately run out of runway while presumptuous commentators keep beating a dead horse because either they didn't get the memo or because it's perhaps too depressing to look at the real state of the industry.

Did I drop the Socratic pretense too hard? Got too real? We can go back to pretending we don't know what we're talking about if that makes everybody feel better.

Cethin,

Well, then don’t be hyperbolic, let’s see where that takes us.

Dude, we aren’t in a court room. Informal language is the expectation in a casual online forum. Get out of here.

… but talking about games, not architecture…

Are you going to come here and imply there’s no similarities between different forms of art? Should I not have used painting as an example earlier because we must only discuss video games?

I never played that game, but it’s amazing that for a while there we had this little cottage industry of doomsters that used Detroit to show how bad anything ranging from David Cage’s games to Sony to graphics, apparently turn out to be. To such a degree that I have very rarely seen a defense of Detroit, I’ve never played Detroit, the game seems to not have done that well and Cage has never published another game. It’s a consensus entirely predicated on opposing a fanbase of defenders that seemingly never existed.

I haven’t either, but that was a tiny part of the video and doesn’t matter. However, I want to point out that you haven’t played it so have no basis to judge. Then you claim the dissent must only be to fight the defenders and not just because it was a bad game? How to you make that judgment. You’re speaking out of your ass just because you want to say something, but you don’t have anything meaningful to say about it.

All the while this guy argues that AAA games have a look (then caveats that some don’t) while showing clips from, if you’re keeping track, a game about robot dinosaurs set in a lush jungle full of red plants (which is shocking imagery pulling inspiration from super nerdy, niche illustration work), a bleak but beautiful zombie apocalypse made out of grungy rural clothing, a superhero game and a gorgeousely unique take on norse mythology.

Setting and style are two different things. They all have the same style, though different settings. Compare Monet to Van Gogh to Corbet. Even when they’re painting similar settings their styles are wildly different. If you take the style of Horizon and plug it into the Indiana Jones game it’d look almost identical.

I don’t think you’re understanding this distinction. You’re constantly on the offense saying I’m the one who doesn’t understand, but it’s you who isn’t getting it. Look at the game Sable as an example. They could have rendered it realistically, but the style they chose turns it into something totally unique while also supporting the game and improving usage of development resources. The style is not realistic, even if the setting could be. These are very different things, and I’m speaking about style and have been the entire time.

MudMan, (edited )

Those quotes are all asides or insubstantial to the point being made. I have nothing to add beyond pointing you back to my previous post. Except perhaps that the points about Detroit and architecture are both directly responding to statements on the video you linked (he mentions Detroit defenders and gets super stuck on using the Bilbao Guggenheim as a proxy for samey architecture as a proxy for game visuals).

Oh, and that I'm not confusing setting and style, I'm saying that you can take the idea of leaning towards a photoreal treatment of light transfer to go along with leaning into performance capture and still have style around that choice. The statement that the retrofuturistic aesthetic of Horizon is somehow "almost identical" to the 80s movie homage of Indiana Jones is baffling. I will keep repeating this until it lands: nobody would argue that Raiders of the Lost Ark looks "almost identical" to... I don't even know anything that looks like Horizon... let's go Conan the Barbarian just because they both point cameras at people. Technique does not dictate style (or what in movies you'd call production design). That is a purely videogame-y hangup from the historical misunderstanding that technology is the main driver for aesthetics. If that ever made sense, it certainly stopped fifteen years ago.

I suppose that's at the core of the meme in the OP. Growing up in an era where going from beautiful pixel art to ugly lo-fi 3D was seen as the natural evolution of game aesthetics and never having figured out to distinguish the tech from the art as separate concepts.

sploosh,

I dunno, Crysis looks pretty great on modern hardware and its 18 years old.

Also, CRYSIS IS 18 WHERE DID THE TIME GO?

Maggoty,

There’s a joke in there somewhere about Crysis being the age of consent but I just can’t land it right now.

Probably because I’m old enough to remember it’s release.

ICastFist,
@ICastFist@programming.dev avatar

I guess the joke can’t run Crysis

JcbAzPx,

Yeah, but it was about 15 years ahead of it’s time.

conditional_soup,

STALKER is good, though I played a lot of Anomaly mostly, and I’m not sure that STALKER was ever known for bleeding edge graphics

UltraGiGaGigantic,
@UltraGiGaGigantic@lemmy.ml avatar

Stalker gamma is free if anyone wanted to try it out. I ended up buying the OG games cause I liked it so much.

