warxsnake32
warxnsake23
warxsnake32

daaaaaaaamn

“From GTA to The Witcher, intimate, very human actions like clothing changes in games are never actually shown, because the animation is either too hard or looks like garbage (or maybe both). “

These were taken at runtime, this is what on get on NG console/PC

sry double post

They are screenshots from the game at runtime, with a grey unlit wall behind them. What you see is what you get (NG/PC)

What's the video supposed to show? That developers smartly reuse systems they've developed previously on their new titles? Is this a new phenomenon? Ok...

You fail to look at the whole picture. Square wanted absurd numbers for the three western games to offset the lackluster performance in Japan. They didn't want big sales numbers just for the lulz, but more because they needed them.

So with all this new budget they couldn't be bothered adding fur Alpha Blend planes to the dog rather than a flat texture on the LOD-0? Something most games have been doing since forever?

Exactly. Will buy one for PC/Steam.

Maybe if most people understood that a game doesn't look polished until the very end in Beta, which is why games get teased throughout most of their development.

But..but..

Ugh, why did they turn them into mages. Fuck mages.

Haha agreed. My only point throughout all this with the "deal with it" is that EA is ass and no matter what, as we've seen with the backlash, they won't do anything about it (make it single player when its easy to do and everyone wants it) so that's why I tell people to just not buy it, because that is a surefire way

You drunk fuck, either deal with it, or dont buy it like the sheep that you are. You are not entitled to every game released.

Bigger cities first :)

Jesus Diaz is an equally stupid but male writer at Gizmodo and he gets the same treatment.

+1

Basically most games based on character creation and generic "parts" as the hair cant be tailor made for the head mesh/textures underneath.

A lot of devs employ generic texture mapping to environments. If you want to truly see a leap in quality, every single asset would have to originate from a high res model and baked into a unique texture (not just characters and weapons), meaning high poly, zbrush, baking, texturing training for a lot of artists that

Lucky modders dont have to deal with multiplatform releases, very strict budgets on either console. But hey cant ignore the incredible skill it takes modders to replace 256 leaf textures with 4096x4096 textures, and to "work" in an engine that was catered for them.