• Steve Dice@sh.itjust.works
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    7 hours ago

    I mean, how much more photorealistic can you get? Regardless, the same game would look very different in 4K (real, not what consoles do) vs 1080p.

  • HEXN3T@lemmy.blahaj.zone
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    7 hours ago

    Let’s compare two completely separate games to a game and a remaster.

    Generational leaps then:

    Good lord.

    EDIT: That isn’t even the Zero Dawn remaster. That is literally two still-image screenshots of Forbidden West on both platforms.

    Good. Lord.

    • starman2112@sh.itjust.works
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      5 hours ago

      The fact that the Game Boy Advance looks that much better than the Super Nintendo despite being a handheld, battery powered device is insane

    • Maggoty@lemmy.world
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      6 hours ago

      Yeah no. You went from console to portable.

      We’ve had absolutely huge leaps in graphical ability. Denying that we’re getting diminishing returns now is just ridiculous.

    • HEXN3T@lemmy.blahaj.zone
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      6 hours ago

      It is baffling to me that people hate cross gen games so much. Like, how awful for PS4 owners that don’t have to buy a new console to enjoy the game, and how awful for PS5 owners that the game runs at the same fidelity at over 60FPS, or significantly higher fidelity at the same frame rate.

      They should have made the PS4 version the only one. Better yet, we should never make consoles again because they can’t make you comprehend four dimensions to be new enough.

      • Maggoty@lemmy.world
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        6 hours ago

        The point isn’t about cross generation games. It’s about graphics not actually getting better anymore unless you turn your computer into a space heater rated for Antarctica.

  • renegadesporkA
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    8 hours ago

    This is true of literally any technology. There are so many things that can be improved in the early stages that progress seems very fast. Over time, the industry finds most of the optimal ways of doing things and starts hitting diminishing returns on research & development.

    The only way to break out of this cycle is to discover a paradigm shift that changes the overall structure of the industry and forces a rethinking of existing solutions.

    The automobile is a very mature technology and is thus a great example of these trends. Cars have achieved optimal design and slowed to incremental progress multiple times, only to have the cycle broken by paradigm shifts. The most recent one is electrification.

    • Maggoty@lemmy.world
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      6 hours ago

      Okay then why are they arbitrarily requiring new GPUs? It’s not just about the diminishing returns of “next gen graphics”.

      • renegadesporkA
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        5 hours ago

        That’s exactly why. Diminishing returns means exponentially more processing power for minimal visual improvement.

        • Maggoty@lemmy.world
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          4 hours ago

          I think my real question is what point do we stop trying until researchers make another breakthrough?

      • AdrianTheFrog@lemmy.world
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        4 hours ago

        path tracing is a paradigm shift, a completely different way of showing a scene to that normally done, it’s just a slow and expensive one (that has existed for many years but only started to become possible in real time recently due to advancing gpu hardware)

        Yes, usually the improvement is minimal. That is because games are designed around rasterization and have path tracing as an afterthought. The quality of path tracing still isn’t great because a bunch of tricks are currently needed to make it run faster.

        You could say the same about EVs actually, they have existed since like the 1920s but only are becoming useful for actual driving because of advancing battery technology.

        • Maggoty@lemmy.world
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          2 hours ago

          Then let the tech mature more so it’s actually analogous with modern EVs and not EVs 30 years ago.

          • AdrianTheFrog@lemmy.world
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            1 hour ago

            Yea, it’s doing that. RT is getting cheaper, and PT is not really used outside of things like cyberpunk “rt overdrive” which are basically just for show.

            • Maggoty@lemmy.world
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              59 minutes ago

              Except it’s being forced on us and we have to buy more and more powerful GPUs just to handle the minimums. And the new stuff isn’t stable anyways. So we get the ability to see the peach fuzz on a character’s face if we have a water-cooled $5,000 spaceship. But the guy rocking solid GPU tech from 2 years ago has to deal with stuttering and crashes.

              This is insane, and we shouldn’t be buying into this.

  • SplashJackson@lemmy.ca
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    7 hours ago

    I wouldn’t mind like a new style of controller like maybe a fleshlight with buttons on the side or something

    • AngryishHumanoid@lemmynsfw.com
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      4 hours ago

      I don’t know what kind of games you’re playing. No seriously, what are the names of the games you’re playing and where can I download them?

      • SplashJackson@lemmy.ca
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        2 hours ago

        Well I play a lot of Street Fighter and I think I’ve perfected a real winner of a control method; but it’d also be good for Minecraft so I can try and fuck a creeper

  • RightHandOfIkaros@lemmy.world
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    9 hours ago

    Ironically, Zelda Link to the Past ran at 60fps, and Ocarina of Time ran at 20fps.

    The same framerates are probably in the Horizon pictures below lol.

