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by sph
1380 days ago
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> Fortnite, Risk of Rain 2, Valheim, and Deep Rock Galactic Those games are low poly but NOT visually simplistic. Memory tends to play tricks and we remember older games looking better than they actually did, so we imagine lower polygons = 2005 tech game. Those games you've mention run on advanced and heavyweight fragment and vertex shaders to create a specific look (cartoony graphics in Fortnite, there's a million effects on screen a dozen levels in a Risk of Rain game, etc.) They might have the same poly count of Old School Runescape (but not really, as the models are actually quite complex) yet everything else is 20 years ahead of that game tech and complexity wise. Also not sure what your friend's PC is like, because a 5 year old PC can play all of those games with ease, though perhaps not at max settings. A 1080 ti from 2017 can run RoR2 at ~190 fps at 1440p. https://youtu.be/TdfE3n8YLYo |
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Well-made video games focus on the experience of playing them. Visuals, audio, setting, gameplay, user interfaces, they're all made with the same goal.
In a fast action game, you'll want menus to get out of the way quickly, dialogue that can be delivered while the player is moving, particle effects designed more like fireworks than sparklers, etc.
In a slow-paced story game, you'll have more leeway to let players stop and smell the roses. You'll want to pay attention to different details, make cues last longer, etc.
Open-world games need more attention to dynamic level of detail and story progressions. The list goes on.
When people wrote their own engines, these assumptions were baked in from the start and the engine was developed and tweaked according to the game being made. When you shoehorn your idea into a general-purpose off-the-shelf solution, you end up making more compromises on things like performance and verisimilitude.
You can see it in the default shaders/effects that many modern budget games use, but my favorite example of this is actually The Witcher. The first game in that series used Bioware's Aurora engine, which was designed to simulate d20 games like Dungeons & Dragons.