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It's current year and games stopped having working mirrors.
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It's current year and games stopped having working mirrors. Now it's either destroyed and even the cracks aren't able to reflect or it's a tinfoil.

How come?
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>>320596185
Because it would mean they would both have to make the mirrors work, as well as add a proper player model with nice animations and details and shit, because a working mirror guarantees players will run up to it and admire the player model for fucking hours or so.

All that takes effort, you see? Can't have that, so no more working mirrors.

Also I fucking hate how Lo-Wang is holding a sword in first-person and an Uzi in third-person. Should've gone with a generic weapon-thing like Duke Nukem.
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>>320596185
>>320596328
Here's a recent game that did working mirrors.

https://www.youtube.com/watch?v=E5O0BnVzmEc
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>>320596185
because graphics became hardware intensive enough, creating "clone" room, player, objects, NPCs and effects on the other side of mirror could negatively affect perfomace
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>>320596881
So it's due to consoles being the dominant platform for video games nowadays?
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>>320596881
Literally no excuse for this.

Maybe during the transition of games when we struggled particularly for "good graphics" and processing power. But no. Not in 2015. Not as we transition into 2016.
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>>320596947
Our focus groups show no interest in such features and so we decided its not economically viable to spend dev time on them - EA
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render to texture is the only thing actually close to "real mirrors", but if you want considerable quality, it can hit perfomance badly, especially of GPU doesn't support it, and it has to be emulated by engine
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>>320597512
This looks awesome. Too bad it's a generic military shooter.
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>>320597512
hl2 can do that
there is only one reason you dont see actual mirrors in game
player does not have a body model
everything is reflected in real time, except player

maybe gordon was a vampire all along?
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>>320597601
Can also just fuck about in the mission editor otherwise, maybe not worth $60 though.

I remember I set a bunch of AI sport cars to drive at full speed to the other side of the island.

All but one lost control on a really long straight road and crashed. The last drove into a petrol station. It was fucking hilarious.
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>>320596185
>Holding sword
>Uzi in mirror
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>>320596947
Hardly. Even PC exclusives fuck up mirrors because they take up huge amounts of resources.
Mind you this screenshot was taken during an ingame cinematic where the reflection is a key point and they still made it ugly as fuck so it didn't crash computers.
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>>320598892
>mexican weeaboo talks to his razor infront of his shanty mirror
nice game
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Max Payne 3 had a functional mirror, and so did Deus Ex: Human Revolution, if I remember right.

Both are beautiful games by the way, if you disagree you're a fag
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>>320596185
CONSOLES
O
N
S
O
L
E
S
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>>320596947
No. Consoles in the past have working mirrors. It's just lazy devs.
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>>320598892
Why is that message on the sticky note backwards?
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>>320599057
Max Payne 3, yes. Deus Ex: Human Revolution, though, had the opposite. The only mirror in the game was broken, in Jensen's appartment.
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>>320596947
Well, The Last of Us has working mirrors, so I think you're barking up the wrong tree there pally. In fact PS2 and OG Xbox games had them too.

Good God you idiots yell console anytime you don't understand something.
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>>320596516

Of course, Duke3d was one of the first games I remember having working mirrors.
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>>320599294
I remember playing Tony Hawk's Underground 2 on PS2 and the airport level had a fully reflective floor
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>>320597512
Indoors are much less intensive than outdoors, especially fucking dull ass bathrooms. We already have reflections in water and other places in the more intensive outdoors, so what's the problem? Can't someone come up with a fancy way to prevent doing calculating the entire physics of moving objects in a mirror again? Sure, you have to calculate how the light appears and reflects on the object, and how the room looks from that perspective, but not the hitboxes and the force from collisions surely. it can't be worse than ACTUALLY duping a small room and having the same thing happen in both, and most of us can imagine that doing even that wouldn't be too hard on our systems.
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>>320596185
some games do it
old games like the build games and unreal/deus ex for example use a trick where they mirror a room it gives the reflection effect without dipping too much into performance
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>>320599010
It's actually supposed to be a really nice mirror in an underground mansion bunker. They made it look like shit because they had to hide the character's hideous model and the terrible lip syncing.
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>>320597512
no, I'll correct you

that "mirror" is just a backwards facing camera in a small window
cameras like that have been around forever, like for example in a third person you ahve to make a camera a few feet away behind the player

