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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,
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MentalEdge,
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That’s not unusual. Or do you mean vram? Still not surprising with the detail level in the game.

MentalEdge,
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Whoa, subscription models hurt smaller games? Whoever could have seen this coming?

Glances at spotify.

No-one could have predicted this!

MentalEdge,
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Likely because when the big games weren’t part of it yet, they were getting good payouts.

But as soon as you throw in one elephant into the pool, let alone a dozen, the rest of the swimmers are gonna have a lot less water to swim in.

MentalEdge,
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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.

MentalEdge, (edited )
@MentalEdge@sopuli.xyz avatar

It’s literally the same price as the dualsense edge. You overestimating the capacity for reason among “console enthusiasts”.

MentalEdge,
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So what’s your point? That people who will pay this price do exist, or that they don’t?

Because now I feel like you’re trying to claim the former, to argue the latter.

MentalEdge,
@MentalEdge@sopuli.xyz avatar

Again, I’m confused, are you saying there are people who will buy this, or not?

And that’s a subjective and arbitrary claim. It has no logical merit in arguing for or against whether people will consider this thing worth the price.

MentalEdge,
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Ok. I was confused because then your argument essentially becomes “there are people who will spend a lot of money on their hobbies and professions due to intense emotional investment, but not on this”.

I agree that the device, based on what we know, is dumb as hell, but I am also pretty sure, that a lot of playstation players will buy, and even enjoy, this thing.

I mean, I use my SteamDeck ten meters from my PC, just so I can play on the sofa instead of an office chair for a bit.

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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,
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    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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