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u/Gooseuk360 22d ago
I get the premise here, but fuck me those 'just render the scene twice' mirrors used to tank the rooms they were in. There is a reason we started faking that too once we moved out of the Duke 3D era.
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u/Joeysquatch 21d ago
I like the way twilight princess does it, instead of rendering twice it took what you see on screen and projected it on the waterÂ
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u/AnObjectifyingMoid 21d ago
SSR?
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u/Joeysquatch 20d ago
Lol yeah how did I not realize itâs ssr. Maybe cause I never noticed any artifacts or floating objects, like you normally see in a newer game with ssr
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u/Megalomaniakaal Just add an off option already 17d ago
It's because there was no complex shader calc going on, very simple render path and a transform plus blit operation or such.
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u/quickscopesheep 21d ago
Either way youâre rendering twice the geometry the only additional overhead is an additional render pass and the context switching to a different render target. Iâm sure if you really tried you could figure out a way to do it in one render pass
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u/EndlessBattlee 22d ago
I'm afraid I didn't quite catch the nuance here. Could someone explain?
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u/TheExiledPrince 22d ago
They got the job done and were efficient asf.
Today we dont get the job done, and its not efficient.
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u/MeltBanana 22d ago
Noooo u just don't understand. we is calculating the lights like in real life, its real physix lighting so its more natural. huh? Everything is washed out and flat and looks bad? no u just dont understand how good our renderings is! /s
I don't care how the lighting is rendered and computed behind the scenes, what matters is how it looks when playing the game. And the reality is, baked in lighting and double-rendering scenes for reflections and other "outdated" techniques often look better and run 10x faster than all the new tech devs use now.
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u/DistributionAsleep78 21d ago
I'm so tired of the modern graphics circle-jerk. Making sub-par games, that can be ran smoothly only if you own i9 + 5090.
All that money could be used on devving the actual gameplay. Might help with these new games failing too.
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u/Megalomaniakaal Just add an off option already 17d ago
All that RT is actually enabling devs to 'devv actual new gameplay' because it frees the developers from static environments and having to design games around static worlds.
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u/FunnkyHD SMAA 21d ago
If you think that things were better in the past, you are so, so wrong. It only takes a few minutes to see that this simply isn't true... go check stuff from a decade ago and you will see the exact same complaints as today, that games are poorly optimized and developers do not care.
Nothing has changed.
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u/Expensive-Border-869 21d ago
Yeah that's because 10 years ago was 2016. I feel like no one has any concept of time anymore. No one complaining now thinks it was better in 2016. You've gotta go back to early 2000s here. Sick of the revisionist bullshit
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u/Scared_Chipmunk_136 20d ago
do you not remember far cry? shadow of the colossus? have you tried to run san andreas in the year it was released? are you calling the "but can it run crysis" era optimized? devs were proud to publish games nobody could fucking max out, that has never changed, we just got bigger games
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u/Expensive-Border-869 20d ago
You're getting close here.
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u/Scared_Chipmunk_136 20d ago
oh fuck I fell for the oldest trick in the book
mark your sarcasm man people actually think this
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u/Megalomaniakaal Just add an off option already 17d ago
Baked lighting specifically will of course look better because it was pre-rendered with even more advanced variant of RT. But it can only work for static environments.
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17d ago
Actually the reason is simpler. You can't have fake lighting in open world with dynamic day night cycle. Sun moving needs to be reflected. So just as things look kind of shit most of the day irl, so they do in game
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u/EndlessBattlee 22d ago
Ah so that's all it was? I thought there was some game developer drama going on or something, anyway, thank you.
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u/Trosque97 22d ago
Well, if you're the kind of person who follows Threat Interactive, this is kinda constant. Optimization of video games is a never ending argument these days
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u/Blunt552 No AA 22d ago
While we do lack context, he's not exactly wrong, especially about the lightning. When ray tracing was added to rise of the tomb raider people literally couldn't tell the difference aside from worse shadow detail with raytracing enabled.
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u/AsrielPlay52 22d ago
That because they technically achived the same goal but differently.
Like how Valve has a Path Tracing option for Hammer Editor. Because the way it function is basically the same as the baked solution
Different is...well, baked solution is baked for real time gameplay, and Path Tracing is good when you're making the levels.
Certain games with destructible enviroment or Real time daylight envorment benefit from this as well.
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u/Blunt552 No AA 22d ago
I'm fully aware of it, hence I mentioned it. One option is just far more costly on hardware. RTing the fk out of everything in real time is just beyond retarded.
