• thatKamGuy@sh.itjust.works
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    18 hours ago

    I keep recalling this comparison:

    We’ve long since reached “good enough” graphics, and incremental improvements are simply not going to be noticeable.

    This is probably why so many game releases this console generation have been remasters.

      • thatKamGuy@sh.itjust.works
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        14 hours ago

        It applies to every aspect of game design, not just geometry: texture resolution, lighting, audio fidelity, enemy AI.

        It’s just that geometry happens to be the easiest to use as an example.

        • Grey Cat@lemmy.world
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          1 hour ago

          I feel like there has been a lot of regressions in enemy AI and physics over the years.
          I can still imagine a lot more physics in my games.
          But I agree on the rest yeah.

    • ByteJunk@lemmy.world
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      15 hours ago

      Definitely, we’re at a point where geometry isn’t a key factor in rendering times - at least for a decently optimized game (I’m looking at you, Cities Skylines 2 and all your teeth).

      Games are going ham with the lighting - ray tracing and all that jazz that help with photorealism.

      There are workarounds that have been used for a long time to “mimic” these effects but with a big quality Vs speed trade-off. Since computational power is now so cheap (or used to, before ai…) they’re removing those crutches and using techniques that give better results, but it’s definitely marginal improvements.