this post was submitted on 28 Feb 2025
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Gaming

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[–] [email protected] 17 points 12 hours ago (1 children)
[–] [email protected] 10 points 11 hours ago (1 children)

A cutscene isn't the best representation. This shows off the 8-bit vs 16-bit better.

[–] [email protected] 7 points 10 hours ago (1 children)

I mean, the original image is a cutscene, so...

But hey, I'll split the difference. Instead of SMB 1, which was a launch game and literally wasn't running on the same hardware (because mappers), we can do Mario 3 instead.

Or, hear me out, let's not do a remaster at all for current gen leaps. Here's a PS4 vs PS5 sequel one.

It doesn't work as well, though, since taking the absolutely ridiculous shift from 2D to 3D, which has happened once and only once in all of gaming history, is a bit of a cheat anyway.

Oh, and for the record, and I can't believe I'm saying this only now, LttP looks a LOT better than OoT. Not even close.

[–] [email protected] 3 points 10 hours ago (1 children)

Oh I don't care about leap comparisons, was just taking interest at how graphics have evolved over time. To be honest graphics have been going downhill for a few years now in big games thanks to lazy development chasing "good" graphics, fucking TAA...

[–] [email protected] 1 points 8 hours ago (1 children)

I agree that it's a meme comparison anyway. I just found it pertinent to call out that remasters have been around for a long time.

I don't know that I agree on the rest. I don't think I'm aware of a lazy game developer. That's a pretty rare breed. TAA isn't a bad thing (how quickly we forget the era when FXAA vaseline smearing was considered valid antialiasing for 720p games) and sue me, but I do like good visuals.

I do believe we are in a very weird quagmire of a transitional period, where we're using what is effectively now a VFX suite to make games that aren't meant to run in real time on most of the hardware being used to run them and that are simultaneously too expensive and large and aiming at waaay too many hardware configs. It's a mess out there and it'll continue to be a mess, because the days of a 1080Ti being a "set to Ultra and forget it" deal were officially over the moment we decided we were going to sell people 4K monitors running at 240Hz and also games made for real time raytracing.

It's not the only time we've been in a weird interaction of GPUs and software (hey, remember when every GPU had its own incompatible graphics API? I do), but it's up there.

[–] [email protected] 1 points 8 hours ago (1 children)

TAA is absolutely a bad thing, I'm sorry, but it's way worse than FXAA, especially when combined with the new ML upscaling shit.
It's only really a problem with big games or more specifically UE5 games as temporal is baked into it.

Yeah, there was that perfect moment in time where you could just put everything max, have some nice SMAA on and be happy with >120fps. The 4K chase started yeah, but the hardware we have now is ridiculously powerful and could run 4K 120fps no problem natively, if the time was spent achiveing that rather than throwing in more lighting effects no one asked for, speed running development and then slapping DLSS on at the end to try and reach playable framerates, making the end product a blurry ghosting mess. Ugh.

[–] [email protected] 1 points 8 hours ago

Hell, no. 120 fps wasn't even a thing. That flash in the pan moment was when 1080p60 was the PC standard and 720p30 the console standard and the way the hardware worked you could hit max specs on a decent PC every time. It lasted like three or four years and it was wonderful.

By the point we started going above the NTSC spec on displays the race was lost. The 20 series came out, people started getting uppity about framerate while playing some 20 year old game and it all went to crap on the PC front.

As for AA, I don't think you remember FXAA well, or at least in relation to what we have. ML upscaling is so much sharper than any tech we had a couple of gens ago, short of MSAA (and frankly even MSAA). The problems that have become familiar in many UE5 games are not intrinsic to the tech, they have a lot to do with what the engine does out of the box and just how out of spec some of the feature work is.

I feel like people have gotten stuck with some memes (no motion blur! DLSS bad! TAA bad!) that are mostly nostalgic of how sharp 1080p used to look compared to garbage-tier sub 720p, sub 30 fps console games. It's getting to the point where I have so many major gripes with a lot of modern games but I feel it becomes one of those conversations you can't have in public because it gets derailed immediately.

In any case I think we can at least agree that it's been an awkward couple of generations of PC hardware and software for whatever reason and GPUs, engines and displays need to get realigned in a way where people can just fire up games and expect them to look and run as designed.

[–] [email protected] 10 points 11 hours ago (4 children)

Have you played VR? You might get that feeling again.

[–] [email protected] 4 points 10 hours ago (1 children)

I'm waiting in a affordable VR setup that can let me run around at home without hitting a wall. Solutions exist but they as expensive as a car and I don't have that kind of money lying around.

Anti Commercial-AI license

[–] [email protected] 4 points 10 hours ago* (last edited 9 hours ago)

If anyone can optimize Disney's omni directional walking pad, we'll be there. I'd give it 3 decades if it goes that way. I've heard it's not like real walking. It feels very slippery. All that being said, you don't have to wrap yourself in a harness and fight friction to simulate walking like other walking pads. It also seems simple enough, hardware wise, that it could be recreated using preexisting parts/ 3d printing. I'm honestly surprised I haven't seen a DIY project yet.

[–] [email protected] 2 points 11 hours ago (1 children)

VR is the one thing that feels similar to the old generational leaps to me. It's great, but I haven't set mine up in a few years now.

[–] [email protected] 2 points 9 hours ago

Fair. I haven't played "No Man's Sky," yet, but apparently, it's awesome in VR.

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[–] [email protected] 9 points 12 hours ago

I’d say there’s more progress on scale than visual fidelity. There’s greater ability to render complexity at scale, whether that’s real actors on screen or physics in motion. I agree that progress in detail still frame has plateaued.

[–] [email protected] 9 points 12 hours ago (1 children)

Slightly improved graphics while having worse enemy ai, unreal engine stutter, constant hand holding with in game puzzles, restricted character creation, all while having to wait for updates to fix issues that shouldn't be there at launch.

[–] [email protected] 8 points 11 hours ago

Don't forget how many modern AAA games feel like you're playing a gamified version of your car's navigation app.

Waypoint>cutscene>waypoint>cutscene>waypoint>cutscene

[–] [email protected] 7 points 11 hours ago (1 children)
[–] [email protected] 1 points 8 hours ago

The Hookshot and the Longshot are different items internally, and via cheats or mods both can be equipped.

[–] [email protected] 6 points 11 hours ago (2 children)

What big shift do you expect? Even regarding 3D realism we are way past the point of diminishing returns in terms of development costs.

[–] [email protected] 3 points 11 hours ago

I can't imagine what it would look like now. I just wish everyone could experience the same incredible growth.

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[–] [email protected] 5 points 11 hours ago

NHL 2014 and NHL 2024 are probably the same game, only in NHL 2014 the players don't spit out their mouthguards like they do in 2024.

But I need that level of realism /s

[–] [email protected] 1 points 12 hours ago* (last edited 12 hours ago) (5 children)
[–] [email protected] 2 points 8 hours ago (1 children)

This is not usable on mobile and loads for a minute on firefox.

Thanks, no.

[–] [email protected] 2 points 7 hours ago (2 children)
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