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Rendering a Frame of Deus Ex: Human Revolution

An anonymous reader writes "Video games are among the most computationally intensive applications. The amount of calculation achieved in a few milliseconds can sometimes be mind-blowing. This post about the breakdown of a frame rendering in Deus Ex: Human Revolution takes us through the different steps of the process. It explains in detail the rendering passes involved, the techniques as well as the algorithms processed by a computer — 60 times per second."

81 comments

  1. No Multiplayer.......... by Anonymous Coward · · Score: 0

    No multiplayer, yet critics praise the game's social interaction. Critics are on crack, and they pay for that crack with good reviews, the shameless whores.

  2. Re:forget the gameplay! by beelsebob · · Score: 2

    Right, it's not an interesting technical problem to render a scene with lots of interesting lighting effects. No one would ever want to read about that, because game play is more important.

  3. Bad form.... by x0ra · · Score: 0, Offtopic

    The page is particularly annoying, especially the frame autoplay which gives strictly no control to the viewer to shorten the delay between the rendering stage... Too bad a website fails to pass its message due to a piss poor implementation...

    1. Re:Bad form.... by Anonymous Coward · · Score: 1

      It stops if you mouse over it.

    2. Re: Bad form.... by Anonymous Coward · · Score: 0

      My phone doesn't have a mouse.

  4. Re:forget the gameplay! by Anonymous Coward · · Score: 0

    A person can be enthusiastic about games and spend time and money on buying games, playing games, reading about games, and thinking about games, and yet that person will never be a gamer, unless that person is obsessed with graphics. Because gamer doesn't mean gamer. Gamer means elitist graphics nerd.

  5. Sounds hard by Kohath · · Score: 1

    Let's outsource the boss fights.

  6. Re: forget the gameplay! by Anonymous Coward · · Score: 3, Insightful

    Omg I've landed on you tubes comments pages - and to think I thought I was being linked to a tech site

  7. Vents by ehiris · · Score: 4, Funny

    Didn't know it takes that much to render the inside of vents.
    That game was played by finding vents and going through them.
    The police station mission was cool but the rest, vents, and more vents.

    1. Re:Vents by Coren22 · · Score: 2

      I guess it all depends on your play style. I spent nearly no rime in vents, but I prefer combat.

      --
      APK likes to ask for responses to the same things over and over. Maybe he just likes the responses?
  8. Best part by Anonymous Coward · · Score: 0

    The best part? All that rendering and the game still looks like shit. Probably has to due with too much brown and too many objects (like the weapon) being bland metallic round.

  9. Re:forget the gameplay! by Anonymous Coward · · Score: 0

    Unless you talk to those that are interested in competitive games. Then you get called a non-gamer if you have anything above the bare minimum.

  10. Wow by ledow · · Score: 3, Interesting

    Over 500 draw calls per frame. I've only ever tinkered in basic OpenGL stuff, but does that seem like an awful lot to anyone else? I was always told to reduce draw calls and to use the newer OpenGL features as they were able to batch commands on thousands of vectors, etc. (or are we talking about different types of draw calls?)

    Especially as a lot of the work is done in shaders and shared between passes according to the article?

    Wonder what kind of texture etc. bandwidth that's pushing.

    1. Re:Wow by fleeped · · Score: 4, Informative

      No, 500 draw calls per frame is not *that* much. The majority of the calls are for different materials: For your toy project, that won't be a lot. For an AAA title, it's more like hundreds of material combos.

    2. Re:Wow by Anonymous Coward · · Score: 1

      500 per frame isn't even much. Based on some apitrace runs I've done, MMOs can easily hit a few thousand draw calls and 10k+ API calls total per frame.

      There's just that many things visible at once and batching the work is hard because of unique object graphics and legacy APIs used to support as many legacy Windows systems as possible.

      Intel must love these games --- no AMD CPU is going to run them well when half the work is in a single thread managing a bloated graphics API's state.

    3. Re:Wow by Wootery · · Score: 1

      Precisely what Vulkan and the new Direct3D hope to address.

