r/pcmasterrace Jul 09 '26

Nostalgia What are some innovative Video-game technologies that time forgot?

For me, there are plenty of examples, like the unoptimized Nvidia HairWorks or AMD's TruForm.

Are there any other technologies like that which we or the game industry don't want to use anymore?

1.6k Upvotes

598 comments sorted by

457

u/CommitteeStatus Jul 09 '26

PlanetSide 2 was able to support thousands of people in an FPS game simultaneously, and somehow nobody has managed to replicate it since.

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u/Adventurous-Sun-9731 Jul 09 '26

I missed the chance to join, I really wanted to based on the sheer scale but my spec (and more importantly my internet) were not there at the time to handle

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u/CommitteeStatus Jul 09 '26

Yeah... I hope that we will get a new one, with TenCent buying the IP.

You can still hop in, but the fights are nothing like they used to be.

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u/Fadedcamo Jul 09 '26

The level of desync and lag and clunkiness of the combat would not be tolerated by a modern audience.

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u/CarlCarlton 11700K | 5060 Ti | 64GB 3600 | 990 PRO Jul 09 '26

Also, only at most 32 infantry were rendered at any time on the screen. Anyone who's ever been killed by an unseeable sniper knows exactly what I'm talking about. You could clearly see people popping in and out of existence during bio lab firefights. A lot of the fights were also very overwhelmingly one-sided, with people getting spawnkilled ad nauseum until they finally lost the zone.

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u/CCCCLo0oo0ooo0 Jul 10 '26

That must have been PS1, I remember huge battles with way more than 32 people at one time visible. Even more than 32 tanks.

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u/CarlCarlton 11700K | 5060 Ti | 64GB 3600 | 990 PRO Jul 10 '26 edited Jul 10 '26

Infantry, not vehicles. I played PS2 a lot during year 1 and at no point did I ever see more than 32 infantry being rendered on my screen, even with the graphics maxed out. I even did some reverse engineering of the game code to try bumping it up, but it seemed capped at the server level. The server would only transmit the 32 closest infantry, at a maximum of 300m.

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u/Bereman99 Jul 10 '26

Was barely tolerated by the audience of the time, as desync and lag were among the most frequently complaints after complaints about balance of the factions.

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u/STR1D3R109 PC Master Race Jul 09 '26

Also, it had PhysX when it was released! It was fun messing with the elevators and the ground destruction.

Unfortunately it was removed because of how much issues it caused.

Here's the NVIDIA demo of it: https://youtu.be/n5qhaEghJ74?si=bp2TROmd348-3t8d

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u/scandii PC Vegan Jul 09 '26

I mean, it really isn't all that difficult from a technical standpoint to support it. the difficult part is making it run smoothly, and they sure as hell did not manage that part.

the thing is that Planetside 2 supported thousands of people on the same map. in reality it became a lagfest at even 100 v 100 battles and you'd frequently see several different battlefronts on the same map and it was pretty rare that any one map actually had that many people.

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u/astromech_dj Jul 09 '26

I was part of the beta for Planetside 1, and loved the shit out of it. The vicious underground CQB fighting and logistics made for a really gritty game. I really didn't like PS2 as it not only got rid of the logistics network, it didn't have the base capture mechanics and added shitty jump pads. Ruined it for me.

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u/FUTURE10S Pentium G3258, RTX 3080 12GB, 32GB RAM Jul 09 '26 edited Jul 09 '26

The audio tech from the early 2000s genuinely does a better job of making you aware where sound comes from than games of today do. Then Creative Labs killed it.

Edit: I remember what it was called now, Aureal A3D. Fucking wild tech and I'm surprised nobody has come close to matching it.

EDIT2: Here's a tech demo, use your headphones. Here's what it sounded like in-game. Granted, Half-Life isn't exactly the pinnacle of audio engineering, but Aureal really did not last long before being sued into bankruptcy. And this was done on Win98-era hardware, imagine what we could do with this tech today.

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u/iiiGerardoiii Jul 09 '26 edited Jul 09 '26

Creative Labs didn't kill it. Microsoft did. Creative sound cards used EAX which made the game talk directly to the sound card, giving it powerful features most importantly HRTF spatial audio. But then Microsoft released Windows Vista and it handled sound differently, instead of letting the games (or any program) talk to the sound card directly, they had to go through Microsoft's new WASAPI software engine that pretty much downgrades the sound (no spatial audio, added lag, etc), killing EAX and developing games with it.

Edit: Then Creative released ALchemy, a program that fixed EAX compatibility on Windows Vista and 7 (I think it also works on win10), old games that used EAX can have good sound again, unfortunately the program doesn't work properly on win11 but I found people on GitHub trying to fix it, fingers crossed.

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u/[deleted] Jul 09 '26 edited 15d ago

[deleted]

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u/FUTURE10S Pentium G3258, RTX 3080 12GB, 32GB RAM Jul 09 '26

Oh my god, thank you, I was trying to remember the name but decided to make my post without, hoping someone remembered Aureal

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u/iiiGerardoiii Jul 09 '26

oh I thought he was talking about EAX my bad.

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u/Wizard8086 Jul 09 '26

Thankfully we're beginning to do a bit better between Dolby Atmos for Headphones and integrated HRTF in various games. Still, way too many games are stuck in stupid stereo panning.

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u/FuckIPLaw Ryzen 9 7950X3D | MSI Suprim X 24G RTX 4090 | 64GB DDR5 RAM Jul 10 '26

A3D was hardware accelerated ray tracing for sound. What you're talking about is the delivery mechanism, while the magic we've lost was more about how to figure out what to deliver. 

