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."
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.
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.
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.
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.
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