    Now, Ocarina of Time had to run at 20fps because it had one of the biggest draw distances of any N64 game at the time. This was so the player could see to the other end of Hyrule Field, or other large spaces. They had to sacrifice framerate, but for the time it was totally worth the sacrifice.

    Modern games sacrifice performance for an improvement so tiny that most people would not be able to tell unless they are sitting 2 feet from a large 4k screen.

    • Maalus@lemmy.world
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      8 hours ago

      Had to, as in “they didn’t have enough experience to optimize the games”. Same for Super Mario 64. Some programmers decompiled the code and made it run like a dream on original hardware.

      • RightHandOfIkaros@lemmy.world
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        7 hours ago

        The programming knowledge did not exist at the time. Its not that they did not have the experience, it was impossible for them to have the knowledge because it did not exist at the time. You can’t really count that against them.

        Kaze optimizing Mario 64 is amazing, but it would have been impossible for Nintendo to have programmed the game like that because Kaze is able to use programming technique and knowledge that literally did not exist at the time the N64 was new. Its like saying that the NASA engineers that designed the Atlas LV-3B spacecraft were bad engineers or incapable of making a good rocket design just because of what NASA engineers could design today with the knowledge that did not exist in the 50s.

    • CancerMancer@sh.itjust.works
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      6 hours ago

      One of the reasons I skipped the other consoles but got a GameCube was because all the first party stuff was buttery smooth. Meanwhile trying to play shit like MechAssault on Xbox was painful.

      • RightHandOfIkaros@lemmy.world
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        4 hours ago

        I never had trouble with MechAssault, because the fun far outweighed infrequent performance drops.

        I am a big proponent of 60fps minimum, but I make an exception for consoles from the 5th and 6th generations. The amount of technical leap and improvement, both in graphics technology and in gameplay innovation, far outweighs any performance dips as a cost of such improvement. 7th generation is on a game by game basis, and personally 8th generation (Xbox One, Switch, and PS4) is where it became completely unacceptable to run even just a single frame below 60fps. There is no reason that target could not have been met by then, definitely now. Switch was especially disappointing with this, since Nintendo made basically a 2015 mid-range smartphone but then they tried to make games for a real game console, with performance massively suffering as a result. 11fps, docked, in Breath of the Wild’s Korok Forest or Age of Calamity (anyehwere in the game, take your pick,) is totally unacceptable, even if it only happened one time ever rather than consistently.

    • JoYo 🇺🇸@lemmy.ml
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      8 hours ago

      when i was a smol i thought i needed to buy the memory expansion pack whenever OoT fps tanked.

    • pjwestin@lemmy.world
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      6 hours ago

      Yeah, but the Wii was a very underpowered system, and it didn’t even have HDMI. That transition wouldn’t have been as stark going from PS3 to PS4.

    • A_Union_of_Kobolds@lemmy.world
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      4 hours ago

      Horizon Zero Dawn was a stunning game, I did pretty much the same

      I’m kinda annoyed bc my 2 BFFs JUST got PlayStations like for Xmas. I’ve been on PS4+PS5 for a long while now and played both Horizons for free. I really wanted to tell them to give Zero Dawn a whirl just to show what the PS5 could do with it… but for full price? Eh… I’ll leave that up to them.

  • kitnaht@lemmy.world
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    11 hours ago

    Kind of like smartphones. They all kind of blew up into this rectangular slab, and…

    Nothing. It’s all the same shit. I’m using a OnePlus 6T from 2018, and I think I’ll have it easily for another 3 years. Things eventually just stagnate.

    • starman2112@sh.itjust.works
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      5 hours ago

      One company put a stupid fucking notch in their screen and everyone bought that phone, so now every company has to put a stupid fucking notch in the screen

      I just got my tax refund. If someone can show me a modern phone with a 9:16 aspect ratio and no notch, I will buy it right now

      • CancerMancer@sh.itjust.works
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        6 hours ago

        I would love to have a smaller phone. Not thinner, smaller. I don’t care if it’s a bit thick, but I do care if the screen is so big I can’t reach across it with one hand.

    • Cethin@lemmy.zip
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      6 hours ago

      We technically aren’t at max roundness. Almost every rendered now renders polygons, but it’s possible to make a rendered to other shapes. We can render a perfect cylinder if we want to, or whatever shape you can define mathematically.

      • formergijoe@lemmy.world
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        8 hours ago

        Oh it’s a bit of a running joke that every time there’s a new Forza or Gran Turismo, they brag about how round the tires are and how wet the pavement looks.

  • GraniteM@lemmy.world
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    12 hours ago

    Don’t get me started on Horizon: Forbidden West. It was a beautiful game. It also had every gameplay problem the first one did, and added several more to boot. The last half of the game was fucking tedious, and I basically finished it out of spite.