The problem with actual mirrors in games is that you have to render something on the other side of the panel. It's easy in games like duke nukem or whatever because it's 2d and you just replicate the cutout with virtually no performance cost

character models, on the other hand, are an entirely different thing. Remember a mirror is not just you on the other side, all of the pixels have to be flipped and with a 3d character model and the animations like jumping and running all have to be redone in a way that looks convincing

all of this for something people don't give a shit about, except in shitposting threads on /v/

A lot of implementation for very little payoff, and you wonder why devs just make shiny silver slabs as mirrors or skip it entirely.
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>>320599414
>I-IT'S THE WORK OF CONSOLES
>I SMELL CONSOLES AFOOT
>M-MIRRORS WOULD BE EVERYWHERE IF THE ONLY PLATFORM WERE PC

Obviously you're remembering wrong, CLEARLY devs are lazy because console players would never notice such a thing...except in all the console games that have working mirrors...but ignore those.
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>>320596185
Dude most games are crossplatform and consoles just got stable 30 fps in games and you want working mirrors, you are crazy.
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>>320599549
oh look
another "mirrors are flipped rooms" retard!

>The problem with actual mirrors in games is that you have to render something on the other side of the panel.

NO

you get a camera, and mirror surface is camera image projected onto it.
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>>320599512
Are developers not clever enough today to use such tricks to their advantage?
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>>320599830
"engine limitations"
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>>320599549

Nearly every game has those models and animations between the realtime cutscenes and multiplayer. The mirrors are simply another camera flipped horizontally and rendered in place of the mirror's texture.
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>>320599760
in case of Build3D mirrors were just flipped rooms fucking retard
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>be playing Unreal
>keep running into mirrors and getting scared shitless by my own reflection
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>>320600014
thats build for you
GZDooM sourceport runs on open GL and just needs a flat surface for reflections

my point stands, rendering real time mirror aint hard with right tech, DX and Q3A did this 15 years ago
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Blow it out your ass.
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>>320599938
That looks fucking awful and baffling. Even more so if you compare it to >>320599512 , a game which came out in 1998.
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>>320600282
I can't be the only one that genuinely liked this game, can I?
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>>320600376
>it's a good game. Just not a good X game
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>>320600505
Love Croteam.
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>>320600505
>bfe was made on a $500,000 budget
slav magic i tells ya
>>320600535
very impressive rockstar always seem like they give a shit about the little details
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The worst part is that they dont even try to make non-working mirrors look good. Like in biocock infinite, they are just dull shoots of grey
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>Graphics don't matter!
>Wahhhh I want pretty mirrors!

Never change /v/.
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>>320596185
Consolefaggots.
Remember that this the future that neo-/v/ chose.
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>>320600651
you know whats annoying? when they abuse different mapslots for no reason
>hey we got this small winemug prop, what is the budget on it?
>20 polygons max!
>but remember to use 1024x1024 diffuse, normal, AO, metallic and roughness maps
>>
Yakuza 5 has working mirrors
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>>320600714
You're confusing things here anon. We don't care about the quality of the textures, the numbers of polygon or the framerate.
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>>320600714
>Graphics don't matter
>Devs these days are mostly lazy, greedy fucks and i'm not okay with that.

