[HN Gopher] Deus Ex - Alpha Terrain
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       Deus Ex - Alpha Terrain
        
       Author : mariuz
       Score  : 146 points
       Date   : 2023-05-29 12:49 UTC (10 hours ago)
        
 (HTM) web link (simonschreibt.de)
 (TXT) w3m dump (simonschreibt.de)
        
       | thih9 wrote:
       | I think I prefer the results from the other approaches listed in
       | the examples, e.g. material blending:
       | https://orikmcfly.artstation.com/projects/9zRna
        
       | ummonk wrote:
       | Am I the only one who thinks the translucent blurring looks bad?
        
         | unholiness wrote:
         | It looks bad when you look at it, but unlike a harsh polygonal
         | border, it doesn't call attention to itself when you're not
         | looking at it.
        
       | EliasWatson wrote:
       | I think you could produce the same effect without worrying about
       | overdraw/sorting and without translucent materials:
       | 
       | 1. Render the terrain to a separate buffer
       | 
       | 2. Copy the terrain's depth buffer to the main depth buffer
       | 
       | 3. Render all non-terrain objects normally
       | 
       | 4. Smoothly blend the terrain buffer into the main buffer based
       | on depth
       | 
       | This sounds similar to the method used in BotW, but allows for
       | depth culling since the terrain is rendered first. I'm not
       | familiar enough with Unreal Engine shaders to attempt making it
       | there, but I made a demo in ShaderToy:
       | https://www.shadertoy.com/view/ct3SDN
        
       | tempodox wrote:
       | For anyone wondering, the images are from the Penley T.
       | Housefather Prison, in the greatest DLC of any game ever
       | ("Criminal Past" in Deus Ex: Mankind Divided).
        
         | nailer wrote:
         | Upmodded pre-emptively on the assumption you'll do a followup
         | explaining your justification. But I disagree.
         | 
         | I think the best DLC was Minerva's Den, a Bioshock DLC about a
         | man becoming obsessed with his work to the point he destroys
         | his family, which is relevant to anyone that's career-minded
         | and particularly to founders.
        
           | Yoric wrote:
           | I personally enjoyed Criminal Past, if only because its final
           | image finally justified the entire story of DX:MD. Before
           | playing through this story, I had enjoyed DX:MD with the big
           | caveat that there was a huge gaping plot hole. Not anymore :)
        
       | boosteri wrote:
       | Ok but what's with that fence? Looking at that makes my eyes
       | hurt. Is than an artefact of the video compression or the game
       | itself?
        
       | squarefoot wrote:
       | I never played Deus Ex, so I'm judging solely by the published
       | videos and frames. The effect seems quite bad and unnatural to
       | me. In the 1st side by side comparison, for example, the block
       | blends with the terrain in a way that it shows its corners
       | reflection on the terrain. Shouldn't be there some hierarchies
       | coded so that the sand blends with the block base without looking
       | like the block is penetrating into the terrain? Also, the 2nd
       | video example shows some evident perspective errors wrt parallax.
       | If this is the alternative, I would choose any day the basic
       | hard-intersection version.
        
         | epolanski wrote:
         | As everything in engineering it comes down to trade offs. It
         | looks "bad" and "unnatural" mostly because you're given
         | screenshots and gifs at specific angles that make the blending
         | effect the focus and thus more obvious, but during gameplay the
         | overall effect is positive and you wouldn't notice:
         | 
         | https://youtu.be/aAmXuQmsAAg?t=787
        
           | simonschreibt wrote:
           | haha, that's true. in fact, sometimes i wonder if we game
           | devs spend too much time into details which maybe, nobody
           | notices at the end :D
        
           | Gravityloss wrote:
           | Isn't the real world actually so that there's a black border
           | in the "seams" between real objects, from ambient occlusion
           | and shadows.
        
       | taneq wrote:
       | I'm not sure about doing this with arbitrary objects... but it
       | should be mandatory for particle dust/fog/smoke effects.
        
       | smcl wrote:
       | Was wracking my brains trying to figure out the location here.
       | There's not too many in DX:MD - Prague, Dubai, Switzerland and
       | London - but I didn't recall encountering a scene like this in
       | the only one that fit the terrain (Dubai). Turns out this is
       | actually from an expansion called "A Criminal Past" set in
       | Arizona that I wasn't aware of -
       | https://deusex.fandom.com/wiki/Penley_T._Housefather_Correct...
       | 
       | I enjoyed the game, interesting depiction of future Prague too.
       | There's some slightly iffy voice acting and interesting
       | pronunciations (pronouncing Vaclav as "Vaklav" instead of
       | "Vatslav"), which is interesting since there's _clearly_ some
       | Czechs involved (see  "Picus") :D
       | 
       | edit: I should explain the "picus" thing for non-DX and/or non-
       | Czechs. There is a media company in the latter two Deus Ex games
       | called "Picus". This is close to a rude word in Czech:
       | https://en.wiktionary.org/wiki/p%C3%AD%C4%8Dus. Also fun fact, I
       | was told "cus, picus!" (pron _choos, peechoos_ , first word is a
       | loanword from German "tschus") meaning roughly "hey, ya fucker!"
       | was how you say "cheers" when I first arrived here. It _can_ be
       | how you say cheers, but only to good friends who you know enjoy
       | talking like that :)
        
