Why are the textures so good in Deus Ex compared with today?

Why are the textures so good in Deus Ex compared with today?
Something about that metal sheen in several of them works so well, I am super tired of the rolly brown dirk in other games, example in next post.

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Other urls found in this thread:

docs.unrealengine.com/en-US/Engine/Rendering/Materials/HowTo/DetailTexturing/index.html
unrealengine.com/en-US/tech-blog/getting-the-most-out-of-noise-in-ue4
twitter.com/NSFWRedditVideo

Every game looks like this now, the modal polygons are of course 10x better than Deus ex, but the floors man, the walls, the old textures. worked so much better.

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I just replayed in a few days ago.
Another thing I noticed was the interactive draw distance. The full draw distance sucks of course, but you can still interact with and see things WAY across the map. Didn’t realize how empty stuff like New Vegas really feels when mods don’t even render into the engine a.i. till you are basically on top of them.

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no idea what that game is but i assume it's either unity or unrealengine. all games made in those engines look the fucking same

>make high res textures
>put 94858 laters of filters of the game and smear TAA over it
>looks like shit in the end

basically real reflections, but lets not suck our own dicks here Deus Ex is like 75% concrete wall textures.

yes but the frames suffer, level 1 in deus ex still won't stay at 120fps on my modern pc cause it's like it's rendering the entire fking island or something. later levels perform better

I always limit my frames to 100 in Deus ex Becuase I was told it bugs out at higher frames. Frame suckers are like the audiophiles of vyida imo, 8 years ago 60 FPS was considered flawless.
Yeah, it’s like engine makers overdid it with the hit mapping and filters.
Deus ex is actually unreal gen 1, heavily nodded of course.
You can still make great images with unreal, this is gen 4, but you have to use small high Rez textures that can be tiled seemlessly- sort of a lost art. And not overdo the bloom/gimmick filters.
It’s still way fucking better than new Vegas where roaches and humans phase into reality in Granade distance.

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>Why are the textures so good
They aren't.
They are FUCKING T R A S H.
You're mistaking art direction with texture fidelity. VTMB, Thief TDP+TMA, System Shock 2, Mechwarrior games etc etc. It all made sense because it fit. Because it served a purpose that was built from the ground up to push the narrative. Environment design wasn't something you'd just put down in a grey box then give to artists to pollute with clutter that makes it look "cinematic" and "realistic".

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>8 years ago 60 FPS was considered flawless.
Only by gamers too young to remember 120hz crts.