Author Topic: Nintendo Switch Presentation - January 12th  (Read 192035 times)

Also Insert drop it. I know your trolling at this point.
this is so loving stupid
actual trolls don't dedicate several paragraphs to defending or arguing about something
they usually just stuffpost on purpose or make purposefully controversial posts to make other people mad like stocking or lord tony
calling something trolling just because you're bored of the argument makes you look like an idiot
« Last Edit: January 18, 2017, 06:37:24 PM by Daswiruch »

this is so loving stupid
actual trolls don't dedicate several paragraphs to defending or arguing about something
they usually just stuffpost on purpose or make purposefully controversial posts to make other people mad like stocking or lord tony

Well he's either trolling or he's actually mentally handicapped.  The latter would make me feel like stuff because picking on the mentally challenged is wrong.

Also Stocking puts effort into her arguments. she writes more paragraphs on this forum then I do.
« Last Edit: January 18, 2017, 06:40:40 PM by beachbum111111 »

Well he's either trolling or he's actually mentally handicapped.
Neither.

Senran Kagura: Estival Versus?
Hadn't even heard of it before, but yeah, that's a stylistic game.



The point I really wanted to head at is that just because something looks simple, doesn't say anything about what's going on behind the scenes. Rendering is an extremely complex process that must take in large assets and perform a lot of heavy 3D Math to decide where objects exists and what needs to be displayed, how those objects are going to be coloured, how those objects are going to be lit and shadowed, if there's any additional special effects for objects (such as using Normal Maps to extrude the surface of the object according to the way the light bends around the object), and once the final rendered pixel map is generated, there's another series of processing effects before it is shipped off to the monitor.

Stylistic games generally tend to forgo complex lighting to use the same (and/or additional) performance to do other kinds of effects, such as the EXPENSIVE process of cell-shading (this is why Borderlands uses a fake cell-shading process where the artists manually paint the black lines onto the character textures) or more complex forms of blur. These things tend to be more subtle but would be extremely noticeable if they weren't there.

I know based on my studies that old-school Ratchet & Clank was upscaled, because even at a reduced FPS it could barely stay in frame limits because of just how expensive the render process was, and that game has barely any lighting (which was all faked); the PS4 version is not much better. The benefit is that R&C was made up of smaller levels with less in memory and more faces to cull out wide backgrounds. LoZ:BotW doesn't have the same benefit and needs to rely on much bigger worlds in view at all times.

breath of the wild doesnt even use the cell shading outline, only the actual process of cell shading which is as easy as flipping a switch


only the actual process of cell shading which is as easy as flipping a switch
Can you please admit that you, who hasn't studied anything to do with the game development process, know nothing about what you're talking about?

Can you please admit that you, who hasn't studied anything to do with the game development process, know nothing about what you're talking about?
mcjob ive spent the past two years studying a program that creates 3d models and renders scenes. i know exactly what im talking about

forget em up trog i got your back bro

mcjob ive spent the past two years studying a program that creates 3d models and renders scenes. i know exactly what im talking about

What program?


mcjob ive spent the past two years studying a program that creates 3d models and renders scenes. i know exactly what im talking about
now i'm no expert but i am almost 100% sure that there's a big difference between a game doing cel shading and a modeling program having a button that enables cel shading

the difference is that one is hardcoded and the other is just a button.


my point is that cel shading has no huge effect on performance than normal shading does

now i'm no expert but i am almost 100% sure that there's a big difference between a game doing cel shading and a modeling program having a button that enables cel shading

Blender also has an extremely stuffty game engine built in. Blender is kind of like a jack of all trades except most of those trades it does poorly.

blender. brother

I've gotten pretty experienced in Blender as well. Learning the hotkeys was hell to do though.

i know exactly what im talking about
You've never had to program a 3D render, or even just study its functionality. You've never had to step-by-step break down the information recorded by a GPU profiler (including time and memory consumed) to see what part of the rendering process is slowing down everything else. Are you even aware of the multi-tier rendering process available in DirectX/OpenGL (called pipelines, which I discussed in my Crysis 2 Tesselation breakdown)?

You hit a switch in a 3D Modeling application, which made it easy for you. Somebody had to implement that, and 3D modeling applications don't technically work in real-time. One model in a 3D application =/= MANY, MANY individual mesh instances being rendered concurrently. Hell, 3D Modeling applications don't even have the basic culling/tessellation systems that Unity or Unreal have, because 3D Packages have ENTIRELY different requirements for the people using them (modelers want all faces visible at all times, whereas a Game Dev wants that amount cut down to the absolute minimum).

You're talking out your arse.