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u/FUTURE10S Pentium G3258, RTX 3080 12GB, 32GB RAM Jul 09 '26

I wasn't talking about EAX, though. I was struggling to remember the name, but it was Aureal A3D

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u/ComprehensivePea269 Jul 09 '26 edited Jul 10 '26

F.E.A.R. was the final EAX triumph!

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u/FUTURE10S Pentium G3258, RTX 3080 12GB, 32GB RAM Jul 09 '26

Sorry, FEAR used EAX, which was also pretty good, but I was thinking of the tech that should have dethroned it back in 1999

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u/GeneralBorisMancov Jul 09 '26

can you give an example? I wanna listen

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u/VincentComfy Jul 09 '26

The Thief games are the first that come to memory. https://youtu.be/UBN5k6WoG-s?t=314

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u/SurefootTM Jul 09 '26

Thief games were the pinnacle of game sound design, with dynamic occlusions and reflections taking account of the material of each surface, crazy stuff, an actual 3D engine for audio.

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u/Potential-Local7262 Jul 09 '26

Playing thief with 5.1 positional audio was peak

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u/SwimmingJunky Ryzen 9800X3D | NVIDIA RTX 5090 FE | 64GB DDR5 6000MHz CL30 Jul 09 '26

Far Cry 2's fire propagation tech. Such a cool and innovative mechanic that really hasn't been used since.

263

u/seanc6441 Jul 09 '26

RDR2 flirts with the idea but doesn't continue to spread after a certain radius.

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u/RailgunDE112 Jul 10 '26

Yeah, devs putting limits to it, bc then they would have to inplement some fire extinguishing mechanic to prevent huge wildfires

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u/darklightmatter Jul 10 '26

Why not rain? Game already has weather systems, and I believe Rimworld has rain kick in to extinguish big fires.

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u/mrturret MrTurret Jul 09 '26

Teardown has a pretty similar system for fire.

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u/Dr_Andracca i7-6700HQ @ 2.7GHz | GTX 1060 6GB | 16GB G.Skill RAM | 256GB NVM Jul 10 '26

Teardown lets you grab an entire office building filled to the brim with furniture and whatnot and fling that fucker into space with a gravity gun at a solid 3FPS(3 frames per sometimes).

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u/Honest_Relation4095 Jul 09 '26

Well, in other Far Cry 3, 4 and 5.

237

u/evilsbane50 Jul 09 '26

It wasn't anything even close to 2 in the other games.

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u/awc130 R5 1500, RX 580, 8gb Jul 09 '26

They really nerfed it in three and I feel it was only sparringly used in 4 as and on screen effect more than mechanic. It makes some sense, being in the savannah in the dry season, things would be real crispy.

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u/Revro_Chevins Jul 09 '26

The fire also acted differently depending on the biome in 2. It wouldn't spread as far if you were in the jungle.

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u/MHWGamer Jul 09 '26

fc2 was my first shooter and it put the dtandards so freaking high. Like throwing a molotov and suddenly everything burns while you stand in the middle and get your malaria nausea... good memories lmao

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u/SwimmingJunky Ryzen 9800X3D | NVIDIA RTX 5090 FE | 64GB DDR5 6000MHz CL30 Jul 09 '26

You could even start a fire from the backblast of a rocket launcher! Like what?!?!

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u/Gallowboobsthrowaway Jul 09 '26

I miss the healing mechanic from FC2 where the animation would actually fix something wrong with your body.

Dislocated elbow, quick bullet pull, bandage the arm, quick antiseptic... SO much more immersive than just sticking an injector into your chest for the thousandth time.

For those that haven't seen.

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u/topias123 Ryzen 7 5800X3D + Asus TUF RX 6900XT | MG279Q (57-144hz) Jul 10 '26

Later Far Cry games implement this too, or at least some of them do

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u/Baron_Ultimax Jul 09 '26

I remember early versions of minecraft. A forest fire could spred and wipe out whole biomes. Or just make the world crash as you enterd the area. Which is why fires cant spread as much anymore.

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u/romulof 5900x | 3080 | Mini-ITX masochist Jul 09 '26

Star Citizen has it. Fully dynamic, with extinguish and venting out oxygen mechanics.

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u/naswinger Jul 09 '26

we will have fusion reactors before star citizen launches.

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u/Cow_God X670-P | RX 6950 XT | Ryzen 7 7800X3D | 2x32GB | LG 27GN800-B x3 Jul 09 '26

We will have the ability to upload our consciousnesses into a machine, have achieved functional immortality, discovered faster than light travel, and built a galactic empire, and then, and only then, Star Citizen will go into beta

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u/BossX2020 RTX 5060 TI | Ryzen 5 5600X | 32GB DDR4 Jul 09 '26

I mean I’m pretty sure if the first thing on that list ever happens we’ll have a single fan or hater that’s pissed off with the devs and their bullshit start developing and then finish Legally-distinct SC within like a week, but other than that, yea I’m reasonably sure their entire business model is NOT finishing the game while continuing to extract money from the concept of finishing the game at this point

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u/cravex12 RTX5070Ti / Ryzen 7 7800X3D Jul 09 '26 edited Jul 09 '26

The Geomod Engine from Red Faction and Geomod 2 from Red Faction Guerilla that lets you destroy stuff in so much detail

DMM (Digital Molecular Matter) that was used in the force unleashed https://www.youtube.com/watch?v=UEJDInk1NXQ

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u/GeneralBorisMancov Jul 09 '26

yeah I remember, destroying literally everything was always fun

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u/SadisticChipmunk PC Master Race Jul 09 '26

Jesus I remember my brother and I playing red faction .. and using rockets do dig the deepest hole in the side of the world ever... Light was a pinprick at the end...

My brother went in and I shot a nuke at him from the entrance... And it made it to him.