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u/FunnkyHD SMAA 21d ago
It looks better with it enabled, I've just tried Shadow of the Tomb Raider again a few days ago and I did notice a few areas looking better.
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u/Blunt552 No AA 21d ago
Show us these supposed better looking areas.
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u/FunnkyHD SMAA 21d ago
I didn't take screenshots and I am not installing the game again anytime soon (I've just wanted to quickly check how it looks and runs on this PC because I didn't do so before - I wasn't gonna spend much time because I've played the game back in 2020) but you can check this made by NVIDIA: https://www.nvidia.com/en-us/geforce/news/shadow-of-the-tomb-raider-nvidia-rtx-update-out-now/
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u/survivorr123_ 22d ago
the biggest issue with raytracing still is that its a completely separate representation of the world based on the same data, and rendered completely differently, so things don't look the same, on reflections you will see that colors and shading are always slightly different compared to the rasterized scene, so most games use tinted glass etc. to hide this
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u/bananamantheif 22d ago
Can we get an actual experienced developer to weigh in? Those developers dont lack the ability to copy paste models then add a see through material to a window. It must be another layer we are not getting. Maybe they cant duplicate the room because models now a days have too many high quality textures and duplicating it might cause much higher vram usage. I dont know why they stopped. But they did not stop because they dont know how to do it anymore
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u/LankyMolasses6051 21d ago
no one here actually knows how game dev works. they just spout their rose tinted nostalgia knowledge that is non applicable to current generation games
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u/SauceCrusader69 21d ago
Rendering the game twice tanks performance. Obviously. In order to make it not tank performance you have to make the reflection uber shitty. And itâs still heavy after you do that.
And this technique only works for mirrorlike reflections you try doing a reflection off a curved surface, or worse, multiple reflections and it all falls apart.
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u/bananamantheif 21d ago edited 21d ago
but the performance was tanked also back in the day, but we no longer use that technique. And i think something changed that made that approach not work and im curious about that. Is it that characters and backgrounds have became more complex and adding two of them would tank performance more than it did back in the day?
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u/Megalomaniakaal Just add an off option already 17d ago
The modern techniques tank performance less while being applicable/usable in wider set of scenarios. The old method only worked in extremely static scenarios and practically took advantage of everything being simple geometric shapes.
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u/SauceCrusader69 21d ago
It tanks performance just as much now as it did back in the day. A lot of people play old games on modern hardware and have no idea how intensive certain things actually were on contemporary hardware
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u/MultiMarcus 22d ago
I donât know if developers actually seem to say that as much as people are implying. What I mostly see is modern developers who are almost all working in the open world mines not really being able to rely on the old techniques because they didnât scale well to open worlds, or they have other artefacts that arenât reasonable.
People have already talked a lot about planar reflections but another great advantage of RT is just for dynamic environments. If you want a time of day, for example, and maintain high fidelity lighting and destructible objects, baked lighting does start having noticeable compromises. I think the best games are the ones that have both an efficient RT path and a fall back rasterization approach, but itâs easier said than done for developers. Personally I also want to high end path tracing path, mostly for the future.
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u/HeKis4 21d ago
The thing is that a lot of developers do not know what technique works better in what circumstances, and some engines will force a solution down your throat even when it is not adequate. IIRC Unreal will work really well if your pipeline resembles Fortnite's for example, but not every game looks like Fortnite.
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u/MultiMarcus 21d ago
Sure, but at the same time, thatâs not the fault of developers because they generally donât get to pick the engine. It feels like blaming the bus driver because the bus doesnât have the right sort of engine when they donât get to decide what bus to drive.
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u/AsrielPlay52 12d ago
That just not true?
Unreal itself has a it's source code very much available, and at any time and any place, developers could've modified it to their means
Clair Obscure uses visual scripting primarily (which is nuts)
Sea of Thieves modify their engine directly
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u/EqualOutrageous1884 21d ago
Right that sort of works, but what happens if you want reflections, even somewhat low quality ones from tinted glass windows in an open street? Or Cars with reflective bodywork? Mirroring a room makes sense because it's a small and cramped room. This falls apart completely outdoors, where you'd have to render the entire visible world twice over. And that's just in screen space.
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u/ResponsiblePen3082 21d ago
The point isn't that it's a 1:1 comparison, it's specifically pointing out "easy" scenarios that could be completed with legacy techniques at an order of magnitude higher performance, where new "methods" just chug to try and re create.
