this post was submitted on 04 Jul 2025
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[–] [email protected] 33 points 1 week ago (4 children)

Am I stupid? Don't a lot games look like this in real time rendered graphics nowadays? What's anon talking about.

[–] [email protected] 10 points 1 week ago

Yeah seriously, anyone can make beautiful prerendered graphics that look good running on any game system released in the past ~20 years (which is what RE1 uses). Doing in realtime is the hard part.

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[–] [email protected] 6 points 1 week ago* (last edited 1 week ago)

Devs have no say on where the budget flows and the owning corporation doesn’t care about your passion for the project.

Fortnite ranked in billions of dollars, when it looks ass good its time to wrap up to get it shipped. You can patch bugs and balancing later but we need a trailer out asap for preoders.

Also back when graphics where actually good and optimized: gameplay still > graphics

[–] [email protected] 7 points 1 week ago (3 children)

All screens were squares til like nearly 2010. Heck I have an early Nvidia GPU laptop around here somewhere with the most ridiculous looking 1:1 screen from like '08-ish.

Still peak gaming was MW3, CS, BF2-1942-2142. Back in the day, those were so good people ran successful brick and mortar businesses called internet cafés just for the masses to play those things or some oddie to hold w for hours ""playing"" WoW. Gaming sucks so bad it can't sustain a real brick and mortar business culture any more.

[–] [email protected] 2 points 1 week ago (1 children)
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[–] [email protected] 9 points 1 week ago (1 children)
[–] [email protected] 1 points 1 week ago

Comparatively, side by side it looks square to me

[–] [email protected] 15 points 1 week ago (1 children)

The golden era of cafés here was a bit earlier than that. Late Quake 3, early CS. The MMO I remember people playing by the hour to play was Ultima Online, not WoW.

Still, those were fun and don't get as much nostalgia as arcades, for some reason.

If you wanted to offer the same "we'll run these on decent hardware you probably don't have today" each seat would be like 5 grand to build and you'd need to somehow power 20-30 1000W machines running all day, so that's a bit of a challenge when everybody has high speed internet. It was easier to do that when people either didn't have Internet at all or were on dial-up modems that couldn't sustain playable games at all. The hardware you couldn't afford then was networking, which was cheap to set up and maintain for LAN by comparison.

[–] [email protected] 5 points 1 week ago (1 children)

People around me had mixed motivations in this later era as you called it. My buddies and I used cafés as a time management tool. Any of us could have built a gaming rig but we would have been on it way too much. Cafés were a destination and way to partition off gaming in our lives.

[–] [email protected] 1 points 1 week ago (1 children)

Really? Paying someone else a bunch of money to play by the hour seems like a weird way to manage your time. Plus, I knew several people who had a real problem with spending money in cafés.

I mean, it's not gambling because you weren't getting any money back at any point, but if you were leaving your Ultima Online character mining while you went to class, spending money on running a computer when you weren't even looking at it... well, I'm gonna say there are better ways to keep yourself from problematic gaming.

The way I remember it (at least where I'm from), cafés were a way for broke college students living in dorms or shared apartments with no Internet to get into online gaming, and sometimes for kids to have a bit of an arcade experience in PCs better than their crappy laptops.

In some cases it got pretty wholesome, where groups of friends would just hang out in the one place that kept running the game they liked. There was this one basement grungy spot in town that started running Quake 1 and just... never stop. Those guys could railgun you mid-flight from a bouncepad on a ball mouse and we all decided it was better to leave them to it.

[–] [email protected] 3 points 1 week ago

All the cafés were a long way away from where I lived so yeah we went there like going to the movies or bowling and it followed a similar event like dynamic. It was an optional thing to do but not some default or daily thing.

[–] [email protected] 177 points 1 week ago (6 children)

Anon is not entirely wrong though... we have become pretty lazy regarding optimizing software.

[–] [email protected] 110 points 1 week ago* (last edited 1 week ago) (4 children)

Companies don't want to invest in creating their own engine anymore, so now we get unoptimized unreal engine games now.

[–] [email protected] 24 points 1 week ago* (last edited 1 week ago) (1 children)

That's not the problem. But why spend time and money to optimize your assets if the gamers will buy better hardware instead and you can even strike a deal with a big vendor.

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[–] [email protected] 57 points 1 week ago (7 children)

If you have the talent and manpower to create your own engine, it’s better business to make that engine your product instead of whatever game you wanted to make.

[–] [email protected] 1 points 1 week ago* (last edited 1 week ago)

Then you only get a big geneal use thing like Unity again.

[–] [email protected] 29 points 1 week ago (1 children)

I disagree here, making an engine you'd sell must be top notch in every aspect (or close to), an in-house engine only needs to get the job done for your game. Probably two orders of magnitude in needed workforce, depending on your needs ofc.

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[–] [email protected] 27 points 1 week ago* (last edited 1 week ago) (5 children)

its harder to hire new devs if engine is built in house, because no one outside the company understands how to use said engine unless its open for the public to use. thats the biggest drawback of in house engines (other than the increased develepment life cycle to develop one)

its why for example, many 3rd party ports/remasters of old games use unity for example.

Using an inhouse engine makes sense only if you can retain a lot of talent. or have several projects that use it as a base.

[–] [email protected] 12 points 1 week ago (1 children)

Or your engine can do something that’s hard to do with Godot, Unity or Unreal

[–] [email protected] 9 points 1 week ago

Which is increasingly unlikely.

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[–] [email protected] 17 points 1 week ago (4 children)

I blame REmake for my impossibly high standards of what a remake should be

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[–] [email protected] 145 points 1 week ago (2 children)

That's the HD remaster that came out like 10 years ago. They most certainly did not make that on windows 98.

[–] [email protected] 37 points 1 week ago (2 children)

Just to nitpick, the HD remaster is a remaster of the 2002 remake, so it's a bit older than 10 years.

[–] [email protected] 4 points 1 week ago

...which is a half-assed port of the GameCube remake.

If you get it, expecting it to be the same kind of remake as Resident Evil 2, prepare to be extremely disappointed.

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[–] [email protected] 81 points 1 week ago (1 children)

It also helps that the game uses locked perspective scenes.

[–] [email protected] 71 points 1 week ago

Not just that, but prerendered backgrounds, too.

All games could look like this if they got 48 hours to render each frame and their entire realtime render budget went to three character models, total and nothing else.

I mean, I dispute that games don't look better than that in the first place, too. Grainy embedded screenshot aside, the RE1 remake definitely doesn't look any better, even with all that, than the newer remakes.

[–] [email protected] 6 points 1 week ago

Games are hard, anon.

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