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Re:Announcing Microsoft DirectX Raytracing by digi_owl on Monday March 19, 2018 @02:08PM (#16621187)
I really wish i kept a bookmark for an article over at filfre.net, because in it a game dev, from back around the C64 era i believe, lamented how whenever there was a big step up in hardware performance, game developers had a bad habit of getting stuck trying to show how far they could push the hardware while ignoring game mechanics and similar.

Effectively whenever some new piece of hardware hit the market, the quality of games would be rolled back by a number of years as companies released what may well be glorified tech demos.

And as of late i wonder if the pace of GPU development have lead to perhaps the most prolonged period of such tech demos.

Re:Announcing Microsoft DirectX Raytracing by AnIdiotOnTheNet on Monday March 19, 2018 @04:07PM (#16622588)
Perhaps that is what has allowed the indie scene to thrive as well as it has? I'm ok with that.

Honestly I'm not sure why gamedevs seem to care so much about this kind of thing (marketers on the other hand...). Minecraft was worth $2B and intentionally looked like it was rendered in mode 13h.

Re:Announcing Microsoft DirectX Raytracing by mstade on Monday March 19, 2018 @08:12PM (#16624720)
On the one hand I agree with you, but in the other there’s Horizon Zero Dawn, Battlefield 1, Tomb Raider, Hellblade: Senua’s Sacrifice, NHL 17 and 18, Journey, the Little Big Planet series, Cities: Skylines, GTA V...

I dunno, I think gaming is starting to come out of that prolonged oooh-look-shiny-effects kind of era and into a pretty creative space.

Re:Announcing Microsoft DirectX Raytracing by Maken on Tuesday March 20, 2018 @10:17AM (#16628732)
Cities: Skylines is a good example of artistic direction over raw graphic power. It looks nice because its Nordic design architecture and stylish GUI, despite running in a relatively old version of Unity without many bells and whistles.