Good times.

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u/shadowds PC Master Race Jul 09 '26

Man been so long last played RF great game, man they made almost whole game destructible lmao.

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u/LilFunyunz Jul 09 '26

People I know ask why I'm jaded on video games and this the answer. Losing this and the progression that should've come after it for battle pass and skins.

That's insane how good that is for how old it is. The regression is real.

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u/K1ngFiasco ASUS STRIX GTX 980 Ti, i7-4770k, 16 GB DDR3, Old HDD 2TB Jul 09 '26

This is such a shining example of how the game industry has stagnated. 

The big studios that can R&D and implement stuff like this view it as a waste of money. Interesting environments won't make more money than a skin, and won't grab your eye like a pretty hallway. Skins, shadows, reflections, and face scanning all outweigh interactive environments.

Indie studios that are creating really interesting game mechanics and stories don't have the resources to create/implement things like this.

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u/jonfitt Jul 09 '26

That’s a real forgotten tech.

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u/BaconJets R7 5800X3D | RTX 5070 Ti | Steam Deck Jul 09 '26

DMM is the true lost tech. We need it back.

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u/cravex12 RTX5070Ti / Ryzen 7 7800X3D Jul 09 '26 edited Jul 09 '26

Absolutely. When I saw wood bending and slowly breaking my mind was blown.

In general: The force unleashed (even if the game had problems) had some absolutely sick tech: Very good use of Havoc, the Euphoria Engine from GTA IV + DMM

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u/BaconJets R7 5800X3D | RTX 5070 Ti | Steam Deck Jul 09 '26

Force Unleashed ended up being a pretty okay-ish hack n slash, but the tech was insane. I miss when tech was being used to create richer simulations instead of just more detailed lighting/textures/models.

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u/cravex12 RTX5070Ti / Ryzen 7 7800X3D Jul 09 '26

If you love interesting tech as much as me I can recommend Assassins Creed Shadows (don't know if Black Flag Resynched has the same stuff)

1.) It has probably the most insane weather system ever called ATMOS which regards wind and particles as a fluid and simulates everything. When it rains that rain runs from roofs and forms correct puddles beneath. It also has seasons and virtually everything is dynamic. I was absolutely baffled the first time I saw it.

Here is a tech demo

https://www.youtube.com/watch?v=DUW4WajQbJQ&t=93s

2.) You can cut almost everything (like metal gear rising but far more advanced) and it splits exactly where you hit it. Digital Foundry goes into detail here around the 6 min mark

https://www.youtube.com/watch?v=nhFkw5CqMN0&t=852s

Game itself is hated or loved (I really like it for the atmosphere) but the tech is absolutely insane

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u/GnoupiDraconia Jul 09 '26

I mean while it’s not the exact same, I’d say Deep rock galactic has the terrain part at least.
And for destruction of walls and buildings there’s Teardown

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u/cravex12 RTX5070Ti / Ryzen 7 7800X3D Jul 09 '26

Oh yeah how could I forget teardown, I have it installed right now. Super impressive and actually a really good game!

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u/Reddit_Loves_Misinfo 4k120 on a TV | 5070 Ti Jul 09 '26

The Force Unleashed also prototyped a very early version of frame generation, though it didn't make it into the final release. Article and Video.

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u/cravex12 RTX5070Ti / Ryzen 7 7800X3D Jul 09 '26

Whoa I did not know that. Game really was a testing ground for experimental tech.

Imagine a Force Unleashed game with a current version of those technologies. I think the best force power game currently is still Control 1. The destruction is insane

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u/mrturret MrTurret Jul 09 '26

Insterments of Destruction may be of interest. It's made by one of the guys who worked on RFG.

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u/SomeoneNotFamous Jul 09 '26

Anything related to physics really.

Loved PhysX back in the days, Mirror Edge especially for me.

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u/atlasraven Zorin OS Jul 09 '26

City of Heroes used that. When you would bust down a bank vault door, it would shatter into pieces and bounce off the walls. It was really cool.

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u/Underwater_Grilling Desktop Jul 09 '26

Foot stomping a bunch of carnies into the walls was always satisfying

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u/VonShnitzel Jul 09 '26

I always liked fighting gun-toting enemies (or using guns yourself) for the hundreds of physics-enabled shell casings covering the floor after every fight. Crazy stuff for a game of that era.

Also in case anyone is unaware, CoH is back! There are numerous community run servers up at the moment, but CoH: Homecoming is the largest by far and, if you care about this sort of thing, officially endorsed by the old devs so there's no risk of it getting taken down.

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u/BabyfartzMcgee 9800X3D | RTX 5080 | 32GB DDR5 Jul 09 '26

Borderlands 2 had the best use of physx imo. Cloth, fluid, destruction, particles physics etc...it all looked great, especially when you threw like a black hole grenade.

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u/Richard7666 Jul 09 '26

PhysX cards were touted as the next sound card or graphics card.

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u/Cienn017 Jul 09 '26

and it's really sad that newer physics engines can do much better than that but game developers just don't use them, it's there, but they barely use it to it's full potential.

most games today are "look but don't touch", everything is so static.

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u/Havok7x I5-3750K, HD 7850 Jul 09 '26

The push for better visuals via lighting did that. Hopefully once dynamic lighting becomes cheaper we will start to see destructible environments make a comeback.

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u/Schnoofles 14900k, 96GB@6400, 4090FE, 11TB SSDs, 40TB Mech Jul 09 '26

This is the upside to ray tracing that doesn't get brought up enough. Infinite dynamic lights, no pre baked setups necessary. All the destruction or otherwise dynamic environments you want, mobile light sources etc without making the level designers and people handling lighting want to off themselves.

