new red vox let's go
https://www.youtube.com/watch?v=BGqjsk3fKbQ
I notice a lot how mean parents can be to their kids, how quick they are to raise their voice when they haven't really done anything wrong. Often times it's a situation that the parents created. It's also usually women... I've noticed that men tend to be a lot more lenient with their kids and play into their childlike wonder. Sometimes they go a bit too far with it but I'd rather tell a kid to stop throwing a ball around the store than see a kid getting yelled at for asking her mom a question over and over again with no response.
It might seem like something small on the surface, but I think it goes a long way.
@matrix 8 hours? That's crazy! I'm glad you're getting taken care of and I hope you have a swift recovery now! Keep us updated!
The idea, that we live in a simulation is ridiculous
@LukeAlmighty I think the fact that we can run simulations for things faster than they happen is a good indicator we are not in a simulation.
@coded_artist Yeah of course Unreal is a super powerful engine that can do some great things. Look at Ghostrunner for example, game looks fucking fantastic (though it still has the stutter issue unfortunately). The problem is that it's so easy to make realistic graphics with Unreal that it's what most studios just default to.
Realistic graphics in gaming is an interesting subject, because we have all these techniques and methods to make things look more realistic than ever now but it ends up looking worse than the games that were shooting for realism back in 2010. I think those older games still had some style and depth to them. A lot of the modern techniques for things also just tend to kind of look bad. Temporal anti-aliasing sucks. I know it's much more performant, but MSAA eats it alive in terms of visual clarity. Screen space reflections are also usually total ass unless the game has a fixed camera perspective. How am I supposed to get immersed in your realistic graphics if the reflection on the water and in windows is all fucked up? Then you have raytracing but it's noisy and has artifacts of its own that I'm not a huge fan of. I much prefer baked lighting when possible, but that's a lot harder to do when you're making an open world game which seems to be all the rage.
SH2 Remake would benefit a lot from ditching modern rendering techniques and opting for older ones with more style. It would help set the game apart.
Actually, I think one of the best looking games that has come out in recent memory has been the Metroid Prime remaster. This shit is running on a Switch and looks better than 99% of everything else out there. It's so moody.
actually i take back what i said about the eyebrows. the bushiness is fine, but how many people actually just have straight eyebrows like that? there's like, no curve to them so they look plastered on. it looks weird and i think lends to the flatness of her character model.
Guy on Reddit (I know crazy right?) took the time to fix up Angela's face from the SH2 remake. Looks like he mainly touched up the jaw and the eyebrows. Don't care about the eyebrows either way tbh, but it's mainly the weird fascination with the low, square jawline that irks me. I think this is a much better representation while still trying to do something a little bit different.
@coded_artist the original, despite obviously being pre-rendered, also has so much more mood to it in the scene. Unreal Engine tends to just kind of look flat and that takes away from how surreal Silent Hill is. Watching all of the trailers, it really does seem like the mood has been stripped and I'm just watching some random Unreal project with somewhat familiar locations and characters.
@coded_artist there is no upcoming remake of sh1. just sh2. although i wish it was for sh1, that would have been much better. with the lower poly graphics and general ps1-era jank they could have certainly done more to it without having people be so critical. i'd certainly be cooler with an evil-within-style remake of sh1 than i am of sh2.
a big problem with the cutscenes in the sh2 remake is that they are rendered in realtime and those realtime graphics aren't very good. you can see the aliasing from the hair all over the place and the rendering pipeline for most unreal engine games is super soft and kind of bland.
people always used to say that realtime rendering will age better than prerendered scenes will, since the prerendered ones have compression artifacts and especially back in the day were locked to lower resolutions that couldn't be upscaled like the actual game's graphics could be. however, the graphics were also more simple back then and it leads to them looking better at higher resolutions than whatever the hell this is in HD. you can't exactly just throw more pixels at it in this case. i would heavily prefer some compression artifacts than artifacts from antialiasing and such.
also in case you didn't know, that isn't the original photo of angela at the bottom there. it's been edited to exacerbate how round her face looks now. this is a better comparison using the real photo from the remake on the left and the original CGI on the right.
@coded_artist these are not from silent hill 1. maybe magazine photos? but they don't appear anywhere in the game, not a chance in hell.
though, the CG cutscene artist for sh1 was nuts. he worked overtime because he personally wanted the CGI in the game and that's the only way it was going to happen. then he became the director of the series.
and yes, ONE DUDE DID ALL OF THEM.
https://www.youtube.com/playlist?list=PLtPsALaRISEfg7xyswQxG0UKWCKN6mnGa
@moi seems legendary
squidward