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.
Why are the textures so good in Deus Ex compared with today?
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.
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.
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.
>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".
>8 years ago 60 FPS was considered flawless.
Only by gamers too young to remember 120hz crts.
You don’t need to make high resolution textures when you can just use a bunch of shaders and filters to make your game look ‘modern’
You don’t know what you are talking about, I made that post and a. Older than you
what the hell is that thing?
Early unreal engines before 3 (probably still with 3 but who knows because that engine was mostly used to create shovelware meaning devs didn't often utilize it to it's fullest capability) have an LOD distance that swaps textures the closer you get to them.
But really, it's art direction rather than the art itself. The best looking games from 15-20 years ago still look good today because they found a way to work within limitations where everything feels visually consistent, usually also with some attention to detail in the sound design and small NPC details, which can help a lot with buying into a world.
What exactly are you refuting about my post?
Unreal Engine had some special feature that created fractal detail textures, so you can zoom in infinitely and still see granular details. Somehow it looks amazing.
>audiophiles of vyida imo, 8 years ago 60 FPS was considered flawless.
unlike audiophiles, even my mum can tell the difference between 60fps and 120fps on my monitor, it's not a superfluous thing, it's a massive difference and hard to go back once you're used to 120
You mean mipmapping? Hasn’t that been a thing for ages?
Eh, you are probably right.
I am just tired of ground that looks like
Do you have a single fact to back that up?
I forgot the name of it I think but yeah
Wait, are you saying unreal 3 and later does something different than lod to deal with draw distance?
Easy bro, just having a conversation
>I am just tired
Nobody's forcing you to consume media you don't like. Just 'cause pozzed zoomer garbage comes out doesn't mean you HAVE to play them. You haven't even exhausted 10% of the great titles out there that came before this focus-group based """"""""""design"""""""""" hit the mainstream.
You can enjoy dated titles as long as their main aspects hold up.
this
It's not draw distance, they're fractal detail textures.
Make sense there was some feature they removed. I had not played it in years and years
The lod on some parts through a scope really made me realize what some games were missing. I remember in all the game rags when hpthey were talking about trying to improve things on the hardware of the day, and it was all about more layers and bit mapping tricks and more lighting render tricks and somehow it never really worked as well as a flat texture unblurried
Was augmenting your vision part of your plan?
>fractal detail textures
Are you talking about something like this
docs.unrealengine.com
Or this?
unrealengine.com
Bait.
>discussing video games and compare and contrasting them on a nihon vidya image swapping site is bad
Because games didn't cater to you back then.
Look up tesselation
More like the latter, though I think UE1 did it a bit differently than UE4.
>when you spend to much time post-ironically shitposting you cannot differentiate between productive exchange and (You) farming
Stop it. Get some help trannoid.
If you do it with everything though you drift into the every mad elf plastic look though
Thanks
i was just agreeing with the whole 'games don't age' thing and that there's infinite amount of awesome games to play from before the current era
Texture work is art plus Deus Ex wasn't realistic it was approximating realism and it looks better for it. All older games are like this.