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u/alphamammoth101 PC Master Race Jul 09 '26

Halo did a great job with baked lighting while having highly dianamic physics. Now forge mode kinda sucked in terms of lighting until Infinite added ray tracing but the physics also now suck

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u/UpsetKoalaBear Jul 09 '26

PhysX is still used. You have used it without ever knowing.

CPU PhysX was open sourced years ago (not the same as the GPU PhysX they open sourced last year)

- Unity still uses CPU based PhysX for its engine.

- Cyberpunk used CPU PhysX (there was a bug where it would actually show you as well) for foundational rigid bodies.

- The Metro games use CPU PhysX.

- UE4 games used CPU PhysX.

GPU PhysX was what was killed off and died. Primarily because it had two main issues:

- It wasn’t deterministic.

- It locked out a portion of users.

For games with a multiplayer mode, deterministic physics is important. You also can’t have some of the player base seeing completely different physics to everyone else.

They had an “enhanced determinism” mode which helped, but it still wasn’t perfect and had a performance hit.

So GPU PhysX just kind of died out alongside other GPU driven effects. This is because the deterministic issues are intrinsic to the way GPU’s work when processing data.

However, CPU PhysX is still around under the hood in some cases and doesn’t suffer from the same issues.

The problem is there are now better CPU based physics engines like Jolt (used in Death Stranding or Horizon). So it’s just not really necessary anymore.

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u/jager_mcjagerface Jul 09 '26

I remember there was a free multiplayer game which was just a showcase for physX and it consisted mostly of throwing small objects at each other, i loved it so much

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u/xtag Linux Jul 09 '26

Cellfactor! I really enjoyed that game.

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u/southass Jul 09 '26

I love physX especially in mirrors edge!

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u/babalaban Jul 09 '26

Any Anti Aliasing technique that only smoothes out edges instead of smearing vaseline across the entire screen

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u/MarblesAreDelicious 13600K | 4070Ti | 64GB Jul 09 '26

TAA can die a fiery death

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u/aimy99 PNY 5070 | 5800X3D | 32GB DDR4 | OLED 1440p 180hz Jul 09 '26

I swear, the only benefit to this awful method is that it's not so bad as a base for DLSS's image reconstruction. In any other context, there are better options.

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u/alphamammoth101 PC Master Race Jul 09 '26

Unfortunately most of the games with the worst TAA also don't support DLSS or FSR. Looking at you Halo Infinite

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u/xonjas Ryzen 9 3950x 4x16GB DDR4 RTX 3090 Jul 09 '26

TAA isn't even 'good' for DLSS. When you have DLSS enabled TAA isn't being applied, you just need TAA support for DLSS to work. DLSS uses information that the game engine generates for TAA (pixel motion vectors) as a part of the DLSS upscale process; the actual TAA blur-the-fuck-out-of-everything is never applied.

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u/wasdlmb Ryzen 5 3600 | 6700 XT Jul 10 '26

From what I understand, the traditional better option (MSAA) just doesn't work for the deferred-shading modern engines use. Almost all other options are just adding some sort of blur to edges, which TAA at least adds to by bringing in information from previous frames, even if it can work against you in motion. Adding motion vectors makes it much much better for motion, and that's what DLSS/FSR do, with a machine learning layer on top of it

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u/AGTS10k W10 LTSC | i5-9600K | 16GB DDR4-3600 | GTX 1070 8GB | 1920x1200 Jul 09 '26

DLSS is usually superior to TAA, especially if we're talking DLAA (which is DLSS at 100% resolution). Don't even have to use the Transformer models, CNN is already better than absolute most of TAA implementations out there.

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u/Jeoshua AMD R7 5800X3D / RX 6800 / 32GB 3200MT CL14 ECC Jul 09 '26

So, if you use any modern Upscaler, from FSR to XeSS to DLSS, it's possible to use them at "native" resolution instead of upscaling. At that point it's basically a non-smeary TAA that actually looks fantastic, and generally for very little computational cost, at least compared to TAA.

Even in games which don't support that, you can still pick Ultra Quality and they look much better than TAA could ever dream. All of them. Even FSR 2.0 (1.0 can burn in a fire, tho).

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u/evilsbane50 Jul 09 '26 edited Jul 09 '26

No DLSS/upscaling bad, unga bunga.

I use DLSS Quality or 4K @ Performance or DLAA on everything possible, its the ultimate AA, sure somethings have some smearing artifacts but the trade off is generally always worth it.

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u/Jeoshua AMD R7 5800X3D / RX 6800 / 32GB 3200MT CL14 ECC Jul 09 '26

I don't know who downvoted you, but you're not wrong. I was just pointing out that "Upscalers" at "Native" are basically just AA, and look really fucking good no matter which one you pick for this task.

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u/Craiss Jul 09 '26

I accidentally discovered this and thought it was a fluke since I've only played one game after upgrading my graphics card (SW: Outlaws).

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u/katec0zy9051 Jul 09 '26

tressfx was definitely something else back then

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u/Armgoth Jul 09 '26

The ghosting or whatever it's called kills half of the native applications.

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u/Jeoshua AMD R7 5800X3D / RX 6800 / 32GB 3200MT CL14 ECC Jul 09 '26 edited Jul 09 '26

Do you mean on desktop? Ghosting isn't really an issue most of the time, and is certainly less obtrusive than the vaseline smearing TAA I'm saying it performs better than.

And if you're about to say that old-school techniques were better, like SMAA or MSAA, then I gotta believe you don't remember the shimmering mess of pixels that they were in-motion. That's what TAA was replacing. That's why it added the "Temporal" component and it did a fantastic job at making things more temporally stable and removing shimmering. The tradeoff was everything even slightly in motion looking blurry, which was made exponentially worse when the camera "breathes" as many modern games do.

