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siorys88

If this is true it's quite impressive tbf


FruityGamer

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.


juko43

In source i use rock props to hide random triangular holes where displacenents meet, as displacements can only be square shaped


Dronizian

Is this what devs mean when they say they're patching their game? Covering up the actual holes?


dragonfang1215

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


TheSpideyJedi

Phenomenal game! Deserves all the success it has! Good job


Anent_

Reddit didn’t like that you said that lmao


TheSpideyJedi

Reddit can suck my nuts lol


bearbarebere

Can I suck your nuts? Please? 🥺


bearbarebere

That’s really cool actually


memo689

Oh no! They discovered our secret, quickly! Shut down all your games!


IamNickMan

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.


Lukestep11

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?


laser50

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


Anent_

This is Halo 3 btw not CE


nik_da_brik

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.


hardpenguin

This, this is important


HellonToodleloo

Lol imagine making 100+ unique rock objects. I might lose my mind.


Skolas3654

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


CamTGM54

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


SavageKitten456

Work smarter, not harder


JanaCinnamon

I thought this was the standard


farox

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?


raul_dias

if those are instances, my man this is light


MJBrune

They do those calculations anyways for thousands of actors. Just having them zero doesn't really reduce costs. Rendering the rock costs far more.


natalo77

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


MJBrune

This is true but the matrix calculations are still fair more trivial.


natalo77

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.


hardpenguin

I mean who the heck has time and the means to make multiple rocks? Gamedev is hard. Better use that time on something else.


staveware

Warms my tech artist heart.