    4. Re:Wow by Anonymous Coward · · Score: 0

      And what OpenGL never had a problem with.

      DX took the idea "Thread management is hard, so you can't do it"
      OGL took the idea "We have to have threading, so we let you do it, and if you fuck up, you fuck up".

      And now that Windows and games are getting *serious* about making their products multithreaded, AMD, who had always had an advantage over Intel with their motherboard and chip designs, won't gain because Intel are *finally* looking at their damn motherboard to segment the chips properly so they don't choke each other on shared resource contention.

      I have to wonder if the lack of movement on proper multi-CPU support has been aided and abetted by Intel.,,

    5. Re:Wow by Anonymous Coward · · Score: 0

      Slashdot's army of armchair devs are a riot.

    6. Re:Wow by Anonymous Coward · · Score: 1

      500 draw calls per frame is tiny. This is actually a rather boring scene -- it's indoors, you don't need to render anything outside the walls (save for the room through the glass window in the back), and even then the scenery is somewhat sparse. In open world games or any game with a detailed horizon, this blows up to many thousands of draw calls per pass (so 10k+ for frame).

      Graphics pipelines are pretty good at stomping through draw calls as long as you don't make expensive state changes (e.g. changing blend modes, shaders, render targets, textures, etc..) in between. Which state changes are "expensive" from graphics card to graphics card, but without these state changes the most expensive part is the potential cache miss (which is often hidden) at the start of the new draw call. In general, a good deal of effort is put into minimizing state changes, especially the expensive ones, and not much effort is really put into minimizing draw calls (unless it truly becomes a bottleneck, like drawing hundreds of thousands of individual rectangles, each with a draw call, for some sort of dazzling UI effect).

      > Especially as a lot of the work is done in shaders and shared between passes according to the article?
      Aye, this isn't deferred rendering, but it has deferred steps in a pretty common multipass scheme. One of the big wins for doing this is deferred lighting. One of the passes mentioned is where they render the contribution from non-directional lights (e.g. point lights, spot lights, but not sunlight). Imagine you've got the scene of a city and you're looking out over the top of a building. How many point and spot lights would you have? Thousands? In a renderer where the contribution of all spotlights is considered in one pass, the same pass that outputs the final color for a pixel, each pixel produced by a drawcall must consider any light that intersects the volume being rendered. This amount is commonly 20 lines and often more -- that's a lot of lights to burn time for on every pixel, each light's calculation can be nontrivial, and the worst part is most the time a specific won't change the pixel color! If you defer this computation into a light buffer, you can draw the lights directly, each one once and where it's far more likely to be noticed. However, to do this you'll need to know the depth information (so you can compute where the pixel is vs. where the light is) and normal (so you can compute how much the surface is catching the light) -- both of which you generate in one pass. You're basically trading computation time for memory bandwidth, but the magnitude of computation time for the lighting effects you want is so severe it's almost always worth it.

      And since we've got a depth buffer anyway, the screen space ambient occlusion (SSAO) can be performed at this stage. This is advantageous so we can treat it like a shadow instead of kludging it into a full-screen effect later where it might just simply dim pixels. (This would cause funny things like ambient occlusion + shadows being even darker than shadows.)

      Also, since we're computing SSAO (which is likely a full-screen effect) before the main pass anyway, we might as well compute the final shadows while we're reading in the depth buffer information already (which can be done in the same full-screen effect).

      > Wonder what kind of texture etc. bandwidth that's pushing.
      They're showing things like "FXAA" taking a very short amount of time. FXAA is fast, but it's not a trivial operation. Supposing the cost of FXAA was just reading some data and shoveling it into another buffer, we can do some math: their FXAA length is about 0.7% of their total 60fps bar on their graph which works out to .0001167 seconds. Assuming they're rendering 1080p, that's 1920*1080*3 bytes per low dynamic range color buffer. (5.93MB) That works out to about 50GB/s. FXAA seems to take about twice the length of simple copy operation (and their bloom operation seems to be a little more than half of their FXAA time), so double that to 10

    7. Re:Wow by gl4ss · · Score: 1

      of course they do that.

      if you drew 1 triangle / draw call or old school like that, just the hand in the scene would exhaust 500.

