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Dec 4, 2017
11,481
Brazil
52432-Time_Crisis_(E)-1491332340.png


Everyone have sunglasses 'cause designers weren't able to design proper eyes.
I love this game hahaha
Thanks for the info
 

Deleted member 7130

User requested account closure
Banned
Oct 25, 2017
7,685
Human revolution had mirrors that didn't do real time reflections. They had this wierd faux reflective surface on them. In Mankind Divided I'm pretty sure the mirrors took a step back even further and no light or anything came off them. Pretty strange considering MD is a gen latter.
 
OP
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kubev

kubev

Member
Oct 25, 2017
7,533
California
I don't think that's "weird" at all - this is a 60fps circuit racer where you'll be zooming past these people at >100km/h. It would be poor optimization to have them all as 3D models, let alone unique ones.
Yeah, I think too many people latched onto this as a means of making fun of Xbox One's power deficit compared to PlayStation 4. Not everything needs to be modeled in 3D. In either case, I still think this is a cool little touch, and it kind of makes me wonder who some of these people are. Friends and/or family of the devs? Maybe even the devs themselves?
 

Akronis

Prophet of Regret - Lizard Daddy
Member
Oct 25, 2017
5,452
Human revolution had mirrors that didn't do real time reflections. They had this wierd faux reflective surface on them. In Mankind Divided I'm pretty sure the mirrors took a step back even further and no light or anything came off them. Pretty strange considering MD is a gen latter.

I'm guessing what you're describing are cubemaps. Super inexpensive solution for psuedo-reflectivity, but can't do anything real-time.
 

lazygecko

Member
Oct 25, 2017
3,628
Yeah, I think too many people latched onto this as a means of making fun of Xbox One's power deficit compared to PlayStation 4. Not everything needs to be modeled in 3D. In either case, I still think this is a cool little touch, and it kind of makes me wonder who some of these people are. Friends and/or family of the devs? Maybe even the devs themselves?

They're most definitely stock photo models. They just have that unsettling, clinically nondescript look to them.
 
Oct 28, 2017
1,916
Console games that doesn't use 16x trilinear filtering. I don't get it. It costs practically nothing in terms of performance.
I remember this was a problem with the DmC: Definitive Edition, and when people reported it to the devs they just enabled it in the next patch without any performance decrease.
 

Runner

Member
Nov 1, 2017
2,732
Human revolution had mirrors that didn't do real time reflections. They had this wierd faux reflective surface on them. In Mankind Divided I'm pretty sure the mirrors took a step back even further and no light or anything came off them. Pretty strange considering MD is a gen latter.

also that thing where Jensen had previously already destroyed the mirror in his apartment, as it would be the mirror that you encounter the most often.
 
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OP
kubev

kubev

Member
Oct 25, 2017
7,533
California
I remember this was a problem with the DmC: Definitive Edition, and when people reported it to the devs they just enabled it in the next patch without any performance decrease.
I'm sure that it varies from game to game. If there was no significant performance increase in all cases, then I can't see why 16x anisotropic filtering wouldn't simply be implemented on a system level.
 

nihilence

nøthing but silence
Moderator
Oct 25, 2017
15,961
From 'quake area to big OH.
Watch Dogs using an intersection maps for windows. Climbing up somewhere random and seeing a street in the window was random. Especially when different windows next to each other showed different streets.
 

Deleted member 15447

User requested account closure
Banned
Oct 27, 2017
1,728
Weird might not be the right word, but I hate it when developers have faraway enemies run at a lower refresh rate than the rest of the game. Enemies in games like Halo 5 and the 3DS RE: Mercenaries running around at half the frame rate looks ridiculous and I never get used to it, I'd prefer they do anything else to hit their performance goals, including just dropping everything to the lower refresh rate so everything is consistent.

Fortnite still does this.

I hate it.
 

Shaneus

Member
Oct 27, 2017
8,900
The system used sprites for most other games but I guess this was the best way to make Space Harrier work - in some ways it's actually one of the closest versions to the arcade. I actually really dig the look of it and would love to see some modern games "demade" for the MZ-700 in this "text" mode.

This "swoosh" to the left is a treat :)

tumblr_mbjamt6aJY1rpiyaso3_4001.gif


And I love that the title screen was pretty much kept totally intact too, just hyper low-res

tumblr_mbjamt6aJY1rpiyaso1_5001.gif
This is badass, and I agree... I'd love to see demakes like these, there's something very special about them. Especially when you can manage to maintain the gameplay (and almost even the framerate) of the original!

