▲ 969 ▼ efficiency (slrpnk.net) submitted 2 years ago by Track_Shovel@slrpnk.net to c/lemmyshitpost@lemmy.world 64 comments fedilink hide all child comments
[–] MrJameGumb@lemmy.world 92 points 2 years ago (3 children) You want them to pay to design TWO ROCKS???? What are they, billionaires??? permalink fedilink source hideshow 6 child comments replies: [–] Dabundis@lemmy.world 80 points 2 years ago (5 children) The monkey's paw curls. New AAA games now feature thousands of individual rock models, among other labor- and space-saving measures being forgone in favor of realism. The game is 400 GB and the devs have worked 110 hours per week for the last 3 months permalink fedilink source parent hideshow 10 child comments replies: [–] FinalRemix@lemmy.world 53 points 2 years ago (1 child) All you did was describe the current sad trajectory of AAA games anyway. permalink fedilink source parent hideshow 2 child comments replies: [–] Suburbanl3g3nd@lemmings.world 6 points 2 years ago Thought he was describing CoD lol permalink fedilink source parent [–] Gullible@sh.itjust.works 10 points 2 years ago (3 children) There was a game that came out a few years ago that scanned in most of its rocks for photorealism. I can’t recall the name. EA was the publisher, I think? permalink fedilink source parent hideshow 6 child comments replies: [–] Vee4@lemmy.world 8 points 2 years ago I think the newer Star Wars Battlefront games did that. permalink fedilink source parent [–] doggle@lemmy.dbzer0.com 8 points 2 years ago Tons of games do that now. Usually they get scans and models from other companies, like Quixel Mega scans. It makes for a relatively fast workflow. Pretty much any photo-real game is doing something like this, it's just more affordable than paying people to digitally sculpt rocks by hand. permalink fedilink source parent [–] c0mbatbag3l@lemmy.world 5 points 2 years ago UE5 uses mega scans of real world assets. permalink fedilink source parent [–] starman2112@sh.itjust.works 10 points 2 years ago (1 child) Why did the finger curl? Nothing changed permalink fedilink source parent hideshow 2 child comments replies: [–] Dabundis@lemmy.world 8 points 2 years ago I should have specified. This finger curled 15 years ago permalink fedilink source parent [–] mojofrododojo@lemmy.world 3 points 2 years ago https://docs.unrealengine.com/5.0/en-US/nanite-virtualized-geometry-in-unreal-engine/ permalink fedilink source parent [–] Aceticon@lemmy.world 3 points 2 years ago And all the 5GB worth of rocks were generated using a single Houdini script. permalink fedilink source parent [–] doggle@lemmy.dbzer0.com 23 points 2 years ago Setting aside that asset production is genuinely one of the most expensive parts of game dev, if they're smart they can use some clever GPU instancing to improve performance by reusing assets No clue if that's happening here, though permalink fedilink source parent [–] Pothetato@lemmy.world 23 points 2 years ago It's one more rock, Michael. What could it cost, ten dollars? permalink fedilink source parent
[–] Dabundis@lemmy.world 80 points 2 years ago (5 children) The monkey's paw curls. New AAA games now feature thousands of individual rock models, among other labor- and space-saving measures being forgone in favor of realism. The game is 400 GB and the devs have worked 110 hours per week for the last 3 months permalink fedilink source parent hideshow 10 child comments replies: [–] FinalRemix@lemmy.world 53 points 2 years ago (1 child) All you did was describe the current sad trajectory of AAA games anyway. permalink fedilink source parent hideshow 2 child comments replies: [–] Suburbanl3g3nd@lemmings.world 6 points 2 years ago Thought he was describing CoD lol permalink fedilink source parent [–] Gullible@sh.itjust.works 10 points 2 years ago (3 children) There was a game that came out a few years ago that scanned in most of its rocks for photorealism. I can’t recall the name. EA was the publisher, I think? permalink fedilink source parent hideshow 6 child comments replies: [–] Vee4@lemmy.world 8 points 2 years ago I think the newer Star Wars Battlefront games did that. permalink fedilink source parent [–] doggle@lemmy.dbzer0.com 8 points 2 years ago Tons of games do that now. Usually