      --
      world was created 5 seconds before this post as it is.
    8. Re:Wow by Anonymous Coward · · Score: 0

      You can now batch up your draw calls fairly well with newer versions of OpenGL. using glMultiDrawElementsIndirect or glMultiDrawArraysIndirect with gl_BaseInstanceARB in the shaders to get per indirect draw parameters. I have started a renderer with this but its not yet mature enough to compare with anything.

    9. Re:Wow by friesofdoom · · Score: 1

      We are up to 7000 draw calls being just about OK on the ps4/xbone.

  11. perspective by Anonymous Coward · · Score: 0

    Video games are among the most computationally intensive applications.

    On a desktop machine. I would say you earn the "amont the most computationally intensive" badge if your calculation needs 2048 cores or so to become practical.

  12. Re:forget the gameplay! by Anonymous Coward · · Score: 1

    People who work on games will find it interesting. I know I did.

  13. Frames by Darinbob · · Score: 0

    I almost never run anything at 60fps. Saying you need it that fast is like saying you need gold plated ethernet cables to connect your stereo components or you can hear distortion.

    1. Re:Frames by fleeped · · Score: 4, Informative

      So you can't tell the difference between movie and home video? Source for you, in a any case:
      http://www.100fps.com/how_many...
      Whatever floats your boat: I can personally see difference of 60fps to less, and I quite like 60fps.

    2. Re:Frames by Anonymous Coward · · Score: 0

      If you can't see when something is not above 60 fps, more power too you, you'll save a lot of money, but it's not at all like having gold plated ethernet cables. It's not a faintly almost imperceptible thing. It is like night and day. It's easily tested blind. Now that's on a display that is actually running at 60Hz. When adding nVidia's g-sync to the mix, it's not as easy to tell.

    3. Re: Frames by Anonymous Coward · · Score: 0

      Easily treated blind, eh? Not sure about that....

    4. Re:Frames by Kjella · · Score: 2

      What's annoying is that none of these sites seem to give a straight answer to how many frames per second we can actually distinguish. Yes, even an extremely short flicker of light is detectable but can we notice the difference between a 60 fps and 250 fps video? Here's my proposal:

      1. Get some *extremely high* fps footage, for example the Phantom Flex4K can do 1000 fps for 5 seconds.
      2. Make interpolations that play at normal speed, like:
      7 -> 1 frame for 142.8 fps
      8 -> 1 frame for 125 fps
      10 -> 1 frame for 100 fps
      12 -> 1 frame for 83.3 fps
      14 -> 1 frame for 71.4 fps
      16 -> 1 frame for 62.5 fps
      20 -> 1 frame for 50 fps
      25 -> 1 frame for 40 fps
      32 -> 1 frame for 31.3 fps
      40 -> 1 frame for 25 fps
      3. Do blind A/B tests on a 144 Hz gaming monitor set to match the video frequency. When do you stop being able to tell the difference? That's the frame rate you need to be visually transparent.

      --
      Live today, because you never know what tomorrow brings
    5. Re:Frames by Anonymous Coward · · Score: 0

      Personal preference I guess.

      I rather like the way movies and television of old used to look. The high frame rate stuff makes everything look like a live sitcom :|

    6. Re:Frames by Anonymous Coward · · Score: 0

      Can I tell the difference between 60 and 250? Absolutely. Heck, I can tell the difference between 60 and 75 fps, and can identify a frame rate below 100 pretty readily if things onscreen are moving quickly. That's the rub, though. If I'm watching something that was intended for viewing at 24fps, with objects on screen constrained to not move too quickly, it looks smooth enough. If I'm watching something that has a lot of fast motion, that same 24fps feels jerky.

      I'm a former gamer. Back in my single days, I could hold my own pretty well, but between family life and work life, I have little time to devote to gaming, and can no longer keep up with the younger crowd that can spend hours a day in front of the screen. When I was gaming regularly, I couldn't stand playing at less than 100 fps. I was heartbroken when my beautiful 21" CRT finally died, and I had to switch over to an LCD. Sure, the LCD had a beautiful crisp picture, but it couldn't handle more than 75 hz refresh, and even at that, had horrible response time compared to my CRT. I'm very glad to see that some of the modern flat panels are finally able to push 100-plus FPS without horrible smear.

