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Messages - FatherlyNick - fuck putin

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571
The Flood / Re: Sure, Carmen
« on: May 19, 2020, 01:10:27 PM »
What is going on? I am genuinely confused. Is this Sep7agon drama or Discord drama?

572
The Flood / Re: Entertainment/Package Review Thread
« on: May 19, 2020, 03:07:27 AM »
Cheat, delete.

573
The Flood / Re: Covid lockdown status update
« on: May 18, 2020, 03:00:15 PM »
Working from home. Working a lot more than I used to actually. Its all good aside from not being able to fly.

574
Gaming / Re: Unreal Engine 5 Revealed
« on: May 18, 2020, 11:51:06 AM »
Poly count isn't everything and I wish devs would shift priorities to more complex world simulation over eye candy.

Imagine if you could actually enter every building in GTA 5 or have NPCs process your speech and respond accordingly?
Two things I would like to see this upcoming generation - VR becoming the third standard control method joining KBM and Controllers.
New levels of world interactivity across all genres where it makes sense.
Ah yes just put the 3D artists on gameplay design and programming of course it all makes sense now, after all one game developer can pretty much do any role in the studio right
Where did I say that exactly?
well how are you supposed to just "switch priorities" to something else? do the artists just stop making their work or something?
So instead of focusing on making every facade ultra-realistic, you use today's graphics but increase asset count instead.
More geometry, more object states. Artists would have a field day if they were told to create a whole city rather than just facades with no interiors.
do you actually have any idea what you're talking about

at all

or are you just saying words that sound cool

because it looks a lot like the latter
What is so confusing about what I said above?

More (level) geometry?

Spoiler
Spoiler

Obv different engines, but you can see a lot more details in GTA 4 vs GTA 3 (aside from improved graphics)

Object states meaning just that. Player induced states on objects. Wet, dry, hot, cold, dusty, clean, dirty, shattered, bent, burnt etc
As for facades, idk what you don't understand here. You have games like GTA which is full of facades but lacks interiors for most of the game world.

I'm genuinely confused as to the point you're trying to make here.

I literally do environment art as (well, as close as it gets to at the moment) my day job. I work in Unreal every day and have done for the past three years. I know how the game environment art workflow works.

What you're trying to say makes no fucking sense.
Quote
Poly count isn't everything and I wish devs would shift priorities to more complex world simulation over eye candy.
Which you interpreted as "make artists obsolete in game dev."
But all I'm saying is - add details not through visual fidelity but through attention to detail and more world interactivity. Apparently this is too much to understand for a guy with 3 years of Unreal.

Artists already do attention to detail, and world interactivity is a programmer/ designer thing. all your examples have been saying instead of making facades make millions of highly detailed rooms instead as though the two tasks are in any way comparable

You're the one focusing on polycount as though increased poly budget is responsible for whatever your grievances are
I guess I can see where you are coming from. Good graphics does not mean you will have shallow gameplay but these engine demos focus on VFX so much. I'd prefer demos like HL2 that highlighted new physics and gameplay features of the engine.
Also, you'd be kidding yourself if you said that recreating a game like Minecraft in Unreal would be a piece of cake without reducing the polycount on everything. Realistic water tension with simulated leaves on trees and grass on the ground with particle effects with high-res textures and realistic player models in an Unreal-Craft would meme on the most powerful hardware of today. But if you reduce the visual fidelity, you would start getting closer to something that is at least runnable and has Minecraft features intact.

So these resources are not infinite and you will have to sacrifice some features to highlight others. Deus ex vs Invisible war for example. You got better lighting and higher poly models but gone are the open levels and fewer npcs and objects per map.

The industry right now is spending a lot of money and resources pushing Ray Tracing but how will this move the medium forward exactly aside from looking prettier? You are still playing with mechanics established a decade ago.
>demo aimed at industry artists
>for showcasing art stuff
>wtf why doesn't it show off physics

lol
I couldn't find the physics demo, so this is the UE5 engine demo.
Yeah it looks amazing, but good luck utilizing all that while also having a game in there and not running your metal at hotter-than-sun temps.
I'll wait for the tech demo before I cum.

My original point is highlighted at the UE5 front page
Quote
We’ve just released a first look at Unreal Engine 5. One of our goals in this next generation is to achieve photorealism on par with movie CG and real life, and put it within practical reach of development teams of all sizes through highly productive tools and content libraries.

