ITT: Video game Toilets

ITT: Video game Toilets.

you are now aware that every home in skyrim has a bucket that is used as a toilet.

but still calls 2 houses a city.

I was really dissapointed they didn't have reflecting mirrors

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Does anyone know a more interactive toilet? I'm genuinely curious.

I love these games. HD remake when?

well you can fish the dookie out of it in Duke...

I miss those kinds of details. I liked the bar as a whole, especially the fact that you could play in the arcades. The jukebox was pretty cool too.

the music is probably why the game is "out of stock" on steam, that or the licence to Coast to Coast

Yeah that makes sense. Don't fear the reaper while you're getting taken away by aliens is pretty fucking great, it's a shame this game wasn't as popular as expected. If I remember correctly, there was Judas Priest on the jukebox right?

I know barracuda by heart is on it, not sure of any other tracks

considering quake 3 could do it, i was too

There's no reason to put that much effort into something that's not gonna make much of a difference. I can understand why most companies don't do it.

>that much effort

they have reflections on the blood and a lot of other surfaces, glass wouldn't be any different. The dissapearing bodies was also a let down. I have a GPU with 6GB VRAM, let it render all the shit I ripped and tear'd dammit

The reflecting blood is probably a screen space reflection. Screen space reflections can only reflect what's rendered on the screen, which your character is not.

What's happening in Riddick is most likely having a room behind the mirror that's synced up to the room you're in. And with how lighting is done differently now compared to back when that game came out among other things it would probably be too much of a performance hit to do it that way.

Obligatory

Riddick has real time lighting, it's very similar to the doom 3 engine. I haven't toyed around in DOOM's photo mode yet to confirm if DOOMGuy is being rendered of if it's a pair of arms and a gun or not

The Doom 3 engine isn't the Doom 4 engine. I can't tell you exactly what technical issues might arise but deferred rendering already causes a bunch of other issues so it makes sense to me that it might make it more intensive to render even a single room twice, including all light sources and shaders and such.

And screenspace wouldn't work because your character is not on the screen. They can only reflect what's on the screen so at best they would reflect the character's arm (which I've actually seen happen in Crysis 3 and Thiaf) and gun.

I don't know enough about the tech though to know if you could technical "render" the entire character even if they're off screen and have that reflect though but I doubt it judging by how I've seen ssr work.

What makes it difficult to create a working mirror?

Much of it comes down to how modern engines use deferred rendering, as opposed to the forward rendering old engines use. Mirrors in forward renders is as simple as linking a visleaf back onto itself. Deferred renders have to use a 2nd camera which is much more expensive because of the need for another render target.

>No one posted the mascot toilet of video games yet

>The Doom 3 engine isn't the Doom 4 engine
oh shit

There isn't a good technique to do working mirrors. Games won't be able to "reflect" in the tradition sense until we can do ray/path tracing. What games did in the past was either create a room behind the mirror and sync it to the one you're in like here or like in MP3 where it's like a render to texture thing or something. Both probably don't work well with deferred rendering. And screen space like I said can only render what's on the screen so you can't render shit behind the player or even the player in a first person game.

Some games do have working mirrors but they're not very common and generally don't look very good because they're not rendered full resolution.

why is this game not on steam?

scroll down a bit user...

get a copy on ebay or amazon, the CD keys still work

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