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by throw10920 1379 days ago
This logic doesn't hold up.

> Memory tends to play tricks and we remember older games looking better than they actually did

We compared what League of Legends, Valorant, and Inscryption look like now with what those other games look like now. There's no rose-tinted glasses involved - this is an apples-to-apples comparison.

> Those games you've mention run on advanced and heavyweight fragment and vertex shaders to create a specific look

If that same look is being created in a far more performant manner by other games, then that means that the game is poorly optimized.

> cartoony graphics in Fortnite

Same effect class as Valorant and League, with lower visual fidelity, and worse performance.

> there's a million effects on screen a dozen levels in a Risk of Rain game

Risk of Rain is incredibly laggy in the menu, with zero mobs on screen and a single small scene as the background.

> yet everything else is 20 years ahead of that game tech and complexity wise

Again, see Valorant, LoL, and Inscryption.

> 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.

Core i3-5015U with Intel integrated 5500[1] - so, 7 years old. Yet, it can still run League and Valorant at >60 fps with default settings, and 20-30fps Inscryption and Dota 2 with reduced settings - meanwhile, Fortnite, DRG, RoR2, and Valheim are all slideshows with all settings turned all the way down.

The claim that "these new games are just so much more involved than older games" simply doesn't hold up against the reality that there are recently-released games that look better and perform better simultaneously than these examples.

My lived experience, my understanding of computer graphics, and knowledge of things like the GTA Online incident[2] strongly indicates that this line of reasoning is incorrect.

[1] https://ark.intel.com/content/www/us/en/ark/products/84698/i...

[2] https://nee.lv/2021/02/28/How-I-cut-GTA-Online-loading-times...

2 comments

That computer doesn’t even meet Risk of Rain’s min specs so of course it’s gonna run like that. League of legends and valorant don’t have nearly the same amount of cpu bound gameplay logic. Minimal AI, dedicated servers, less characters on screen is in lol and val advantage. RoR2 is p2p, has a lot of AI, tons of bullets, large environments, and a small development team making it have different requirements. Riot has a lot of resources to focus on performance that a small developer can’t.
>If that same look is being created in a far more performant manner by other games, then that means that the game is poorly optimized.

LMFAO. Games are just visual looks now. Good to know. Would you like a spot on r/gaming ? You sound like you'd fit right in there. Let's start with the obvious:

League of Legends, Valorant: 2500 employees at Riot Games

Inscryption: A single developer

Risk of Rain 2: 5 employees

Games don't run well or badly just for the lulz. Focusing on running on your shitty ass laptop is about the last thing on a developer's mind when trying to both ship, and make enough money for the other game. Riot can afford doing everything for it to run better on crap PCs because they have so many players that tapping onto the low, low end is worth money for them.

Additionally, there is infinitely more to a game than just "haha cartoon graphics go boom". LoL is extremely simple in terms of mechanics, and so is DotA. Camera pointed down at a very simple map that never changes. Trees that can fall is about the most complex interaction that happens on the map. Compare that with RoR, Valheim and DRG that procedurally generate complex environments, in full 3D with a large view distance. Add to this various features (destructibility, which brings its own set of view culling issues as well as more complex algorithms and data structures), and yes, your shitbox cannot run them well. Fortnite is so simple that it only has 100 animated pawns at the beginning at the same time, a gigantic map with also large view distances, structure building, thousands of assets, and a much more complex rendering pipeline (that, no, does not look like league of legends, despite all you'd like to pretend)

> My lived experience, my understanding of computer graphics, and knowledge of things like the GTA Online incident[2] strongly indicates that this line of reasoning is incorrect.

With none of the due respect, your lived experience takes about a single, barely valid factor into account, your understanding of computer graphics seems to be just about the one of a college student that got in his first year, and your knowledge of things like the GTA Online incident is a single event. "Looking better" means absolutely shit. You may prefer the visual result, but no matter your metric, I can make you a game that will look better _and_ run like absolute crap. Is it polycount ? Sure, I'll make a 50 million poly character model. Textures ? Here comes the 16K textures baby. Lighting ? Have I told you about our lord and savior CPU-ran-ray-tracing ?