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Joined 2 years ago
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Cake day: July 21st, 2023

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  • i just wish it wasn’t the general direction the industry had decided to push things.

    it’s become the expected norm. it’s the performance metric games are optimized to hit now, and it’s far from prefect.

    i was just playing red dead 2 yesterday with dlss and i was legitimately struggling to do some things due to the artifacting. like there are some small missions and challenges that require you to find and shoot specific tiny birds with a bow, but dlss struggles with small things flying across a dynamic background. the birds would literally fade in and out of existence.

    same thing with trying to snipe distant heads. the little red fatal zone indicator would ghost like hell and fade in and out.

    like, it may be better than needing to drop your resolution, but it still kind of sucks sometimes.






  • thedirtyknapkin@lemmy.worldtomemes@lemmy.worldPersonally I prefer SI units
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    2 months ago

    don’t forget the shame. the wrongness of it is very much part of it. like, most people think feet are kind of gross, so it feels taboo to like them. taboo is one of the strongest things in fetishes. “this is so wrong/dirty” is a powerful thought for the horny mind.

    honestly, if/when society becomes more accepting of foot fetishes i bet that will actually decrease the number of people that have one. if society stops shaming them it likely won’t get them off the same way.



  • thedirtyknapkin@lemmy.worldtomemes@lemmy.worldAI memes suck
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    2 months ago

    that implies it’s the corporations that make art. the idea of art coming from corps is already a gross injustice to artists, but at least they can get paid a little. to take away what they do entirely for something that literally only remixes existing art from past and present artists is one of the darkest things we’re coming to accept in our late stage capitalist society.

    we simply do not want artists anymore. we’d rather the machines preform every task that’s worth doing so that we can all go slave away at manual labor as human labor continues to get cheaper than machines.











  • their point is that this is a game with maybe 50 still image assets and absurdly simply gameplay. it could be like 2MB, but it was likely built on preexisting assets and code that don’t try to be lightweight.

    the point is that 10 years ago the exact same game would have been like 25MB at most. I’m not familiar enough with the changes in the tools used by Indy devs in the time, but my guess is that it’s where you’ll find the reason.