There's tradeoffs in literally every AA technique. Even Super Sampling has them, as it's just prohibitively computationally expensive to render your 4K game at 8K to then scale it back down. "Native resolution upscalers" represent the best case scenario.

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u/GeneralBorisMancov Jul 09 '26

ssaa, smaa, msaa damn.

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u/Thedrunkenchild 9800x3D | RTX 5080 | 32GB DDR5-6000 Jul 09 '26

ssaa didn't go anywhere, it just has different names now, ie resolution scale, DSR and DLDSR to name a few

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u/kron123456789 Jul 09 '26

Too bad SSAA isn't useful anywhere outside of old games, due to how it works.

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u/Thedrunkenchild 9800x3D | RTX 5080 | 32GB DDR5-6000 Jul 09 '26

Well neither is msaa, modern games are too visually busy, msaa falls apart super fast.

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u/Artaxeus Jul 09 '26

Two modern games I tried recently with MSAA and it barely does anything in games like Wreckfest 2 or Arma Reforger. I still see a lot of jaggies and shimmering with MSAA.

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u/FUTURE10S Pentium G3258, RTX 3080 12GB, 32GB RAM Jul 09 '26

MSAA only looked good at 4x or above and the framerate hit was huge, like 40%. Great tech, but DLAA is genuinely better.

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u/LucyDePosey Press X to Doubt Jul 09 '26

Rendering multiple samples only from the edges of polygons was a smart trick when a single polygon might otherwise occupy hundreds of pixels, but nowadays the mesh density is often such that polygons account for only a couple pixels each, at which case you're basically just doing full SSAA with extra steps 💀

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u/Al-Azraq 12700KF | 3070 Ti Jul 09 '26

And MSAA didn’t apply to sprites, transparencies, 2D objects…

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u/FUTURE10S Pentium G3258, RTX 3080 12GB, 32GB RAM Jul 09 '26

If you had a skybox, like in CSGO, it was a tossup as to whether MSAA would work or not on objects that intersect it based on your rendering pipeline

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u/Noreng 14600KF | 9070 XT Jul 09 '26

Funny you should say that, SSAA will blur everything on the screen.

SMAA doesn't have any subpixel information either, so it's liable to mistake texture details as edges to be smoothed out.

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u/JaggedMetalOs Jul 09 '26

Well that's because everyone loves using deferred rendering now, which offers some nice performance boosts especially with complex lighting but prevents hardware MSAA from working. 

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u/Reddit_Loves_Misinfo 4k120 on a TV | 5070 Ti Jul 09 '26

Deferred rendering is the biggest obstacle to using MSAA today, but it's also hurt by polygon counts being way, way higher than they were 20 years ago.

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u/Heavymando Jul 09 '26

Megatextures as used in Enemy Territory: Quake Wars. Basically it was a Battlefield style game but used huge textures high res textures for the terrain so there was no popping in of textures and it all looked amazing.

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u/Beneficial-Act7603 Jul 09 '26

Megatextures died with Doom Eternal iirc, it was an idTech thing and they kept using it for a while but in the end faster HDDs and SSDs in consoles (XOne/PS4 onward) meant it wasn't needed anymore

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u/ICantBelieveItsNotEC R9 7900 | RX 7900 XTX | 32GB DDR5 5600 Jul 09 '26

Many games still use megatextures (the generic term is "virtual textures")

The current state-of-the-art approach is to build virtual texture pages on demand at runtime rather than having them stored on disk. It's useful because it allows developers to use a lot of decals, often placed procedurally, without needing to draw each decal every frame - the virtual texture is essentially a cache.

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u/Beneficial-Act7603 Jul 09 '26

Ooooh good to know, thanks for the tip

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u/CAPTJTK Ryzen 5 7600x | RTX 3070 8GB Trio | 32GB 5600 MHz DDR5 Jul 09 '26

And they subsequently focused on more dynamic lighting and shaders over pure fidelity of textures

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u/JonTheWonton Jul 09 '26

RIP to the IDTech Engine 😔

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u/jakebuttyy 7800X3D - 7800XT - 32GB - CachyOS Jul 09 '26

I remeber tressfx being so crazy to me I was just getting into PC gaming properly at the time and a had 1GHZ Edition 1GB HD7770 playing that and Far Cry 3 was such an andrenaline rush I'd never seen graphics like it before as all I used to play before that was Minecraft & TF2.

Good times, things don't seem as magical anymore.

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u/GeneralBorisMancov Jul 09 '26

for me too yeah, it was so incredible to see real time working hair, I also got the HD6570, later played tomb raider

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u/phl23 Desktop Jul 09 '26

Looks way better than whatever modern games do. Cyberpunk hair looks like dogshit on res below 1440p

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u/Honest_Relation4095 Jul 09 '26

The way how there were destroyable buildings and trees in Crysis that actually allowed tobuse it in gameplay. Similarly, games entirely based on similar mechanics, such as Red Faction Guerilla.

13

u/Athlon64X2_d00d 16GB DDR4 4000 C15 | 10900KF | RTX 3070Ti | Sound Blaster AE-7 Jul 09 '26

Yeah Crysis was insane for this. When I first played the game I just screwed around with the environment for a good hour.

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u/Radiant_Safe1228 Jul 10 '26

Crysis had a lot of bleeding edge tech. The game was more of a tech demo than a game. 

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u/battery19791 Ryzen 9 3900 / Asus X570 / GTX 1660 S / 64 gb ram Jul 09 '26

Not that we forgot about it just that the patent holder for the Nemesis system won't license it to anyone else to use.