         | Barrin92 wrote:
         | >interesting depiction of future Prague
         | 
         | one major success of the franchise is its depiction of a future
         | that feels genuinely forward oriented. I think they dubbed
         | their art direction 'cyber renaissance' (HR in the remaster
         | comes with a great developer narration) and it genuinely
         | manages to seem novel.
         | 
         | There's also a lot of very smart world-building and writing in
         | the ebooks scattered around the game. From tensions in
         | Australia caused by wildfires and draughts to the antagonists
         | backstory in MD featuring Ukrainian separatism in Belgorod it
         | seemed eerily relevant at times having replayed it last summer.
        
         | hallux wrote:
         | There are also a few moments where Alex's voice actor
         | pronounces the a in Prague like the a in brag.
         | 
         | A Criminal Past is a decent expansion by the way! I recently
         | re-installed the game just to play through the expansion again.
        
           | smcl wrote:
           | Hm both the 'a' in "Prague" and "brag" are the same for me,
           | might be an accent thing.
           | 
           | I'll give it a whirl, I promised myself no new games until I
           | finish Elden Ring but maybe I can bend the rules a bit, after
           | all it's a DLC not a "game" ;)
        
         | sho_hn wrote:
         | I played DX:MD just before Cyberpunk, and it made Cyberpunk
         | feel so dead and barren in comparison. The levels of
         | interactivity and exploration in MD's Prague were crazy off the
         | charts in direct comparison.
         | 
         | Discovering an entire underground little civilization in the
         | sewers and tunnels I could have equally just easily missed etc.
         | really made me feel like I was discovering things just for me.
         | Cyberpunk instead felt like clinically crossing off items on
         | the map/quest tracker todo list; aside from the fantastic
         | visuals, just looking around on your own offered basically no
         | rewards at all in the game.
         | 
         | Similar feelings around NPC interaction and AI.
         | 
         | Add the fact that Cyberpunk's "hand-holding you through the
         | environment" approach feels more and more lacklustre and grindy
         | as the game develops, as they clearly ran out of resources to
         | do all of the custom animations and setups they have in the
         | first couple of hours to at least make it feel big and
         | cinematic. The emergent/more sim-heavy/sandboxy approach of the
         | DX games is more even there, and things tend to feel deeper
         | rather than shallower over time, I think.
        
           | cubefox wrote:
           | Deus Ex (like Thief) is a classic example of a genre called
           | "immersive sim" or "systemic game". Basically games with an
           | unusually high environmental/NPC interactivity. Not many of
           | these games have ever been made. Apparently they don't sell
           | so well. Cyberpunk 2077 is just a fairly normal RPG, so you
           | can't really compare them.
        
             | asmor wrote:
             | Having high detail vertical slices of worlds is not an
             | imperative in immersive sim games, but practicality often
             | dictates it.
             | 
             | There's a lot of arguing about what constitutes an
             | immersive sim (i.e. NPC interactivity is not one), but the
             | two common concise definitions are "if you can open a door
             | in several inventive ways (including bypassing it) and more
             | generally, if you have so many complex systems in a game
             | that they interact in unexpected ways. Purists also require
             | first-person perspective, but others would also count
             | Hitman or EVE Online.
        
               | cubefox wrote:
               | There are also "sandboxy" games like the open world
               | Zelda, with a chemistry/physics system and multiple-
               | solution puzzles, but wouldn't quite fit the prototypical
               | immersive sim, as there is still fairly limited NPC
               | interaction. Maybe those count just as systemic games in
               | the wider sense.
        
             | theK wrote:
             | I never really got how I.mersove Sims fail to capture a
             | market considering the sheer number of people that enjoy
             | similarly detailed SciFi/fantasy work.
             | 
             | Can it just be tragedy of the commons?
        
               | asmor wrote:
               | They're very expensive games to make and the audience is
               | comparatively small. The audience might also just be hard
               | to capture since it's not too easy to explain an
               | immersive sim and the appeal to someone.
        
               | cubefox wrote:
               | Another problem is that people absolutely love large open
               | world games. Which can't really be combined with a
               | meticulously designed immersive sim. So designers have
               | not much choice if they want to sell things.
               | 
               | Perhaps immersive sims would need one real block buster
               | to make the genre more widely known? (Similar to Elder
               | Scrolls 3 or GTA 3 for open world games, Dark Souls for
               | Soulsborne games, Super Metroid for Metroidvanias, etc.)
               | There wasn't ever a real immersive sim blockbuster.
               | 
               | Or maybe it's just not for the masses. Like point-and-
               | click adventures.
        