They are leading with visuals but my wish is for a shift from this photorealism race to a race of game simulation realism. Can you have your cake and eat it too? Not with current hardware, something has to give and I doubt it will be the visuals. You'll get your gorgeous but empty Anthems and your dazzling Battlefield 1s that look better but play just like their predecessor from the time of X360.

575
Gaming / Re: Unreal Engine 5 Revealed
« on: May 18, 2020, 07:02:25 AM »
Poly count isn't everything and I wish devs would shift priorities to more complex world simulation over eye candy.

Imagine if you could actually enter every building in GTA 5 or have NPCs process your speech and respond accordingly?
Two things I would like to see this upcoming generation - VR becoming the third standard control method joining KBM and Controllers.
New levels of world interactivity across all genres where it makes sense.
Ah yes just put the 3D artists on gameplay design and programming of course it all makes sense now, after all one game developer can pretty much do any role in the studio right
Where did I say that exactly?
well how are you supposed to just "switch priorities" to something else? do the artists just stop making their work or something?
So instead of focusing on making every facade ultra-realistic, you use today's graphics but increase asset count instead.
More geometry, more object states. Artists would have a field day if they were told to create a whole city rather than just facades with no interiors.
do you actually have any idea what you're talking about

at all

or are you just saying words that sound cool

because it looks a lot like the latter
What is so confusing about what I said above?

More (level) geometry?

Spoiler
Spoiler

Obv different engines, but you can see a lot more details in GTA 4 vs GTA 3 (aside from improved graphics)

Object states meaning just that. Player induced states on objects. Wet, dry, hot, cold, dusty, clean, dirty, shattered, bent, burnt etc
As for facades, idk what you don't understand here. You have games like GTA which is full of facades but lacks interiors for most of the game world.

I'm genuinely confused as to the point you're trying to make here.

I literally do environment art as (well, as close as it gets to at the moment) my day job. I work in Unreal every day and have done for the past three years. I know how the game environment art workflow works.

What you're trying to say makes no fucking sense.
Quote
Poly count isn't everything and I wish devs would shift priorities to more complex world simulation over eye candy.
Which you interpreted as "make artists obsolete in game dev."
But all I'm saying is - add details not through visual fidelity but through attention to detail and more world interactivity. Apparently this is too much to understand for a guy with 3 years of Unreal.

Artists already do attention to detail, and world interactivity is a programmer/ designer thing. all your examples have been saying instead of making facades make millions of highly detailed rooms instead as though the two tasks are in any way comparable

You're the one focusing on polycount as though increased poly budget is responsible for whatever your grievances are
I guess I can see where you are coming from. Good graphics does not mean you will have shallow gameplay but these engine demos focus on VFX so much. I'd prefer demos like HL2 that highlighted new physics and gameplay features of the engine.
Also, you'd be kidding yourself if you said that recreating a game like Minecraft in Unreal would be a piece of cake without reducing the polycount on everything. Realistic water tension with simulated leaves on trees and grass on the ground with particle effects with high-res textures and realistic player models in an Unreal-Craft would meme on the most powerful hardware of today. But if you reduce the visual fidelity, you would start getting closer to something that is at least runnable and has Minecraft features intact.

So these resources are not infinite and you will have to sacrifice some features to highlight others. Deus ex vs Invisible war for example. You got better lighting and higher poly models but gone are the open levels and fewer npcs and objects per map.

The industry right now is spending a lot of money and resources pushing Ray Tracing but how will this move the medium forward exactly aside from looking prettier? You are still playing with mechanics established a decade ago.

576
Gaming / Re: Unreal Engine 5 Revealed
« on: May 17, 2020, 12:40:13 PM »
Poly count isn't everything and I wish devs would shift priorities to more complex world simulation over eye candy.

Imagine if you could actually enter every building in GTA 5 or have NPCs process your speech and respond accordingly?
Two things I would like to see this upcoming generation - VR becoming the third standard control method joining KBM and Controllers.
New levels of world interactivity across all genres where it makes sense.
Ah yes just put the 3D artists on gameplay design and programming of course it all makes sense now, after all one game developer can pretty much do any role in the studio right
Where did I say that exactly?
well how are you supposed to just "switch priorities" to something else? do the artists just stop making their work or something?
So instead of focusing on making every facade ultra-realistic, you use today's graphics but increase asset count instead.
More geometry, more object states. Artists would have a field day if they were told to create a whole city rather than just facades with no interiors.
do you actually have any idea what you're talking about

at all

or are you just saying words that sound cool

because it looks a lot like the latter
What is so confusing about what I said above?