The 2nd one is good, but I would advise people to wait until they implement more promised features before they buy it.

conditional_soup,

I just finished STALKER 2. It’s a fucking mess and was unplayably broken for half a month at one point for me, and I fucking love it. It took me 80 hours of mostly focusing on advancing the story to reach the end, and I feel like I only saw maybe 30% of what’s out there. I can already tell that this is going to be my new Skyrim, tooling around with 500 hours in the game and still finding new situations. I’m SO FUCKING PUMPED for anomaly 2-- a lot of the same modders that worked on anomaly are already putting out modpacks for Stalker 2.

spankmonkey,
@spankmonkey@lemmy.world avatar

Like cgi and other visual effects, realism has some applications that can massively improve the experience in some games. Just like how lighting has a massive impact, or sound design, etc.

Chasing it at the expense of game play or art design is a negative though.

CidVicious,
@CidVicious@sh.itjust.works avatar

It’s the right choice for some games and not for others. Just like cinematography, there’s different styles and creators need to pick which works best for what they’re trying to convey. Would HZD look better styled like Hi-Fi Rush? I don’t really think so. GOW? That one I could definitely see working more stylized.

sag,

Factorio and Balatro

conditional_soup,

Idk, I’d say that pursuing realism is worthy, but you get diminishing returns pretty quick when all the advances are strictly in one (or I guess two, with audio) sense. Graphical improvements massively improved the experience of the game moving from NES or Gameboy to SNES and again to PS1 and N64. I’d say that the most impressive leap, imo, was PS1/N64 to PS2/XBox/GameCube. After that, I’d say we got 3/4 of the return from improvements to the PS3 generation, 1/2 the improvement to PS4 gen, 1/5 the improvement to PS5, and 1/8 the improvement when we move on to PS5 Pro. I’d guess if you plotted out the value add, with the perceived value on the Y and the time series or compute ability or texture density or whatever on the x, it’d probably look a bit like a square root curve.

I do think that there’s an (understandably, don’t get me wrong) untapped frontier in gaming realism in that games don’t really engage your sense of touch or any of the subsets thereof. The first step in this direction is probably vibrating controllers, and I find that it definitely does make the game feel more immersive. Likewise, few games engage your proprioception (that is, your knowledge of your body position in space), though there’ve been attempts to engage it via the Switch, Wii, and VR. There’s, of course, enormous technical barriers, but I think there’s very clearly a good reason why a brain interface is sort of thought of as the holy grail of gaming.

jpreston2005,

Having a direct brain interface game, that’s realistic enough to overcome the Uncanny Valley, would destroy peoples lives. People would, inevitably, prefer their virtual environment to the real one. They’d end up wasting away, plugged into some machine. It would lend serious credence to the idea of a simulated universe, and reduce the human experience by replacing it with an improved one. Shit, give me a universe wherein I can double-jump, fly, or communicate with animals, and I’d have a hard time returning to this version.

We could probably get close with a haptic feedback suit, a mechanism that allows you to run/jump in any direction, and a VR headset, but there would always be something tethering you to reality. But a direct brain to machine interaction would have none of that, it would essentially be hijacking our own electrical neural network to run simulations. Much like Humans trying to play Doom on literally everything. It would be as amazing as it was destructive, finally realizing the warnings from so many parents before its time: “that thing’ll fry your brain.”

conditional_soup,

Tbf, it’s kinda bullshit that we can’t double jump IRL. Double jumping just feels right, like it’s something we should be able to do.

Yeah, no, it’d likely be really awful for us. I mean, can you imagine what porn would be like on that? That’s a fermi paradox solution right there. I could see the tech having a lot of really great applications, too, like training simulations for example, but the video game use case is simultaneously exhilarating and terrifying.

UltraGiGaGigantic,
@UltraGiGaGigantic@lemmy.ml avatar

People would, inevitably, prefer their virtual environment to the real one. They’d end up wasting away, plugged into some machine. It would lend serious credence to the idea of a simulated universe, and reduce the human experience by replacing it with an improved one.

Have you considered making the real world better?

JcbAzPx,

Nah, that would cut into profits.

