this post was submitted on 18 Feb 2024
973 points (99.0% liked)

Lemmy Shitpost

27184 readers
4934 users here now

Welcome to Lemmy Shitpost. Here you can shitpost to your hearts content.

Anything and everything goes. Memes, Jokes, Vents and Banter. Though we still have to comply with lemmy.world instance rules. So behave!


Rules:

1. Be Respectful


Refrain from using harmful language pertaining to a protected characteristic: e.g. race, gender, sexuality, disability or religion.

Refrain from being argumentative when responding or commenting to posts/replies. Personal attacks are not welcome here.

...


2. No Illegal Content


Content that violates the law. Any post/comment found to be in breach of common law will be removed and given to the authorities if required.

That means:

-No promoting violence/threats against any individuals

-No CSA content or Revenge Porn

-No sharing private/personal information (Doxxing)

...


3. No Spam


Posting the same post, no matter the intent is against the rules.

-If you have posted content, please refrain from re-posting said content within this community.

-Do not spam posts with intent to harass, annoy, bully, advertise, scam or harm this community.

-No posting Scams/Advertisements/Phishing Links/IP Grabbers

-No Bots, Bots will be banned from the community.

...


4. No Porn/ExplicitContent


-Do not post explicit content. Lemmy.World is not the instance for NSFW content.

-Do not post Gore or Shock Content.

...


5. No Enciting Harassment,Brigading, Doxxing or Witch Hunts


-Do not Brigade other Communities

-No calls to action against other communities/users within Lemmy or outside of Lemmy.

-No Witch Hunts against users/communities.

-No content that harasses members within or outside of the community.

...


6. NSFW should be behind NSFW tags.


-Content that is NSFW should be behind NSFW tags.

-Content that might be distressing should be kept behind NSFW tags.

...

If you see content that is a breach of the rules, please flag and report the comment and a moderator will take action where they can.


Also check out:

Partnered Communities:

1.Memes

2.Lemmy Review

3.Mildly Infuriating

4.Lemmy Be Wholesome

5.No Stupid Questions

6.You Should Know

7.Comedy Heaven

8.Credible Defense

9.Ten Forward

10.LinuxMemes (Linux themed memes)


Reach out to

All communities included on the sidebar are to be made in compliance with the instance rules. Striker

founded 2 years ago
MODERATORS
 
top 50 comments
sorted by: hot top controversial new old
[–] [email protected] 297 points 10 months ago (1 children)
[–] [email protected] 130 points 10 months ago (3 children)

SMB had game file size limitations in the dozens of kilobytes range.

[–] Jerkface 160 points 10 months ago (2 children)

For comparison, that screenshot is 342kb, and Super Mario Bros is 40kb. The screenshot is more than 8.5 times bigger than the game it comes from.

[–] [email protected] 95 points 10 months ago* (last edited 10 months ago) (2 children)

I managed to recreate almost the same screenshot in 5kb (and with much less compression artifacts!)

before adding the text and circles it was only 1.6kb

it's a case where jpeg compression ironically results in the picture getting 60x larger and more blurry because everyone recompresses the images and jpeg is designed for large photos and not pixel art

[–] [email protected] 37 points 10 months ago (4 children)

Use png and IDK I don't remember which cmd line soft but it stripped out unused colors and compressed images like that one hard.

That, without the red lines and circles, and without jpeg jitter should be like 1kb. Or less less.

Now, as an oldtimer, when you load that 1kb image up, it will still take like 640x320 bytes (it was all 8bit) so 200KB of RAM. But back in the day I guess it was more like the original GB 160x144 so 22.5KB RAM needed to show that image.

Did it work like that?

No, because cartridges didn't have a lot of space, and the consoles didn't have much RAM, so you used tiles. You had a tile map image, each tile was 8x8 pixels pointing to a palette (so you could use 4-bits for the color. More or less so, there were a lot of 'modes'). Each tile had a number and your screen was some 20x18 tiles x 1 byte numbers, designing the 'tile' to be shown at that particular position of the screen.

All done by hardware so way fast!

To make the scrolling run you had a 'delta' pixels to slightly move the "screen" around.

Fun times.

Time to go to bed 😪😴

load more comments (4 replies)
load more comments (1 replies)
[–] [email protected] 12 points 10 months ago

I like this math lesson

[–] bruhduh 35 points 10 months ago (4 children)

Modern AAA games need optimisations too

[–] PeterPoopshit 32 points 10 months ago (1 children)

Optimization? Pffffft. Nvidia probably pays game developers to make unoptimized games just to boost gpu sales.