Holy shit lol
 

Synless

Member
Oct 30, 2017
384
To this day, as far as I know, Nintendo has the worst reflection mapping in any of their games. Recent example would be Mario Odyssey. When you look in the mirror it is very low res.
 

senj

Member
Nov 6, 2017
4,439
To this day, as far as I know, Nintendo has the worst reflection mapping in any of their games. Recent example would be Mario Odyssey. When you look in the mirror it is very low res.
Man Odyssey's low res reflections aren't even the worst mirror implementation in this thread, let alone the industry.
 

Nooblet

Member
Oct 25, 2017
13,637
That's just bad/inaccurate cubemap placement.
Games fake reflections using cubemaps all the time, but the good implementations try to make sure that the cubemap atleast somewhat resembles whatever's in front of the reflective surface. This is more of an oversight/resource issue. Sometimes they might not have appropriate cubemaps so just use something random. It doesn't really have an effect on performance.
 

IsaacC

Alt Account
Banned
Jun 17, 2018
384
This is a bit of the opposite of a compromise, but Enter the Gungeon, similar to a link between worlds, is rendered in 3D and shown at a very secific angle so as it appears to be a 2D game...that is a crazy amount of effort for something to "look" 2D. I always wondered why they did it this way instead of just...you know...making the game in 2D in the first place.

CDz7jp9WEAEMcpw.png:large
 

Dinjoralo

Member
Oct 25, 2017
9,162
This is a bit of the opposite of a compromise, but Enter the Gungeon, similar to a link between worlds, is rendered in 3D and shown at a very secific angle so as it appears to be a 2D game...that is a crazy amount of effort for something to "look" 2D. I always wondered why they did it this way instead of just...you know...making the game in 2D in the first place.

CDz7jp9WEAEMcpw.png:large
For all the lighting effects, it makes sense. I'm surprised they managed to make it look so convincing. The way the camera scrolls makes everything look like it's rendered on a proper pixel grid, unlike, say, Shovel Knight where sprites move smoothly across the screen.
 

Shaneus

Member
Oct 27, 2017
8,900
This is a bit of the opposite of a compromise, but Enter the Gungeon, similar to a link between worlds, is rendered in 3D and shown at a very secific angle so as it appears to be a 2D game...that is a crazy amount of effort for something to "look" 2D. I always wondered why they did it this way instead of just...you know...making the game in 2D in the first place.

CDz7jp9WEAEMcpw.png:large
wat
 

LuigiV

One Winged Slayer
Member
Oct 27, 2017
2,687
Perth, Australia
That Enter the Gungeon one reminds me of this. The literal opposite. Super Mario Maker's NSMB mode is actually pre-rendered 2D but uses normal mapping to fake 3D lighting.
 

IsaacC

Alt Account
Banned
Jun 17, 2018
384
For all the lighting effects, it makes sense. I'm surprised they managed to make it look so convincing. The way the camera scrolls makes everything look like it's rendered on a proper pixel grid, unlike, say, Shovel Knight where sprites move smoothly across the screen.
Yeah I actually can't stand when games look pixel but don't stick to the grid...they end up looking like flash animation games. Death Road to Canada is one that has a great art direction, but because its "fake" pixel art, I just can't get into it.

Gungeon straight up animates 100% as if it were entirely on a pixel grid....and as you can tell from my avatar, its a game I love the heck out of, as a game dev myself, it just impresses with how many things it get right.

It would be cool if they released DLC that allows you to play the game in semi 3D...it would feel like a remake, even though it is just a slightly different view.
 

zombiejames

Member
Oct 25, 2017
11,939
This is a bit of the opposite of a compromise, but Enter the Gungeon, similar to a link between worlds, is rendered in 3D and shown at a very secific angle so as it appears to be a 2D game...that is a crazy amount of effort for something to "look" 2D. I always wondered why they did it this way instead of just...you know...making the game in 2D in the first place.

CDz7jp9WEAEMcpw.png:large
P8EeCZK.gif
 

N00MKRAD

Banned
Oct 31, 2017
1,376
This is a bit of the opposite of a compromise, but Enter the Gungeon, similar to a link between worlds, is rendered in 3D and shown at a very secific angle so as it appears to be a 2D game...that is a crazy amount of effort for something to "look" 2D. I always wondered why they did it this way instead of just...you know...making the game in 2D in the first place.

CDz7jp9WEAEMcpw.png:large

Unity hobby dev here, this was most likely done for easier depth/height coding (dodge-rolling makes you lower than bullets fly) and possibly for making the pixel graphics align better with the camera.