this post was submitted on 14 Nov 2025
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[–] EldenLord@lemmy.world 5 points 22 hours ago

Depends. Some horror games really sell the value of photorealism well

[–] Xotic56@lemmy.sdf.org 14 points 1 day ago (1 children)

I wish they'd make more games like Disco Elysium where the whole thing looks like a painting.

[–] Zapados@sh.itjust.works 4 points 1 day ago (1 children)

I wish they'd make more games that have unique art styles.

[–] ieGod@lemmy.zip 7 points 1 day ago (2 children)

The indie scene is where you'll find the most creative takes. There are some truly stunning styles that mainstream games would probably never try.

[–] mika_mika@lemmy.world 1 points 20 hours ago (1 children)

It's like you've never even played Persona 5.

[–] ieGod@lemmy.zip 1 points 17 hours ago

Persona has a unique look for sure. Some AAAs do look neat, but it is very, very, rare. On the whole they don't come close to the indie scene.

[–] Zapados@sh.itjust.works 2 points 23 hours ago

Totally agree, indie devs need more artistic freedom to flourish.

[–] Gonzako@lemmy.world 4 points 1 day ago (1 children)

I'll be honest, I like both.

[–] InputZero@lemmy.world 3 points 1 day ago (1 children)

Agreed, it really depends on the game. Battlefield with Art Stylized graphics would look terrible, just like how if Final Fantasy was done with Realistic graphics would be weird.

[–] zalgotext@sh.itjust.works 2 points 16 hours ago

The last several final fantasy games have been done with realistic graphics though lol

[–] spykee@lemmings.world 14 points 1 day ago

Lara Croft pointy top
No matter who denies it, this is peak artfully stylised graphics for any game ever made.

[–] RizzRustbolt@lemmy.world 2 points 23 hours ago

Art directors are expensive. A guy that can "google it" is much more cost effective.

[–] saigot@lemmy.ca 70 points 2 days ago (2 children)

These aren't mutually exclusive

[–] mad_lentil@lemmy.ca 48 points 2 days ago (3 children)

High-fidelity and artfully stylized aren't, but photorealism is like... a photo.

[–] CubitOom@infosec.pub 45 points 1 day ago (9 children)

Photo realism still requires art direction.

Think of a movie.

[–] starman2112@lemmy.world 7 points 1 day ago* (last edited 1 day ago)

Yup. Take that one body cam game. Making an object look realistic is a matter of slapping a high resolution texture on it. Making a game look realistic involves a lot of prop work and stage setting. Making a game look realistic and still be playable is insanely difficult. Pay attention to the size of the doors in the next "photorealistic" game you play, and laugh at the fools who say photorealism doesn't require art direction

[–] exasperation@lemmy.dbzer0.com 19 points 1 day ago (1 children)

aight this scene takes place in Mexico so lemme color grade it very Mexican, but also it's a flashback to the 50's so I'm gonna dial down the color saturation and digitally add some film grain

[–] CubitOom@infosec.pub 13 points 1 day ago (2 children)

What if it was neo mexico city? Need some cyberpunk chihuahuas

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[–] sp3ctr4l@lemmy.dbzer0.com 6 points 1 day ago

Don't make me point at the TitanFall 2 and MGSV sign again.

Its just that that's hard for developers to develop, for management to allow, so, instead, use horrifically unoptimized UE5!

[–] M0oP0o@mander.xyz 26 points 1 day ago (5 children)

I would be happy if they stopped making everything look somehow both covered in vaseline while also being more reflective then a fucking mirror.

Just look at this shit in the demo:

[–] kamen@lemmy.world 9 points 1 day ago

This works for a tech demo if you want to show off a new rendering engine or a new GPU. But yeah, if you base the whole game around that, it's like those movies with more CGI than plot.

[–] MIDItheKID@lemmy.world 2 points 23 hours ago (1 children)

Hah. Remember in the Xbox 360 era when everything looked like it was wrapped in saran wrap? I hated that so much. It's like - some if not most objects are not that reflective. Yes light bounces off of things, but it's such an "all or none" solution. Things in real life are so much more diffused.

[–] M0oP0o@mander.xyz 1 points 20 hours ago

Its odd that things become shiny and greasy everytime the industry pushes graphics. I want to play a game that is by it's very nature not the real world. If you want to do a photo realistic game then bring back FMV.

[–] Bababasti@feddit.org 5 points 1 day ago (1 children)

I mean, effects like these have their time and place as well. Looking for a sci-fi setting in a distant future where these robots coming fresh out the factory like that? Cool. But I get your sentiment, if everything just looks like this because it just can and no conceptual thought goes into it, it’s crap.

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[–] boonhet@sopuli.xyz 16 points 1 day ago (3 children)

When reflections became a thing in graphics, they were the new hotness. But unfortunately they're overused because people seem to think that reflections are the best indicator of graphical realism. They're a factor for sure, but overly reflective isn't the same as realistic reflections

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[–] muusemuuse@sh.itjust.works 6 points 1 day ago (1 children)

In this world, there is no dust or dirt and everything looks like an early 2000’s Apple product.

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[–] merc@sh.itjust.works 6 points 1 day ago (4 children)

The trouble with photorealism is that you very easily stumble into the uncanny valley. In addition, something that often looks "photorealistic" today will look really dated in a few years.

