this post was submitted on 18 Feb 2024
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Lemmy Shitpost

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[–] bleistift2@feddit.de 266 points 1 year ago (1 children)
[–] snooggums@midwest.social 119 points 1 year ago (2 children)

SMB had game file size limitations in the dozens of kilobytes range.

[–] Jerkface@lemmy.world 142 points 1 year ago (2 children)

For comparison, that screenshot is 342kb, and Super Mario Bros is 40kb. The screenshot is more than 8.5 times bigger than the game it comes from.

[–] sus@programming.dev 83 points 1 year ago* (last edited 1 year ago) (2 children)

I managed to recreate almost the same screenshot in 5kb (and with much less compression artifacts!)

before adding the text and circles it was only 1.6kb

it's a case where jpeg compression ironically results in the picture getting 60x larger and more blurry because everyone recompresses the images and jpeg is designed for large photos and not pixel art

[–] Valmond@lemmy.mindoki.com 32 points 1 year ago (2 children)

Use png and IDK I don't remember which cmd line soft but it stripped out unused colors and compressed images like that one hard.

That, without the red lines and circles, and without jpeg jitter should be like 1kb. Or less less.

Now, as an oldtimer, when you load that 1kb image up, it will still take like 640x320 bytes (it was all 8bit) so 200KB of RAM. But back in the day I guess it was more like the original GB 160x144 so 22.5KB RAM needed to show that image.

Did it work like that?

No, because cartridges didn't have a lot of space, and the consoles didn't have much RAM, so you used tiles. You had a tile map image, each tile was 8x8 pixels pointing to a palette (so you could use 4-bits for the color. More or less so, there were a lot of 'modes'). Each tile had a number and your screen was some 20x18 tiles x 1 byte numbers, designing the 'tile' to be shown at that particular position of the screen.

All done by hardware so way fast!

To make the scrolling run you had a 'delta' pixels to slightly move the "screen" around.

Fun times.

Time to go to bed 😪😴

[–] s_s@lemm.ee 4 points 1 year ago
[–] Revan343@lemmy.ca 3 points 1 year ago (1 children)

ROM Cartridges like that were also basically as fast as RAM, and mapped into system memory, so you could reference things directly instead of having to load things to RAM first like off a disc

[–] Valmond@lemmy.mindoki.com 3 points 1 year ago (1 children)

Yes yes! But wasn't there some limit, like if you had a 1Mbit cartridge you still had to shuffle the data around? Or was it just a penalty to map a different chunk of memory?

My memory is sure not that fast or reliable:-)

Not the guy you replied too, and my memory is also fuzzy, but I always love how crazy and analog nes hardware was. Im like 70% sure that later in the nes lifespan they made it to where cartridges had more rom and could shuffle the data banks/tables around and that the nes could only process something like 32kb at a time I think? So they would just swap around the data sets depending on when they where needed.

Almost like one of those choose your own adventure books... Im probably horribly wrong in that summary and analogy though. It's been years since I last got a refresher on nes tricks lol

[–] Lojcs@lemm.ee 1 points 1 year ago

Here's the same image in 3.8kb (lossless jxl):

Interestingly, lossy jxl is larger (59kb):

[–] dhtseany@lemmy.ml 10 points 1 year ago

I like this math lesson

[–] bruhduh@lemmy.world 32 points 1 year ago (3 children)

Modern AAA games need optimisations too

[–] PeterPoopshit@lemmy.world 28 points 1 year ago (1 children)

Optimization? Pffffft. Nvidia probably pays game developers to make unoptimized games just to boost gpu sales.

[–] bruhduh@lemmy.world 67 points 1 year ago* (last edited 1 year ago)
[–] Agent641@lemmy.world 16 points 1 year ago* (last edited 1 year ago)

Laughs in Cities: Skylines 2

[–] snooggums@midwest.social 3 points 1 year ago (1 children)

Yes, but not 'every rock is identical' optimization like back then.

[–] WarmSoda@lemm.ee 6 points 1 year ago

You'd be surprised

[–] Rhaedas@kbin.social 152 points 1 year ago (2 children)

I've seen this same suggestion years ago on Blender tutorials. Generating a scene isn't about making it realistic, it's about fooling the audience into thinking it's real without making it too hard to create. Look at videos from Ian Hubert on how to fake it well.