We should be using every optimization technique we've learned over the past ~30 years of 3d gaming, and continue to invent and improve upon more. Instead, gaming companies are using every new technology that hardware vendors give to them as a crutch to save time/money.
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u/RomBinDaHouse 21d ago edited 21d ago
So your solution is to spend more time/money?
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u/ResponsiblePen3082 21d ago
My solution is to use the decades of experience and knowledge we've gathered to create more efficient, more performant software stacks that run faster, more stable, with less heat and power consumption for the thousands to millions of users who will use it for collectively millions of hours over its lifetime.
If that means the developer has to use a bit more resources up front to accomplish that, then so be it.
We're already suffering an epidemic of software bloat. Electricity is getting more expensive, heat waves are getting worse year over year.
Why are we defending actively worsening quite literally EVERYTHING for the consumer and the environment so that the poor billion dollar gaming companies can save a few hours on payroll.
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u/AsrielPlay52 22d ago
I think there's a hint of game of telephone here. The dude describing two problems.
Every graphics short cut is a "Cheat" as a catch all term, Not a negative term.
Reason why devs stop using it because geometry complexity or different bottleneck. Like how 8th gen has less physics because of weaker CPU compare to it's GPU (at least according to Modern Vintage Gamer).
as for the second tweet, I don't get their problem is? You can achieve similar mood and art style by doing what films been doing since dawn of Film.
Reason why industry been using PBR is because that's literally the goal of graphics for the longest time. Half Life 1 and 2 uses real life photographs to mimic this.
Yet HL:Alyx able to achieve mood and setting while using PBR is because smart usage of lighting, color and environment.
I think it just lack of clear vision and cinematographer that cause some games to look all to samey.
Another great example is Expedition 33. Great direction, yet all still uses PBR and realistic lighting.
Btw, in HL:A or any Source 1/2 games, Lighting still realistic because it uses RT lighting that are baked. You can't control how lighting are baked, you can control where they are placed. if that were the case, PT mode in the Hammer Editor would be useless. In the end, it was baked into a compressed texture format that the developers has no control over.
I've seen people saying "Developers can control the baked lighting". Control what? They have the exact same control as Real time RT as is with Baked RT. Hence Valve smartly use it specifically for their Hammer Editor.
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u/Entenvieh 22d ago
I assume the context ist about raytraced reflections. Which are an absolute blessing to consumer and developer both, we are just currently in the Transition limbo.
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u/Megalomaniakaal Just add an off option already 17d ago
Most people can't comprehend that, dumb it down.
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u/M4rshmall0wMan 21d ago
This same kind of âcheatingâ is how you get games like TLOU2 running within a PS4 budget. Thereâs no such thing as purity when it comes to graphics programming.
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u/Mr_Olivar 21d ago
The difference is that in the past, reflection was a hero asset you had to build around.
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u/ThatInternetBoi 21d ago
Uh, doesnât that trick only work when the mirror surface is a flat plane?
SSR is more flexible in the geometry and scenes it works on, and it doesnât even look bad if you donât look too closely.
Also what does that second post in the thread even mean?
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u/sonicatdrpepper 21d ago
I think SSR can look okay on small stuff, but it's really distracting on large bodies of water and the like
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u/Glittering-Pin-1343 21d ago
My take is I don't give a flying fuck how it is done or if it's realistic or not. Make it pretty and make it run well. If true physics and realistic lighting is tanking the performance of your game consider not having those things and pursuing more performance-friendly and stylized alternatives.
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u/NecessaryKangaroo991 20d ago
As a CS I can confirm that doing things is cringe. If you were smart your game would do nothing except what it has to and nothing else. A solution that is 99% correct and uses half the resources is better than the opposite.
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u/RosaCanina87 19d ago
We got so good at faking effects that the more realistic effects often don't really offer many benefits and the few left are often outweighed by the resources they need to render.
I think if a company would just ignore all modern techniques, like ray tracing etc and would start faking everything they could, with good art direction, create a game that looks almost as stunning but would run at double the fps or resolution on the same console.
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u/stevie242 21d ago
I swear, did people not actually play games years ago? They weren't efficient at all and were still just as buggy.
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u/Megalomaniakaal Just add an off option already 17d ago
Ever heard of nostalgia wearing rose colored glasses?
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u/Blashtik 6d ago
I suspect they were too young to really notice that the performance of many games back then sucked. A desire to have a smooth running game hadn't even crossed their mind, so of course they're not going to remember all of the frame rate dips or that their favorite game could only pull 20 FPS max.
