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[-] Wheaties@hexbear.net 86 points 9 months ago

Are gamers really surprised by this?

Suddenly, a lot of the gullibility around "AI" is starting to make more sense.

[-] TraschcanOfIdeology@hexbear.net 46 points 9 months ago

I didn't even think about it, but now that I see it, it's a clever solution to the problem at hand. If 99.9% of players are not going to care or see the trick, it's fine.

[-] SoloboiNanook@hexbear.net 34 points 9 months ago

Lmao right?

I literally feel like chatgpt-like AI is basically just a thing rewording google searches to sound human

Ehich i guess is a thing for making it make sentences that sound human, but not " intelligent"

[-] Wheaties@hexbear.net 25 points 9 months ago

fuckin' cleverbot-ass thing this dang ol' redditors are worshiping

[-] Ericthescruffy@hexbear.net 17 points 9 months ago

Indeed! In general I think most people don't appreciate how much smoke and mirrors goes into game design. One of my favs is how they made the grass in Ghost of Tsushima look so fucking incredible:

https://www.youtube.com/watch?v=G8HH_pMKOhk

[-] AssortedBiscuits@hexbear.net 16 points 9 months ago

We're talking about people who would willingly not only play but pay a game from a game developer whose last good game is over two decades old at this point. Of course they'll be the rubiest of rubes.

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[-] FourteenEyes@hexbear.net 67 points 9 months ago

The sloppiness here is indeed not parenting it to the camera

[-] LaGG_3@hexbear.net 58 points 9 months ago

I love learning little trade secrets like this.

[-] Tankiedesantski@hexbear.net 29 points 9 months ago

Yeah it's like watching those shows about how Hollywood does special effects.

[-] operacion_ogro@hexbear.net 21 points 9 months ago

Red Letter Media has changed the way I see movies fer sure

[-] SpookyGenderCommunist@hexbear.net 16 points 9 months ago

Definitely! How can you not think these little tricks are cool! Are G*mers really upset by this?

[-] WhatDoYouMeanPodcast@hexbear.net 24 points 9 months ago

You should check out OddHeader on YouTube. His whole thing is finding Easter eggs and things the devs left in. There's also Shesez who, by hook or by crook, gets a free camera in games to explore how cutscenes are made and other things players aren't supposed to see

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[-] PM_ME_YOUR_FOUCAULTS@hexbear.net 53 points 9 months ago

If they don't render every single drop of rain as a physics-based object in real time, I'm going to [redacted]

[-] SkingradGuard@hexbear.net 28 points 9 months ago

If they don't let me simulate every single molecule of water in that rain on my $2 million supercomputer I'm going to [redacted] so hard that Todd Howard will feel my disappointment. pronounjak-rage

[-] aaaaaaadjsf@hexbear.net 43 points 9 months ago

I figured out games have a "rain box" when I was eight years old and playing Need For Speed Underground 2. Like come on, it's clear they don't render rain throughout the entire game world.

[-] corgiwithalaptop@hexbear.net 26 points 9 months ago

I know but its just REALLY funny to see

[-] robot_dog_with_gun@hexbear.net 14 points 9 months ago

it's usually attached to the camera though. this zoom out thing is weird and bad.

[-] aaaaaaadjsf@hexbear.net 13 points 9 months ago

It's bad, but usually a result of really aggressive culling and the likes. Quite a few older games have a really small rain box not attached to the camera for performance reasons, and if you play the game in widescreen you can see it.

But yeah it's really weird to see a modern game using a set rain box not attached to the camera, I agree

[-] buh@hexbear.net 39 points 9 months ago

I wouldn't mind this if the rain was only coming from clouds with frowny faces while all the other clouds were smiling

Same vibe as SM64 literally having a little camera person flying around on a cloud

[-] Awoo@hexbear.net 36 points 9 months ago

Now I want volumetric rain.

[-] emptyother@programming.dev 33 points 9 months ago

Would love rain that made one see the water roll of the roofs in a dynamic way, even at a bit of distance or while under cover. Not necessarily simulated or volumetric, I dont mind cheats and cardboard tricks to make it look good and performant.

