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So?Yes, memory. But we're talking about storage. 16mb of uncompressed 2k pixel bytes might be two and a half megadoots with DX BC1 compression. Or it might be 21mb if you need it in raw RGBA8. It might be a hundred if you're storing it multiple times in different places for streaming rate optimisation.
I can't find it but there was a twitter image post of an image of "a map of the US border with X number of lines." And it starts at like 3 (triangle) all the way up to 10,000 or something stupid like that. But it's perfectly recognizable as the US at like, 100 lines. Going from 100 to 10,000 gets you almost nothing in extra gains, going from 1,000 to 10,000 is basically pointless.It has nothing to do with repeating textures. It's mainly for asset streaming, particularly cross-platform, so performance will be fine across multiple build targets (and I guess it might help with the variety of hardware people might have just on PC too).
Size could be more optimised on a single platform, but why bother cramming a 150 gb game into 80 gigabytes if people are going to complain about an 80 gigabyte game anyaway.
I'm saying the opposite. They're deliberately uncompressed (and often duplicated) to optimise asset streaming.So?
Still requires more disc space than a 512x512 texture. That's why Diablo IV's HD texture pack roughly doubled the install size. 40 GB just for new textures. You're trying to throw around technical terms like there's a magic wand that makes data free, as though we can go from 5,000 single-textured polygon models and a few low-quality samples to 80,000 multi-textured models with physics-based rendering, hours of high-quality voice recording, etc, without having to spend a single extra byte. "Optimization magic" will save the day.
Compression only gets you so far. Eventually, you either add entropy or stop compressing.,
Alright, if you guys all promise to never complain about graphics or frame rates again I'll pass this note on to The Industry.This is why you have 150 gigabyte games. They're doing 10,000 lines when they could have stopped at around 100 to 500.
I've spent the last month playing an officially sanctioned "Everquest for dads who don't have time to play Everquest anymore" and Minecraft. I think I'm good.Alright, if you guys all promise to never complain about graphics or frame rates again I'll pass this note on to The Industry.
SDF modelingBut, the real question is, if we don't have 10,000 lines, how will we get that bug eyed black voice actress's model scanned properly?
nah the sports games almost always get negative reviews for too many fucking reasons for me to explain at this hour of the day (2 am)Are the sports game goyim finally refusing to consoom their goyslop?
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Phone posting so it probably looks like shit.Today, Midgar Studio comes to an end.This is not the message I had hoped to write.I had hoped to come back here and announce that we had found an acquirer. Unfortunately, the court has now ordered the liquidation of Midgar Studio.
Over the past few weeks, we worked until the very end to find a solution that could preserve both the company and the team. Despite every avenue explored and everyone who tried to help us, no solution could be completed within the timeframe of the process.
I founded Midgar in 2008, driven by the desire to create games that felt like us, at the crossroads of French and Japanese sensibilities.
Today, my thoughts are especially with the members of the team.The company is closing, but their talent, experience and value remain intact. To the studios, publishers and recruiters reading this: this team deserves your attention. Please reach out to them. Midgar has been an enormous part of my life.
Saying goodbye is incredibly difficult.But this ending does not erase anything we built. I am proud of the games we created, proud of the identity we defended, and above all proud of every person I had the chance to share this journey with. Midgar Studio ends here, but what we created will live on in our games, in our memories, and in everything each of us builds next. Thank you, from the bottom of my heart, for being part of this story.
That's Slay the Spire. Balatro should be cursed for helping the gamba mindset of the modern generation.i would like to place an eternal curse upon balatro for causing the flood of indieslop with "deckbuilding" in it, truly open world survival craft of our time
Balatro certainly wasn't the first, and I'd argue it wasn't the largest aggravating cause since the way it approaches scoring and deck manipulation was novel (and still is, considering the closest earlier relative it has is Luck Be A Landlord, and the Balatro-derivatives being less interesting to play. Even the Mahjong one was unfortunately a bit undercooked, and I had high hopes for it.).i would like to place an eternal curse upon balatro for causing the flood of indieslop with "deckbuilding" in it, truly open world survival craft of our time
Looks like Katherine Hepburn.
Probably not since two companies monopolized the (AAA) sports game market. That said, there IS a potential solution in the works to siphon out that playerbase.Are the sports game goyim finally refusing to consoom their goyslop?
Ver archivo adjunto 9301414
uhhh no? deck builder roguelites have been insanely popular for years thanks to games like darkest dungeon, slay the spire and inscryptioni would like to place an eternal curse upon balatro for causing the flood of indieslop with "deckbuilding" in it, truly open world survival craft of our time
Since when is Darkest Dungeon a roguelite or a deck builder?uhhh no? deck builder roguelites have been insanely popular for years thanks to games like darkest dungeon, slay the spire and inscryption
Since it was a deck based jrpg with permadeath? That's its genre.Since when is Darkest Dungeon a roguelite or a deck builder?
I've always thought of DD as being roguelike due to it's permadeath, despite there not being a whole lot of randomisation beetween runs, but how is the game a deck builder when youre building an adventurer party with skills and traits and not a deck?Since it was a deck based jrpg with permadeath? That's its genre.
This isn't your fault because this is common mis-information but a roguelike is a genre term which specific style of game which plays LIKE rogue. If you haven't played one, you should. (I recommend Tales of Maj'eyal)I've always thought of DD as being roguelike due to it's permadeath
While it's not as precise as picking individual cards its combat system revolves around a deck and your potential is based on cards you draw. In that way you can then see each party member as a representation of a card pack which then amalgamates into your "deck"but how is the game a deck builder when youre building an adventurer party with skills and traits and not a deck?
uhhhh durrrr learn to differentiate between scarce smash hits and the store being flooded with clones of them, faggotuhhh no? deck builder roguelites have been insanely popular for years thanks to games like darkest dungeon, slay the spire and inscryption
the boomer shooter resurgence was caused by dusk.ultrakill caused a flood of troonslop boomer shooters