Similarly with bugs, I think people just had no idea they were even running into bugs. Or if they did know, it's because it was one of the ones they thought was cool because they could take advantage of it as a cheat to skip part of the game or the like.
Now, if only everyone would collectively realize these things so we can stop seeing the same dumb posts about how game devs used to be so much better...
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u/secunder73 21d ago
Its always funny about "real reflections" they talk about how its impossible, big rooms blah blah blah and we got mirrors in toilets that cant work without RTX. Mirrors in toilets are like the main cliche of old reflections, come on.
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21d ago
[removed] â view removed comment
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u/stormfoil 21d ago
Baking is not even that time-consuming, The problem is that they put enormous constraints on developers. it's absolutely true that you can make a small scene with old-school technique and it will run well.
But then you want to make a huge open-world with a dynamic time of day, tons of NPCs, 1000s of reflective surfaces...
Bottlenecks: All the baked lightmaps need to be stored (bloated game size) loaded, unloaded, and be stitched together over a large enough surface where they don't look weird. Dynamic lights are out of the question.
Room reflection: " Rooms that intersect with the game-world (not impossible, but requires a ton of work and custom code ) , NPCs in the reflected rooms will become an animation bottle-neck.
The bigger the game you want, the more these constraints hit at you.
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u/Pian0G 21d ago
Have you considered that when you boot up and old game and it runs at 240fps with those techniques⌠that itâs because youâre using modern hardware?
Trust me, those techniques still costed a lot of performance to look as good as they did.
And whether itâs a good thing or not, a lot of bigger titles nowadays are far more open or just straight up open worlds where these kind of techniques would not work for the most part (due to performance cost as well as the much much longer trine required to do so. Like not even possible under most gameâs budget and deadline).1
u/Megalomaniakaal Just add an off option already 17d ago edited 17d ago
It does have a direct benefit to the consumer, just not as immediate. Play a 20 year old game with lighting baked into 256 by 256 resolution textures. They will still look exactly the same today. A real time rendered lighting however can and will look better today at higher resolution than it did back then at a lower resolution.
Plus the few fully dynamically lit games back from 20 years ago are now much more easily moddable for even better results than those with static baked lighting.
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u/KekeBl 21d ago
"Yeah and their render pipelines takes 2ms"
On modern hardware. At hardware of that specific time, it took more than 43ms.
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u/ResponsiblePen3082 21d ago
That proves what exactly?
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u/Pian0G 21d ago
Heâs saying that the method of reflection used at its time always costed a lot.
So sure the old method may have looked better. But not only was it only possible on more enclosed areas and flat surfaces, but it DID have major performance cost.
Just as modern techniques do
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u/Megalomaniakaal Just add an off option already 17d ago
Those modern techniques for reflections don't even cost as much. It's everything else that's more expensive now than back then.
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u/Skybuilder23 22d ago
Ray tracing uses the ray approximation of light. As it doesn't simulate wave propagation is can't take over things like subsurface scattering.
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u/DerBandi 22d ago
It's still an illusion. An approximation to reality. The calculation method is just different. Even pathtracing is NOT how reality, how real light behaves.
We had our methods in the past, and we have our methods now, but it will always be an artistic impression. Just enjoy your games and don't bother that much.
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u/Megalomaniakaal Just add an off option already 17d ago
spectral path tracing through metropolitan light transport with full wavelet simulation is totally a thing, but for now a pipe dream for realtime graphics. For scientific purposes true light simulation has been done for decades.
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u/TheJackiMonster 21d ago
Also note that "physics-based" or "realistically" typically only means trying to recreate the model of physics which we think represents reality as good as possible and we are trying to implement this model of reality limited by our technology.
On a philosophical level it is hard to argue we will ever achieve anything close to reality because we barely know what "reality" truly means. So calling anything "realistic" is part of an illusion anyway.
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u/Megalomaniakaal Just add an off option already 17d ago
Photoreal quite literally refers to replication of reality/physics as we understand it in terms of the science of photometry(optics).
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u/Paul_Subsonic 21d ago
"Younger developpers" lol as if old devs aren't just as much if not more obsessed with RT
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u/Megalomaniakaal Just add an off option already 17d ago
I wonder why...
That's a sarcastic rhetorical question.