    7. Re:Frames by Kjella · · Score: 1

      Can I tell the difference between 60 and 250? Absolutely. Heck, I can tell the difference between 60 and 75 fps, and can identify a frame rate below 100 pretty readily if things onscreen are moving quickly. (...) When I was gaming regularly, I couldn't stand playing at less than 100 fps.

      Games don't have natural motion blur, if I throw a ball in front of the camera it'll travel during the 1/24th second and leave a smear while a game rendered at 24 fps will have the ball jump in discrete steps like filmed with a strobe light. The easiest way to fix that is to render more frames so the steps become smaller and a better approximation to reality's infinitely smooth motion. What you're measuring isn't how important the frame rate is for the display, but how important the sampling speed is for the simulation. For example if you modeled a realistic camera flash you'd probably need to render at 1000+ FPS to catch the flash going off. Of course that would be a stupid way of doing it, but that's why fps in games don't really say anything about how many fps you need for video.

      --
      Live today, because you never know what tomorrow brings
    8. Re:Frames by Darinbob · · Score: 1

      Context matters a lot here. When I see a good frame in a game, I am not moving so everything looks great. But that's for the sort of games I have. 30fps is definitely good enough for lots of things, in an MMO 15fps is probably good. However I guess for testosterone fueled shooter games that higher FPS makes a difference just because the view point is changing so rapidly.

      Basically I can't see the problem with 15-20fps unless I take the mouse and jiggle it back and forth rapidly, which is something never done in the games I play. But for those kids on the shooters they do that all the time, but then they're spending tons more on their computers than I would ever dream of.

      A big problem is lack of motion blur there, not necessarily the frame rate. Which is why TVs could run at a slower frame rate and with interlacing and you'd rarely notice it unless it was a fast paced sports game. But in a game the realism is just not at the point where the frame rate should matter, the extra realism isn't present even in a still frame. A bigger problem for me is hitching, which has nothing to do with frame rate but I have noticed online that a lot of players confuse hitching with having a substandard video card.

    9. Re:Frames by Anonymous Coward · · Score: 0

      That is a very poor analogy. Gold plated ethernet cables don't improve sound one bit, whereas 60 fps in a game is very noticeable.

      If a game isn't running at 60 fps, it causes all sorts of problems, from looking jerky/stuttery to input lag and reducing input precision.

      I'm thinking either you are playing old games that were designed around low framerates or your eyes are just shit.

  14. Re:forget the gameplay! by Anonymous Coward · · Score: 0

    Gameplay? You think games are about gameplay? Stoner! Your type may finance my hobby but my love for shaders, polygons, wearable displays, and GPUs defies your petty indulgences. Rendering is where money intersects with math. It's cocaine for nerds. Fucking "gameplay", are you kidding me?

  15. Re:forget the gameplay! by RogueyWon · · Score: 4, Interesting

    I'd have more sympathy with you if the new-releases list on Steam these days wasn't completely buried by "retro 8-bit style" indie roguelikes which look dreadful and usually play that way as well.

    These days, I've gone beyond "it's not the graphics that matter, it's the gameplay" to "they both matter, seriously". The former has become a go-to excuse for lazy development.

  16. Re:forget the gameplay! by dunkelfalke · · Score: 4, Insightful

    This is Deus Ex we are talking about so the gameplay is good by definition. Even the shitty Invisible War was better than most of other similar games of the period.

    --
    "It's such a fine line between stupid and clever" -- David St. Hubbins, Spinal Tap
  17. Re:forget the gameplay! by Anonymous Coward · · Score: 1

    Pretty sure quantitative analysis is where money intersects with math.

  18. Re:forget the gameplay! by Cederic · · Score: 1

    Gameplay is king, but the game mechanics are relatively trivial to write.

