I wrote a new blog post, for those that are interested in reading almost coherent musings that are loosely related to gamedev :P
https://t.co/NyCPk4BHGk
@DoctorGester@BarjiYT Old Animation became legacy and abandoned while Animator wasn't performant enough for simple cases, then Animator was abandoned before they had a replacement (and they still don't?).
Many such examples.
DOTS still seems half assed to me.
@DoctorGester@BarjiYT With the rate they are abandoning their features what isn’t legacy stuff these days with Unity?
All of its features, with few exceptions, are either “well that’s an abandoned feature, of course it doesn’t work right” or “that’s a new feature, of course it is undercooked”.
@AntonHand Feels like VR market is going the mobile market way? Mobile reviews also tend to have a lot of:
Free Game: "Well, it has annoying ads, but it's sort of kinda like a real game and it's free! - 5/5"
Paid Game: "Well, it's pretty good but it has at least one flaw therefore : 3/5"
@BTHBcRMY@halcyontweeter@SamNChiet You could do that with just direct lights to great effect, or sealing lightmaps or a bunch of other techniques. I haven’t seen a game where dynamic bounced light is an integral part of the game.
@BTHBcRMY@halcyontweeter@SamNChiet And yet I haven’t really seen any games where dynamic gi is integral to the experience (maybe part of a game mechanic?).
@keaukraine@TylerGlaiel Opaque geometry depth is rendered first on tiled rendering devices so for opaque there is no overdraw. It needs to handle more vertices, but that is not a lot of vertices anyway. And it’s not like culling methods (especially occlusion ones) are free.
Overdraw isn’t an issue.
Downloading and playing some Mobile games for the first time in years has really driven home the collapse of modern indie games into the exact same dopamine sludge that mobile games started optimized for first.
What the fuck is this medium now.
@MarikoRawralton@AntonHand I get your point, but this proves the opposite for me. The Beast version looks better and performs way better, so where's the actual progress here?
It's "neat" we can do this without baking, but also... why?
@SamNChiet Feels like we need a lot more time until dynamic GI reaches baked quality and the cost is trivial.
I also haven't seen many games actually make dynamic GI integral to their games (maybe make a game mechanic? Needing to see stuff with indirect light could intersting)