• @MrJameGumb
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    9211 months ago

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

    • @Dabundis
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      8011 months ago

      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

      • Final Remix
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        5311 months ago

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

        • @Dabundis
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          811 months ago

          I should have specified. This finger curled 15 years ago

      • [email protected]
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        1011 months ago

        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?

        • @Vee4
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          811 months ago

          I think the newer Star Wars Battlefront games did that.

        • @[email protected]
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          811 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.

        • R0cket_M00se
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          511 months ago

          UE5 uses mega scans of real world assets.

      • @Aceticon
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        311 months ago

        And all the 5GB worth of rocks were generated using a single Houdini script.

    • @[email protected]
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      2311 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

    • @Pothetato
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      2311 months ago

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