Since ray tracing will be common does that mean no excuses for not having functioning mirrors

since ray tracing will be common does that mean no excuses for not having functioning mirrors

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yeah

rdr2 has mirrors

mirrors are just screens
if we can have screens, we can have mirrors

How Can Mirrors Be Real If Our Eyes Aren't Real

how do reflections effect the gameplay of a first person shooter?

How does the way your girlfriend cook have anything to do with you and her love?

It affects the SOUL

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I want to have a mirror house fight a la John wick

Knowing this fucking retarded industry they will propably find the way to make games look as static as possible.

Lets you see whats in a room without entering it

lewl

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Mirror's won't become more common because the reason why they don't exist or are broken is because they either make games way more demanding (for a number of reasons) or they force out a cascade of extra content (if it's an FPS, your character model that is rigged and animated) for very little actual gain.

So unless there's a strong gameplay or narrative reason for it, don't expect more mirrors.

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How would you program the AI here to see you in the mirror? Since mirrors in vidya are just a reversed copy of the room you're in that has a copy of you and the NPC, you would have to make the mirror NPC see you, then transfer the reaction to the NPC on the other side of the mirror?

Is Raytracing the new meme word?

>How would you program the AI here to see you in the mirror?
In REmake 2 Mr X is actually set up very similarly to the player with his own sense of sight and sound which can be abused. The same set up would just have to be applied to random AI and they'd be able to spot you in mirrors then.

But "he" doesn't really have any senses, only the reactions are programmed, right?

I'm actually not how they do it. Some people say there's a duplicate room behind or to the side of the existing room. Considering I've been able to throw objects through mirrors in Hitman 2 but not 1 (which had no mirror reactions) I'm starting to believe that might be true.

For NVIDIA's marketing team, yes

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Nope you can watch the making of REmake 2, he has a fully developed sense of sight and hearing to mimic the player and it can be used against him to even follow him without him knowing where you are just by staying out of sight and walking. Best part is the longer you avoid him, the more "angry" he gets which raises he sense of hearing. It's pretty complex.

Here's another case where I've seen them work before. I believe they've actually programmed the AI to increase their field of vision to 360 degrees specifically while in this corridor but again I don't know

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You could easily do this by having a MirroredObject wrapper which references the original object and transfers all its AI calls to it.

There are not that many cases like this in Deus Ex. Just skript it for that specific bathroom and enemy

last i checked graphics didn't need ray tracing to render dynamic surface reflections

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What about this level from Dishonored 2 where you use a mirror to peer into a different time period of the world and shift between the two?

They just doubled the rendering, didn't they?

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So how does raytracing work, does it tank frames if you put a fuckton of mirrors next to eachother or if it handles rendering a scene, it can handle anything you fit into the scene?

>does it tank frames
Yes

>What about this level from Dishonored 2 where you use a mirror to peer into a different time period of the world and shift between the two?

youtube.com/watch?v=dBsmaSJhUsc

they might've doubled memory usage for two levels (unless engine is streaming textures on the fly from storage), but certainly you could teach engine to render only the meshes that are on spot of a camera.

are the frames better if it's an empty room with one window light goes in, than for example, when I put a colorful glass on the windowsill? Are they further tanked if I put a mirror in the room?

Not just that. Mirror's will finally have a gameplay purpose. Peeping around corners, crazy puzzle games, atmospheric walking simulators and such will make great use of this technology.

But more exciting is the lighting. We can finally have pitch black environments where the player needs to use their own methods of illumination.

This is not the case of mirror working. Character doesn't react until gun is pointed at him. I assume it is simple script.

False. Ray tracing makes mirrors a lot cheaper. And multiplayer games already have all the third person animations because otherwise you wouldn't see the other players move and act.

Honestly, you might be mentally retarded. Get yourself checked just in case.

This actually works in Hitman 2.

Attached: hitman mirror.webm (640x270, 1.24M)

That's because the player isn't doing anything strange until then. Why would you react to a random guy going in a public bathroom?

>if you put a fuckton of mirrors
It only calculates 5-6 points so I guess you'd see that many mirrors in a row

Ah okay they're only rendering that small portion of the screen like I thought. I noticed my frames absolutely tanking when I had the mirror out in that level.

It's not a particularly great webm, I have to remake it but the AI really does react even if you stand way further back and pull out your gun.

That particular NPC doesn't move around a lot on that level which is why I chose him

>False. Ray tracing makes mirrors a lot cheaper.
I'm talking about rendering and tricks and shit. Not making the actual mirror itself work.

>And multiplayer games
Because all games are multiplayer games and that's one aspect out of many.

