• Wheaties [comrade/them]
    ·
    9 months ago

    Are gamers really surprised by this?

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

    • TraschcanOfIdeology [they/them, comrade/them]
      ·
      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 [comrade/them]
      ·
      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"

    • Ericthescruffy [he/him]
      ·
      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 [they/them]
      ·
      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.

      • TheCaconym [any]
        ·
        edit-2
        9 months ago

        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

        Not just that, pay for it and then fellate the game publisher publicly in a bajillion reddit/twitter posts

    • Tankiedesantski [he/him]
      ·
      9 months ago

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

    • WhatDoYouMeanPodcast [comrade/them]
      ·
      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

    • SkingradGuard [he/him, comrade/them]
      ·
      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 [he/him, comrade/them]
    ·
    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.

      • aaaaaaadjsf [he/him, comrade/them]
        ·
        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 [any]
    ·
    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

    • emptyother@programming.dev
      ·
      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 [he/him]
        ·
        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
          ·
          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 [she/her]
        ·
        edit-2
        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.

    • NoisyOwl [he/him]
      ·
      9 months ago

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

    • mayo_cider [he/him]
      ·
      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 [he/him]
      ·
      edit-2
      9 months ago

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

  • grazing7264 [they/them, comrade/them]
    ·
    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 [he/him]
      ·
      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?

      • grazing7264 [they/them, comrade/them]
        ·
        9 months ago

        Probably but when you paused the theater mode the droplets were fixed in space and you could move them around very slowly by playing the clip at 0.1x-0.9% and everything in between.

        They were dynamic enough and tied to the physical space enough that I can't tell if they were some kind of camera trick.

    • git [he/him, comrade/them]
      ·
      9 months ago

      Project Gotham Racing 4 also had very impressive rain and weather effects for the time, it was a headline feature. I’m still hoping Microsoft revives the IP, but they seem to view Forza Horizon as their arcade racer for now.

  • axont [she/her, comrade/them]
    ·
    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.