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>A mobile game has better reflection physics than most modern

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Thread replies: 37
Thread images: 10

File: Screenshot_20170830-133830.png (2MB, 2220x1080px) Image search: [Google]
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>A mobile game has better reflection physics than most modern AA games

Explain this /v/
>>
>>388751439
what game is it
>>
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>>388751439
>reflection physics
OP is retarded, next thread
>>
>>388751764
Bleach Brave Souls.

Its decent and its one of the few gacha games you can play without needing to buy premium currency because of the amount they give through missions
>>
>>388751912
Yes, Reflection physics.

Tell me, what modern games have mirrors that accurately reflect not only the player, but their actions and movement in a mirror image?
>>
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>>388752113
>Yes, reflection physics
No, a second render from a different coordinate.

You're a moron
>>
>>388752456
How do you know real life reflections arent just God rendering you from different coordinates?
>>
>>388752113
because it's really expensive, rendering-wise, unless you can make it so:
1. mirrors will never reflect each other
2. mirrors will never take up a significant portion of screen space, and
3. you're not doing any heavy processing while rendering a mirror
basically it's re-rendering the scene for each mirror you see from its perspective, so any strain you put on the hardware will be multiplied by the number of mirrors in view. this isn't a big issue in this mobile game you're looking at because the mirrors are like 100x100px, the distance from the mirrors being fixed/limited, and it having pretty simple scenes to begin with. in any first or third person free-moving camera, no such guarantees can be made, and you can usually put those resources to better use elsewhere
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>>388753076
This, OP confirmed for retard.
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>>388752616
Because real reflections are a result of making a surface that allows photons to bounce off of it at a consistent angle without scattering? Pic related would be nigh fucking impossible to accomplish in a game engine, because light is complex as fuck, and the "best tech" is made by finding the cheapest way to approximate/cheese how light behaves irl
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um, no
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>>388753490
Is it photons? Or God
>>
>>388753490
What does the game engine have to do with it?
All you need is support for real-time ray-tracing
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>>388754123
>All you need is support for real-time ray-tracing
...which is super expensive. there's a reason that raytrace lighting is generally reserved for tools like renderman, redshift, cycles, and other '3d production' renderers - because people using those tools can sacrifice time and power for a better image. games cannot, as most players don't have quad-SLI Titan X's, and as such, must settle for prebaked shadows, cubemaps, and similar methods of approximation
>>
>>388751439
That's not a true reflection, they just took the current frame, flipped it and rendered it as a texture.
It's effectively a TV screen showing what the player currently sees, like the ones by the side of the track in mariokart
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>>388755470
nope, it's a rendering from a camera at the position of the mirror
>>
>>388753490
>Set projection matrix to a cylinder instead of standard for the refection render target draw pass.
Easy.
Now a more complex shape would require raytracing but a cylinder is easy.
>>
>>388754123
this fucking idea guy
>>
>>388755043
Yeah but game engines will support it once mainstream GPUs do
There's already dedicated ray-tracing cards
>>
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>>388751439
Uncharted 4 has mirrors

Also that's an on rails camera game where the Devs can guarantee the mirror will never be more than a few hundred pixels on screen
>>
>>388751439
It's just a shadow
>>
https://www.youtube.com/watch?v=jn9_VqnuQpk
>>
>>388756317
He's talking about the intersection mirrors
God my fucking town could use those
>>
>>388751439
That's just a cubemap reflection lol
>>
>>388756590
>t. I talk out of my ass on 4chan because I can
it's rendering the scene from a different angle at a lower resolution. cubemap projection would be hi-res, but not show any gameplay objects (or at least they wouldn't look as hi-res as the static background)
see >>388755692
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>>388756253
such an amazing accomplishment. meanwhile, doom 3 had working mirrors back in 2004 and actually used one for a nifty scare
>>
>>388756846
>cube maps cannot be updated while the game is running
>>
>>388751439
>its the "i dont know how mirrors work in video games" episode again.
>>
>>388757287
show me an example, will eat socks
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The game has a decent amount of lewd tits in their character sprites despite using the censored american pictures for cutscenes
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>>388757418
uh, you can render directly onto textures, sweetie
>>
>>388757638
congrats, you've written a post that highlights your arrogance while providing 0 substance.
again, if you show me a released game that utilizes real-time updating cubemaps that doesn't look like shit, then I'll eat my fucking words
>>
>>388754123
>All you need is support for real-time ray-tracing
:^)
>>
>>388757521
>sprites
>clearly 3d models

wut
>>
>>388758481
PowerVR hardware can do it already
>>
>>388758732
Thats just during specials. During regular combat, its "3D" Sprites
>>
>>388758781
Any sufficiently expensive hardware can run any sufficiently constrained approximation.
Doesn't mean shit for the market.
Thread posts: 37
Thread images: 10


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