Yet access to unprecedented amounts of parallel computing power and hardware* that can do real-time raytraced lighting at the user’s terminal that ppl who can actually program would have killed for in the 90s to delete half their renderer and make their 3 pixel wide textures look amazing
Tim Sweeney why do you make this possible? Stop making money and fix your software!!!
*I have no idea how this traced ray treat magic hardware works and I need to read about it, when I think of ray-tracing I still think of fuckin POV-ray
In monster hunter wilds if you look at a character and then look away their dark hair leaves a blurry smear on the lighter wall behind them.
This is considered an improvement over the graphics or the PlayStation 2 monster hunter which did not do this.
What is even happening?
I don’t get it dawg, some games I turn off anti-aliasing (woe upon game devs that don’t let u turn it off or even worse, FORCE TAA IF U DONT USE THE AI SLOP FILTER, give me jagged edges over blurriness anyday) and the AI slop filter (DLSS/FSR/Zionazi XeSS) and it STILL ghosts baddd
Yeah idk. People tell me if I play games on 4k at 120hz it updates faster and smears less but I don’t actually want to spend 10k on computer hardware so that games look better than the gameboy colour.
This sort of smearing hasn’t been a thing since early LCDs where you couldn’t flip the crystals fast enough. We’re talking game and watch/gameboy (yes I’m old).
I seriously do not understand how this is considered acceptable. You can apparently still have beautiful lighting/a jagillion polygons and not have this happen given everything before like 2021? Plus you don’t even need half that shit, strong art direction and some good bump mapping goes a long way.
I think xenoblade chronicles X’s world is vibrant and enticing: https://cdn.wccftech.com/wp-content/uploads/2015/12/2852977-xenoblade_chronicles_x_world1.jpg
severe compromises were made to make that run on limited hardware and stream the map off of spinning rust. With modern hardware and if you’re not going for massive view distances and FOV it should be trivial to do better. Instead half the large open worlds are covered in ugly fog effects! ARRRGH

Peak of graphics right here

I want more games where the interface is diagetic
I actually get super immersed in bad graphics like that. I think they’re basic enough that imagination takes over.
also claustrophobic corridors and having to click on doors is really good for dungeon crawling.
I get that feeling for kingsfield. Not that the graphics are bad for the era but they elicit such a strong mood in every game that just can’t be replicated with modern visuals. A lot of kingsfield inspired games just don’t really capture the same feeling for me at all except for FlyKnight which captures it perfectly
wts fbss t3 or trade 4 necro gear
Peak communication as well.
Needs traced ray treats
And tessellation :3
Big floppa is over, fruit bad has begun, woke dog is eternal
If Big Floppa has a million fans, I’m one of them. If Big Floppa has 1 fan, I’m that fan. If Big Floppa has no fans, I am DEAD. I’m not convinced he can actually die
Fruit bat too though ^w^
bring back dithering
Bayonetta 3 got you covered
Fuck it, I’ll take dithering over auto-HDR filters that readjust from light to dark and back again every time u look around
I don’t get why real HDR is so hard to get working >w< I’m on Unix using X11 so I just don’t get to use it at all even though my monitor is capable
Behind the TAA is dithered effects which is why its forced on cos it smears over the dithering. Also why in gods name would anyone implement the HDR pipeline in x11 it only recently got added to wayland. Mmm yes forward my HDR over my gui forwarding server from the 80s it wouldn’t work it can barely handle SDR at anything above 800x600 it wouldn’t be able to handle 10 bit colour data without exploding HDR uses a lot of bandwidth assuming anyone was crazy enough to even try
you’ll get both since that’s the only way they can get their hair shaders to fit in the render pipeline without cutting the frames in half
hair made of sand
The OG Quake just got a new chapter to go with the one they did a couple of years ago so no need to bother with the new shit


AI sloppers wish their shit looked a quarter as good and I expect them to keep wishing until they find the other half of their brain they gave to Grok
Not trying to single-out vibe coders (okay well maybe a little hehe), I know lighting is a hard problem >w<
Just uhhhhh, this game made me crash out a little lol
Don’t worry I didn’t pay for it :3
Also I hate hatE HATE HATE
NVIDIAOne day they will put other kinds of GPUs in laptops I hope
render at 540p, upscale to 4k, enable framegen which generates 5/6 frames and you get about 1% of pixels being actually rendered
I want my games ugly and fun. Those are the best kinds of games
Got you covered! It’s also a whole scriptable game engine.

There is smth compelling in ugly games!
My fav type of ugly game are ones where the models and textures may be low fidelity by modern standards but someone has clearly put a lot of time and effort into lighting them perfectly and in a performant way :3
I remember being blown away at first when real-time raytracing hardware came out and ppl ported those lighting models to the original Quake games. It’s very conventional and photorealistic-looking, ofc, but I thought it was very pretty and elegant that we had “come full-circle” from years and years of very clever programmers trying to approximate the results they could accomplish with rack and racks of special purple-and-cyan-cased computers (Sillycon Graphics) and a LOT of time back to the same simple (conceptually) lighting model that was once generally very difficult to do in real-time
Warning: I am not an expert in the history of computer graphics :3 Or techniques. Sry if I got smth wrong
I have a soft spot for coloured lighting, stuff like on the playstation, Morrowind with it’s glowmaps and Unreal. Stencil shadows in games also.
Mid 90s to early 2000’s when they’d work around the limitations to create cool effects and lighting.






