I love this game hahaha
Everyone have sunglasses 'cause designers weren't able to design proper eyes.
Thanks for the info
I love this game hahaha
Everyone have sunglasses 'cause designers weren't able to design proper eyes.
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?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.
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.
The crowds in Forza Motorsport 5. Two questions come to mind regarding them:
1) Did the developers not think people would notice these cardboard cutouts of onlookers?
2) Why am I the first person to mention this?
Edit: Sorry, I thought you are saying that nobody talked about this in general, not about the thread subject
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.
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.Console games that doesn't use 16x trilinear filtering. I don't get it. It costs practically nothing in terms of performance.
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 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.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.
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.
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!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 :)
And I love that the title screen was pretty much kept totally intact too, just hyper low-res
Holy shit lol
Man Odyssey's low res reflections aren't even the worst mirror implementation in this thread, let alone the industry.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.
I'm talking strictly for Nintendo games. They always skimp out on reflections.Man Odyssey's low res reflections aren't even the worst mirror implementation in this thread, let alone the industry.
What?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.
That's just bad/inaccurate cubemap placement.I don't know how to embed, https://gfycat.com/discretescornfulblackbear
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.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.
watThis 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.
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.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.
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.
I really liked this setup because you still had a full screen view essentially. No problems with a strangely limited FoV.
I'm talking strictly for Nintendo games. They always skimp out on reflections.
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.