GymWolf
Gold Member
Not bad for an 8 year old game:
It looks great even now yeah, i think it's gonna age better than both odissey and valhalla.
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Not bad for an 8 year old game:
Maybe PS2 is too harsh, but the textures are PS3 quality at best. Lighting a bit better, but well behind games like Uncharted, KZ, GTA etc."looks like a PS2 game" Well that's off to a good start. Nothing says more "I'm open to discussion" than a take like that /s. Clearly epitome of the beginning of a GDC discussion topic.
It's incredible you manage to sum pretty much everything that is wrong with the industry chasing the fucking coat of paints for the past 2 decades while they put physics and AI aside from the early 2000's.
Pretty candies that taste bad
Naughty Dog is indeed being laughed at but not because they chased DK games
Only 1 game has ever had voxel physics without remaining floating bits in the air and actually falling around, one, and its teardown, a game about just destruction and no verticality that has to remain there to get to an objective. Deeprock galactic would just pop out of existence with entire geometry out of existence and confetti particles that will transition from geometry to nothingness for the illusion once it detects no support, not really physics and again, totally different goal of gameplay mechanic in that game than a platformer. How do you design platformer levels when you can make the whole goddamn thing collapse? Make it make sense without breaking the game. You have teardown on PS5 dropping to ~15 FPS during big destruction sequences and you think a dev with an ounce of brain would say this is a good approach for Switch 2?
But here comes like what, the 3rd or 4th game with decent voxel destruction in nearly 25 years, but also one that is actually designed for the first time as a platformer/adventure and let's shit on it, pummel it to the ground and laugh at it, while we lick the balls of the devs continuing to make the 20th layers of paint on the same PS3 baseline game recipes.
Also never seen a ray-marched or dual-contouring or other smoothing techniques of voxels having falling physics, but feel free to find
winjer I doubt you would find that a solution for that in physx either, they're all cubic voxel solutions. You can't have per voxel physics and smoothing, there's 0 cases of it that I can find.
You would have teardown graphic Donkey Kong and you would just shit on it by saying it looks like Amiga pixel art brought to 3D.
It's a game that started development well before the Ampere architecture even released for desktops, it's unfortunate but not hard to believe by any means.I think it is possible. Using deprecated and phased out tech for new projects is not particularly considered a good practice in the software industry
Not bad for an 8 year old game:
I read that PhysX has been supported by Nintendo consoles since the Wii, but do we know of any game that has used it?It's a game that started development well before the Ampere architecture even released for desktops, it's unfortunate but not hard to believe by any means.
Alexandria and Cyprus buildings have some of the most exquisite looking PBR materials i saw last gen. The draw distance was remarkable too. I was incredibly disappointed by Valhalla which got rid of all these fancy buildings.
Not voxels
Please winjer, out of all peoples in this thread I imagine you're the most likely to go into devs blogs and understand
Rigid body polygons with canned animations/triggers with a shower of polygon debris is like comparing an apple and an orange. Astrobot shower of gems is not voxels. You won't dig out into the level of a game with this tech. I can't believe I even have to detail this.
That was not my point.
Nintendo didn't have to use voxels, with all it's limitations.
Ask what. Why Nintendo couldnt implement physics in dkb? lolLol
Please go ask /r/VoxelGameDev
The technical discussions in this thread are laughable
But honestly, there's a whole host of things that we also got to improve upon. There's much, much further sight lines making the mountains feel so far away. The team did just such a great job making them feel epic and large and big. The terrain tessellation, we've done some work on there, higher-fidelity rendering for far terrain. In general it just looks much higher quality than some of our far away distance stuff in the past. There is a bunch of localized volumetric fog. We love the fog and we had more of just standard fog in the last game and it was beautiful and really well done. But now there's actually localized volumetric work. We did some work on low lying clouds and we improved skin and hair rendering.