ProfessorProteus,
@ProfessorProteus@lemmy.world avatar

I agree generally, but I have to offer a counterpoint with Kingdom Come: Deliverance. I only just got back into it after bouncing off in 2019, and I wish I hadn’t stopped playing. I have a decent-ish PC and it still blows my entire mind when I go roaming around the countryside.

Like Picard said above, in due time this too will look aged, but even 7 years on, it looks and plays incredible even at less-than-highest settings. IMHO the most visually impressive game ever created (disclaimer: I haven’t seen or played Horizon). Can’t wait to play KC:D 2!

umbrella, (edited )
@umbrella@lemmy.ml avatar

not really. plenty of great games have visual fidelity as a big help in making it good.

i dont think rdr2 would be such a beautiful immersive experience if it had crappy graphics.

CancerMancer,

Couldn’t disagree more. Immersion comes from the details, not the fidelity. I was told to expect this incredibly immersive experience form RDR2 and then I got:

  • carving up animals is frequently wonky
  • gun cleaning is just autopilot wiping the exterior of a gun
  • shaving might as well be done off-screen
  • you transport things on your horse without tying them down

Yeah that didn’t do it for me.

umbrella, (edited )
@umbrella@lemmy.ml avatar

realism and visual fidelity are two slightly overlapping but different things.

a game can have great graphics but its npcs be unrealistic bullet sponges. cp2077 comes to mind, not that this makes it a bad game necessarily.

i dont actually want to go to the bathroom in-game but i love me some well written story, graphics can help immensely with that. among other things.

come to think of it 100% realist games would probably be boring

Cethin,

Visual fidelity isn’t the same as realism. RDR2 is trying to replicate a real experience, so I mostly agree with you. However, it does step away from realism sometimes to create something more.

Take a look at impressionist art, for example. It starts at realism, but it isn’t realistic. It has more style to it that enhances what the artist saw (or wanted to highlight).

A game should focus on the experience it’s tying to create, and it’s art style should enhance that experience. It shouldn’t just be realistic because that’s the “premium” style.

For an example, Mirror’s Edge has a high amount of fidelity (for its time), but it’s highly stylized in order to create the experience they wanted out of it. The game would be far worse if they tried to make the graphics realistic. This is true for most games, though some do try to simulate being a part of this world, and it’s fine for them to try to replicate it because it suits what their game is.

Maggoty,

I had way more fun in GTA 3 than GTA 5. RDR2 isn’t a success because the horse has realistic balls.

To put another nail in the coffin, ARMA’s latest incarnation isn’t the most realistic shooter ever made. No amount of wavy grass and moon phases can beat realistic weapon handling in the fps sim space. (And no ARMA’s weapon handling is not realistic, it’s what a bunch of keyboard warriors decided was realistic because it made them feel superior.) Hilariously the most realistic shooter was a recruiting game made by the US Army with half the graphics.

umbrella,
@umbrella@lemmy.ml avatar

realism and visual fidelity are not the same thing.

BUT, visual fidelity adds a LOT to the great writing in rdr2.

Maggoty,

Yeah but you said it was a pre-requisite and that’s just false.

umbrella,
@umbrella@lemmy.ml avatar

you are right i didnt notice i had worded it that way and its not what i meant

Maggoty,

I see, and yeah graphics can help a lot. But how much do we actually need? At what point is the gain not enough to justify forcing everyone to buy another generation of GPUs?

umbrella,
@umbrella@lemmy.ml avatar

i think as it advances the old ones will inevitably look dated, dont think there will be a limit short of photorealism, its just slowed down a bunch now. imagine if we had a game like rdr but actually photorealistic. shit with vr you imagine any photorealistic and immersive world, that would be so cool.

sadly, the profit motive makes it difficult for a given studio to want to optimize their games making them heavier and heavier, and gpus turned out to be super profitable for AI making them more and more expensive. i think things will definetly stagnate for a bit but not before they find a way to put that ray tracing hardware we have now to good use, so well see about that.

Kanda,

A Link to the Past > Ocarina of Time

Fight me

UltraGiGaGigantic,
@UltraGiGaGigantic@lemmy.ml avatar

I’ve been playing the zelda games in order since the new one was announced on the switch and I’m stuck on OoT (zelda 2 was a pain as well).

I don’t have much free time.

