• redfellow@sopuli.xyz
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    23 hours ago

    The difference is pretty big when there are lots of reflective surfaces, and especially when light sources move (prebaked shadows rarely do, and even when, it’s hardly realistic).

    A big thing is that developers use less effort and the end result looks better. That’s progress. You could argue it’s kind of like when web developers finally were able to stop supporting IE9 - it wasn’t big for end users, but holy hell did the job get more enjoyable, faster and also cheaper.

    • Klear@lemmy.world
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      19 hours ago

      Cyberpunk and Control are both great examples - both games are full of reflective surfaces and it shows. Getting a glimpse of my own reflection in a dark office is awesome, as is tracking enemy positions from cover using such reflections.

      • DaTingGoBrrr@lemm.ee
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        17 hours ago

        I have only ever seen Cyberpunk in 2k res, ultra graphics, ultra widescreen, ray-tracing and good fps at a friend’s house and it does indeed look nice. But in my opinion there are too many reflective surfaces. It’s like they are overdoing the reflectiveness on every object just because they can. They could have done a better job at making it look realistic.

        • faythofdragons@slrpnk.net
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          15 hours ago

          For any other game, I’d agree, but cyberpunk being full of chrome is an aesthetic that predates the video games by a fair margin, haha.

          • DaTingGoBrrr@lemm.ee
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            2 hours ago

            My problem is more with wet surfaces and the likes. Walking around the city it feels like every little water puddle is mirror and a spoon can also reflect way too much. I don’t mind shining chrome body parts.

        • Klear@lemmy.world
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          11 hours ago

          Oh, they are definitely intentionally overdoing it since 90% of said reflective surfaces are ads, often reflecting other ads in there. The game is such an assault of advertising that I’ve found myself minding the advertisements in RL public spaces a lot more less.