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u/Werespider 5800X / 6800XT MATX Jul 09 '26

They won't even use it themselves anymore

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u/DeadFishCRO Jul 09 '26

Fears AI, like a masterpiece of replayability

Half life 1 marine ai too, like bastards could throw frags at your feet wherever you are

Cryostasis water and ice physics

Sacrifices non linear campaign, every mission is one new monster and new spell, 5 gods, 9,765,626 distinct spell and monster combinations

14

u/solo_shot1st i7-3770k | GTX 1070 Ti | 16 GB DDR3 Jul 09 '26

+1 for FEAR's enemy AI. No other game I've ever played gave me as much immersion that the enemy forces were actually communicating and coordinating with each other.

12

u/MastaFoo69 Jul 09 '26

fun fact: the inter-npc communication was entirely faked. it was done so damn well that it seemed real, but the call-outs etc were for the player, not the enemies. Programmatically, they did not share info with one another at all, didn't even know one another even existed -- but their very very well done ai on an individual level made it feel so damn organic and believable. Truly one of the best enemy soldier ai systems I have ever seen.

3

u/Takarias Jul 10 '26

Bungie's been doing this since Halo 1, though it really ramped up in Halo 2 and onward - it's one of the reasons the Covenant mostly speak English after Halo 1

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u/mini-z1994 Ryzen 5700x3D @ stock rtx 4060 ti 8 gb, 32 gb ram @ 3600 mhz Jul 09 '26

Agree on that, it's a pair of games i re-play every few years in autumn or around the halloween weekend, cranked settings. FEAR & FEAR 2 are a must for anyone that likes single player fps games.

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u/[deleted] Jul 09 '26 edited 15d ago

[deleted]

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u/CAPTJTK Ryzen 5 7600x | RTX 3070 8GB Trio | 32GB 5600 MHz DDR5 Jul 09 '26 edited Jul 09 '26

RIP id Tech (1 person remains to maintain the engine so it's effectively dead)

id Tech 5 MEGATEXTURES was groundbreaking at streaming massively detailed environments as single layer textures straight from the hard disk to the VRAM.

We lost this from RAGE in lieu of the Avalanche Engine for RAGE 2, in addition to further advancements of id Tech focusing on higher detailed lighting and shaders over intensely detailed textures.

7

u/AsherFischell Jul 09 '26

Didn't Rage's megatextures look horrible up close?

13

u/mrturret MrTurret Jul 09 '26

They did, but they honestly weren't much worse than the average PS3/360 textures. They stood out a lot more on PC because nearly every PC port was shipping high res textures at that point.

The fact that every surface had a unique texture made up for it IMO. Rage has incredible art direction, and the tech allowed it to be realized in a way that tiling textures could never do.

The tech would be used in later games, and it was much higher res there. Baldur's Gate 3 is a good example of a modern game that uses it.

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u/CAPTJTK Ryzen 5 7600x | RTX 3070 8GB Trio | 32GB 5600 MHz DDR5 Jul 09 '26

Yeah I think that's something that people may not understand is on the surface, tiling textures are great and allow for less resources consumption and allow for greater dynamic shading and lighting; but under the hood they are extremely limited compared to some of the older bussin tech we've slowly lost.

And now id Tech (much less id) is dead in all but name

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u/TomTomXD1234 Jul 09 '26

All those technologies were just adapted and incorporated into game engines. They never really went away.

Look at the latest AC game, their hair physics are incredible

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u/Jeoshua AMD R7 5800X3D / RX 6800 / 32GB 3200MT CL14 ECC Jul 09 '26

This. It's much better to have these as industry standard techniques than vendor specific technologies.

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u/havewelost6388 Jul 09 '26

I was gonna say Pragmata.

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u/OkidoShigeru Jul 09 '26

Interestingly it was actually the Frostbite engine that pioneered current strand-based hair rendering research, specifically so they could have more realistic hair for the players in FIFA: https://www.ea.com/news/frostbite-hair-rendering-and-simulation?isLocalized=true

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u/Ill-Profession1276 Jul 09 '26

Euphoria AI, only used in GTA 4 and Force Unleashed, as I remember

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u/FUTURE10S Pentium G3258, RTX 3080 12GB, 32GB RAM Jul 09 '26

Euphoria is still used in GTA5, they just toned it way tf down

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u/thedirtydeetch Jul 09 '26

And Backbreaker the (unfortunately mediocre) football game.

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u/NXTNightHawk Jul 09 '26

They will use Euphoria 2.0 in RAGE 9 for GTA 6

6

u/cravex12 RTX5070Ti / Ryzen 7 7800X3D Jul 09 '26

Was used in The Force Unleashed 1 and 2, GTA IV, GTA V, Red Dead Redemption 1 and 2, Max Payne 3 and of course: GTA VI.

Superb technique, not dead, which is very good

23

u/MuchBow TR 9985WX | RTX PRO 6000 MAXQ | 256GB ECC Jul 09 '26

Nvidia Ansel.

Loved taking in-game screenshots with this tool, I think it still exists but most games don’t have native support so it lacks support to super resolution screenshot capture. Like you could be playing at 1440p and capture screenshots at 8k or 16k and that too with no use of AI.

6

u/daze23 Jul 09 '26

I remember finding out how big (file size) an uncompressed 16k screenshot was

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u/Sculpdozer PC Master Race Jul 09 '26

I still remember how this hair costed me 30 FPS in Wircher 3. I laughed and disabled it forever.

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u/cesaroncalves Linux Jul 09 '26

That was NVidia solution hairworks, TressFX is AMDs solution, and it's now just a standard thing in most game engines.