    • inb4_FoundTheVegan@lemmy.world
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      12 hours ago

      Awww.

      I enjoyed the heck out of the first one, especially the story. Haven’t gotten around to picking up the 2nd so that’s a bummer to read.

      • moody@lemmings.world
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        12 hours ago

        I’d say it’s still worth playing, but the story is way more predictable, and they made some things more grindy to upgrade than they were in the first one. Also they added robots that are even more of a slog to fight through.

        Those giant turtles are bullshit and just not fun.

      • hOrni@lemmy.world
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        11 hours ago

        If You liked the stealth aspects of the first game then there is no point in starting the second. The stealth is gone. It’s also more difficult. The equipment is much more complicated.

      • ShinkanTrain@lemmy.ml
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        12 hours ago

        I enjoyed learning the backstory of the first one, but I was very disinterested in the story, as in, what is currently happening.

    • hOrni@lemmy.world
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      11 hours ago

      I agree. I loved the first game, considered it one of my favourites. Couldn’t wait for the sequel. I was so disappointed, I abandoned it after a couple of hours.

  • atomicbocks@sh.itjust.works
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    11 hours ago

    The improvement levels are the same amount they used to be. It’s just that adding 100mhz to a 100mhz processor doubles your performance, adding 100mhz to a modern processor adds little in comparison as a for instance.

  • merthyr1831@lemmy.ml
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    12 hours ago

    yeah but the right hand pic has twenty billion more triangles that are compressed down and upscaled with AI so the engine programmers dont have to design tools to optimise art assets.

    • Cethin@lemmy.zip
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      5 hours ago

      I know you’re joking, but these probably have the same poly count. The biggest noticeable difference to me is subsurface scattering on her skin. The left her skin looks flat, but the right it mostly looks like skin. I’m sure the lighting in general is better too, but it’s hard to tell.

      • merthyr1831@lemmy.ml
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        5 hours ago

        yeah they probably just upped internal resolution and effects for what I assume is an in-engine cutscene. Not that the quality of the screenshot helps lmao

    • renegadesporkA
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      7 hours ago

      VR definitely feels like the next 2D->3D paradigm shift, with similar challenges. except it hasn’t taken off like 3D did IMO for 2 reasons:

      1. VR presents unique ergonomic challenges.

      Like 3D, VR significantly increased graphics processing requirements and presented several gameplay design challenges. A lot of the early solutions were awkward, and felt more like proof-of-concepts than actual games. However, 3D graphics can be controlled (more or less) by the same human interface devices as 2D, so there weren’t many ergonomic/accessibility problems to solve. Interfacing VR with the human body requires a lot of rather clunky equipment, which presents all kinds of challenges like nausea, fatigue, glasses, face/head size/shape, etc.

      2. The video game industry was significantly more mature when (modern) VR entered the scene.

      Video games were still a relatively young industry when games jumped to 3D, so there was much more risk tolerance and experimentation even in the “AAA” space. When VR took off in 2016, studios were much bigger and had a lot more money involved. This usually results in risk aversion. Why risk losing millions on developing a AAA VR game that a small percentage of gamers even have the hardware for when we can spend half (and make 10x) on just making a proven sequel? Instead large game publishers all dipped their toes in with tech demos, half-assed ports, and then gave up when they didn’t sell that well (Valve, as usual, being the exception).

      I honestly don’t believe the complaints you hear about hardware costs and processing power are the primary reasons, because many gaming tech, including 3D, had the same exact problem in the early stages. Enthusiasts bought the early stuff anyway because it was groundbreaking, and eventually costs come down and economies of scale kick in.

      • Xanthrax@lemmy.world
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        10 hours ago

        If anyone can optimize Disney’s omni directional walking pad, we’ll be there. I’d give it 3 decades if it goes that way. I’ve heard it’s not like real walking. It feels very slippery. All that being said, you don’t have to wrap yourself in a harness and fight friction to simulate walking like other walking pads. It also seems simple enough, hardware wise, that it could be recreated using preexisting parts/ 3d printing. I’m honestly surprised I haven’t seen a DIY project yet.

    • The Picard Maneuver@lemmy.worldOP
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      12 hours ago

      VR is the one thing that feels similar to the old generational leaps to me. It’s great, but I haven’t set mine up in a few years now.

      • Xanthrax@lemmy.world
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        10 hours ago

        Fair. I haven’t played “No Man’s Sky,” yet, but apparently, it’s awesome in VR.

  • Fandangalo@lemmy.world
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    12 hours ago

    I’d say there’s more progress on scale than visual fidelity. There’s greater ability to render complexity at scale, whether that’s real actors on screen or physics in motion. I agree that progress in detail still frame has plateaued.