Dil,

We should be looking at more particles, more dynamic lighting, effects, realism is forsure a goal just not in the way you think, pixar movies have realistic lighting and shadows but arent “realistic”

After I started messing with cycles on blender I went back to wanting more “realistic” graphics, its better for stylized games too

But yeah I want the focus to shift towards procedural generation (I like how houdini and unreal approach it right now), more physics based interactions, elemental interactions, realtime fire, smoke, fluid, etc. Destruction is the biggest dissapointment, was really hoping for a fps that let me spend hours bulldozing and blowing up the map.

mrvictory1,

Destruction is the biggest dissapointment, was really hoping for a fps that let me spend hours bulldozing and blowing up the map.

Ever heard of The Finals?

Dil,

finals is included in my dissapointment

uninvitedguest, do games w Steam Deck Gaming News
@uninvitedguest@lemmy.ca avatar

I like the idea of RetroDeck over EmuDeck, but a couple things hold me back.

  1. When an emulator goes under (a la Yuzu) does it get removed from the RetroDeck package on the next update, or does the already installed emulator stay put?
  2. Ryujinx has been declared legacy (no longer updated) as of RetroDeck 0.9b, but a fork of the project still continues to receive updates. EmuDeck’s Ryujinx pulls from this repo, where as RetroDeck’s source is dated. Is there a way to switch over within RetroDeck?
Gradually_Adjusting, (edited ) do games w Emulating PS2 for my Steam Deck, would love any recommendations!
@Gradually_Adjusting@lemmy.world avatar

It’s a little cringe in retrospect, but I really liked my time with Makai Kingdom. Avoid if anime stuff isn’t your bag.

Ico had some interesting ideas that are worth a look.

Rogue Galaxy was pretty okay.

Psychonauts deserves a mention, though it’s kind of obvious.

Red Faction had cool political leanings for a game of that era.

You’ve got heaps of great suggestions already so I’ll leave it at that.

hankskyjames777, do games w Steam Deck Gaming News
@hankskyjames777@thebrainbin.org avatar

We have a new PC3 emulator for Android now, its RSPC3

wizardbeard, do games w Emulating PS2 for my Steam Deck, would love any recommendations!
@wizardbeard@lemmy.dbzer0.com avatar

GOD HAND- the granddaddy of Platinum Games’s combo based “beat em ups”, made by Clover Studios before they went bankrupt and reopened as Platinum. So think Devil May Cry and Bayonetta but hand to hand 🎵"or fist to fist. Kick your nuts or twist your wrist. God power keeps my pimp hand strong so trust me or you won’t last very long."🎵 Yeah, it also has quite possibly the best theme song ever too.

Zone of the Enders the Second Runner drops you into the midpoint of a fairly generic mecha anime plot, but as overseen by Hideo Kojima. It has a lot of “Dynasty Warriors” style “tear through hundreds of fodder with ease” gameplay, but also a very fast paced “attack/dodge/parry” system for fights against beefier enemies that ends up as this fast paced sort of rock paper scissors as you have to adapt to use the right technique to counter the enemy. You fly and can manuever very fast, attacks can come from any angle, and it’s just flat out fun to control. There is a PC port/remaster of questionable quality (and no steam deck support), and a xbox 360 port of good quality, but it’s mostly just uprezzed graphics that you’ll get by emulation anyway.

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

Fatal Frame II

Mister Mosquito

Gitaroo Man

Mora, do games w Steam Deck Gaming News

Dauntless, one of Epic’s first exclusives is shutting down on May 29th. An (ironic) post about which was shared here on Steam, if you want to see it

I am a bit sad for what could have been. But I am not surprised at all.

The game basically always stagnated and content came way to slow. Cosmetics and the battle pass were updated regularly though. Anyway since the game was dying, they brought an “big rework” and brought the game, previously only available on Epic, to Steam.

The big rework changed most of the game into a grindfest/paywall, especially for new players. Old players were shafted as in weapons, builds, armour they spend time grinding for was removed from them to enable a “fresh start”.

That obviously did not turn out well with new and old players. And now they are going to the live service game graveyard. Anyway fuck Phoenix Labs (and more specifically Forte Labs, a bunch of cryptocurrency twats who bought the former studio), another company blacklisted and I will never buy anything from again.

loudWaterEnjoyer, do games w Steam Deck Gaming News
@loudWaterEnjoyer@lemmy.dbzer0.com avatar

Expected closing bracket on line 93

helios, do games w Steam Deck Gaming News
@helios@social.ggbox.fr avatar

Thanks for a great post :-)

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