It's not possible, as games done yet before
It's a design choice like how retarded devs CHOOSES to use 30fps on consoles
They have to make graphical cuts somewhere for consoles, mirrors arent that neccessary for how taxing they are.
well anon, mirrors in vidya rent as simple as mirrors in real life
in videogames, when you render a true reflective surface, you basically have to rebuild the entire game instance view backwards in real time, making a world double that takes just as much computational power as the original
basically you have to make a second world in the mirror for at least as long as the mirror is being viewed, which makes games kinda hard to run
>Every PC player has 4000 overglocked niggatron 5000 GFX cards and LIQUID COOLING and Mountain dew fueled CPUs
Devs aren't going to waste time on some shit that:
A: Doesn't matter
B: 4% of the gaming population could use
Download a mod.
I'd rather have 60 fps with real reflections then 60 fps with no reflections.
Consoles are more than capable of doing this. PCs in 2002 were perfectly capable of doing this.
It's not an fps issue, it's that devs are lazy.
Duke buttfucking Nukem 3-goddamn-D had functional mirrors over 20 years ago. There really isn't any excuse not to find a way to do it that isn't excessively taxing, it's just something that would take some time and resources to figure out, which most developers feel is better spent being flushed down the toilet on even dumber doodads to slam into box back bullet points.
wow what a great set of replies to a thread about actual vidya related shit. can't handle talking about other shit than console wars and other stupid shit, you fucking inbred mongoloids?
fucking kill yourself. all of you.
A console from 1996 was able to accomplish it.
>N-n-not a real reflection!
If it works, it isn't stupid.
Its not a real reflection and it only works because the "mirror" is the entire wall. You can't fit a whole room behind a little mirror like >>322707193
Modern games can support mirrors, but usually only one or it's just too much a drain and not worth it. No one's going to buy a game because it has nice mirrors.
hasnt the sims done this for 10 million years
then /v/ would still complain that nobody does mirrors right
this is done probably by having a "clone" mirrored room, player character, and camera somewhere hidden on the map, and the mirror is simply a texture that displays the other camera's view.
It still requires rendering everything twice, which is why it's computationally expensive and offers little gain.
I think it even had semi-reflective metal, and you could put multiple mirrors, or reflective surfaces in a room, and they'd reflect the reflections of eachother.
Provided there weren't too many otherwise shit gets crazy and your GPU starts shitting bricks.
stationary mirrors are relatively easy
shit reflection with cubemaps are easy
constrained yet stationary mirrors like >>322707193 are a little more difficult
having a game where you can carry around a mirror and have it render everything around you properly requires raytracing
I like how Deus Ex: Human Revolution got around this issue. The mirror in Jensen's apartment is broken because he punched it because he's a robot, and it hasn't been replaced yet. It explains away a technical issue while also giving additional depth and characterization to the main character.
He was just having an overreflection to the problem.
m8 you just render a second scene from the viewpoint of the mirror just like you do with the player's view. Shit ain't rocket science. The only reason we don't do this is because it would multiply the GPU load. Even if you render mirrors at a lower resolution you still couldn't put more than two of them into a scene before the game's framerate drops to console levels.
It's far from impossible, it's just an expensive effect because there's no way to fake it, like most of the other effects in vidya. There are some tricks like cubemaps you can use to make something appear "shiny" with little impact but there's no way to get around the fact that you essentially need to render everything twice if you want "true" reflections.
It's possible but it's not practical in 90% of situations, like even high end PCs would shit themselves if you added true reflections to a big cityscape or something. Ever notice how every true mirror in video games happen to be in bathrooms or other small rooms? That's the reason.