character_models.webm
[Hide] (7.2MB, 3840x2160, 00:45) >zzzzzzzzzHHHHHURKCOUGHCOUGH
>holy shit it's '26
>and this thread I made is nearly off the catalog
Honestly, if I scraped hard enough I could probably find plenty of material to revive this thread, but the issue is that this has broken to the mainstream already, especially with the memory crisis. I'm tempted to start another thread based around space optimization and file bloat in game installs but that's another topic entirely.
Haven't looked too deeply into Arc Raiders and The Outer Worlds 2 but the market has already shifted. Muh AI upscaling and framegen still persist as scourges. I also haven't gotten around to documenting Lost Soul Aside like I wanted to, though it's made in UE4, so slightly less cancerous.
I guess I want to complain about how 3D RPGMaker creates this weird disocclusion halo around character models all the time that gets covered up in online discussion (this is why I didn't go for the low-hanging fruit in Bloodlines 2).
>>290390
This reply is like months later but I mostly made the GIF because sleepy supports autoplaying GIFs and I hate soundless cuckchan webms. Ideally I'd just use AVIF but AVIF support doesn't reach that far on the current setup here.
<Aren't both of these just DLSS + Fake Frames issues on JewVidia's end, not the game itself?
Not really, this actually gives me a good excuse to delve into games' technical workings. What you're describing is Nvidia Hairworks, which was an early iteration of strand-based hair on character models, basically physically modeling the hair as geometry rather than flat textures with alpha transparency channels, like in Final Fantasy XIII and Indiana Jones and the Great Circle.