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RETVRN to 600 triangles. The maps can be bigger and the physics better if the graphics are worse. Free up the resources

>>827497
Companies push for models and textures because it looks good in trailers and it's usually easier than actually having good physics/gameplay/etc

maybe if they stopped using triangles and just picked up a fucking pencil

stale take, also who the fuck wants even bigger maps?

>>827500
i want a 1:1 recreation of the known universe

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as a 3D artist i can confirm to a degree

a properly baked highpoly texture always looks good on a low poly

>>827499
they already did that, it was called Cuphead

>>827500
True, Pelican Town from Stardew Valley has way more SOVL than GTA 5 Los Santos

lowpoly grafx is SOVLFVL when a product of hardware constraints, but SLOP when a modern design choice.

>>827497
Peak graphics was when they took pictures of real life models and turned them into sprites. I think they used this in Diablo, StarCraft, Doom, Mortal Kombat, maybe some bits of Donkey Kong Country, not sure.

I need to tinker with blockbench more, the low poly stuff people make in that is impressive.

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>>827500
people still cream themselves over open worlds, that aspect is never going to go away

>>827516
for DKC they just made high poly (for the time) 3D models and then turned them into 2D sprites, then hand painted them in a 2D image editor to clean them up.

>>827557
gemistry

>>827501
>>827571
you already live in a wide open world bro

>>827571
especially normies. i'll never forget handing my jock cousin a PSP in 2007 to see his reaction to liberty city stories.

<you mean i can just like drive around wherever i want and kill people n shit

>yeah dude, there's no levels. it's all just 1 big levels
<damn games are way less gay and boring than they used to be

coal thread tbh, not that i mind graphics that much but how can people reconcile two contradictory ideas: that tech advancement offers diminishing returns but also highly realistic graphics "age poorly". you already said that in the future, the bleeding edge won't be significantly better, dumdum. how could it possibly age poorly.

>>827728
he was right though, 3d gta open worlds were peak, but that's because those were semi-wacky games where you could drive across an entire state on a monster truck fighting the cops while listening to white wedding by billy idol. the problem is every game going open world without offering cool experiences like that. why the fuck do mirror's edge or halo need to be open world?

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only city builder, strategy, visual novel or cozy games are real games. everything else is slop for dumbasses

>>827729
sometimes with graphics I see X steps forward and Y steps back. like the models in the oblivion remake look way better, and so does the lip syncing, but the eyes and eyebrows are much more expressionless than in the original. Characters no longer break eye contact to make a thoughtful or pensive expression that matches the tone of the dialog, like in the original. they just give you the same wide eyed stare no matter what they're saying. also the vampirism doesn't look as dramatic.

>>827732
most slop can be "cozy" though. like you can just drive around in GTA and act cozy n shit. same with slop like tony hawk. you can just free skate. in elder scrolls you can refuse to do quests and just fuck around.

anyway i lied i do care about graphics, i want high poly female butts, i want my GPU to go ham with subsurface scattering to properly illuminate female skin. i want an army of game developers investing thousands of human work hours into crafting highly detailed albedo and normal maps so i can see every square inch of veins and pores. fuck you

>>827733
seems more like the oblivion remake was a botched half-assed job

>>827735
remakes in general are cash cows and not serious endeavors. I was actually surprised it wasn't worse.

>>827500
It's not about having a bigger map for the sake of it but having some coherence between what you modelize and what it's supposed to represent.
If your game is supposed to cover an entire country and the capital end up being a couple half streets inhabited by 20 people, it breaks the suspension of disbelief.
There is this stupid belief among too many studios that you can just skip thinking about how gameplay and gamedesign should interact if you simply throw enough money at the technical side of things.

>>827737
>If your game is supposed to cover an entire country and the capital end up being a couple half streets inhabited by 20 people, it breaks the suspension of disbelief.
video games got away with this just fine for decades before open world became viable for most studios, and they did it with a simple trick called abstraction. you don't have to LITERALLY experience things as they are to get an equivalent experience. no art is a 1:1 detailed recreation of reality, instead great artists use effective, suggestive details to create the illusion or implication of a richer context than what is literally portrayed. the easiest it's become to approximate reality the more devs have lost sight of this simple fact, and the games by and large have not gotten better as a result.


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