Message from @DanielKO

Discord ID: 429502723407216659


2018-03-31 04:17:13 UTC  

Saw that happen with the NVIDIA CUDA compiler too.

2018-03-31 04:17:18 UTC  

its only a problem for modders, making bigger maps than vanilla game

2018-03-31 04:18:20 UTC  

i thought computers were better at math than ive come to realize they are

2018-03-31 04:26:52 UTC  

funny thing is as far as games go, for a proper scoreplayers game, a bullet's loss of precision after travelling thousands of mapunits *could* be pretty important. Any sort of variance that couldnt be predicted or explained by the player's action is problematic. But I am much more obsessed with this idea than most

2018-03-31 04:31:18 UTC  

I don't think loss in precision is big enough to cause that kind of problem.

2018-03-31 04:32:10 UTC  

But it causes things like characters falling through a triangle mesh that wasn't fully connected because the tiny error creates cracks where collision tests fail.

2018-03-31 04:33:17 UTC  

Reminder that it's 2018 and we still have AAA games where objects fall through the floor or pass through walls because of bad math.

2018-03-31 04:33:49 UTC  

Ha, I'd love to know more about what causes issues like that. Because in Doom editing you would never have that happen unless it was very clearly your fault as the mapper

2018-03-31 04:35:04 UTC  

And yet in Doom 2016 we still have floordeaths

2018-03-31 04:37:24 UTC  

I remember a game developer giving his account on a Playstation 1 game; how they couldn't figure out why the character was falling through the triangle mesh in the floor. So they just changed it so all triangles are scaled up before calculating, so they all overlap.

2018-03-31 04:38:49 UTC  

how about the PS1's (unintentional)polygon warping? is that affected by low precision?

2018-03-31 04:39:52 UTC  

You mean the textures?

2018-03-31 04:40:30 UTC  

maybe its just texture warping, but it appears as if the shapes themselves are bent and jagged

2018-03-31 04:41:54 UTC  

I think the PS1 only had fixed point math for vertex transforms.

2018-03-31 04:42:30 UTC  

And the textures was because the GPU didn't have hyperbolic interpolation (or "perspective-correct texture mapping".)

2018-03-31 04:42:57 UTC  

Because it requires doing one division per each pixel.

2018-03-31 04:45:52 UTC  

But hey, it's a charming characteristic, just like the sprite flickering on the NES.

2018-03-31 04:47:17 UTC  

spriteflicker is just the programmer crying out in poverty

2018-03-31 04:50:07 UTC  

I wish somebody would make a AAA game today with a PS1 filter.

2018-03-31 04:50:21 UTC  

Does it have to be AAA?

2018-03-31 04:50:29 UTC  

Jus tlike Capcom made the new Megaman with a spriteflicker option.

2018-03-31 04:50:43 UTC  

Theres some new 90s style fps coming out with many lo-res gfx settings

2018-03-31 04:50:49 UTC  

Yes, AAA, those super realistic graphics that cost hundreds of millions of dollars to make.

2018-03-31 04:51:13 UTC  

Just for the lulz.

2018-03-31 04:51:25 UTC  

I just tank the resolution for that

2018-03-31 04:51:35 UTC  

Far Cry 5 with PS1 graphics glitches.

2018-03-31 04:52:02 UTC  

I *know* someone's written a ps1-style warped textures shader for glsl or whatever

2018-03-31 04:53:35 UTC  

I'm into it, as long as there's options for more modern clarity. but if your marketing angle is retro graphics in 3D, youre wasting millions in art budget for 4k textures

2018-03-31 04:55:43 UTC  

so you'd have to draw the line somewhere for all sorts of different things. You want AAA modeling with 64x64px textures and 256 indexed colors?

2018-03-31 04:57:56 UTC  

Would you rather have something that worked in ENBoost so you could run it over any AAA game?

2018-03-31 04:58:47 UTC  

Or do you want the designers to adhere to the aesthetic as sort of a religion

2018-03-31 05:01:33 UTC  

Personally I'm into sprites in 3D, pushing hundreds+ of sprites at once, and mixed low and medium res textures, with lots and lots of flashy effects, and I don't need any sort of realistic physics or complex hitboxes. Modeling is too expensive

2018-03-31 05:06:33 UTC  

there's also an added difficulty that comes with playing at the lowes res with the fx maxed out, for sure scoreplayers are gonna turn all that s††† off

2018-03-31 05:08:18 UTC  

I like Doom2016's Chromatic Aberration but they need an option to turn it way up

2018-03-31 05:14:27 UTC  

Some (newer retro indie) 2D games have an option for EGA palette, or NES GameBoy etc palette, imagine someone going far as to make a 3d game with a graphics mode to mimic ps1, n64, and saturn respectively? what a mess

2018-03-31 05:16:20 UTC  

and then the purists come in with their hardware tests to shame if you get forget to add some weird erroneous behavior

2018-03-31 05:32:50 UTC  

Assembly: the circlejerk

2018-03-31 07:02:07 UTC  

you couldnt even form a semicircle with the number of people here interested in assembly

2018-03-31 07:03:11 UTC  

what's your aversion? It's not a growing problem f†††ing up your life or your loved ones, so its definitely not cancer

2018-03-31 07:04:12 UTC  

someone's butthurt

2018-03-31 07:04:49 UTC  

only cause i have an intestinal condition