>reflections are rendered in puddles and mirrors
good running animations and footstep noises, twilight princess has some good ones
Good ragdoll physics.
>>322114981
>Being able to see my player's body in an FPS.
>Bolt and ejection port on the right sight.
>30 in the mag, +1 in the chamber.Loved MGS4 for doing this
>Places to get comfy ingame.
https://www.youtube.com/watch?v=By1b2GLzDUA
Working mirrors.
visible damage
>>322114981
wow you can see your feet when looking down
Lots of explorable buildings in an open world game, like a building you wouldn't have thought would be explorable.
>>322114981
>real time reflections
>small thing
There's a reason they're uncommon.
>>322116141
>most people still don't understand how videogame mirrors work.
be nice to see more of them though
Working audio options.
>>322116502
Fucking mirrors
How do they work?
Being able to see my body in an FPS.
It should be a standard desu
>reflections are rendered in puddles and mirrors
>only the skybox gets reflected
>>322116596
don't they make a duplicate room or some shit
>>322116262
It's nice, but they're really just updating the texture a bit as you progress through the game. It'd be cooler if it was tied to actual damage you receive.
>>322116596
>>322116698
most of the time yeah they're just making a duplicate room that mirrors the one you're in. They did that trick in the intro of half-life with 'reflective' floors.
wish it didn't look so jenky in first person games though
>>322116698
Basically, yeah. And it's a CPU hog which is why games have such an aversion to using them.
>>322116698
what no, that's just a shader ...
>>322116698
that's the oldest trick for them.
The more modern, yet already old method, is using secondary cameras and render-to-textures on the "mirror" object. That's how the water reflections, security cameras, etc, have been done since HL2 days.
>>322116940
I've seen some mirrors that look like ass, are those shader mirrors?
>>322114981
Been playin rust recently. I love some of the neat little details the game has
>sun as it goes down and comes up actually casts shadows on mountains and shit so one side of a mountain could still be dark while the sun is coming up on the other side
>east side of the map get daylights minutes before the west side as it rises
>like real life you can't see your own tracers you fire very well, but as soon as you angle your view to the side a bit you are able to see them
>bullets ricochet off surface when fired at shallow angles
>>322116891
Alien Isolation had very subtle real time reflections on floors and walls in some areas(the medical one I think) and ran wonderfully. It can be done, it just takes work
>>322116275
There are so many things FEAR got right that modern FPS can't to this day.
>>322117164
Depends what you mean.
The latest, shader-created mirrors, aka screen-space ambient shaders, are mostly good for outdoor reflections, that don't need to be sharp and accurate. MSG5 used them for puddles and overall reflectivity of surfaces.
The secondary camera method / render2texture, is commonly used too, and their quality really depends on the chosen resolution of the render. You can also optimize their performance by limiting their mirroring distance and how many effects they show.
>>322118326
Thank you for your wise teachings my man.
>>322118820
No problems, bro.
There's lots of misunderstandings floating around the internet concerning the reflections in games, and why proper mirrors aren't used that often any more. The oldest argument in the book is the "It would require the view to be rendered twice!", followed by "Old games had less things to render than modern ones!", which are pretty much bullshit and/or matter of optimization.