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[-] bleistift2@feddit.de 297 points 9 months ago
[-] snooggums@midwest.social 130 points 9 months ago

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

[-] Jerkface@lemmy.world 160 points 9 months ago

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.

[-] sus@programming.dev 95 points 9 months ago* (last edited 9 months ago)

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

[-] Valmond@lemmy.mindoki.com 37 points 9 months ago

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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[-] dhtseany@lemmy.ml 12 points 9 months ago

I like this math lesson

[-] bruhduh@lemmy.world 35 points 9 months ago

Modern AAA games need optimisations too

[-] PeterPoopshit@lemmy.world 32 points 9 months ago

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

[-] bruhduh@lemmy.world 75 points 9 months ago* (last edited 9 months ago)
[-] Agent641@lemmy.world 16 points 9 months ago* (last edited 9 months ago)

Laughs in Cities: Skylines 2

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[-] starman2112@sh.itjust.works 27 points 9 months ago

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

[-] SpaceCowboy@lemmy.ca 5 points 9 months ago

Is it more than the price of a hard drive?

[-] starman2112@sh.itjust.works 14 points 9 months ago* (last edited 9 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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[-] Rhaedas@kbin.social 175 points 9 months ago

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@sh.itjust.works 92 points 9 months ago* (last edited 9 months ago)

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!

[-] Track_Shovel@slrpnk.net 29 points 9 months ago
[-] Im_old@lemmy.world 17 points 9 months ago

I can agree on this statement

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[-] fossilesque@mander.xyz 21 points 9 months ago

My partner compares video game design to stage theatre.

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[-] Sanctus@lemmy.world 144 points 9 months ago

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

[-] MrJameGumb@lemmy.world 92 points 9 months ago

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

[-] Dabundis@lemmy.world 80 points 9 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

[-] FinalRemix@lemmy.world 53 points 9 months ago

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

[-] Suburbanl3g3nd@lemmings.world 6 points 9 months ago

Thought he was describing CoD lol

[-] starman2112@sh.itjust.works 10 points 9 months ago

Why did the finger curl? Nothing changed

[-] Dabundis@lemmy.world 8 points 9 months ago

I should have specified. This finger curled 15 years ago

[-] Gullible@sh.itjust.works 10 points 9 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?

[-] doggle@lemmy.dbzer0.com 8 points 9 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.

[-] Vee4@lemmy.world 8 points 9 months ago

I think the newer Star Wars Battlefront games did that.

[-] c0mbatbag3l@lemmy.world 5 points 9 months ago

UE5 uses mega scans of real world assets.

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[-] Pothetato@lemmy.world 23 points 9 months ago

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

[-] doggle@lemmy.dbzer0.com 23 points 9 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

[-] SilverShark@lemmy.world 76 points 9 months ago

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

[-] Ephera@lemmy.ml 75 points 9 months ago

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

[-] intensely_human@lemm.ee 17 points 9 months ago

Most rocks are one sided actually.

[-] WhiskyTangoFoxtrot@lemmy.world 45 points 9 months ago

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

[-] Cris_Color@lemmy.world 15 points 9 months ago

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

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

[-] CodexArcanum@lemmy.world 28 points 9 months ago

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!

[-] WhiskyTangoFoxtrot@lemmy.world 22 points 9 months ago

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

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[-] ArmokGoB@lemmy.dbzer0.com 34 points 9 months ago

And we had to share the rock

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[-] MarcomachtKuchen@feddit.de 27 points 9 months ago
[-] sebinspace@lemmy.world 10 points 9 months ago

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

[-] Xanthrax@lemmy.world 8 points 9 months ago* (last edited 9 months ago)

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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this post was submitted on 18 Feb 2024
970 points (99.0% liked)

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