they get scans and models from other companies, like Quixel Mega scans. It makes for a relatively fast workflow. Pretty much any photo-real game is doing something like this, it's just more affordable than paying people to digitally sculpt rocks by hand. permalink fedilink source parent [–] c0mbatbag3l@lemmy.world 5 points 2 years ago UE5 uses mega scans of real world assets. permalink fedilink source parent [–] starman2112@sh.itjust.works 10 points 2 years ago (1 child) Why did the finger curl? Nothing changed permalink fedilink source parent hideshow 2 child comments replies: [–] Dabundis@lemmy.world 8 points 2 years ago I should have specified. This finger curled 15 years ago permalink fedilink source parent [–] mojofrododojo@lemmy.world 3 points 2 years ago https://docs.unrealengine.com/5.0/en-US/nanite-virtualized-geometry-in-unreal-engine/ permalink fedilink source parent [–] Aceticon@lemmy.world 3 points 2 years ago And all the 5GB worth of rocks were generated using a single Houdini script. permalink fedilink source parent
[–] FinalRemix@lemmy.world 53 points 2 years ago (1 child) All you did was describe the current sad trajectory of AAA games anyway. permalink fedilink source parent hideshow 2 child comments replies: [–] Suburbanl3g3nd@lemmings.world 6 points 2 years ago Thought he was describing CoD lol permalink fedilink source parent
[–] Suburbanl3g3nd@lemmings.world 6 points 2 years ago Thought he was describing CoD lol permalink fedilink source parent
[–] Gullible@sh.itjust.works 10 points 2 years ago (3 children) There was a game that came out a few years ago that scanned in most of its rocks for photorealism. I can’t recall the name. EA was the publisher, I think? permalink fedilink source parent hideshow 6 child comments replies: [–] Vee4@lemmy.world 8 points 2 years ago I think the newer Star Wars Battlefront games did that. permalink fedilink source parent [–] doggle@lemmy.dbzer0.com 8 points 2 years ago Tons of games do that now. Usually they get scans and models from other companies, like Quixel Mega scans. It makes for a relatively fast workflow. Pretty much any photo-real game is doing something like this, it's just more affordable than paying people to digitally sculpt rocks by hand. permalink fedilink source parent [–] c0mbatbag3l@lemmy.world 5 points 2 years ago UE5 uses mega scans of real world assets. permalink fedilink source parent
[–] Vee4@lemmy.world 8 points 2 years ago I think the newer Star Wars Battlefront games did that. permalink fedilink source parent
[–] doggle@lemmy.dbzer0.com 8 points 2 years ago Tons of games do that now. Usually they get scans and models from other companies, like Quixel Mega scans. It makes for a relatively fast workflow. Pretty much any photo-real game is doing something like this, it's just more affordable than paying people to digitally sculpt rocks by hand. permalink fedilink source parent
[–] c0mbatbag3l@lemmy.world 5 points 2 years ago UE5 uses mega scans of real world assets. permalink fedilink source parent
[–] starman2112@sh.itjust.works 10 points 2 years ago (1 child) Why did the finger curl? Nothing changed permalink fedilink source parent hideshow 2 child comments replies: [–] Dabundis@lemmy.world 8 points 2 years ago I should have specified. This finger curled 15 years ago permalink fedilink source parent
[–] Dabundis@lemmy.world 8 points 2 years ago I should have specified. This finger curled 15 years ago permalink fedilink source parent
[–] mojofrododojo@lemmy.world 3 points 2 years ago https://docs.unrealengine.com/5.0/en-US/nanite-virtualized-geometry-in-unreal-engine/ permalink fedilink source parent
[–] Aceticon@lemmy.world 3 points 2 years ago And all the 5GB worth of rocks were generated using a single Houdini script. permalink fedilink source parent
[–] doggle@lemmy.dbzer0.com 23 points 2 years ago Setting aside that asset production is genuinely one of the most expensive parts of game dev, if they're smart they can use some clever GPU instancing to improve performance by reusing assets No clue if that's happening here, though permalink fedilink source parent
[–] Pothetato@lemmy.world 23 points 2 years ago It's one more rock, Michael. What could it cost, ten dollars? permalink fedilink source parent