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I've seen this same suggestion years ago on Blender tutorials. Generating a scene isn't about making it realistic, it's about fooling the audience into thinking it's real without making it too hard to create. Look at videos from Ian Hubert on how to fake it well.
Halo 3 came out 17 years ago. I learned this today (and still don't really see it...), so I say they did amazingly well!
Fuck I'm old
I can agree on this statement
They did this in the Hitman 1>2>3 progression and got H3 down to like... 36 gigs... they reused doors when posssible, fruits in bowls, etc. Instead of bespoke items for each game in the series, they compressed and repeated stuff, and got the entire trilogy game down to the size of one of the individual games.
I just got back into H3 a week or two ago and was caught off guard by the install size! Last time I installed 2 I had to disable a ton of map DLCs and rotate em out as I went to not take up most of the storage on my Steam Deck SD card.
They did an amazing job on streamlining things.
Welcome to gamedev. Its all smoke, mirrors, and magic tricks. Come intervene in our fancy electric rock dreams.
You want them to pay to design TWO ROCKS???? What are they, billionaires???
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
All you did was describe the current sad trajectory of AAA games anyway.
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?
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.
Why did the finger curl? Nothing changed
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
I honestly don't see the similarity. So nice rotating, scaling, moving skills I guess.
Generally more than half of the rock is underground, so while it might be only one rock, you see many distinct sides of it...
The desks in Skyrim are just clouds embedded in the ground and recoloured.
The desks are clouds...? How would clouds even remotely look like desks??
Was this supposed to say rocks? I'm so confused 😅
I think the joke here is that in Super Mario Bros (NES), the bushes are recolored clouds, with their bottoms hidden by the ground. By changing the reference to Skyrim, you get a surrealist joke.
Anyway, that's what I thought the reference was and it made me heartily lol!
That and the fact that the desks in Skyrim are bookshelves embedded in the ground.
And we had to share the rock
Is this halo?
It's minecraft
Lmao, done that before. You do have to worry about the resolution of the textures when changing the model's size, though.
Also, I've made small caves systems and mountains like this, before slapping myself for not remembering terrain generation.
Edit: this is a bit of tangent, but I'm super excited to see more boulders rendered using polycam. Generally, the models are a bit janky and never have straight polygons (along the x,y,z axis) So things like furniture and corridors won't work. Boulders though, it's perfect!
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