this post was submitted on 24 May 2025
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[–] tigeruppercut@lemmy.zip 31 points 1 day ago (4 children)

I can't handle getting addicted to Nethack again at this point in time

[–] Uranus_Hz@lemm.ee 8 points 1 day ago (1 children)

It’s still great. Like old school Civilization, or even older Zork

[–] tigeruppercut@lemmy.zip 7 points 1 day ago (4 children)

I did a lot of stuff in the first Zork (kill the troll, solve the maze, open the gates of hell, etc), but I never quite figured out how I was supposed to win.

They had to start putting graphics in their games before I could beat them.

https://en.wikipedia.org/wiki/Return_to_Zork

[–] FauxLiving@lemmy.world 2 points 18 hours ago (1 children)

You release the bird from the cage to kill the troll, or maybe I'm thinking Adventure

[–] tigeruppercut@lemmy.zip 3 points 18 hours ago (1 children)

The troll you can kill with the sword that glows in its presence, if I'm remembering my Zork correctly. I think it regenerates though, so maybe you have to cut the head off, and then it vanishes in a puff of vile smoke, or something like that.

The smirking sneak thief can be dispatched the same way, although I think you can also use the axe you get after killing the troll. I think it wasn't a sure thing though, like you can give the "stab thief with sword" command a few times and sometimes you win and other times you die.

[–] addie@feddit.uk 3 points 16 hours ago

Although you should give the egg to the thief (he can open it and you can't) and then kill him and retrieve it from his dead body later, otherwise you can't win the game. Obviously.

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[–] Binturong@lemmy.ca 0 points 9 hours ago

Obviously these things are not mutually exclusive. Be a REAL gamer and demand both quality in gameplay and narrative, WITH excellent graphics. You don't have to settle for less.

[–] Macaroni_ninja@lemmy.world 24 points 1 day ago* (last edited 1 day ago) (5 children)

Just don't understand people looking at screenshots and gameplay videos and commenting on how the shadows on some background detail look slightly better with the FSSMGXTR scaling setting turned to BBXT5 instead of HAMndX3.

[–] MonkderVierte@lemmy.ml 4 points 20 hours ago* (last edited 20 hours ago)

And then they complain that their framerate is too low, causing flickering or lag apparently but it causes blurring instead which they do with motion blur effect already. 🤪

[–] Zwiebel@feddit.org 4 points 23 hours ago

It's the same mindset as people who overclock or tune their cars

[–] ZeffSyde@lemmy.world 1 points 22 hours ago

All of this is lost on me. Out of ancient habit, I keep my video streams throttled to 360p to 'save bandwidth' even though that hasn't been a necessity for me for a decade or so.

1080p60fps gives me motion sickness. I have no idea what 4k120fps would do to me, not that I have a capable monitor.

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[–] warm@kbin.earth 52 points 1 day ago (3 children)

I want fidelity, crisp frames, with a cool art style, not some jank and blurry attempt at "realism". Ban TAA, ban ML upscaling, ban frame generation. Ban AAA.

(All the best games are indie games)

[–] Zacryon@feddit.org 10 points 1 day ago (2 children)
[–] warm@kbin.earth 5 points 19 hours ago

It's completely shit, it's like covering your monitor in vaseline. All games with deferred rendering should use SMAA.

[–] Cethin@lemmy.zip 13 points 1 day ago (1 children)

TAA can be fine when implemented well. Temporal information can be very useful for adding more detail over multiple frames that couldn't be obtained without doing more samples every frame.

However, when done poorly it makes things blurry as you move the camera. The information needs to be correctly adjusted for camera movements or it smears all over the screen. It's also made worse with things like rain drop effects and things like that.

TAA is useful. It's just too many games just enable it and it without knowing how to use it well and it just degrades the image.

[–] AzureFrost@lemmy.zip 12 points 22 hours ago (1 children)

Do you have an example of a game using TAA correctly? Because so far, all the games I've played with TAA on are blurry.

[–] Cethin@lemmy.zip 2 points 18 hours ago* (last edited 18 hours ago)

Not necessarily, no. I watched this interview with one of the Squad devs recently, and he did a really good explanation of it though, if you want to hear it.

It'll never be perfect, but it can help, especially in slower paced games, or games where most of what you see is very far away (so it moves slowly on screen).

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[–] s3rvant@lemmy.ml 26 points 1 day ago

Does ASCII art count? Dwarf Fortress, MUDs, etc. are great fun.

[–] CaptainBasculin@lemmy.ml 44 points 1 day ago (3 children)

If we consider a game as a cake, I think of the graphics as its frostings. Sure, it could make the game look very good, but won't do shit if the base of the cake is crap.

