• 0 Posts
  • 68 Comments
Joined 4 months ago
cake
Cake day: January 7th, 2025

help-circle



  • That’s the neat part: I don’t. I’ve played so many games I see most of them as minor changes from games I’ve played before. Most of them do not do anything interesting for me to invest my time in an experience I’ve already basically had. Very few games manage to feel different.

    But if you are exhausted at the screen, touch grass. Playing video games may not be the vacation you think it is, you may need to go outside and spend more time doing things that are different from what you do most of the day: eg your work, your sleep and your main hobby. Go pick up hiking. If you find hiking boring, get a RC trail car and do rc hiking. If you really need that brainrot current popular fps vibes: go do hiking with toy guns: airsoft/paintball





  • Half life was pretty big. It not only influenced gaming but it was also HUGE on modding and popularized seamless levels, smart ai, physics and movie-like visual storytelling in shooters. It did a lot and definitely deserves a place on a list of influential games. Competetive esports as seen today exists thanks to a half life mod. It also popularized the realistic shooter genre as cs was really realistic back in its day.









  • I’ve mostly been told to use one 512 map max for lighting maps while textures I ship have a casual working file size of 5 gigs and above for substance painter. Idunno how well they get packaged up as since I haven’t played any of the games I’ve worked on for a while. I can see vertice data taking up a lot but other than some AAA games I don’t see why anyone would need to make super poly dense models.



  • endeavor@sopuli.xyztoProgrammer Humor@programming.devWhy indeed
    link
    fedilink
    English
    arrow-up
    8
    ·
    edit-2
    1 month ago

    Smaller textures, more assets, and worse audio mainly. Textures used to be like 512 for hero props. Now even random objects you see a few times get a texture 16 times larger. And they get up to 4 of those for each object/group of objects. Thanks to pbr and normals and whatever other masks and lightmaps may be required.

    Im sure there are more reasons for size bloat but this is from us artists at least.