The monkey’s paw curls. New AAA games now feature thousands of individual rock models, among other labor- and space-saving measures being forgone in favor of realism. The game is 400 GB and the devs have worked 110 hours per week for the last 3 months
There was a game that came out a few years ago that scanned in most of its rocks for photorealism. I can’t recall the name. EA was the publisher, I think?
Tons of games do that now. Usually they get scans and models from other companies, like Quixel Mega scans. It makes for a relatively fast workflow. Pretty much any photo-real game is doing something like this, it’s just more affordable than paying people to digitally sculpt rocks by hand.
Setting aside that asset production is genuinely one of the most expensive parts of game dev, if they’re smart they can use some clever GPU instancing to improve performance by reusing assets
You want them to pay to design TWO ROCKS??? What are they, billionaires???
The monkey’s paw curls. New AAA games now feature thousands of individual rock models, among other labor- and space-saving measures being forgone in favor of realism. The game is 400 GB and the devs have worked 110 hours per week for the last 3 months
All you did was describe the current sad trajectory of AAA games anyway.
Thought he was describing CoD lol
There was a game that came out a few years ago that scanned in most of its rocks for photorealism. I can’t recall the name. EA was the publisher, I think?
Tons of games do that now. Usually they get scans and models from other companies, like Quixel Mega scans. It makes for a relatively fast workflow. Pretty much any photo-real game is doing something like this, it’s just more affordable than paying people to digitally sculpt rocks by hand.
I think the newer Star Wars Battlefront games did that.
UE5 uses mega scans of real world assets.
Why did the finger curl? Nothing changed
I should have specified. This finger curled 15 years ago
And all the 5GB worth of rocks were generated using a single Houdini script.
https://docs.unrealengine.com/5.0/en-US/nanite-virtualized-geometry-in-unreal-engine/
It’s one more rock, Michael. What could it cost, ten dollars?
Setting aside that asset production is genuinely one of the most expensive parts of game dev, if they’re smart they can use some clever GPU instancing to improve performance by reusing assets
No clue if that’s happening here, though