[–] fossilesque@mander.xyz 19 points 1 year ago (1 children)

My partner compares video game design to stage theatre.

[–] 200ok@lemmy.world 3 points 1 year ago (1 children)

Good analogy! Anything in particular they've used as examples?

[–] fossilesque@mander.xyz 3 points 1 year ago

Cyberpunk, literally all of it.

[–] Sanctus@lemmy.world 126 points 1 year ago

Welcome to gamedev. Its all smoke, mirrors, and magic tricks. Come intervene in our fancy electric rock dreams.

[–] MrJameGumb@lemmy.world 77 points 1 year ago (3 children)

You want them to pay to design TWO ROCKS???? What are they, billionaires???

[–] Dabundis@lemmy.world 63 points 1 year ago (3 children)

The monkey's paw curls. New AAA games now feature thousands of individual rock models, among other labor- and space-saving measures being forgone in favor of realism. The game is 400 GB and the devs have worked 110 hours per week for the last 3 months

[–] FinalRemix@lemmy.world 43 points 1 year ago (1 children)

All you did was describe the current sad trajectory of AAA games anyway.

[–] Suburbanl3g3nd@lemmings.world 5 points 1 year ago

Thought he was describing CoD lol

[–] Aceticon@lemmy.world 1 points 1 year ago

And all the 5GB worth of rocks were generated using a single Houdini script.

[–] Pothetato@lemmy.world 19 points 1 year ago

It's one more rock, Michael. What could it cost, ten dollars?

[–] doggle@lemmy.dbzer0.com 19 points 1 year ago

Setting aside that asset production is genuinely one of the most expensive parts of game dev, if they're smart they can use some clever GPU instancing to improve performance by reusing assets

No clue if that's happening here, though

[–] Ephera@lemmy.ml 64 points 1 year ago (1 children)

Generally more than half of the rock is underground, so while it might be only one rock, you see many distinct sides of it...

[–] intensely_human@lemm.ee 13 points 1 year ago

Most rocks are one sided actually.

[–] SilverShark@lemmy.world 62 points 1 year ago

I honestly don't see the similarity. So nice rotating, scaling, moving skills I guess.

[–] WhiskyTangoFoxtrot@lemmy.world 41 points 1 year ago (1 children)

The desks in Skyrim are just clouds embedded in the ground and recoloured.

[–] Cris_Color@lemmy.world 14 points 1 year ago (1 children)

The desks are clouds...? How would clouds even remotely look like desks??

Was this supposed to say rocks? I'm so confused 😅

[–] CodexArcanum@lemmy.world 26 points 1 year ago (1 children)

I think the joke here is that in Super Mario Bros (NES), the bushes are recolored clouds, with their bottoms hidden by the ground. By changing the reference to Skyrim, you get a surrealist joke.

Anyway, that's what I thought the reference was and it made me heartily lol!

[–] WhiskyTangoFoxtrot@lemmy.world 18 points 1 year ago

That and the fact that the desks in Skyrim are bookshelves embedded in the ground.

[–] ArmokGoB@lemmy.dbzer0.com 30 points 1 year ago (1 children)

And we had to share the rock

[–] ace_garp@lemmy.world 4 points 1 year ago
[–] MarcomachtKuchen@feddit.de 24 points 1 year ago (2 children)
[–] funkajunk@lemm.ee 8 points 1 year ago

It's minecraft

[–] sebinspace@lemmy.world 9 points 1 year ago

This is literally every game with rocks, since fucking forever..

[–] Xanthrax@lemmy.world 6 points 1 year ago* (last edited 1 year ago) (1 children)

Lmao, done that before. You do have to worry about the resolution of the textures when changing the model's size, though.

Also, I've made small caves systems and mountains like this, before slapping myself for not remembering terrain generation.

Edit: this is a bit of tangent, but I'm super excited to see more boulders rendered using polycam. Generally, the models are a bit janky and never have straight polygons (along the x,y,z axis) So things like furniture and corridors won't work. Boulders though, it's perfect!

[–] EvokerKing@lemmy.world 1 points 1 year ago

Maybe not polycam in specific, since they too believe that you need lidar to get high quality scans, which isn't true at all.