- Joined
- Oct 29, 2015
YOU STOP THAT MANSPLAINING RIGHT NOW!Name one piece of mainstream media coverage Revolution 60 has received other than the people you conned into covering it.
Anyway, I love this image. Do you know why?
It proves that Wu doesn't know how to effectively utilize assets and is just as terribly optimized as I accused it of being:
1. That over-drawn ship Holiday jumps on and shoots has literally over 9000 polygons. For a non-animate object.
Fix: You could have, with simple and effective use of bump mapping and the like, made that fucking thing in a third of the polycount. I know nothing about Unreal and even I know you keep it simple on objects.
2. This heavily implies that the overdone environments and graphics therefore were similarly overblown, explaining why Wu would get slowdown from object shattering or particle effects use.
3. We know from earlier that she used multiple animation draw events for each character as well.
Long and short, it's a poorly-optimized mess.
A game with a high poly count at every corner is obviously better because it shows that the world-class software engineer lead designer programmer woman in charge takes great care AND pride in creating a rich and detailed world for the player to explore (on rails). Even the insides of the ships are modelled, even though you can never see inside them.
Every polygon is hand crafted to perfection and stands strong and independant among the other polygons. They are distinct from each other, and, if even a few of them were missing, the entire game would be quite literally unplayable. The story (a marvel of modern storytelling) would collapse in o itself, the rich and detailed textures would all default to low resolution placeholders and the whole project would lose all meaning.
So if you can not accept the simple truth that optimization != QUALITY then you need to shut up and stop harassing twitters resident genius.