At some point we're going to do a, "Here's all the cool base and Pro sort of features," and we'll outline it all. But one of the great parts of working on the second installment of something is that you get to take all those features and iterate on them in a way that is not just, "Ah! Photorealism button. Who cares about that?" It's about the artistic expression that we're going for. The art. There's a style to Ghost that is really important. And it's not just pure photoreal, though photorealism has an aspect to it. It's really taking that style, bringing it a little bit more forward and developing features that help achieve our visual and aesthetic and emotional and tonal goals. Like creating the aurora borealis. We didn't have that in the last game. Being able to create effects that go into the skybox. These were the things we didn't have. And they're not just buttons of photorealism and rendering. They're directed by the experience that we would like to have.
Ask what. Why Nintendo couldnt implement physics in dkb? lol
Voxels are in general ugly beasts and inherently inferior to polygons
The underlying technology is impressive, but don't you think this is all a big contradiction in itself when Nintendo confirmed the Voxels were meant to run on the freaking Switch 1? I don't know, we went through this song and dance already for crossgen PS4 titles and I find difficult to consider this in any other way as a result.Your point miss the target. You're saying they could have used this Havok technology, a technology that can't even make DIGGING into terrain. Rigid body to particles ala Niagar has nothing to do with what you can do with voxels. Amazing choice of technology that doesn't fit the needs.
Also one that has never been seen on console platforms nor ever implemented into a game as of now, including UE5 niagara particle destructions, and likely for now reserved only for PC high end rigs if even that, because again, no game on horizon with the tech, UE5 is already struggling. Again, on switch 2?
I asked you smoothed voxels with physics, you replied with something that has nothing to do with voxels. Oooops. Seems I was right, no games does it. Physx and all, no support for ray marched/countouring voxels.
Lol you are hardly an expertSo you have no clue about the tech, glad that's settled.
Your point miss the target. You're saying they could have used this Havok technology, a technology that can't even make DIGGING into terrain. Rigid body to particles ala Niagar has nothing to do with what you can do with voxels. Amazing choice of technology that doesn't fit the needs.
Also one that has never been seen on console platforms nor ever implemented into a game as of now, including UE5 niagara particle destructions, and likely for now reserved only for PC high end rigs if even that, because again, no game on horizon with the tech, UE5 is already struggling. Again, on switch 2?
I asked you smoothed voxels with physics, you replied with something that has nothing to do with voxels. Oooops. Seems I was right, no games does it. Physx and all, no support for ray marched/countouring voxels.
The underlying technology is impressive, but don't you think this is all a big contradiction in itself when Nintendo confirmed the Voxels were meant to run on the freaking Switch 1?
I don't know, we went through this song and dance already for crossgen PS4 titles and I find difficult to consider this in any other way as a result.
The digging into terrain is just a replacement of a cube, or voxel. There is nothing special about it.
One moment there is a voxel, the next the player does an action and the game removes the voxel.
The advantage is that it's fast, because a voxel is just a pixel with volume.
But yes, there are physics with voxels.
Must have been playable ones if a Switch 1 release was on the table for four whole years, they only moved the project in 2021.Yea but at what FPS? I think they were struggling hard.
This isn't a Sony situation however. Although it's obvious they haven't leveraged the PS5 fully yet, they are still using what the GPU and RDNA2 has to offer for the most part, as well as their uniquely fast I/O (just not as hard as they used to). By the look of things, Nintendo hasn't even reached the "built from the groundup" stage with their releases yet, they just touched up whatever they had in the Switch 1 pipeline to fit the next gen launch. In my eyes, that's a much worse place to be at the moment.For sure I don't expect EPD Tokyo to have leveraged all the power available to them. And likely never will. I've said so multiple times in the thread that I do not expect Nintendo to squeeze T239 to the limits like Sony would with a PS4. Hell I don't even think Sony is squeezing PS5 like they used to, they're lifting the foot from the pedal. Are EPD Tokyo some kind of programming genius ala Carmack? No again, I don't think so.
