Graphical fidelity is becoming more and more of a crutch, compare how they made the Original Doom and used graphic shortcuts to make it run extremely smooth to a lot of games nowadays and you can see the difference in mentality.
You'll only get this from the indie dev community though and even those guys as we all know are often leftists just looking to churn out woke side scrollers like the insufferable hipsters they are.
This is why I push back against the people here who act like indie games are the perfect solution to the problem that current AAA games are woke garbage. Most indie games are poorly made dreck that are shovel-ware tier even aside from whatever politics is contained within. And then like you said, a lot of indie devs are programmer socks wearing weirdos who fill their games with woke ideology.
It’s more than a crutch: it’s a wheel chair. All of the major companies are using Frankenstein’s monster of gaming engines with barely stitched together code. Graphics is the only thing they can improve unless their code just gives up.
It's also because keeping up with cutting edge technology is incredibly expensive, so they can't afford to take any risks whatsoever. Budgets are so big that everything has to be decided by committee, which turns everything into bland garbage with woke marketing because the suits think that's "safe".
as someone who has had to do a group presentation on doom and decided to do their section on the limitations of doom and why they might exist compared to similar games of the time
oh boy is that a rabbit hole and some of the choices they made are very interesting
for example the majority of collisions are calculated using only X and Y values, the only things that take into account the Z height of anything are projectiles (rockets etc)
now if you think about it there's not a whole lot of long-lived projectile spam in doom but there is a lot of mobs that are going to be constantly checking collision and 2D collisions are computationally cheaper than 3D collisions
its not 100% but i'm fairly certain the mostly 2D collisions are entirely because of optimisation reasons
Graphical fidelity is becoming more and more of a crutch, compare how they made the Original Doom and used graphic shortcuts to make it run extremely smooth to a lot of games nowadays and you can see the difference in mentality.
This is why I push back against the people here who act like indie games are the perfect solution to the problem that current AAA games are woke garbage. Most indie games are poorly made dreck that are shovel-ware tier even aside from whatever politics is contained within. And then like you said, a lot of indie devs are programmer socks wearing weirdos who fill their games with woke ideology.
It’s more than a crutch: it’s a wheel chair. All of the major companies are using Frankenstein’s monster of gaming engines with barely stitched together code. Graphics is the only thing they can improve unless their code just gives up.
It's also because keeping up with cutting edge technology is incredibly expensive, so they can't afford to take any risks whatsoever. Budgets are so big that everything has to be decided by committee, which turns everything into bland garbage with woke marketing because the suits think that's "safe".
I think one of the best examples of this sort of innovation remains Quake's fast inverse square root: https://en.wikipedia.org/wiki/Fast_inverse_square_root#Overview_of_the_code
as someone who has had to do a group presentation on doom and decided to do their section on the limitations of doom and why they might exist compared to similar games of the time
oh boy is that a rabbit hole and some of the choices they made are very interesting
for example the majority of collisions are calculated using only X and Y values, the only things that take into account the Z height of anything are projectiles (rockets etc)
now if you think about it there's not a whole lot of long-lived projectile spam in doom but there is a lot of mobs that are going to be constantly checking collision and 2D collisions are computationally cheaper than 3D collisions
its not 100% but i'm fairly certain the mostly 2D collisions are entirely because of optimisation reasons