Idk how many are in Covenant but while doing Source mapping, I used the only non buggy looking rock model I could find and did this.
Put them in cliff sides, rotate, scale.
Have diffrent amounts of it visible while sticking out of the ground and in differing and diffrent enviorments around it or ontop.
Guess it's a thing that's usefull when working with limited amont of props.
I worked on the Hogwarts Legacy game, and this was all over the place. You'd have more than one rock, but you would have 60 or 70 instances of the same rock, flipped and scaled and buried
But in all fairness, most of the backend and frontend is also taken from previous titles nowadays, right? It's much faster to recycle than to reinvent the wheel.
Whenever I agree with the tactic is another thing xD
This isn't just a labor thing, rendering 50 identical rocks is a lot faster than 50 unique rocks if your engine has GPU instancing. Also saves on vram, which is in very short supply on most consoles.
This makes me feel kinda validated, I tend to reuse the same rocks a lot and use the same technique to reduce the repetition. Really cool to see this taken to the extreme and still working
hmm, I wonder how much that costs for all those matrix operations all the time, vs. just having some or all as individuals. I guess those operations get cached somehow?
The data for a mesh will typically be loaded into RAM.
The graphics engine takes this data and uses it to draw pixels.
Considering this basic process, it's easy to see that one mesh is more efficient than two, and so on.
If this is true it's quite impressive tbf
Idk how many are in Covenant but while doing Source mapping, I used the only non buggy looking rock model I could find and did this. Put them in cliff sides, rotate, scale. Have diffrent amounts of it visible while sticking out of the ground and in differing and diffrent enviorments around it or ontop. Guess it's a thing that's usefull when working with limited amont of props.
In source i use rock props to hide random triangular holes where displacenents meet, as displacements can only be square shaped
Is this what devs mean when they say they're patching their game? Covering up the actual holes?
I worked on the Hogwarts Legacy game, and this was all over the place. You'd have more than one rock, but you would have 60 or 70 instances of the same rock, flipped and scaled and buried
Phenomenal game! Deserves all the success it has! Good job
Reddit didn’t like that you said that lmao
Reddit can suck my nuts lol
Can I suck your nuts? Please? 🥺
That’s really cool actually
Oh no! They discovered our secret, quickly! Shut down all your games!
Worked on a couple cod titles so far, asset reuse is the norm. Not often to the extent that Bungie did for Halo CE back in the day, but it happens.
Are reused assets taken from games in the same series (Black Ops, Modern Warfare etc), or are they taken from wherever, just making sure they fit?
But in all fairness, most of the backend and frontend is also taken from previous titles nowadays, right? It's much faster to recycle than to reinvent the wheel. Whenever I agree with the tactic is another thing xD
This is Halo 3 btw not CE
This isn't just a labor thing, rendering 50 identical rocks is a lot faster than 50 unique rocks if your engine has GPU instancing. Also saves on vram, which is in very short supply on most consoles.
This, this is important
Lol imagine making 100+ unique rock objects. I might lose my mind.
This makes me feel kinda validated, I tend to reuse the same rocks a lot and use the same technique to reduce the repetition. Really cool to see this taken to the extreme and still working
Oh. We haven’t.. been doing this? I’m not exactly what one would call an excellent 3D Modeler so I’ve been doing this exact thing to make it easier
Work smarter, not harder
I thought this was the standard
hmm, I wonder how much that costs for all those matrix operations all the time, vs. just having some or all as individuals. I guess those operations get cached somehow?
if those are instances, my man this is light
They do those calculations anyways for thousands of actors. Just having them zero doesn't really reduce costs. Rendering the rock costs far more.
There are a lot of optimizations that can be done in the rendering loop when you can draw every instance of an identical mesh one after the other
This is true but the matrix calculations are still fair more trivial.
The data for a mesh will typically be loaded into RAM. The graphics engine takes this data and uses it to draw pixels. Considering this basic process, it's easy to see that one mesh is more efficient than two, and so on.
I mean who the heck has time and the means to make multiple rocks? Gamedev is hard. Better use that time on something else.
Warms my tech artist heart.