Why would you load a texture twice in memory? Especially if it's for the exact same object? It only needs to be rendered twice the texture stays the same and therefore only need to be stored once in ram...
Don't want to sound arrogant, but most people here (including OP and the writers of the article) don't seam to know much about video game development.
Because statements like "... Isn't about graphics or frame rate; it's memory" don't make sense at all.
Because if you fast memory is to small you would either more often read from a slower memory which results in less frame rate or you would need to make the stuff that fill up your memory (most often textures) smaller (lower resolution) which "reduces graphics"
The article says something more business politics related: "Microsoft requires all games to run, feature-complete and without changes in quality or mechanics" on both Versions S and X. I'm not really believe this to be true because this would make the existence of more powerful X version completely pointless. However what I think can be the case is that Microsoft QA is forcing the studio to adapt the game for the series S before it could be published. This needs time. Since there is no low spec version for the PS5 there is no need for additional adaptations.
Exactly. ChatGPT is just the most prominent service using a LLM. Would be less concerned about the hype if all the free training data from thousand of users would go back into an open system.
Maybe AI is not stealing our jobs but if you get depending on it in order to keep doing your job competitive, it would be good if this is not controlled by a single company...
Did we mentioned that it is closed source proprietary service controlled by only one company that can dictate the terms of it's usage?
This locks great!
But I could bet this has much more polies than the original PS1 version (it had around 230 polygons).
All of what you showed as reference is a very surreal art style. I don't think "just" creating some lightmap and turning on glow will do it here for you.
It's starts with a consistent and outstanding look of your 3D models. So using standard Asset packs will most probably not bring you the wanted results.
Then I think the one magic trick you are not expecting is shaders. Especially the light part in it will most probably change the appeal of your scene a lot. Standard BSDF Shader (that is used by default for every 3D objects) is designed to replicate reality. However you don't want to replicate reality, you want to replicate a painting.
This video gives a great overview of what is possible when creating your own shader: https://youtu.be/jlKNOirh66E
It uses Unity but at least in theory I think you should be able to recreate all of this in Godot.
https://godotshaders.com/ holds some impressive shaders you can use and expand on.
Actually mastodon is the more viable option for journalist, because you're not depending on the good will of a company (or some rich people in control of it) to not block you or restrict where you can be seen and where not.
It's just that so many people don't care about this.
Hey stop being sarcastic! This is a serious programing community here... Wait.
I thought that's what GIF was created for... Even if the original introduction of it is saying something completely different.
So the point goes to unreal because it comes with a build in library of working copy/past examples?
But still if you want to know what you're doing (which would be required to be able to fine-tune, extent and debug) you need to invest more time so IDK if OP would get much benefits of using Unreal.
A game like this can be done in every engine with similar effort I would say as long as you know what you're doing.
Depends on what you call easy 😄
It's just my point of view that there is no such thing as "easy" if you do it for the first time. It's always easy if you know now everything works. Don't want you discouraged you.
I think a project like this where you have a goal in mind and try to find out how to achieve it is much better to learn than following strictly a tutorial and just replicating it step by step.
What could split screen bring that it will not work with the S memory? Because one object will not take up twice the space just because split screen. The texture of it will (hopefully) only loaded once for both screens.
What can change is the total amount of objects that are loaded into memory since the players can now be simultaneously on two different places.
So as a Developer you will need to find a way to get around this. Maybe by reducing the textures of the objects even more, so that you can load more of them in the same space. Or maybe by remove non essential object from the scene at all so that by default less object needed to be loaded. Also the screen is now half the size so maybe limit the field of view more to start loading in objects a little later.
What ever they decide to do, this will require additional steps that are only needed because MS want's the game to be optimised for the series S.
From a Developer perspective I could understand if they maybe decide to ditch the Xbox release completely because of this additional workload needed.
Plus: if removing background objects from the scene in order to save memory is something that needs to be consistent on both S and X version because of MS policy, you will get "less graphics" on the X then what would be possible, just because the S exist... What completely undermines the complete existence of the X.
And of course non of this is just because split screen. This will most likely be true for every game on Xbox. It's just that for most games it's enough to cut resolution down for the S and leave the rest as it is.