You either die a hero or you live long enough to see yourself become a ChiefDada.Ever since switch 2 launched buggy has lost the plot. Dude is eternally mad if people aren't as enthusiastic as him
Ever since switch 2 launched buggy has lost the plot. Dude is eternally mad if people aren't as enthusiastic as him
Again, not smoothed
3rd time I repeat the problem I have not seen solutions for
You're explaining things I already know. It's not like I ignore teardown's existence.
I see a trend…You either die a hero or you live long enough to see yourself become a ChiefDada.
The thread has a long history of people jumping the shark:
- Rofif - Forspoken
- ChiefDada - Spiderman 2
- Lethal01 - Final Fantasy 7 Rebirth
- PolygonalSprite - Final Fantasy 7 Rebirth
- Rofif - Death Stranding 2
- Rofif - Ghost of Yotei
- BlownupRich - Mario Kart World
- Buggyloop - DonkeyKong Bananza
You either die a hero or you live long enough to see yourself become a ChiefDada.
The thread has a long history of people jumping the shark:
- Rofif - Forspoken
- ChiefDada - Spiderman 2
- Lethal01 - Final Fantasy 7 Rebirth
- PolygonalSprite - Final Fantasy 7 Rebirth
- Rofif - Death Stranding 2
- Rofif - Ghost of Yotei
- BlownupRich - Mario Kart World
- Buggyloop - DonkeyKong Bananza
You either die a hero or you live long enough to see yourself become a ChiefDada.
The thread has a long history of people jumping the shark:
- Rofif - Forspoken
- ChiefDada - Spiderman 2
- Lethal01 - Final Fantasy 7 Rebirth
- PolygonalSprite - Final Fantasy 7 Rebirth
- Rofif - Death Stranding 2
- Rofif - Ghost of Yotei
- BlownupRich - Mario Kart World
- Buggyloop - DonkeyKong Bananza
Your problem is how to map the voxels to a 2d texture?
The moment the player interacts with the voxel that is mapped, just replace it with another voxel that has a physics volume or even a bunch or polygons.
Replacing models when they are destroyed is what the industry has been doing for decades now.
Ok so say, from DF's video where he dug underneath a massive part of the level, where we expect it to fall, have a massive part of the level suddenly turn from smoothed voxels, to just voxels, do physics to drop down the level, and... ? what does it look like now? You basically returned to teardown, it doesn't look like the same game. Turn to polygons? Can you dig into that fallen level now? No you turned it into polygons. Do you understand?
Enshrouded with all the power of PC and is much more technically advanced than this with ray tracing and so on has floating voxels.
Doesnt matter if you brought it up or not, the fact is that you've been defending it and excusing those shit graphics and lack of physics for the past couple of pages.Oh, slimysnake all high and mighty above everyone. What a farce.
Again, I am NOT the one bringing DK in this thread, ever. Do you notice that?
You don't want to be called out on being wrong with tech? Leave it at superficial levels and say you're disappointed with graphics. Voila. I don't give a shit. I don't care you think textures are PS3 era. You wish it had teardown like physics. I'm pointing out I don't think it exists for smoothed voxels slimy. Sorry I guess?
Gymwolf had compared DK with Red Faction Guerilla in the past. The Red faction guerilla which no longer had terrain destruction. I mean are you guys just fine with this level of discussion? Just want to clown around without interruption?
Voxels dont float on the touryst, astroneer or voxile eitherOk so say, from DF's video where he dug underneath a massive part of the level, where we expect it to fall, have a massive part of the level suddenly turn from smoothed voxels, to just voxels, do physics to drop down the level, and... ? what does it look like now? You basically returned to teardown, it doesn't look like the same game. Turn to polygons? Can you dig into that fallen level now? No you turned it into polygons. Do you understand?
Enshrouded with all the power of PC and is much more technically advanced than this with ray tracing and so on has floating voxels.
I don't remember but yea path tracing is awesomeYou were fine with it when I called it peoples on path tracing ignorance. How odd.