More (level) geometry?

Spoiler
Spoiler

Obv different engines, but you can see a lot more details in GTA 4 vs GTA 3 (aside from improved graphics)

Object states meaning just that. Player induced states on objects. Wet, dry, hot, cold, dusty, clean, dirty, shattered, bent, burnt etc
As for facades, idk what you don't understand here. You have games like GTA which is full of facades but lacks interiors for most of the game world.

I'm genuinely confused as to the point you're trying to make here.

I literally do environment art as (well, as close as it gets to at the moment) my day job. I work in Unreal every day and have done for the past three years. I know how the game environment art workflow works.

What you're trying to say makes no fucking sense.
Quote
Poly count isn't everything and I wish devs would shift priorities to more complex world simulation over eye candy.
Which you interpreted as "make artists obsolete in game dev."
But all I'm saying is - add details not through visual fidelity but through attention to detail and more world interactivity. Apparently this is too much to understand for a guy with 3 years of Unreal.

577
Gaming / Re: Unreal Engine 5 Revealed
« on: May 17, 2020, 10:37:08 AM »
Poly count isn't everything and I wish devs would shift priorities to more complex world simulation over eye candy.

Imagine if you could actually enter every building in GTA 5 or have NPCs process your speech and respond accordingly?
Two things I would like to see this upcoming generation - VR becoming the third standard control method joining KBM and Controllers.
New levels of world interactivity across all genres where it makes sense.
Ah yes just put the 3D artists on gameplay design and programming of course it all makes sense now, after all one game developer can pretty much do any role in the studio right
Where did I say that exactly?
well how are you supposed to just "switch priorities" to something else? do the artists just stop making their work or something?
So instead of focusing on making every facade ultra-realistic, you use today's graphics but increase asset count instead.
More geometry, more object states. Artists would have a field day if they were told to create a whole city rather than just facades with no interiors.
do you actually have any idea what you're talking about

at all

or are you just saying words that sound cool

because it looks a lot like the latter
What is so confusing about what I said above?

More (level) geometry?

Spoiler
Spoiler

Obv different engines, but you can see a lot more details in GTA 4 vs GTA 3 (aside from improved graphics)

Object states meaning just that. Player induced states on objects. Wet, dry, hot, cold, dusty, clean, dirty, shattered, bent, burnt etc
As for facades, idk what you don't understand here. You have games like GTA which is full of facades but lacks interiors for most of the game world.

578
Gaming / Re: Unreal Engine 5 Revealed
« on: May 17, 2020, 08:45:19 AM »
Poly count isn't everything and I wish devs would shift priorities to more complex world simulation over eye candy.

Imagine if you could actually enter every building in GTA 5 or have NPCs process your speech and respond accordingly?
Two things I would like to see this upcoming generation - VR becoming the third standard control method joining KBM and Controllers.
New levels of world interactivity across all genres where it makes sense.
Ah yes just put the 3D artists on gameplay design and programming of course it all makes sense now, after all one game developer can pretty much do any role in the studio right
Where did I say that exactly?
well how are you supposed to just "switch priorities" to something else? do the artists just stop making their work or something?
So instead of focusing on making every facade ultra-realistic, you use today's graphics but increase asset count instead.
More geometry, more object states. Artists would have a field day if they were told to create a whole city rather than just facades with no interiors.

579
Gaming / Re: Unreal Engine 5 Revealed
« on: May 17, 2020, 07:29:33 AM »
Poly count isn't everything and I wish devs would shift priorities to more complex world simulation over eye candy.

Imagine if you could actually enter every building in GTA 5 or have NPCs process your speech and respond accordingly?
Two things I would like to see this upcoming generation - VR becoming the third standard control method joining KBM and Controllers.
New levels of world interactivity across all genres where it makes sense.
Ah yes just put the 3D artists on gameplay design and programming of course it all makes sense now, after all one game developer can pretty much do any role in the studio right
Where did I say that exactly?

580
The Flood / Re: Trans men are men (but transwomen aren't women)
« on: May 16, 2020, 10:38:19 AM »
Transitions do not have a gender.

Man|_______<-Trans->_______|Woman

581
Gaming / Re: Halo Mega Thread
« on: May 15, 2020, 02:21:17 PM »
Anyone up for some MP tonight?

582
Gaming / Re: Unreal Engine 5 Revealed
« on: May 15, 2020, 01:15:10 PM »
Poly count isn't everything and I wish devs would shift priorities to more complex world simulation over eye candy.