    Graphics are fluff but damn there's some serious engineering involved.

  19. Re:forget the gameplay! by microTodd · · Score: 1

    Ha, good point! I didn't think IW was that good yet I played it to completion (which I don't do very often with games) so it must have been good enough.

    The problem, other than the console-itis, was that the original DE was SOOOO good, it would have been hard to step into those shoes.

    --
    "You cannot find out which view is the right one by science in the ordinary sense." - C.S. Lewis on Intelligent Design
  20. What? by Lunix+Nutcase · · Score: 3, Insightful

    Video games are among the most computationally intensive applications

    This is a joke right? Simulating fluid dynamics, simulating weather patterns, finding large primes, factoring primes, etc. are all far more computationally intensive. And that isn't even close to an exhaustive list. Rendering a video game is kiddy stuff in comparison.

    1. Re:What? by westlake · · Score: 3, Interesting

      Rendering a game is kiddy stuff...

      --- until you are expected to believer a theatrical quality experience while running a game on hardware costing no more than $500 retail list.

    2. Re:What? by Anonymous Coward · · Score: 0

      [d]eliver a theatrical quality experience while running a game

      Video games are not theatrical films. If you want to sit on your fat ass and watch eye candy while you stuff your face with mouth candy, go to a fucking theater.

    3. Re:What? by Lunix+Nutcase · · Score: 0

      If it can be done on $500 consumer hardware it's not computationally intensive.

    4. Re:What? by Anonymous Coward · · Score: 2, Funny

      This is a joke right? Simulating fluid dynamics, simulating weather patterns, finding large primes, factoring primes, etc. are all far more computationally intensive.

      Errr... factoring primes is one of the least computationally intensive problems possible. The factors are always 1 and the number itself. I think you meant finding prime factors.

      In any case you are being a bit pedantic. It is clear that the author was referring to computationally intensive retail software running on commonly available retail hardware. There is no mass-market for weather forecasting software or fluid dynamics simulators.

    5. Re:What? by Anonymous Coward · · Score: 0

      Clearly the GNU Project needs some weather forecasting software. For the Freedom! Why trust anyone to forecast weather for you, when you can forecast your own weather?

    6. Re:What? by Anonymous Coward · · Score: 0

      Actually, I heard that weather forecasting software was being built into systemd next patch.

    7. Re:What? by Anonymous Coward · · Score: 0

      Back in my day, the joke was emacs. Systemd is the new emacs.

    8. Re:What? by drinkypoo · · Score: 2

      Video games are among the most computationally intensive applications

      This is a joke right?

      Barring being taken over and being used as part of a botnet for grinding out cryptocoins, the most computationally intensive program most people's computer will ever run will be a video game.

      --
      "You're right," Fisheye says. "I should have set it on 'whip' or 'chop.'"
    9. Re:What? by Ungrounded+Lightning · · Score: 1

      Errr... factoring primes is one of the least computationally intensive problems possible. The factors are always 1 and the number itself. I think you meant finding prime factors.

      I'm sure he means "factoring the PRODUCT OF large primes".

      It's an easy slip to make. (I've done it myself. B-b )

      --
      Bantam Dominique roosters crow a four-note song. Once you've heard it as "Happy BIRTHday" you can't NOT hear it that way
    10. Re:What? by gl4ss · · Score: 1

      yeah so how much does normal folk use their cpu/gpu time for that? they don't. furthermore, having latency on the results is expected in those.

      but the games use all the resources available quite often, due to you wanting to run them at as high settings as the computer permits.

      --
      world was created 5 seconds before this post as it is.
    11. Re:What? by phorm · · Score: 1

      A lot of the real-world tough stuff can apply to video games (but often doesn't because as you say, it's computationally hard to do realtime). However, some stuff like physics modelling did start to take off when it finally got adopted in games. Similarly, a lot of fluid dynamics/simulations are being looked at to improve game realism (which is useful for stuff from water flow to realistic body movement such as fat, breasts, or buttocks).

    12. Re:What? by Anonymous Coward · · Score: 0

      I think it's a slip-up somehow based on the English language, as opposed to math concepts.