[–] bruhduh 75 points 10 months ago* (last edited 10 months ago)
[–] Agent641 16 points 10 months ago* (last edited 10 months ago)

Laughs in Cities: Skylines 2

load more comments (2 replies)
[–] [email protected] 27 points 10 months ago (1 children)

What I would give to have modern devs work that hard to reduce file sizes

[–] [email protected] 5 points 10 months ago (4 children)

Is it more than the price of a hard drive?

[–] [email protected] 14 points 10 months ago* (last edited 10 months ago)

For the sake of all my homies with data caps and limited hard drive funds, I would gladly give more than it costs me personally

load more comments (3 replies)
[–] [email protected] 175 points 10 months ago (3 children)

I've seen this same suggestion years ago on Blender tutorials. Generating a scene isn't about making it realistic, it's about fooling the audience into thinking it's real without making it too hard to create. Look at videos from Ian Hubert on how to fake it well.

[–] [email protected] 92 points 10 months ago* (last edited 10 months ago) (1 children)

Halo 3 came out 17 years ago. I learned this today (and still don't really see it...), so I say they did amazingly well!

[–] [email protected] 29 points 10 months ago (1 children)
[–] Im_old 17 points 10 months ago (1 children)

I can agree on this statement

load more comments (1 replies)
[–] [email protected] 21 points 10 months ago (2 children)

My partner compares video game design to stage theatre.

load more comments (2 replies)
[–] Sanctus 144 points 10 months ago

Welcome to gamedev. Its all smoke, mirrors, and magic tricks. Come intervene in our fancy electric rock dreams.

[–] MrJameGumb 92 points 10 months ago (3 children)

You want them to pay to design TWO ROCKS???? What are they, billionaires???

[–] Dabundis 80 points 10 months ago (5 children)

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 53 points 10 months ago (1 children)

All you did was describe the current sad trajectory of AAA games anyway.

[–] [email protected] 6 points 10 months ago

Thought he was describing CoD lol

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

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?

[–] Vee4 8 points 10 months ago

I think the newer Star Wars Battlefront games did that.

[–] [email protected] 8 points 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.

[–] c0mbatbag3l 5 points 10 months ago

UE5 uses mega scans of real world assets.

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

Why did the finger curl? Nothing changed

[–] Dabundis 8 points 10 months ago

I should have specified. This finger curled 15 years ago

load more comments (2 replies)
[–] [email protected] 23 points 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

[–] Pothetato 23 points 10 months ago

It's one more rock, Michael. What could it cost, ten dollars?

[–] SilverShark 76 points 10 months ago

I honestly don't see the similarity. So nice rotating, scaling, moving skills I guess.

[–] [email protected] 75 points 10 months ago (1 children)

Generally more than half of the rock is underground, so while it might be only one rock, you see many distinct sides of it...

[–] [email protected] 17 points 10 months ago

Most rocks are one sided actually.

[–] WhiskyTangoFoxtrot 45 points 10 months ago (1 children)

The desks in Skyrim are just clouds embedded in the ground and recoloured.

[–] Cris_Color 15 points 10 months ago (1 children)

The desks are clouds...? How would clouds even remotely look like desks??

Was this supposed to say rocks? I'm so confused 😅

[–] CodexArcanum 28 points 10 months ago (1 children)

I think the joke here is that in Super Mario Bros (NES), the bushes are recolored clouds, with their bottoms hidden by the ground. By changing the reference to Skyrim, you get a surrealist joke.

Anyway, that's what I thought the reference was and it made me heartily lol!

[–] WhiskyTangoFoxtrot 22 points 10 months ago (1 children)

That and the fact that the desks in Skyrim are bookshelves embedded in the ground.

load more comments (1 replies)
[–] [email protected] 34 points 10 months ago (1 children)

And we had to share the rock

load more comments (1 replies)
[–] [email protected] 27 points 10 months ago (2 children)
[–] [email protected] 12 points 10 months ago (1 children)
[–] [email protected] 11 points 10 months ago (1 children)
load more comments (1 replies)
[–] sebinspace 10 points 10 months ago

This is literally every game with rocks, since fucking forever..

[–] Xanthrax 8 points 10 months ago* (last edited 10 months ago) (1 children)

Lmao, done that before. You do have to worry about the resolution of the textures when changing the model's size, though.

Also, I've made small caves systems and mountains like this, before slapping myself for not remembering terrain generation.

Edit: this is a bit of tangent, but I'm super excited to see more boulders rendered using polycam. Generally, the models are a bit janky and never have straight polygons (along the x,y,z axis) So things like furniture and corridors won't work. Boulders though, it's perfect!

load more comments (1 replies)
load more comments
view more: next ›