Imagine if you could actually enter every building in GTA 5 or have NPCs process your speech and respond accordingly?
Two things I would like to see this upcoming generation - VR becoming the third standard control method joining KBM and Controllers.
New levels of world interactivity across all genres where it makes sense.

583
The Flood / Re: Loaf stopped posting
« on: May 15, 2020, 09:01:06 AM »
Yes, but at what cost?

SC is compensating for lack of Loafposts and Casper is MIA.

584
The Flood / Re: holy shit I just realized
« on: May 15, 2020, 04:02:07 AM »
Pegberg
Peglet

585
The Flood / Re: did you know...
« on: May 14, 2020, 06:18:07 PM »
There’s a chain of supermarkets in Ireland called Iceland

One of the budget ones
I think there was a lawsuit a few years back about that.

OT: The pacific ocean is actually a raging cunt most of the time.

586
Gaming / Re: Halo Mega Thread
« on: May 13, 2020, 05:53:55 PM »
YouTube

588
The Flood / Re: Bruh
« on: May 12, 2020, 06:51:48 PM »
looks like typical lcd damage via trauma
Nah, just an Apple product.

589
Gaming / Re: 2020 VG Soundtrack Thread
« on: May 12, 2020, 03:44:02 PM »
YouTube


Our boy Mick is at it again.

590
The Flood / Re: New video that I edited - life update
« on: May 12, 2020, 01:53:37 PM »
is this a creepy pasta

SCP Subject SC-0341
Item Description: A humanoid subject stuck on the bridge of gender identity.
Date of Recovery: ██-██-████
Location of Recovery: ████████, ████
Current Status: Kept indoors. Exact location TBD, most often seen interacting on backwater forums or anonymous safe-spaces. Avoid contact if encountered.
Notes: After many attempts to communicate, subject was deemed too disturbed to accept reality. Was later categorized as "Anomalous" and denied full SCP classification, due to lack of value in further research and little need for special containment.

591
OP, no hate but makeup is a downgrade for you. Go with the natural, please.

592
The Flood / Re: This is now a classic Xbox Live lobby thread.
« on: May 11, 2020, 07:18:27 PM »
M2AF, chaning my gt to xXx CodMast3r xXx

593
Serious / Re: Coronavirus panic room thread
« on: May 11, 2020, 07:09:52 PM »
Anyone else stopped caring about their sleep pattern?

594
Nobody owns language. So yes.

However, one still owns up to consequences. Saying it in a crowd of blacks being a good idea? No.
Unless you are black.

595
Serious / Re: Coronavirus panic room thread
« on: May 10, 2020, 05:32:14 AM »
bunch of absolute muppets



i guess as long as it's in support of are great britain it's fine. i'm sure these people will all be back to clapping the NHS next thursday
This was in my town a week ago.
https://www.irishpost.com/news/watch-anger-dozens-attend-hours-long-street-party-dublin-estate-183928

Bunch of failed abortions.

As soon as I saw Blanchardstown I wasn’t even surprised.

Areas a shithole
Hey!
>=(

The NAC side of blanch is 👌
We got a park with a pond too.

596
Serious / Re: Coronavirus panic room thread
« on: May 09, 2020, 09:57:23 AM »
bunch of absolute muppets



i guess as long as it's in support of are great britain it's fine. i'm sure these people will all be back to clapping the NHS next thursday
This was in my town a week ago.
https://www.irishpost.com/news/watch-anger-dozens-attend-hours-long-street-party-dublin-estate-183928

Bunch of failed abortions.

597
I can't believe my most active thread is a shitpost with a semi-serious question at its root.

https://translate.google.ru/#view=home&op=translate&sl=en&tl=ru&text=Niger

Hit that 'Listen' button, fam.

598
Imagine you live with your parents who use curse words all the time without batting an eye.

Then during a Skype call, you drop an f bomb or something and your parents give you 'the eye' or even start shouting at you for cursing in their home.

599
Gaming / Re: Inside Xbox presentation in 30 minutes (XsX gameplay)
« on: May 07, 2020, 09:51:38 AM »
My expectations - mostly known stuff and a lot of indie-tier games.

Cyberpunk, AC, MAYBE some current-gen games shown off on next-gen and compared visually as well as their load times.

I am hoping for a tiny little Halo teaser at the very end just to get the pre-cum out before July.

600
The Flood / This is now a classic Xbox Live lobby thread.
« on: May 07, 2020, 09:41:04 AM »
Party up.
YouTube

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