      For example, "cleaning windows" generally means "cleaning [the] windows" as opposed to "cleaning [with] windows", although with deliberate thought both are kinda-sorta plausible.

      Similarly, "factoring primes" also has ambiguity, between "factoring [the] primes" and "factoring [for] primes".

    13. Re: What? by Anonymous Coward · · Score: 1

      Wait, a fucking theater? OMG are they really a thing? Holy shit, I'd love to go to a fucking theater, that would be awesome!

      Where can I find one? Are the girls good looking?

    14. Re:What? by Anonymous Coward · · Score: 0

      They're the most computationally intensive applications that particular hardware is ever gonna run. Satisfied?

    15. Re:What? by Anonymous Coward · · Score: 0

      You have absolutely no idea what you're talking about.

    16. Re:What? by Anonymous Coward · · Score: 0

      That's because $500 is intentionally crippled to force professionals to pay for matching "professional" hardware. Market segmentation at its best.

  21. Re:forget the gameplay! by Ksevio · · Score: 1

    I have to agree- especially with all the low cost or free (as in beer to an extent) engines out there now, too many games seem to be going the 2D 8 bit style. Even the 2D can be ok, but at least spend a little more effort to make some HD graphics. A lot of late nineties flash games had better graphics.

  22. Re:forget the gameplay! by gl4ss · · Score: 1

    well that and the bugs.

    pretty crappy though that it had console-itis, yet was slow on computers vastly more powerful than the xbox.

    still, played it through... but the inventory system.. damn.

    --
    world was created 5 seconds before this post as it is.
  23. Re:forget the gameplay! by Anonymous Coward · · Score: 0

    Suck on my massively rendered dick!

    [rend]
    verb (used with object), rent, rending.
    1. to separate into parts with force or violence:

    *cringe*

  24. Reddit effect? by Anonymous Coward · · Score: 0

    March 12th 2015 : Back online after Reddit killed my bandwidth with 30,000 visits in the last hours.

    Poor guy will get another beating.

  25. Instructive to see how far we have come by EmBeeDee · · Score: 2

    I love reading this stuff. I remember, back in the days of Amigas and Atari STs where I cut my 3D-programming teeth, it was a struggle simply to render each pixel of the frame buffer once, even at a juddery 10fps. Shadow maps! Bloom effects! Even the supercomputers couldn't do this stuff in my day, or would take hours of rendering time. A little bit sad that I left this world just as computer power started to make it interesting. Mind you, I think the most impressive 3D game of all time, in terms of getting the maximum from the minimum hardware, is still Revs for the BBC Micro. How Geoff managed to get that little old machine to render solid 3D I do not know.

  26. Re:forget the gameplay! by Anonymous Coward · · Score: 0

    I've seen this complaint often, but I don't get it. Do you complain that your chess pieces don't convincingly imitate actual peasants and aristocrats? Or that your monopoly board isn't really an immersive cityscape? The resolution of the game pieces need only to be detailed enough to communicate what they are and how they can be used. Anything more is just flavor. Flavor is nice for immersion, but hardly indispensable.

  27. Re:forget the gameplay! by praxis · · Score: 1

    That would be "rended". Rendered is something different: molten, melted.

  28. Re:forget the gameplay! by DNS-and-BIND · · Score: 1
    So, because of a temporary trend, we should throw away one of the foundations of gaming as a recreational activity? WTF? You know what lies down that path, right? We've been there before. It sucks ass down there.

    "Arborea was covered in several Amiga magazines, which predictably focused on the graphics, sound, and music rather than the actual gameplay elements. (The May 1991 review from CU Amiga begins by giving thanks that "the days [are gone] when a role-playing game meant little more than a great leap of the imagination, a plot with trolls and gameplay along the lines of a special maths paper." You want to know when RPGs started getting "dumbed down"? This is it, right here.)"
    -- The CRPG Addict, http://crpgaddict.blogspot.com...