/v/ hasn't changed
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>>320600372
unreal was the crysis of its time.

it also had other weird shit like textures looking super detailed up close, instead of becoming a blurry mess like pretty much all modern games (especially bethesda's shit)
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>>320600714
>ITT /v/ is one person
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>>320596185
BUILD engine was some voodoo magic tier
https://www.youtube.com/watch?v=o3ejmj2KmW8
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>>320600851
>detail textures
why did this go away? it even made shitty low res textures look good up close
>>320600879
ken silverman made you his bitch
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>>320600879
Was Shadow Warrior the first(and last) Build Engine game that had climbable ladders? After playing Blood's Cryptic Passage the other day and finding a ladder which you couldn't climb I started thinking about ladders in Build Engine games and couldn't think of any other example other than Shadow Warrior.
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>>320600851
Fallout 4 is only because of LOD bugs.
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>>320601159
detail textures are still in and widely used.
also its not the tools that make the craftsman
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>>320601190
you can in redneck rampage and the duke conversions ww2GI and NAM i think maybe even in one of the duke expansions i can't remember
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>>320600760
>playing console games with working mirrors
>this thread
>CONSOLES ARE THE REASON WE DON'T SEE WORKING MIRRORS ANYMORE

I'm honestly just confused at this point. Did consoles divorce your parents and give you hemorrhoids too?
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>>320600879
https://youtu.be/o3ejmj2KmW8?t=4m24s

W-what the fuck? I don't think I've ever seen that used in the game.
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>>320599549
>that "mirror" is just a backwards facing camera in a small window
nope, it's small camera used to capture view which is used to generate flat texture, which is then "painted" on model. Main practical difference between the two, is that rendered texture will be still affected by model curves, view angle, reflections etc, things that generally let you tell PiP from actual reflection
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>>320601632
>I don't get it, isn't that just the rocket launcOH FUCK

Clearly I need to replay shadow warrior. There's a ton of neat shit in this video that I don't remember happening at all.
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Didn't luigi's mansion have a working mirror?
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>>320600760
FEAR was so fucking cool. I'm pretty sure you could see your reflection in the puddles too, but the face was obscured
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>>320596185

It's not that the mirrors don't work, it's just that everything is secretly a vampire.
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>>320603552
the room she is in is a vampire too
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>>320603552
This is the laziest I've seen so far. Funny thing is it's one of the first things you see in the game. Shows you just how much Bethesda doesn't give a shit.
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>>320603390
> I'm pretty sure you could see your reflection in the puddles too, but the face was obscured

FEAR 2 was fucking bizarre when it came to mirrors.
Every single mirror was destroyed in the game except a single one which worked properly and there was one other occasion where you could see your reflection: a small puddle near the end of a level that had no relevance whatsoever.
In fact, I think it was even at a level transitioning point and in the next map that puddle didn't reflect you anymore.
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>Now it's either destroyed and even the cracks aren't able to reflect or it's a tinfoil.

GTA5? Max Payne 3? SS3?
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>>320603787
And then there are the puddles where I'm not really sure whether the reflections are the result of the fucked up shit that happens in the game or just the devs being lazy, dumb fucks.
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>>320603787
>mirror actually reflects
>NOPE.JPG

Had too many flashbacks from Doom 3 and original FEAR, fucked right outta there
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I love how the new Shadow Warrior has mirrors and other reflective surfaces.
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>>320603773
>but its ok since its bethesda!
>it allows them to focus on the important thing!
>80 hour later
>no focus on anything was found

baka senpai
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>>320598892
But there's plenty of parts where you see your own reflection in real time.
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>>320604749
But it doesn't reflect the entire world, which mirrors are supposed to. Easier to render a model below your feet as opposed to a copy of the entire map backwards.
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Anyone got a pic of the room with the showgirls in Metro Last Light where everything is shown in the mirror but you?
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>>320604749
>looks like an ayy lmao

Bravo.
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>>320599414

>add upside down level geometry under floor
>receive mirror
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>>320606202
Yeah, and?
Hell, I glitched out of the map and there was still a "reflection" of me moving about beneath me.
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>>320604876
It does reflect the world but with a lower view distance and on the lowest model details possible.

When they optimized this in the latest patch it resulted in a huge performance boost.

Although the earlier version looked literally perfect, still it's not worth creating perfect reflection for a lower fps.
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