I think i compared the old red factions and their total destruction and you said that they were limited and you were right, my comparison with guerrilla was tech vs tech and what was more unique\advanced, and at the end of the day, their destroy building tech is still more impressive than whatever bananza is doing, at least for me, at least there was actual physics in play instead of having floating voxels and the graphic for the time wasn't as shit as it is in bananza in 2025, and it was more unique than mindless destruction that has been in a lot of games already, even if they were more limited than bananza (but bananza is also very limited in other things as we discovered), you literally don't have another game with that type of destruction except maybe just cause 4 but not on that level.Oh, slimysnake all high and mighty above everyone. What a farce.
Again, I am NOT the one bringing DK in this thread, ever. Do you notice that?
You don't want to be called out on being wrong with tech? Leave it at superficial levels and say you're disappointed with graphics. Voila. I don't give a shit. I don't care you think textures are PS3 era. You wish it had teardown like physics. I'm pointing out I don't think it exists for smoothed voxels slimy. Sorry I guess?
Gymwolf had compared DK with Red Faction Guerilla in the past. The Red faction guerilla which no longer had terrain destruction. I mean are you guys just fine with this level of discussion? Just want to clown around without interruption?
But all that the game is doing is replacing voxels with polygons.
When the player makes a hole in the ground, the game just removes that voxel, and covers the walls of the neighboring voxels with polygons.
Voxels dont float on the touryst, astroneer or voxile either
Again, surfacing voxels is an entirely different problem with a static optimized and stored octree than one that has physics and is tumbling / projected around ala Teardown.
Feel free to ask him, I know this is not an unfamiliar name to you
Until you find an example doing exactly what you feel should be possible, not words, a proof of concept.
Touryst - What destruction? Again, very much not smoothed but I fail to remember a single case in that game where you would have destroyed the base of something and expect it to collapse.
Voxile I haven't played it, is it even out? But again, not smoothed, like teardown. Nothing in that trailer tells me that its teardown physics.
Astroneer
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Its full of floating voxels floating base even in mid air and all items floating
Whole concept of this video is because of floating voxels
Most of the solutions outside teardown are more like DRG at best, detect no support, pop out of existence.
Should cutting the base of a tree in donkey kong means the whole thing explode? I guess. Doesn't it look weird? Falling over and rolling, that would be fun, but again, I have no examples. To go back to DF's video, when he dug under the level, are the expectations that a whole platformer level because John dug underneath it? What are the expectations here and how does that help the gameplay of a platformer without fucking things up majorly for the player. This ain't sandbox Minecraft/Astroneer with random generation, there's a concept of a level in DK.
I think i compared the red factions and their total destruction and you said that they were limited and you were right, my comparison with guerrilla was tech vs tech and what was more unique\advanced, and at the end of the day, their destroy building tech is still more impressive than whatever bananza is doing, at least for me, at least there was actual physics in play instead of having floating voxels and the graphic for the time wasn't as shit as it is in bananza in 2025, and it was more unique than mindless destruction that has been in a lot of games already, even if they were more limited than bananza (but bananza is also very limited in other things as we discovered), you literally don't have another game with that type of destruction except maybe just cause 4 but not on that level.
From what i remember you also didn't liked the comparison with teardown and drg, 2 voxel games with even more destruction\physics, at least include everything if you have to call people clowns to make your point.
Or the comparison with noita, another game that absolutely smash bananza in term of physics and destruction, but apparently if it's not made in voxel so it's not a valid comparison apparently...
You think bananza is doing some incredibly impressive stuff, many of us are not as impressed, it's that simple.
The moment you have to explain to me with tecnical jargon why something is impressive instead of something just looking impressive, you know you failed.
Ok?
You were more impressed with oranges than apples. Good for you gymwolf. But when peoples are discussing the tech of DK, they're talking about terrain destruction.
Again this?
Opinion Analysis Game Dev Post in thread 'your top 5 best physics??'
1) Teardown
2) Noita
3) Half Life Alyx
4) BeamNG
5) Outer wilds
Won't put a video on that since it's quite an experience to figure it out and discover.