    --
    Shutting down free speech with violence isn't fighting fascism. It IS fascism!
  29. Re:forget the gameplay! by RogueyWon · · Score: 1

    And yet... I have had masses of fun over the last 6 months with Farcry 4, Dragon Age 3, Alien Isolation and Forza Horizon 2. Big, AAA technical-powerhouse games. And all of them more enjoyable than anything I've seen come out of the indie-sector.

    It is a commonly-held myth - but a myth nonetheless - that good graphics and good gameplay are mutually exclusive.

  30. Re:forget the gameplay! by Anonymous Coward · · Score: 0

    Graphics contribute to gameplay. How fun and immersive do you think Deus Ex would be if it were done with Atari 2600 graphics?

    Answer: Not very.

  31. Re:forget the gameplay! by Anonymous Coward · · Score: 0

    Invisible War had good stealth gameplay, but they fucked up on the rest. Universal ammo was just idiotic, the non-permanent biomods meant players never had to make any real choice and the tiny maps meant almost constant load screens (you can thank the crap controllers, low IQ demographics and specs of consoles for those).

    Invisible War is at least worth a playthrough for the story.

  32. Back in my day, emacs contained systemd by Anonymous Coward · · Score: 0

    Back in my day, emacs contained systemd, or at least all of its useful functionality.

    Now, Get The Fuck Off My Linux, systemd!

  33. Re:forget the gameplay! by Cochonou · · Score: 1

    Have you played Samurai Gunn ?

  34. Re:forget the gameplay! by RogueyWon · · Score: 1

    No, but I just looked at its Steam page and it looks like yet another pseudo-8-bit sprite art game. Local multiplayer oriented... no singleplayer to speak of and, looking at the trailer, nothing particular gripping about the concept either. Not interested.

    I'll stick to Farcry 4 and Tokyo Twilight Ghost Hunters for now, until Bloodborne comes out in a couple of weeks.

  35. Re: forget the gameplay! GNAA NIGGER FELCH NIGGER by Anonymous Coward · · Score: 0

    Indeed, a fine candidate for the GNAA. Great article though - a rare event on slashdot. It should be taken more seriously.

    -jcr

  36. Re: forget the gameplay! by Anonymous Coward · · Score: 0

    No that would be renderdick. Gameplay for you and your boyfriend. Fuck gayming. It's nothing but a shitwad of violence. You friggin douchebags should go play army for real and then if you survive get a life. You might actually be a productive member of society one day instead of worrying about your fantasy role playing scores. Douchebags.

  37. Pretty amazing but who stole all the colors? by johncandale · · Score: 1

    Pretty amazing, Really. But why does it still look worse then a modded eldersign? Now that is so impressing shit. Also, who stole all the colors? The death of PC gaming was herald by brown and tan in every game.

  38. Re:forget the gameplay! by Anonymous Coward · · Score: 0

    But you know what would be a lot better than the graphics in those games? If they had bothered to fix bugs and performance issues. Or bothered to make them fun.

    They might not have sacrificed game-play for graphics in all of them (debatable), but they definitely sacrificed stability, performance, interesting characters, and immersion in other ways. Farcry 4 has frame rate drops on a Titan Black, and is essentially the same game as farcry 3. I call that a sacrifice, no improvements to the game style? Still full of empty useless characters? Same boring shit. Watchdogs sacrificed huge amounts of the original gameplay ideas so they could work on their stupid graphics engine.

    Dragon Age Inquisition has a shit quest system that basically mimics the nonsense from World of Warcraft. "Go get me X items," and that is because they spent so much time building a giant graphically impressive open world that they didn't have time to actually make something interesting to fill it with. Fucking boring, stupid shit.

    I've had far more fun with Wasteland 2, which looks like a top down game from the late 90s, than with any of the big budget games I've played in a long time.

  39. Re:forget the gameplay! by Anonymous Coward · · Score: 0

    It looks like a shitty Teeworlds rip-off. Why pay for something like that when Teeworlds is free, open source and a better game?

  40. Re:forget the gameplay! by Anonymous Coward · · Score: 0

    Modern day video games are a lot more complex than Chess. Chess also doesn't try to put players into another world, it's just a simple, strategic board game.