this post was submitted on 24 Sep 2023
978 points (97.7% liked)

Dank Memes

6054 readers
64 users here now

This is the place to be on the interweb when Reddit irreversibly becomes a meme itself and implodes

If you are existing mods from r/dankmemes, you should be mod here too, kindly DM me on either platform

The many rules inherited from

  1. Be nice, don't be not nice
  2. No Bigotry or Bullying
  3. Don't be a dick!
  4. Censor any and all personal information from posts and comments
  5. No spam, outside links, or videos.
  6. No Metabaiting
  7. No brigading
  8. Keep it dank!
  9. Mark NSFW and spoilers appropriately
  10. NO REEEEEEE-POSTS!
  11. No shitposting
  12. Format your meme correctly. No posts where the title is the meme caption!
  13. No agenda posting!
  14. Don't be a critic
  15. Karma threshold? What's that?

founded 1 year ago
MODERATORS
 
you are viewing a single comment's thread
view the rest of the comments
[–] [email protected] 42 points 1 year ago (2 children)

The crazy thing is that a lot of today’s models are actually much more simple than they used to be. Look at comparisons for old games like Mario Galaxy versus Mario Odyssey for good examples. But this is done because it allows for more detailed environments; The lack of polygons means that (as long as the textures can be loaded fast enough) your rendering goes much faster. You’re not being bottlenecked by polygon counts anymore, because there are fewer polygons.

But this has caused texture sizes to balloon, because now you’re shifting nearly all the heavy lifting over to those textures instead of the polygons.

[–] [email protected] 10 points 1 year ago

For more graphically intensive games actually, this is shifting back bc polys are a lot cheaper than texel density these days. Games like Star Citizen, Alien Isolation, Cyberpunk and Starfield (or other hardsurface elements in games like firearms or vehicles) with insanely intricate hardsurface elements that the player needs to be able to be up close all around and inside can't use baked normals due to the fact it'd just be impossible to get a decent texel density and bake, so now games are shifting to something called 'face weighted normals' which basically means that all the big bevels and chamfers are actually part of the model's geo instead of being baked down. Smaller stuff like greebling will be a flat plane shrink wrapped to the curvature of a surface with baked detail as a displacement or normal map.

[–] [email protected] 2 points 1 year ago

Thanks for the link, that's actually really dope.

I love seeing optimization tricks like this.