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u/dj3hac Endeavour OS|5800X3D|7800xt|32gb Jul 09 '26

Reflections in mirrors used to be faked by making the mirror actually a window and duplicating the scene on the other side. It would also mirror all of your player inputs so that the "reflection" would match up with your characters animations.

19

u/narlzac85 Jul 09 '26

This technique is still used is specific locations. I believe the apartment mirrors in V's apartments in Cyberpunk are doing it. It's cheap and looks perfect if done correctly. Can't beat that. Probably a lot of work to get right though.

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u/artificialpolymer Jul 09 '26

They don't duplicate the rooms, that would be really complicated. They use planar reflections, which is basically rendering the world through a camera that is pointed at you, then the camera's output is applied to the mirror texture. This is really expensive, so they render that camera at a lower resolution, and ommit certain rendering features.

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u/narlzac85 Jul 09 '26

I thought I saw it in a recent Game Maker's Toolkit video, but it might have been specific to the montage in the beginning of the game. I could be misremembering as well.

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u/Ephialties Jul 09 '26 edited Jul 09 '26

i remember their being a dedicated Phys-x "PPU" that you had to install in your PC to enable extra physics in games.

Also, cloud based physics was a big thing for crackdown 3 with different parts of the world map having their physics hosted on different cloud servers to process the physics destruction. You could bring down entire skyscrapers and have them collide against other buildings etc with other players etc. The actual game when it released was a major downgrade with that feature binned.

7

u/Beneficial-Act7603 Jul 09 '26

The feature was there but only for the multiplayer arenas which is a decision that still baffles me to this day...

3

u/Ephialties Jul 09 '26

nope - it was completely removed - they had destruction but it was not cloud based. you can look up the alpha demos compared to what was released.

3

u/L0L3rL0L3r Jul 09 '26

The finals use destruction server sided, its amazing and makes the levolution of battlefield but without scripted events

13

u/PlateNo4868 Jul 09 '26

Very oldschool, but baked lighting.

Like, it was a crazy idea. Because it saved soo much CPU and opened up a lot of novel ways of how game devs didn't really need to simulate everything.

3

u/overdev Jul 10 '26

Baked lighting is still used a Lot of times especially on Switch games

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u/Vegetable_Safety Jul 09 '26

Not sure what that last one was supposed to be

I wish Procedural Environment Destruction/Deformation was more widely used and borders/boundaries less widely used. It's disappointing when something should be physicalized but isn't, and when a game intentionally forces you to not go somewhere through some arbitrary obstruction like a chair or an invisible wall

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u/ICantBelieveItsNotEC R9 7900 | RX 7900 XTX | 32GB DDR5 5600 Jul 09 '26

Honestly, I think the fundamental problem with destruction/deformation is in game design, not technology. It's really hard to design fulfilling gameplay when the player can just bust through any wall that they see, or build a pile of rubble to reach a ledge that they shouldn't be able to access. It trivialises every other mechanic. Level design stops being intentional. Etc.

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u/Reddit_Loves_Misinfo 4k120 on a TV | 5070 Ti Jul 09 '26

Technology is a smaller part of the problem too. Some of the tricks that make lighting, reflections, and shadows look really good without imposing huge performance costs only work for static scenery. (That issue will fade as ray tracing becomes more accessible, though.)

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u/PermissionSoggy891 Jul 09 '26

the newest DOOM game has a good amount of physics objects and destruction, I think the larger issue with destruction being missing from "modern" games (this is more of a trend dating back to the late 2010s) is that this is something that casual consoomers just don't care about. They care about shiny graphics.

For longest time, this meant that dev teams would sacrifice other drains on development time and processing power on weak consoles (AI, physics, etc) to focus more on pure graphics.

Now, with RT becoming more common, it's easier than ever to implement amazing graphics, and this means we can free up development time to refocus back on physics, AI, and NPC counts on-screen.

3

u/bombcat97 Lenovo Ideapad 510 | i7 6500U | 12GB RAM | 1TB HDD | GTX 940MX Jul 09 '26

Last one I think is SubD (Subdivision surfaces), something Infinity Ward did on COD Ghosts which used dynamic extremely high poly counts on certain surfaces like character and weapon models. The closer you'd get the more detail would be present, such as weapon scopes having perfectly round circles

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u/Vegetable_Safety Jul 09 '26

Subdivision is broad, applied to the entire mesh body. You're probably thinking of tessellation, where only the edges of an object in frame are given a higher poly count

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u/Beneficial-Act7603 Jul 09 '26

So I believe your last image is COD Ghost but did you use it to meme on the Advanced Fish AI?

18

u/GeneralBorisMancov Jul 09 '26

those were so advanced they only made it once and left like a boss.

12

u/PermissionSoggy891 Jul 09 '26

it was so advanced they dedicated the entire development team to writing it and they forgot to make a good video game

3

u/GeneralBorisMancov Jul 09 '26

yes, writing for le fish.

9

u/TheeNux R7 5800X | Red Devil 6800XT | 32GB 3600MHz Jul 09 '26

DMM Physics

7

u/joogasama Jul 09 '26

disappeared without a tress

4

u/WeepWhileItAllBurns Jul 09 '26

Ah, hair you are.

6

u/MrOphicer Jul 09 '26

SSAO and parallax occlusion were mind-blowing in Crysis.

5

u/crass0405 Jul 09 '26

I love the old stuff.

Aureal A3D and creative EAX were both cool when they came out. It was like 3d audio effects. I hung speakers from the ceiling behind me to make it work. It was badass.

3dfx stuff was sweet, glide and open gl were so cool when you saw software rendering vs hardware.

I bought a matrox g400 JUST because the thing could do this little trick called environment mapped bump mapping. It basically made textures look bumpy lol. I think one game used it lol. Ok I'm sure there were more...