[-] NoisyOwl@hexbear.net 24 points 9 months ago

That sounds really neat actually. I don't think it'd be very hard to add, either, it's just some hidden assets that show themselves a bit after it starts raining. Roughly the same as river and waterfall effects, just at funny scales. It'd be a rather large amount of work to place all of them if it's a big game with a lot of roofs and gutters, but still a good use of time compared to some of the crap AAA games throw artists at.

Sounds terrifying to try to do in a procedural game though.

[-] Moonguide@lemmy.ml 12 points 9 months ago

Well, crytek managed to do it with Hunt Showdown this past event and it looked amazing. Not sure how different creation and cryengine are, though it was my understanding implementing rain into Hunt was considered impossible before.

[-] Awoo@hexbear.net 19 points 9 months ago* (last edited 9 months ago)

That sounds cool too but picture the idea of fus roh dah pushing the rain. https://youtu.be/_y9MpNcAitQ?t=38

You could do some extremely cool stuff with player skills creating wind effects that have affect it. Matrix style rain fight stuff.

[-] aaaaaaadjsf@hexbear.net 13 points 9 months ago

Driveclub, a racing game on the PS4, does do this with the windshield and bonnet of the car when it rains.

[-] NoisyOwl@hexbear.net 30 points 9 months ago

I don't think I've ever seen a game do that. I'll add it to my scope creep list.

[-] kleeon@hexbear.net 33 points 9 months ago

wait until they learn about frustum culling

[-] ScrewdriverFactoryFactoryProvider@hexbear.net 28 points 9 months ago* (last edited 9 months ago)

I just learned these devs are so lazy that they don’t even render anything that’s not on camera….. They are literally destroying my house every single frame!

[-] mayo_cider@hexbear.net 24 points 9 months ago

Did you know, that objects far away from camera are actually just low resolution stand-ins? And the image isn't actually even 3d, everything is the same distance from the player!

[-] riseuppikmin@hexbear.net 19 points 9 months ago* (last edited 9 months ago)

Please delete this they'll work it into their npc-based language and become even more insufferable

[-] Tofu_Lewis@hexbear.net 21 points 9 months ago

Wait, was the rain like this in Skyrim too?

[-] NoisyOwl@hexbear.net 26 points 9 months ago

I'm pretty sure that's just a texture over the camera.

[-] Spike@hexbear.net 20 points 9 months ago
[-] grazing7264@hexbear.net 20 points 9 months ago

I think Halo: Reach for Xbox 360 actually doesn't do this, in theater mode you can pause and fly around to see individual droplets rendered based on distance but frozen in place.

They're actually little dots too, they only turn into blurry lines when in motion.

[-] Abracadaniel@hexbear.net 14 points 9 months ago

Halo: Reach was a really impressive use of the hardware. Surely the drops are cenntered around the camera in the example you describe?

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[-] HumanBehaviorByBjork@hexbear.net 13 points 9 months ago

ngl Reach's Forge mode was kind of the peak of AAA for me. it's all been downhill since that.

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[-] axont@hexbear.net 17 points 9 months ago

The one that gets me sometimes is that in a lot of first person shooters the gun is rendered on a separate layer than the rest of the graphics. It's not actually there. It's just an animation.

Some games use that to their advantage by making the gun huge to block the rest of the scene so less gets rendered.

[-] AssortedBiscuits@hexbear.net 17 points 9 months ago

Daily reminder their last good game is over 2 decades old.

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[-] BurgerPunk@hexbear.net 17 points 9 months ago

Is there a particular reason Bethesda's games always come out buggy and weird like this

[-] operacion_ogro@hexbear.net 27 points 9 months ago

It's their special sauce that gives their games that unique flavor

[-] ElHexo@hexbear.net 18 points 9 months ago

Jank game engine hacked together with some middleware slapped in and no time or interest in QA

[-] ScrewdriverFactoryFactoryProvider@hexbear.net 17 points 9 months ago* (last edited 9 months ago)

Conway’s Law: A system’s design structure mirrors the communication structure of the people who built it.

So if Bethesda has dysfunctional communication practices such as excessive meetings, slow feedback loops, or pipelines that don’t allow their workers to work independently, their software is also going to suffer from the artifacts of that dysfunction.

[-] joaomarrom@hexbear.net 15 points 9 months ago
[-] TraschcanOfIdeology@hexbear.net 13 points 9 months ago

Weather Report as a Bethesda developer.

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this post was submitted on 27 Sep 2023
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