Why there used to be many games with interaction and mirror reflexions before?

Ikagura

Persona Non Grata
Persona Non Grata
Level 7
100%
Joined
Dec 3, 2024
Messages
6,712
Reaction score
9,883
Points
10,977
I feel like many old game allowed that kind of thing (like being able to destroy or move many things in FPS) while current ones are almost struggling to make a simple mirror? RAM management is harder.
 
Like in the Red Faction series? I could be wrong but I think it's the capabilities of the game engine. maybe it's more expensive to implement those now so some studios aren't going all in like they used to. ::winkfelix
 
Many old games didn't actually have working mirrors as one would think, what they often did was to make a copy of the room with another player model moving around with your commands to simulate a mirror, sometimes just the player model.

Having an actual working mirror without using the trick I mentioned, used to be flex worthy, but now since graphics have become very resource intensive it would be too much work.

Unless its an immersive sim, I kinda don't care if it has working mirrors or not.
 
Many old games didn't actually have working mirrors as one would think, what they often did was to make a copy of the room with another player model moving around with your commands to simulate a mirror, sometimes just the player model.
Wow,i didn't know that

But wouldn't it be more resource intensive to render everything twice?
 
But wouldn't it be more resource intensive to render everything twice?
There are quite a few tricks with rendering textures to minimize their impact, I don't remember the name of the technique but it used to be the most common one, it goes like this: you don't actually see the details in the texture until you get close to the object, if you are observant in some old games, you can actually see more detailed textures pop-in as you get closer and pop-out as you go farther.

The mirror would never use the detailed textures since the camera won't get close them, effectively saving on resources, it would often render together with its attached room, just using less detailed objects, but you wouldn't notice cause the tricks of the camera.

This one fell out of fashion cause it can't really be done seamlessly with the hyper realistic graphics of today.

Another technique is to just make a smaller version of the room, and use optical illusions to make it seen exactly as the one you are on.

Both are far easier than programming a mirror.
 
Techniques like planar reflections worked better on older hardware because scenes weren't as geometrically complex. As you increase the detail, it consequently becomes harder to re-render the scene at that different perspective.
There are quite a few tricks with rendering textures to minimize their impact, I don't remember the name of the technique but it used to be the most common one, it goes like this: you don't actually see the details in the texture until you get close to the object, if you are observant in some old games, you can actually see more detailed textures pop-in as you get closer and pop-out as you go farther.

The mirror would never use the detailed textures since the camera won't get close them, effectively saving on resources, it would often render together with its attached room, just using less detailed objects, but you wouldn't notice cause the tricks of the camera.

This one fell out of fashion cause it can't really be done seamlessly with the hyper realistic graphics of today.

Another technique is to just make a smaller version of the room, and use optical illusions to make it seen exactly as the one you are on.

Both are far easier than programming a mirror.
I believe you're referring to mipmaps. Though AFAIK, they're used mainly because higher detail textures exhibit aliasing when viewed at a distance.
 
It's simply the fact that today's "programmers" aren't anywhere nearly as talented or as creative as the dedicated passionate professionals from before these studios / developers got overtaken by the HR departments. And the activist fools they now hire.
Bullfrog.jpg
Origin.png

IonStorm Austin.jpg
 
It's simply the fact that today's "programmers" aren't anywhere nearly as talented or as creative as the dedicated passionate professionals from before these studios / developers got overtaken by the HR departments. And the activist fools they now hire.
View attachment 145273View attachment 145274
View attachment 145275
Not necessarily. Nobody sets out to make a bad/poorly optimized game and there's still plenty of talent out there.

The problem is that the people making the decisions these days are businessmen who care more about what their shareholders want rather than what's better for the game. Combine that with the fact that games take a lot longer to develop these days and it really isn't hard to see why more games are coming out undercooked.

Its also quite difficult to retain/develop talent when half the studio gets laid off after every release. Often including senior developers who've been working in the industry since the golden age.
 

Users who are viewing this thread

Connect with us

Support this Site

RGT relies on you to stay afloat. Help covering the site costs and get some pretty Level 7 perks too.

Featured Video

Latest Threads

What's the best mod for Smash Bros for 3DS

There aren't many but that doesn't stop me from not being able to choose one. I asked gbatempt...
Read more

Best Games on Itch.io

So well Itch.io right where there are mostly Indie games in various price ranges and even many...
Read more

The Steam Machines price just leaked

1768635874181.jpeg

The steam machines price just leaked and it's.......... $950?!?!?!?!?!?
Im sorry...
Read more

Stuck/Dead pixels

When I finally got my new battery for my PSP 3000 I started playing Shattered Memories. I...
Read more

The Metroidvania Aspects of Devil May Cry 1 and Ninja Gaiden Black/Sigma are never coming back, and I am okay with that.

I still hear some people/hardcore fans of either, lament or get upset/"disappointed" how the...
Read more

Online statistics

Members online
105
Guests online
1,387
Total visitors
1,492

Forum statistics

Threads
16,291
Messages
393,377
Members
899,900
Latest member
JuicyDango

Today's birthdays

Advertisers

Back
Top