No, DK won't enter the list if you ask me again today. That's not the point of any of this. Since the beginning I am discussing tech limitations with voxel technologies.
I have no examples of a Teardown game with smoothed voxels, it just does not seem feasible at the moment.
Saying DK is not impressive because of X or Y game without understanding the why is frustrating. I know its much easier to go for laughing emojis
Noita : I can't wait to complain about GTA 6 for not having per pixel physics.. I can't believe this enters the discussion again. Sandfall physic pixels in 2D, somehow never made it 3D I wonder why, fucking Nintendo for not matching it. What even is this doing in the discussion.
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I am discussing tech limitations of not so known technology after peoples brought up comparisons that make no sense. But I know that discussions of tech over laughing emojis and claims like PS2 looking is really a downer around here. You ever wonder why I never bring up DK in this thread? Because I never did.
When did I try to explain that what it is doing is impressive? I am explaining that I don't think what peoples ask for even exists tech wise. Fine combed papers, coding videos, voxelgamedev subreddit, etc. Clearly more effort than just unga bunga PS2 graphics HUR HUR HUR Nintendo fucking sucks laughing emojis
Technical jargon is CLEARLY not a match with the peoples hanging around a graphical fidelity thread, this I am noticing. What a disappointment.
Nvidia is phasing out 32 bit CUDA operations, which includes Physx, starting with the 50x series. Perhaps it's the right choice to not use it if you'd be expecting future compatibility issues. I'm not sure if there are recent games that have implemented PhysX.
The expectation is for a game to have physics and not be an endless procedural paintbrush generator. Voxels can and do support physics in the games I've mentioned.
DKB feels very floaty and messy as a result of not having any physics applied to the surfaces you are clearing. Did you actually play the game that you feel there would be no tangible benefit to it?
If nintendo comes up with something that look better than yotei (pretty easy task) i'm gonna laugh for 3 days straight.People, in the end of the day, I want to remind y' all just in case... If many of you believe BuggyLoop may be wrong for one reason or another, that's a good thing in itself. There's a direct coming soon, Nintendo themselves could prove him wrong for all we know and show up with something truly next gen for this year or the next. It's in our best interest to see this happen.
What do we think about the new dying light?
with a gun pointed to my head i guess the zombie\monster rendering is...pretty decent? i think they are more detailed than the monsters in callisto and ds remake.
From what I have seen, there are geometry meshes in Yotei somehow comparable to those of Bananza, a Switch 1 game touched up. Why do I see it happen, lmfao.If nintendo comes up with something that look better than yotei (pretty easy task) i'm gonna laugh for 3 days straight.
I actually hope it happen just for the absolute chaos here on gaf![]()
I clearly remember people posting pics of dl2 that looked photoreslistic, the game never looked like that maxed out on my pc...Looks pretty much like the previous one, I don't even know what it was called. RTGI saved that game, without it, it was rather unimpressive.
Yeah but overall i think we can agree that yotei still look at least a generation better than bananza.From what I have seen, there are geometry meshes in Yotei somehow comparable to those of Bananza, a Switch 1 game touched up. Why do I see it happen, lmfao.
People, in the end of the day, I want to remind y' all just in case... If many of you believe BuggyLoop may be wrong for one reason or another, that's a good thing in itself. There's a direct coming soon, Nintendo themselves could prove him wrong for all we know and show up with something truly next gen for this year or the next. It's in our best interest to see this happen.
If nintendo comes up with something that look better than yotei (pretty easy task) i'm gonna laugh for 3 days straight.
I actually hope it happen just for the absolute chaos here on gaf![]()
Ah, you're right. I didn't think of searching if there was a 64bit version.There are 64-bit versions. Many games from 2013-14 already used this version, such as The Witcher 3, Batman Arkham Knight, Project CARS, etc.
Nvidia has discontinued 32-bit versions because they are old and will suffer from the 2038 problem.
64-bit software won't suffer from this kind of problem for millennia.