If you go with artfully styled games, it can actually be much harder. You need to adopt a consistent artistic style and have that style be used by many different artists. Unlike with photorealism, there isn't always going to be a reference available. You have to watch that over time, and as the scope of the game grows, the style remains consistent. But, when it's done well, it can be amazing.

One of my favourites in terms of artful styling is the game Interstate '76. It came out at a time when full motion video cutscenes were the style of the day. You'd have low resolution graphics, and then come in with a VHS-quality cutscene with real actors and real sets. Then back into low resolution graphics. Interstate '76 chose an amazing artistic style, then did in-engine cutscenes, which kept the style consistent.

The other master of this, IMO, is World of Warcraft. It must be a gargantuan undertaking to have a game with that many different models and to have a consistent style for all of them, but they mostly do. They often do out-of-engine cutscenes, but their style is so consistent that their cutscenes just look like even more detailed shots from that same world.

[–] RizzRustbolt@lemmy.world 2 points 23 hours ago (1 children)

Rule #1: Never get out of the car

[–] merc@sh.itjust.works 1 points 20 hours ago

What was that?!

Flying saucer.

Oh.

[–] yermaw@sh.itjust.works 3 points 1 day ago

something that often looks "photorealistic" today will look really dated in a few years

Check the overall vibe of game cube games VS ps2/xbox. N64 VS PS1. Colourful pretty games stand the test of time way better than realism.

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

Wow had been interesting lately. The last expansion I played, there were legitimately zones that I thought “I can’t believe this is wow” compared to the vanilla zones. You can still tell after a moment, but it is just a lot more detailed. I do love the point you make here. It reminded me of my first experience with uncanny valley in a game. I prefer not to have that experience tbh.

[–] merc@sh.itjust.works 1 points 20 hours ago (1 children)

Were you thinking "I can't believe this is WoW" or "I can't believe how good this looks?"

Because, I haven't experienced the first one. To me, once I'm in the game, there really seems to be an amazing consistency in how things look. After a while things look "realistic" but in a "realistic for WoW" way. Like, obviously Orcs and Demons are not realistic, but the consistency is so strong that how things look, and move, and behave is so strong and predictable.

[–] Beebabe@lemmy.world 2 points 20 hours ago

The initial impression of the new Arathi zone, before really getting close enough to see details was a “I can’t believe this is wow” moment on first impression. There are a couple areas like that where it really throws me. But in a way, yes, it looked so surprisingly good and a tad different.

[–] untorquer@lemmy.world 1 points 1 day ago

something that often looks "photorealistic" today will look really dated in a few years.

I'm fairly certain that with AI framegen and he hyperfocus on raytracing this paradigm is broken. Were going from consecutive titles looking better to stagnation while only projects with some breathing room in production will advance visually. (E.g. new witcher).

[–] AgentOrangesicle@lemmy.world 9 points 1 day ago (2 children)

But Clair Obscur, tho.

Like, damn.

[–] nlgranger@lemmy.world 4 points 1 day ago

Plague tale (requiem in particular) is also ridiculously beautiful on mid range GPUs. I couldn't believe my graphic card was able to do that. It's a shame games reviews and screenshots don't account for average setups because that's what most of us have and some developers deserve praise to make it work for us.

[–] starman2112@lemmy.world 6 points 1 day ago (2 children)

Anyone who says photorealism and stylized art are mutually exclusive needs to play Clair Obscur, then delete their comment

[–] AgentOrangesicle@lemmy.world 2 points 13 hours ago

I watched my friend play Mall Simulator, and in spite of it not being graphically intensive, the game breaks down when there are too many assets in the world. Absolute respect to the people that optimize games.

[–] RizzRustbolt@lemmy.world 1 points 23 hours ago

Well... Ontologically speaking...

[–] big_slap@lemmy.world 47 points 1 day ago (1 children)

artfully stylized graphics will always be better because they will look timeless

[–] M137@lemmy.world 6 points 1 day ago

There are several games who we're just "this looks like reality" when they released who have aged well too. Half-life 2 (even without the updates) being the first one I think of, but I also think the first Far Cry and Crysis look amazing even now. Good design will age well no matter, the only thing that goes away is the immediate excitement of how impressively real it looks for the ones that went for that, but they still stir something inside people who experience them for the first time decades later.

[–] rustyricotta@lemmy.dbzer0.com 23 points 1 day ago* (last edited 1 day ago)

Mirror's Edge is still beautiful to this day, despite being 17 years old

[–] dejected_warp_core@lemmy.world 22 points 1 day ago (2 children)

Dear AAA game studios: Just look at Hades II.

LOOK AT IT. A good chunk of the art you see on every playthrough isn't even animated.

I'm probably going to clear 300+ hours on this thing before I put it down, and I'll likely tell everyone to buy it because it's that good. Photorealism is the last thing I care about.

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[–] PeriodicallyPedantic@lemmy.ca 18 points 1 day ago

I like both, they each have their place

[–] umbrella@lemmy.ml 9 points 1 day ago

id be happy if they actually optimized their games instead of releasing half baked buggy slow garbage

[–] Raglesnarf@lemmy.world 17 points 2 days ago

you know what, I'll just keep playing the same old decade old games I've been playing

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