[–] shneancy@lemmy.world 16 points 1 day ago (1 children)

i'd consider realistic graphics as fondant, sure you can create amazing visuals with it... but that thing is barely edible. give me some buttercream (stylised graphics) instead

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[–] Blue_Morpho@lemmy.world 14 points 1 day ago* (last edited 1 day ago)

As Alton Brown said, "Cake is only the delivery system for frosting."

[–] Gnugit@aussie.zone 2 points 1 day ago

The frosting might give my system constipation though.

[–] carrylex@lemmy.world 1 points 15 hours ago (1 children)
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[–] YtA4QCam2A9j7EfTgHrH@infosec.pub 9 points 1 day ago (2 children)

Are dcss tiles banned? I don’t want to play it ascii

[–] drew_belloc@programming.dev 8 points 1 day ago (3 children)

You can play adventure books

[–] Ephera@lemmy.ml 4 points 1 day ago (1 children)

Yeah, I think it's interesting to play it in ASCII. It makes you actually read the text logs and use your imagination, which feels more like a book. But it also makes it harder to actually know what's going on, so I really don't know about it being more fun...

[–] lenuup@reddthat.com 3 points 1 day ago (1 children)

funnily enough I always found the tiles to be harder to read. For me ASCII is clearer on what the enemy is and how dangerous it is. Always been a huge ASCII fan so maybe that colors my opinion.

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[–] insomniac_lemon@lemmy.cafe 5 points 1 day ago* (last edited 12 hours ago) (1 children)

Abandon widespread* texture use, return to polygons+vertex colors+in-engine cutscenes (and similar data-saving techniques like soundfonts).

my examples (2D: created with Godot, 3D: created with Blender)

A simplified polygonal scene, originally from Futurama scene that's styled like anime. Fry is saying "You and I are enemies now." while pointing at a jpegified Professor Farnsworth. Meta note: The scene was made in the Godot game engine.

Peter Griffin in a polygonal art-style, saying "I find this... shallow and pedantic." with a smug face and touching his fingertips together.

The entire scene is low-poly with colors defined using the mesh itself,  also the image is optimized for color to reduce data, resulting in dithering patterns. In a gray room with black and white triangle tiles, there are 6 badgers of various sizes standing and facing the viewer. Similarly, there are 5 eyes floating in the air one of which is not fully opaque. There is 1 banana on the floor.

A low-poly, vertex color-only model of a tail-less gecko, pathetic-looking and purple under its eyes. The origin lines from the software Blender can be barely seen

spoiler Animated eye A polygonal eye, starts looking straight ahead and goes into a smooth lower scanning motion, when the eye is near its edge blood vessels can be seen. Multiple elements of the eye a few slightly different forms that shift in a 'boiling' animation.

This was using a feature that likely isn't viable (for common use) due to performance.

:::

And for something not-by-me, see Spyro's vertex color skyboxes.

The Lofty Castle skybox from the original Spyro. A beautiful sky, with the bottom half being dark-ish purple space with small triangular stars, the top-half with a visible planet and another smaller planet/moon in a blue sky, with the middle of the sky being separated by a line of clouds with an orange/pink glow on the upper half


* general normal maps are ok, but I didn't have much luck beyond using generated noise for metal. I even tried some stuff with watercolor, maybe with better shaders it could work but untextured is easier.

Or another example, any material you can just apply without alteration (for instance, make something look like wood) is alright too. Maybe UV mapping is not too bad, but extra per-model work is not ideal.

[–] Broadfern@lemmy.world 2 points 1 day ago (1 children)

I love Spyro to bits but that game/camera style makes me motion sick something fierce. Can we get a compromise?

[–] insomniac_lemon@lemmy.cafe 4 points 1 day ago* (last edited 23 hours ago)

Look at how some of my examples are 2D, motion style is not really core to my point. Many variants of fixed-camera, top-down, sidescroller, even static/semi-static art are possible.

I mean I guess if you make a cool skybox like that you'll want players to be able to look at it somewhat freely. Is it specific to flying/camera speed or any 3rd-person game? 1st-person? Can settings help, or is this something that would not work with faster-paced games?

I do see that less motion seems to help, one person said higher FOV+big display with distance (among other non-digital things)... though I don't think I've ever had motion sickness from a game (though I think I do have some issue related to inner ear) so I can't be sure.

I know personally if I'm able to make anything, it'll probably be on the smoother/simpler side. For example, I made a simple character controller and adding view bob never entered my mind. Probably no filters either.

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