It’s one more rock, Michael. What could it cost, ten dollars?
Comment on efficiency
MrJameGumb@lemmy.world 10 months ago
You want them to pay to design TWO ROCKS??? What are they, billionaires???
Pothetato@lemmy.world 10 months ago
doggle@lemmy.dbzer0.com 10 months 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
Dabundis@lemmy.world 10 months ago
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
FinalRemix@lemmy.world 10 months ago
All you did was describe the current sad trajectory of AAA games anyway.
Suburbanl3g3nd@lemmings.world 10 months ago
Thought he was describing CoD lol
Gullible@sh.itjust.works 10 months ago
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?
doggle@lemmy.dbzer0.com 10 months 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.
Vee4@lemmy.world 10 months ago
I think the newer Star Wars Battlefront games did that.
c0mbatbag3l@lemmy.world 10 months ago
UE5 uses mega scans of real world assets.
starman2112@sh.itjust.works 10 months ago
Why did the finger curl? Nothing changed
Dabundis@lemmy.world 10 months ago
I should have specified. This finger curled 15 years ago
Aceticon@lemmy.world 10 months ago
And all the 5GB worth of rocks were generated using a single Houdini script.
mojofrododojo@lemmy.world 10 months ago
docs.unrealengine.com/…/nanite-virtualized-geomet…