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Joined 1 year ago
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Cake day: July 10th, 2023

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  • A lot less work for developers, smaller game sizes, and map and game design no longer needing to be built around the onerous limitations of raster lighting and reflections.

    Ray tracing is a bigger deal than most people realize. It feels like a gimmick because the games that support it today are still ultimately designed around rasterization.

    Path-traced lighting in particular is a huge game changer, and means developers will no longer have to choose between rudimentary global dynamic lighting and very static and storage-intensive baked lighting. You can get the benefits of both without the drawbacks of either, assuming the hardware is up to snuff.





  • You point out the key weakness to the whole approach (dependency on a single third party). Though I suspect that the content in question is also hosted by NaviLens, so the codes would still stop working if they ever shut down.

    Just taking a look at their website, it seems to me that NaviLens’ value proposition isn’t just “codes that download a document”, but an entire framework for building and presenting essential documentation in a way that is accessible to people with vision impairments. I can see why it would be cheaper and more effective for a city to buy a service like this than to hire their own software developers and accessibility experts to build out their own bespoke system.







  • beefcat@lemmy.worldtoGames@lemmy.worldWhat game fits this?
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    5 months ago

    It’s a great example. Starfield (like other BGS games) does a lot of things well that few other games do at all. So it’s frustrating when they put out a game that is pretty mediocre outside those few strengths, and also your only real option for scratching those particular itches.