That’s actually a horrible thought… The idea that even after death, you’re still going to get fucked. But luckily everything will eventually be gone… surely. X_x
I've seen this same suggestion years ago on Blender tutorials. Generating a scene isn't about making it realistic, it's about fooling the audience into thinking it's real without making it too hard to create. Look at videos from Ian Hubert on how to fake it well.
They did this in the Hitman 1>2>3 progression and got H3 down to like… 36 gigs… they reused doors when posssible, fruits in bowls, etc. Instead of bespoke items for each game in the series, they compressed and repeated stuff, and got the entire trilogy game down to the size of one of the individual games.
I just got back into H3 a week or two ago and was caught off guard by the install size! Last time I installed 2 I had to disable a ton of map DLCs and rotate em out as I went to not take up most of the storage on my Steam Deck SD card.
before adding the text and circles it was only 1.6kb
it’s a case where jpeg compression ironically results in the picture getting 60x larger and more blurry because everyone recompresses the images and jpeg is designed for large photos and not pixel art
Use png and IDK I don’t remember which cmd line soft but it stripped out unused colors and compressed images like that one hard.
That, without the red lines and circles, and without jpeg jitter should be like 1kb. Or less less.
Now, as an oldtimer, when you load that 1kb image up, it will still take like 640x320 bytes (it was all 8bit) so 200KB of RAM. But back in the day I guess it was more like the original GB 160x144 so 22.5KB RAM needed to show that image.
Did it work like that?
No, because cartridges didn’t have a lot of space, and the consoles didn’t have much RAM, so you used tiles. You had a tile map image, each tile was 8x8 pixels pointing to a palette (so you could use 4-bits for the color. More or less so, there were a lot of ‘modes’). Each tile had a number and your screen was some 20x18 tiles x 1 byte numbers, designing the ‘tile’ to be shown at that particular position of the screen.
All done by hardware so way fast!
To make the scrolling run you had a ‘delta’ pixels to slightly move the “screen” around.
ROM Cartridges like that were also basically as fast as RAM, and mapped into system memory, so you could reference things directly instead of having to load things to RAM first like off a disc
Yes yes! But wasn’t there some limit, like if you had a 1Mbit cartridge you still had to shuffle the data around? Or was it just a penalty to map a different chunk of memory?
Not the guy you replied too, and my memory is also fuzzy, but I always love how crazy and analog nes hardware was. Im like 70% sure that later in the nes lifespan they made it to where cartridges had more rom and could shuffle the data banks/tables around and that the nes could only process something like 32kb at a time I think? So they would just swap around the data sets depending on when they where needed.
Almost like one of those choose your own adventure books… Im probably horribly wrong in that summary and analogy though. It’s been years since I last got a refresher on nes tricks lol
The monkey’s paw curls. New AAA games now feature thousands of individual rock models, among other labor- and space-saving measures being forgone in favor of realism. The game is 400 GB and the devs have worked 110 hours per week for the last 3 months
There was a game that came out a few years ago that scanned in most of its rocks for photorealism. I can’t recall the name. EA was the publisher, I think?
Tons of games do that now. Usually they get scans and models from other companies, like Quixel Mega scans. It makes for a relatively fast workflow. Pretty much any photo-real game is doing something like this, it’s just more affordable than paying people to digitally sculpt rocks by hand.
Setting aside that asset production is genuinely one of the most expensive parts of game dev, if they’re smart they can use some clever GPU instancing to improve performance by reusing assets
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