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Joined 1 year ago
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Cake day: June 29th, 2023

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  • PoetSII@lemmy.worldtoGames@lemmy.world*Permanently Deleted*
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    9 months ago

    I mean, cyberpunk had issues at launch but at its core it was an excellently written game in a vibrant world with phenomenal NPC performances and fun combat. It was worth spending the time and effort to fix up.

    Redfall has none of that, from everything I’ve seen. Sometimes you need to release and move on.







  • This was the most “design by trends the CEO’s son saw five years ago” game I’ve ever seen. From day one you could tell it’d be DOA since it would be arriving years late and millions of dollars short, with absolutely zero soul or intent. You could smell the cash shop and sandpaper one-liners from a mile away. I feel for the devs at CA that have been pushed into making this game, and are now facing layoffs for it’s inevitable failure. It’s really time the C-suite started getting consequences for their poor decisions. Let CA make Aliens Isolation already dammit.






  • PoetSII@lemmy.worldtoDank Memes@lemmy.worldInsanity
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    9 months ago

    For more graphically intensive games actually, this is shifting back bc polys are a lot cheaper than texel density these days. Games like Star Citizen, Alien Isolation, Cyberpunk and Starfield (or other hardsurface elements in games like firearms or vehicles) with insanely intricate hardsurface elements that the player needs to be able to be up close all around and inside can’t use baked normals due to the fact it’d just be impossible to get a decent texel density and bake, so now games are shifting to something called ‘face weighted normals’ which basically means that all the big bevels and chamfers are actually part of the model’s geo instead of being baked down. Smaller stuff like greebling will be a flat plane shrink wrapped to the curvature of a surface with baked detail as a displacement or normal map.