@AdrianTheFrog@lemmy.world
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AdrianTheFrog

@AdrianTheFrog@lemmy.world

e

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

AdrianTheFrog,
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Both games are completely free and without any sort of monetization, I do think he definitely should have linked to the original game and taken it down when the original creator asked, but a fan remaking a game doesn’t sound that unusual

No-one is profiting, no one is losing anything, why does it matter?

AdrianTheFrog,
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That’s a patent, not copyright.

AdrianTheFrog,
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No one’s making billions of dollars. No one’s making a single dollar. Both games have absolutely no monetization.

AdrianTheFrog,
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Yeah, I think games just take longer to develop nowadays than anyone is prepared for, especially the managers. Both companies and gamers have yet to realize that there is only so much you can accomplish in a certain span of time.

AdrianTheFrog,
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This really reminds me of the latest wendover video. It seems like large companies see small studios as an investment and take any chance to cash out and fire everyone as soon as it’s hurting their short term profits.

AdrianTheFrog,
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the original meme is about skyrim, and no one mentioned starfield.

AdrianTheFrog, (edited )
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That’s great, I hear CD Projekt has some real problems with overworking their employees.

Edit: (right before cyberpunk released)

Employees at CD Projekt Red, the Polish studio behind the game, have reportedly been required to work long hours, including six-day weeks, for more than a year.

AdrianTheFrog,
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“Solved it” for a game just means “approximated it well enough that the average user won’t notice”.

AdrianTheFrog,
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They massively changed the UI in 2019, in version 2.8. Hasn’t changed much since then though.

If you remember Blender having a bad-looking light grey UI and no support for multiple workspaces, that’s the old version.

AdrianTheFrog, (edited )
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I keep going into Google slides and being annoyed I can’t just use G R and S to manipulate objects

Edit: And I love how in Blender, ctrl-z will undo/redo selection. I hate spending so much time selecting things just to misclick in other programs.

AdrianTheFrog,
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If these are PLA I could see them softening if you put too hot of a drink on top. They look great though.

AdrianTheFrog,
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There is also a technique where you manually swap out the filament at a certain layer height. Based on the shared STL files I think that’s the case here.

AdrianTheFrog,
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I disagree that you really need to put much effort into updating the materials to get benefits from rtx. HL1 RTX looks pretty great with only the bare minimum PBR remasters, because PBR and RTX are 2 separate things that both improve a game’s look. PBR materials help rtx just as much as PBR materials help regular rendering, and rtx helps PBR materials only a little bit more than rtx helps regular materials. All of the effects used in PBR materials apply the same to regular rendering as with RTX.

AdrianTheFrog,
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Two thirds of graphics is art direction, the other third is tech. Source: a rule I just made up

AdrianTheFrog,
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I partially disagree, GI is easy to do most of the time with baked lighting, but reflections (especially more diffuse reflections) are hard unless you have very simple environments or tons of gpu resources to spend on rendering alternate camera angles. Even the more modern rasterized reflection techniques such as parallax corrected cubemaps or screen space reflections break easily if you look at them wrong. Raytraced global illumination and soft shadows are still great though, but are more easy to get around with regular rendering in most games where the environments are very static.

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