Earlier quoted context omitted.
> Fortnite, Risk of Rain 2, Valheim, and Deep Rock Galactic Those games are low poly but NOT visually simplistic. Memory tends to play tricks and we remember older games looking better than they actually did, so we imagine lower polygons = 2005 tech game. Those games you've mention run on advanced and heavyweight fragment and vertex shaders to create a specific look (cartoony graphics in Fortnite, there's a million e…
This logic doesn't hold up. > Memory tends to play tricks and we remember older games looking better than they actually did We compared what League of Legends, Valorant, and Inscryption look like now with what those other games look like now . There's no rose-tinted glasses involved - this is an apples-to-apples comparison. > Those games you've mention run on advanced and heavyweight fragment and vertex shaders to cr…
LMFAO. Games are just visual looks now. Good to know. Would you like a spot on r/gaming ? You sound like you'd fit right in there. Let's start with the obvious:
League of Legends, Valorant: 2500 employees at Riot Games
Inscryption: A single developer
Risk of Rain 2: 5 employees
Games don't run well or badly just for the lulz. Focusing on running on your shitty ass laptop is about the last thing on a developer's mind when trying to both ship, and make enough money for the other game. Riot can afford doing everything for it to run better on crap PCs because they have so many players that tapping onto the low, low end is worth money for them.
Additionally, there is infinitely more to a game than just "haha cartoon graphics go boom". LoL is extremely simple in terms of mechanics, and so is DotA. Camera pointed down at a very simple map that never changes. Trees that can fall is about the most complex interaction that happens on the map. Compare that with RoR, Valheim and DRG that procedurally generate complex environments, in full 3D with a large view distance. Add to this various features (destructibility, which brings its own set of view culling issues as well as more complex algorithms and data structures), and yes, your shitbox cannot run them well. Fortnite is so simple that it only has 100 animated pawns at the beginning at the same time, a gigantic map with also large view distances, structure building, thousands of assets, and a much more complex rendering pipeline (that, no, does not look like league of legends, despite all you'd like to pretend)
> My lived experience, my understanding of computer graphics, and knowledge of things like the GTA Online incident[2] strongly indicates that this line of reasoning is incorrect.
With none of the due respect, your lived experience takes about a single, barely valid factor into account, your understanding of computer graphics seems to be just about the one of a college student that got in his first year, and your knowledge of things like the GTA Online incident is a single event. "Looking better" means absolutely shit. You may prefer the visual result, but no matter your metric, I can make you a game that will look better _and_ run like absolute crap. Is it polycount ? Sure, I'll make a 50 million poly character model. Textures ? Here comes the 16K textures baby. Lighting ? Have I told you about our lord and savior CPU-ran-ray-tracing ?