Why is it so fucking hard for video games to include mirrors?
Its fucking 2018 almost and still 90% of the games, even the uber duper super high quality epic graphic AAA games mostly still put mirros with no reflection in their games
Why is it so fucking hard for video games to include mirrors?
a mirror basically means you're rendering the scene twice. if that means the performance tanks, then the mirror has to go
If games could do this 15 years ago, there is literally no reason for a high-budget AAA games to cut it out in fucking 2018
well i guess they must be doing it just to piss you off, then
There's a working mirror in the Odyssey, Nintendo wins again baby.
It essentially doubles the resources taken. Doing it 15 years ago doesn't mean shit because it's multiplication of base resources used, not a static addition.
Games 15 years ago had significantly less complex graphics, lighting and environments so mirrors weren't such a hard hit on the performance
15 years ago, the games was still pushing the hardware without the mirrors.
Or did you think games ran at 400FPS on the hardware from the time the game was made?
>games 15 years ago
Which ones? I guarantee they weren't pushing the hardware to max, which allowed them to waste resources on something stupid like mirrors.
>Or did you think games ran at 400FPS on the hardware from the time the game was made
They did. We just couldn't tell because humans can't distinguish past 30
Nuke Dukem 2D
>a mirror basically means you're rendering the scene twice
stop spreading bullshit retard
Games 15 years ago were running on much less powerful hardware.
There is no excuse for the lack of mirrors in modern games, it's just laziness or a lack of caring, or both.
It didn't need to render double, it render what you look at, and when you look through the mirror it renders what's in the mirror, not both.
It's the same way a game hides models when they are out of sight.
>mirrors
Instead of literally reflecting the game world, most mirrors are actually just windows where you can see clones of assets. Including player character.
This.
Who the fuck cares, dork
Not that user, but I am a graphical programmer. Legitimate reflections require iterative re-rendering of a scene from a different perspective to display on the reflective plane. There are techniques like screen space reflections which are more efficient and produce a reflection like effect for water surfaces and shit, but true reflections are computationally expensive.
Modern games manage this shit by downgrading the quality of the second rendering, or using clever trickery. A lot of old games with good mirror gimmicks had mirror boxes in geometry, past the area of the mirror was actual scenery.
Here comes the retarded branch of Sup Forums who think they know everything about programming games and think that games don't have mirrors in them simply because the developers didn't think of the same solutions that are brought out on Sup Forums every single time this thread is made. It's just obnoxious to read the comments of people who have no experience working on games weigh in as if they have any real insight on how the game engine works and that they really should have just had another room with a copy of the characters in that mirrors the player!
>that they really should have just had another room with a copy of the characters in that mirrors the player!
So why don't they do this?
It's the other way around, it was much easier to render it in games a while back than it is now for Super Hi-Graffixx AAA games, and that difficulty quickly increases even further if there are more than a few characters or other complex meshes in sight.
>AAA devs can't do this
Games are already capped at 30 making them render twice the polygons in every room with a mirror would make it literally unplayable.
Keep buying those 4k machines goy, maybe in 25 years 60 fps will be standard.
I don't work on games and I'm not going to pretend I do, but there is obviously some reason that developers aren't following this same method that everyone on Earth has known about since mirrors have existed in videogames. It's the most simple solution that people would imagine independently to replicate a mirror ingame, and probably the first result you would get if you google a worded problem for it, so the issue is clearly more complicated than Sup Forums thinks it is.
If I had to guess, I'd imagine it's something to do with the lighting systems in games now where it would either look like garbage or run like shit to have to render a double of everything for this "copy room".
Actually, I dont remember a lot of mirrors in any games I played.
usually if there was a mirror it was in a small area where the mirror was the focus of the room. Those areas usually used the mirror world method everyone knows about.
But im pretty sure no dev is that much of a madman to take the time and make functional mirrors for giant open worlds. I'm almost certain that theres some kind of rendering involved because it's definitely just not some video on the wall.
t. EA pr team
So in games with mirrors, there's a clone of you doing everything that you do in some sort of mirror dimension?
No, that's just the lazy way some developers do it.
If it works then what's the issue? It sounds like a fairly simple and elegant solution
It restricts the areas where mirrors can be placed because it requires double the space of anything that can be seen in the mirror.
Then that depends how the mirrors are used in the game, if they are used in fairly small interior environments (like where most mirrors are) then it's probably going to be fine and there's no reason to create a novel solution when the application doesn't require it.
It's not lazy to use simple solutions to things.