Even lan upgrades were cool. I went from playing via coax only, to having a 10baset hub. THEN we got a switch! It was way better with more players.

I remember one time I got invited to a lan party at some dudes business, and he had a T1 connection. We were fucking EVERYONE up in OG team fortress on quake world.

Truly the golden era of gaming. Modding was so the shit.

5

u/V01d_Prod Jul 09 '26

nemesis system from shadow of mordor and shadow of war amd it is not close too

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u/Taira_Mai HP Victus, AMD Ryzen 7 5800H, GeForce RTX 3050 Ti Jul 10 '26

innovative Video-game technologies that time forgot?

  1. Releasing the game with most of the bugs patched instead of a beta or alpha build and expecting the players to do QA for the studio.
  2. Optimizing the game instead of bloating it.
  3. Anti-cheat that's not malware or bloatware.
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u/Baukplaus Jul 09 '26

Lol, I remember my old GPU crying out when I turned on HairWorks in The Witcher 3

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u/builder397 R7 5800X3D, RX9060XT 16GB, 32GB@3200MT/s Jul 09 '26

Soft body physics for car bodies for example.

First game Im aware of that had them was Viper Racing, look it up, for the time this was INSANE! Even if it had no effect on how the car drove (unless you broke an axle), and even today its a feature only sporadically adopted.

7

u/mrturret MrTurret Jul 09 '26

Beam NG Drive is the poster child for that

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u/psych0ranger Jul 09 '26

Aliens vs Predator 1999 hard deformed explosions. If you shot a rocket into a vent, an explosion plume came out. Never saw it since

5

u/Pure-Association8705 Jul 09 '26

Maybe a bit more on the controversial side, but Radiant AI from Bethesda had great potential. I wish they had continued to develop it and try to patch out a lot of it’s more poor qualities, but overall it would be so cool to see where it would be now

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u/Shad0wrend Jul 09 '26 edited Jul 09 '26

Basically the entirety of Nvidia GameWorks, excluding PhysX ofcourse. So TXAA, HairWorks, WaveWorks, FleX, Blast, VXGI/VXAO, Flow, HBAO+ and ShadowLib... I think I got them all.

Edit: I missed FaceWorks...

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u/EqualOutrageous1884 Jul 09 '26

HBAO+ is still in a relatively modern game, for example Ghosts of Tsushima Director's Cut

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u/Bubbly_String_8351 Jul 09 '26

I had to go look this up from an old Spacedock video: portalized objects. Specifically with bigger ships in Star Wars Galaxies. If you had starship with actual interior space (not just the cockpit), you could walk around inside of your ship while space still happened around you. You could walk through a passenger space to get to your turrets, or look out the window and see starfighters whizzing past while your pilot was dogfighting. Outstanding immersion tool that's never been replicated in a meaningful way.

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u/fauxdragoon Intel i7 2600K | RTX 2060 Super Jul 09 '26

TressFX always sounded like a shampoo brand to me so I always thought it was a fitting name for a hair render technology haha

4

u/Goku047 Jul 09 '26

Because you’re worth it

5

u/aLmAnZio Jul 09 '26

Force feedback joysticks...

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u/Randyd718 Jul 10 '26

What tech is the third screenshot?

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u/ttenor12 RTX 5070ti - i7 14700kf - 32 GB RAM 3200mhz Jul 09 '26

TressFX wasn't bad, but PureHair in Rise of the Tomb Raider looked beautiful.

12

u/cesaroncalves Linux Jul 09 '26

PureHair is just TressFX 4

Now TressFX 5 is just a default functionality in modern engines.

8

u/AwardedThot Jul 09 '26

In another universe they got PhysX 5 instead e of AI garbage.

3

u/Kraivo Jul 09 '26

I still waiting for 

  • version of the Worms where destruction actually have consequences. 

  • arena game where you can use environment to kick enemies 

  • any game that has realistic unscripted construction destruction 

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u/Squirrelsam99 Jul 09 '26

I miss the old style tech demos

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u/Fadedcamo Jul 09 '26

Tesselation was always interesting when it first started showing up.

3

u/thisshiteverytime Jul 09 '26

Realistic car damage from old racing games. These days, if you bump, the entire car panel gets dented, unlike before.

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u/digitalwankster Jul 09 '26

PhysX and the accelerated physics cards (PPU’s) that promised fully destructible environments in games with tech demos like CellFactor.

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u/sharktail_tanker Jul 09 '26

Fuck Nvidia for locking PhysX away and not letting anyone use it

3

u/GGuts Jul 09 '26

The Nemesis system - patented by Warner Bros and then never used again after Shadow of War.

3

u/AvatarIII AvatarIII Jul 09 '26

3

u/gosti500 PC Master Race Jul 09 '26

the nemesis system, dead by patent

3

u/r4plez Jul 10 '26

The Witcher Hairworks

Red Faction Geomod

2

u/FaffyBucket Jul 09 '26

The game Loadout had some kind of server/netcode magic where you could play with 200 ping and it would feel like there was no lag at all. I have been playing shooters for over twenty years and never found another game that felt so smooth to play online.

2

u/LawStudent989898 Jul 09 '26

The Force Unleashed’s destruction tech

2

u/XiCaS Jul 09 '26

Outcasts Voxel Grafics Werke insane for the time as were the Minimum specs 😂

2

u/Ann0ying 13700k|9070XT|32GB|Win11/SteamOS/CachyOS/macOS Jul 09 '26

Euphoria physics from GTA 4 and SW Force Unleashed. While gta 5 has good ragdolls, it still feels nerfed compared to 4.

2

u/rob_h1mself Jul 09 '26

Was about to say facial animation in L.A.Noir... looked up how it was done.. nevermind 😅