@MentalEdge@sopuli.xyz avatar

MentalEdge

@MentalEdge@sopuli.xyz

Eskating cyclist, gamer and enjoyer of anime. Probably an artist. Also I code sometimes, pretty much just to mod titanfall 2 tho.

Introverted, yet I enjoy discussion to a fault.

Profil ze zdalnego serwera może być niekompletny. Zobacz więcej na oryginalnej instancji.

MentalEdge,
@MentalEdge@sopuli.xyz avatar

I suspect they may have chosen just the right price. People have paid more than this for controllers that don’t come with a screen attached.

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  • MentalEdge,
    @MentalEdge@sopuli.xyz avatar

    Shadow can definitely look a lot better than this picture suggests.

    The biggest advancements in game graphics have not occurred in characters, except for perhaps in terms of animation and subsurface scattering tech.

    The main character always gets a disproportionate graphical resource allocation, and we achieved “really damn good” in that category a while ago.

    Adam Jensen didn’t look that much better in Mankind Divided, than he did in Human Revolution, but Prague IS SO MUCH MORE DETAILED than Detroit was.

    Then there’s efficiency improvements in rendering brought by systems like nanite, material shader improvements, more detailed lighting systems and more efficient ambient occlusion.

    Improvements in reverse kinematics is something I’m really excited about, as well.

    MentalEdge,
    @MentalEdge@sopuli.xyz avatar

    My main point is that a headshot of the main character is not a good yardstick. The mc is always going to be rendered with enough oomph to look good, no matter the settings or game generation.

    The difference in recent years has been in environment detail and material shading, lightning, things you maybe can’t even enable due to playing on older hardware.

    While I agree ray tracing is a total energy hog, that’s not the only area seeing advancement. Rendering pipelines like nanite enable more graphics, AND less power consumption.

    MentalEdge,
    @MentalEdge@sopuli.xyz avatar

    It is. Adam works for the secret underground interpol base in the middle of the city. There are abusive secret societies to dismantle, murder cases to solve, drug rings to bust, corrupt cops to beat up. Mankind Divided is a prime example of making a hub-world medium sized but super detailed, being just as good if not better than huge and full of nothing.

    MentalEdge,
    @MentalEdge@sopuli.xyz avatar

    Another point in favour of new graphics tech, you mentioned you’re worried about artist needing to do more work. As someone who has done 3D work, I can tell you that its actually easier to make something photo-real. The hard part is making it look good within the limitations of a game engine. How to get something that looks just as good, with simpler material shaders and fewer polygons.

    Tech like nanite actually eliminates the need for all that work. You can give the game engine the full-quality asset, and it handles all the difficult stuff to render it efficiently. This is why we are now seeing games that look as good as Unrecord coming from tiny new studios like DRAMA.

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