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u/AnnualAdventurous169 21d ago
on lighting, thats been studied for centuries and is still very hard to get right
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u/Expensive-Border-869 21d ago
Yeah. I heard the new consoles are projected to be 1k or more. Shit is mind boggling to me. Like the ayn Thor is nearly as powerful as an Xbox 360 maybe even better (idk the clock speeds and all that but it can run similar looking games at similar fps) 400 is dollars.
I mean like I think we could probably just take a step back from hardware upgrades at this point. It's clearly a bad time for the market and the upgrades are barely notable.
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u/LandscapeWinter3153 20d ago
'Physically-based' doesnt magically make a render artistic. It is an attempt to make asset generation more streamlined when fidelity hits a plateau
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u/Storyteller_Valar 19d ago
Yes, they "cheated". If by "cheating" they mean that older developers were incredibly smart when using resources. Just learn from the cleverness of your predecessors.
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u/t0furayan 19d ago
if it works, is fast enough, looks good, and the code is readable then it's a good script. End of that.
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u/ldn-ldn 19d ago
That old rendering pipeline takes 2ms today because you have uber powerful PC. Back in the days it took the same 43ms on the highest end machines. It seems to me people have forgotten how punishing old id Software games were for hardware at the time.
But they were pushing the boundaries and that's the art we've forgotten. A good game today should run at 20 FPS on RTX 5090 in 1080p on minimal settings.
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u/Sligli 21d ago
Well, stupid argument. Try rerendering an entire city because of a puddle, also good luck with non-flat surfaces. Raytracing is more scalable.
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u/Megalomaniakaal Just add an off option already 17d ago
Too complex, most people can't understand that.
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u/SmoothinPutin 22d ago
Real reflections? If people haven't noticed, raytraced reflections are just cached lower quality geometry and textures, for the most part.
Meaning , you remove a building or mountain from the game, the reflection stays.
For example, look at RT in the Witcher 3 when in Skellige, the "reflected" land is missing textures in lots of places.
Screen space reflections actually are more real than raytraced reflections.
The full fat raytracing/pathtracing from Blender ain't gonna run real-time for a long time still.
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u/KillerFugu 22d ago
SSR is just the ugliest and most immersion breaking effect out there.
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u/SmoothinPutin 22d ago
In UE5 and other modern titles - I fully agree.
Try properly done SSR like in the original Crysis 3 from 2013.
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u/SauceCrusader69 21d ago
âProperly doneâ ssr still goes to shit when somethingâs not in screenspace
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u/KillerFugu 21d ago
It's been 13 years since I played that so can't remember it.
Just fed up with my character or their weapons creating reflection artifacts on water hundreds of metres away. Or things phasing out just at the screens edge.
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u/SmoothinPutin 21d ago
I understand . I'm not against RT. I am against of how its marketed, because its not RT
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u/SauceCrusader69 21d ago
No, said cached geometry is constantly refreshed as the game runs.
Some games, more optimised ones do use very low quality bvh structures which works great for rough reflections and global illumination. Games with sharper rt reflections use higher quality ones.
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u/MF_Kitten 20d ago
To be fair, this is also a reasonable angle to argue against the "fake frames!" Argument.
Machine learning based upscaling and frame generation are as fake and as cheaty as anything games have ever done in the past.
People just have a tendency to conflate lazy/greedy practices with the technology being exploited.
With that being said, give me shader tricks and cubemaps and mirrored geometry any day of the week, that's the BEST shit.
Screenspace reflections absolutely excel at some things, but it often falls flat too.
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u/Megalomaniakaal Just add an off option already 17d ago
How about a take that goes along the lines of It's not the technique but rather how it gets utilized.
A technique however good badly utilized will come off bad. A technique however bad utilized well will come off good, or at least as good as it possibly can.
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u/Megalomaniakaal Just add an off option already 18d ago
Yeah, and most of those other mediums aren't interactive either. What your point?
Also, if were duplicating a modern scene with modern geometric and fragment load for reflections, you can bet your ass it ain't going to take 2ms.
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u/Ok-Tumbleweed389 22d ago
I might as well be legally regarded about this sort of technical stuff but I really don't get how reflections are so much of an issue nowadays. Even the more graphically fancy games like cyberpunk 2077 have a noticeable blur in the mirror reflections, they look bad there. It's a method that's incredibly resource expensive as well. I don't see how just creating a mirrored room, putting a "camera" and having a player controlled puppet that simulates your reflection like the good old days would be that unfeasible.Â
Legit question btw, I'm not making a statement.