>Honestly, you might be mentally retarded. Get yourself checked just in case.
Considering how you know nothing at all about game development, haven't implemented this, not worked with AAA or indie development, not worked with coders to create and implement system that wouldn't work with mirrors and is completely clueless as to the rippling effect adding mirrors have, you're the one that's quite clearly retarded and ignorant.
For example, Horizon Zero Dawn wouldn't work with mirrors the way they set up their tech.

But since you seem to think you know all of this already, I clearly don't need to explain it to you, ignoramus-kun.
Also considering your attitude and close-mindedness, I don't feel like it'd be worth my time either. After all you know better than everyone, else, including all game devs.

>if NPC near mirror and gun pointing on NPC, NPC react
Show us Hitman pulling out gun but not pointing on the NPC, or just being in a room he's not allowed to be

mirrors are still too expensive on the graphics card and will be forever

>That's because the player isn't doing anything strange until then.
Pulling gun out in public place is not strange?

I'll give it a go but remember that Hitman 2 NPCs fill up a detection meter before reacting to people with "illegal weapons" out

Don't care. Unreal did them in 1998. We should be progressing not regressing after 22 years.

This. It's fucking ridiculous.

If you don't need them in your game for gameplay reasons then they're pointless to have. They fuck with too many things during game development for pretty much 0 gain.

Ultimately people don't give a shit about mirrors. You can't sell a game to the mass market with a trailer or ad campaign stating that the game has functioning mirrors. No one actually gives a shit.

God reading Yas Forums talk about graphics hurts
With real-time raytracing for reflections literally any highly reflective surface becomes like a mirror
And when you're doing real-time raytracing for reflections a mirror is no more expensive than any other reflective surface

unreal has such simplistic graphics it was easy to do for them now graphics are around 1000 times more complex so suddenly rendering that mirror is a lot harder if they did it people would bitch about framerate drops

No no no.
Ray tracing means tracing a ray from the camera into a light source.
Putting mirrors in a room basically doubles the number of light sources, thus doubling the amount of ray tracing required.

So no, the opposite.

i dont know the 40x0 series might do it just fine

This reminds me that Source engine can have things like video consoles screening a camera elsewhere on the map, such as seeing Combine troops move to a spot or the big screens with Breen on them in HL2, or that bigass mirror in gm_construct in Garry's Mod. How expensive was this effect for the former at the time of release and how come it doesn't seem to be used as much in modern games?

lolwut

Dunning-Kruggerfags are so funny.

>No one actually gives a shit.
NOT if you tell them to forget everything they think they know about mirrors in games because Raid Mirror Legends is one of the most ambitious mirror projects of 2020 has just been released and will change everything.

>unreal has such simplistic graphics
Holy fuck you wouldn't say that if this was 1998. I almost cried it was such a colossal leap forward. To go from Doom in 1994 to this just four and half years later was just fucking ridiculous.

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Which is why such high budget and taxing games as Prey (the original), Two Worlds 2 and Duke Nukem 3D had them, right? Even the first Unreal did. Engines aren't optimized for shit any more. It's not that it's taxing, it's that it's not a default anymore and we accept it.

Anyway here we are. He eventually reacts.

Hitman 2 is pretty impressive in these regards. I went from complaining about NPCs not reacting to mirrors in Hitman 1 to IO basically making a complete showcase of it in their first level of Hitman 2 without using RTX.

Attached: Hitman 2 Mirror Gun.webm (1280x720, 2.29M)

Uncharted 4 did it even with a completely cluttered game world.

yes but mirriors in modern games work the same exact way they did in unreal meaning they took the scene and copied it for the mirror meaning any scene with one would basically cost double so the more complex graphics got the more complicated doing this method got

Why are you locked in the bathroom?

I'm not saying you need mirrors everywhere in your game world like on every glass surface or puddle that would just be ridiculous. Just limit it to a couple of small bathrooms.

Honestly it's embarrassing when a game called Mirror's Edge has no mirrors in it beside the one in the pre-rendered cutscene.

where where the mirrors placed? my bet is its in a completely convenient place where the scene is relatively simple and controlled

it makes you cream your pants when you fire up your new voodoo 3 card

There was no excuse anyway.

It doesn't really prove anything. Hitman reflection is visable in the mirror from the point of thrid person camera, so game could use this trigger script. It would have to trigger in the space that do you don't see Hitman in the mirror but at the same time you see the guys face, to prove that game simulates reflection on cone of vision.

completely cluttered game world = bathroom with 1 light source

Yes and that's all I'd expect. It doesn't have to be everywhere.

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best looking game of all time for the time

And a million objects inside the bathroom it has to render which old games didn't have. That's all I really want.

Well the only way I can prove that to you is to stand in his place, activate NVDIA's Ansel and take a screenshot from first person perspective demonstrating what the NPC would be able to see in the mirror and then make a webm showing that detection was possible beyond that angle.

C'mon user, how realistic do you want to get?

mirrors aren't some huge technological leap, games don't have them because of developer laziness and incompetence