this post was submitted on 18 Feb 2024
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Lemmy Shitpost

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[–] [email protected] 297 points 6 months ago (1 children)
[–] [email protected] 130 points 6 months ago (3 children)

SMB had game file size limitations in the dozens of kilobytes range.

[–] [email protected] 160 points 6 months ago (2 children)

For comparison, that screenshot is 342kb, and Super Mario Bros is 40kb. The screenshot is more than 8.5 times bigger than the game it comes from.

[–] [email protected] 95 points 6 months ago* (last edited 6 months ago) (2 children)

I managed to recreate almost the same screenshot in 5kb (and with much less compression artifacts!)

before adding the text and circles it was only 1.6kb

it's a case where jpeg compression ironically results in the picture getting 60x larger and more blurry because everyone recompresses the images and jpeg is designed for large photos and not pixel art

[–] [email protected] 37 points 6 months ago (4 children)

Use png and IDK I don't remember which cmd line soft but it stripped out unused colors and compressed images like that one hard.

That, without the red lines and circles, and without jpeg jitter should be like 1kb. Or less less.

Now, as an oldtimer, when you load that 1kb image up, it will still take like 640x320 bytes (it was all 8bit) so 200KB of RAM. But back in the day I guess it was more like the original GB 160x144 so 22.5KB RAM needed to show that image.

Did it work like that?

No, because cartridges didn't have a lot of space, and the consoles didn't have much RAM, so you used tiles. You had a tile map image, each tile was 8x8 pixels pointing to a palette (so you could use 4-bits for the color. More or less so, there were a lot of 'modes'). Each tile had a number and your screen was some 20x18 tiles x 1 byte numbers, designing the 'tile' to be shown at that particular position of the screen.

All done by hardware so way fast!

To make the scrolling run you had a 'delta' pixels to slightly move the "screen" around.

Fun times.

Time to go to bed 😪😴

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[–] [email protected] 12 points 6 months ago

I like this math lesson

[–] [email protected] 35 points 6 months ago (4 children)

Modern AAA games need optimisations too

[–] [email protected] 32 points 6 months ago (1 children)

Optimization? Pffffft. Nvidia probably pays game developers to make unoptimized games just to boost gpu sales.

[–] [email protected] 75 points 6 months ago* (last edited 6 months ago)
[–] [email protected] 16 points 6 months ago* (last edited 6 months ago)

Laughs in Cities: Skylines 2

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[–] starman2112 27 points 6 months ago (1 children)

What I would give to have modern devs work that hard to reduce file sizes

[–] [email protected] 5 points 6 months ago (4 children)

Is it more than the price of a hard drive?

[–] starman2112 14 points 6 months ago* (last edited 6 months ago)

For the sake of all my homies with data caps and limited hard drive funds, I would gladly give more than it costs me personally

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[–] [email protected] 176 points 6 months ago (3 children)

I've seen this same suggestion years ago on Blender tutorials. Generating a scene isn't about making it realistic, it's about fooling the audience into thinking it's real without making it too hard to create. Look at videos from Ian Hubert on how to fake it well.

[–] Tar_alcaran 93 points 6 months ago* (last edited 6 months ago) (1 children)

Halo 3 came out 17 years ago. I learned this today (and still don't really see it...), so I say they did amazingly well!

[–] [email protected] 29 points 6 months ago (1 children)
[–] [email protected] 17 points 6 months ago (1 children)

I can agree on this statement

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[–] [email protected] 21 points 6 months ago (2 children)

My partner compares video game design to stage theatre.

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[–] [email protected] 145 points 6 months ago

Welcome to gamedev. Its all smoke, mirrors, and magic tricks. Come intervene in our fancy electric rock dreams.

[–] [email protected] 92 points 6 months ago (3 children)

You want them to pay to design TWO ROCKS???? What are they, billionaires???

[–] [email protected] 80 points 6 months ago (5 children)

The monkey's paw curls. New AAA games now feature thousands of individual rock models, among other labor- and space-saving measures being forgone in favor of realism. The game is 400 GB and the devs have worked 110 hours per week for the last 3 months

[–] [email protected] 53 points 6 months ago (1 children)

All you did was describe the current sad trajectory of AAA games anyway.

[–] [email protected] 6 points 6 months ago

Thought he was describing CoD lol

[–] starman2112 10 points 6 months ago (1 children)

Why did the finger curl? Nothing changed

[–] [email protected] 8 points 6 months ago

I should have specified. This finger curled 15 years ago

[–] Gullible 10 points 6 months ago (3 children)

There was a game that came out a few years ago that scanned in most of its rocks for photorealism. I can’t recall the name. EA was the publisher, I think?

[–] [email protected] 8 points 6 months ago

Tons of games do that now. Usually they get scans and models from other companies, like Quixel Mega scans. It makes for a relatively fast workflow. Pretty much any photo-real game is doing something like this, it's just more affordable than paying people to digitally sculpt rocks by hand.

[–] [email protected] 8 points 6 months ago

I think the newer Star Wars Battlefront games did that.

[–] [email protected] 5 points 6 months ago

UE5 uses mega scans of real world assets.

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[–] [email protected] 23 points 6 months ago

Setting aside that asset production is genuinely one of the most expensive parts of game dev, if they're smart they can use some clever GPU instancing to improve performance by reusing assets

No clue if that's happening here, though

[–] [email protected] 23 points 6 months ago

It's one more rock, Michael. What could it cost, ten dollars?

[–] [email protected] 76 points 6 months ago

I honestly don't see the similarity. So nice rotating, scaling, moving skills I guess.

[–] [email protected] 75 points 6 months ago (1 children)

Generally more than half of the rock is underground, so while it might be only one rock, you see many distinct sides of it...

[–] [email protected] 17 points 6 months ago

Most rocks are one sided actually.

[–] [email protected] 45 points 6 months ago (1 children)

The desks in Skyrim are just clouds embedded in the ground and recoloured.

[–] [email protected] 15 points 6 months ago (1 children)

The desks are clouds...? How would clouds even remotely look like desks??

Was this supposed to say rocks? I'm so confused 😅

[–] [email protected] 28 points 6 months ago (1 children)

I think the joke here is that in Super Mario Bros (NES), the bushes are recolored clouds, with their bottoms hidden by the ground. By changing the reference to Skyrim, you get a surrealist joke.

Anyway, that's what I thought the reference was and it made me heartily lol!

[–] [email protected] 22 points 6 months ago (1 children)

That and the fact that the desks in Skyrim are bookshelves embedded in the ground.

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[–] [email protected] 34 points 6 months ago (1 children)

And we had to share the rock

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[–] [email protected] 27 points 6 months ago (2 children)
[–] [email protected] 12 points 6 months ago (1 children)
[–] [email protected] 11 points 6 months ago (1 children)
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[–] [email protected] 9 points 6 months ago

This is literally every game with rocks, since fucking forever..

[–] [email protected] 8 points 6 months ago* (last edited 6 months ago) (1 children)

Lmao, done that before. You do have to worry about the resolution of the textures when changing the model's size, though.

Also, I've made small caves systems and mountains like this, before slapping myself for not remembering terrain generation.

Edit: this is a bit of tangent, but I'm super excited to see more boulders rendered using polycam. Generally, the models are a bit janky and never have straight polygons (along the x,y,z axis) So things like furniture and corridors won't work. Boulders though, it's perfect!

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