               | sho_hn wrote:
               | I love games that try to find the right set of
               | compromises to have their cake and eat it, too, in terms
               | of combining open world feel with linear, tight narrative
               | and deeply simulated environments.
               | 
               | To me Gothic was one of the milestones: One of the first
               | large 3D open world RPGs that had a chapter structure. As
               | you progressed the main quest line, you would eventually
               | cross chapter boundaries that would toggle major changes
               | in the game world, e.g. whether a given city was in front
               | of or behind the frontlines of a conflict, altering
               | massively who you would find there or what it looked
               | like. While some side quest opportunities would persist
               | over the chapter boundary, other doors would close and
               | new ones would open. All of this did a lot to feel like
               | the game world was meaningfully progressing alongside
               | you, and to show the impact of your own actions on the
               | game world.
               | 
               | As for Deus Ex, even the original had these "hub"
               | locations like Hell's Kitchen, maps you'd return to more
               | than once, in different circumstances, while also taking
               | you all over the world to mission locations. A lot of
               | missions had "establishing locations" where you'd e.g.
               | walk around in a new city a bit before breaking into a
               | corporate HQ found within it. This gave you just enough
               | freedom to make it feel like more than a linear corridor
               | shooter with sim elements, while in reality being planned
               | out and guided enough you had your narrative arcs and
               | peaks. The sequels of course expanded on this with
               | Detroit, Prague, etc.
               | 
               | There's fantastic game design artistry in blending and
               | balancing these concerns. With DX, people usually comment
               | on the sim elements, emergent gameplay, multiple
               | approaches to mission goals, etc., but its story and map
               | structure is IMHO another thing that made that game so
               | groundbreaking and memorable. The immersive sim it got
               | from Ultima Underworld and System Shock, but this careful
               | orchestration of alternating linear and more free-form
               | stretches, of having character arcs, of circling back on
               | itself and revisiting locations, of having narrative
               | beats was new to 3D/FPS games and showed the way.
        
               | WeylandYutani wrote:
               | Everything got more expensive. They pumped out Deus Ex in
               | under 2 years with a staff of less than a hundred FTE.
               | 
               | As a child I was ecstatic when I learned the gaming
               | industry had eclipsed the movie industry. Now I know what
               | that meant: we went from Reservoir dogs to Marvel
               | Endgame.
        
               | djur wrote:
               | > the sheer number of people that enjoy similarly
               | detailed SciFi/fantasy work
               | 
               | I'm assuming you mean books here. SF/F book sales
               | generated $590 million in revenue last year. Video games:
               | $56.84 billion.
        
               | reaperman wrote:
               | Can you explain how this would be a "tragedy of the
               | commons"? I'm not sure I understand how there's a limited
               | resource which each individual is incentivized to extract
               | more than their sustainable share of.
        
             | Psyladine wrote:
             | I asked Spector about his 'immersive simulations' comment
             | some years back:
             | 
             | "I just prefer games that are less puzzle oriented or
             | "single-solution" oriented and games that offer deeper
             | simulations. Simulations allow players to explore not just
             | a space but a "possibility space." They can make their own
             | fun... tell their own stories... solve problems the way
             | they want and see the consequences of their choices."
             | 
             | Maybe precursors to todays sandbox game environments then.
        
           | Semaphor wrote:
           | I'll recommend the original here. It doesn't come close in
           | looks, looking like the 20-year-old game it is, even with the
           | fan made HD patches, but the world design, story, and
           | interaction are great.
           | 
           | And FWIW, I spent very little time with Cyberpunk before
           | shelving it.
        
             | sho_hn wrote:
             | I'll second that. It's my favorite game of all time.
        
             | zelphirkalt wrote:
             | _insert HongKong or UNATCO music here_
             | 
             | I still listen to the soundtrack from time to time. It is
             | just great music and makes me wish I could "unplay" and
             | play again for the first time.
             | 
             | I hope they do at some point make another Deus Ex game. One
             | as good as the first one, Human Revolution or Mankind
             | Divided.
        
           | smcl wrote:
           | I played them the other way round (well Cyberpunk, _then_
           | Human Revolution and then Mankind) and had the same feeling.
           | Cyberpunk is enormous but relatively hollow in comparison to
           | both in my opinion.
        
             | 9dev wrote:
             | On the other hand, DX has such intricate details precisely
             | because it isn't enormous, but rather constrained (still
             | big, don't get me wrong, but definitely way smaller). You
             | can feel how someone poured attention to every nook and
             | cranny, something just not possible on the scale of
             | Cyberpunk. On the other hand, there's Red Dead 2...
        
               | asmor wrote:
               | RDR2 is the most confused game I've ever played. They
               | have this great open world and a lot of systems and
               | "immersion" that very clearly years of work have went
               | into, yet very few of those systems interact with each
               | other (or the main plot) in interesting ways and the
               | story is still the typical tired half cutscenes + half
               | linear, highly choreographed gameplay with little room
               | for creativity (no deviating from the exact text on the
               | bottom) that Rockstar has been using mostly unchanged
               | since at least GTA IV.
        
           | sebazzz wrote:
           | > Discovering an entire underground little civilization in
           | the sewers and tunnels I could have equally just easily
           | missed etc.
           | 
           | Remind me, what was that? The original DX had the mole people
           | under the New York City metro.
        
             | MutableLambda wrote:
             | Probably SM02: Cult of Personality
        
               | sho_hn wrote:
               | Yup!
               | 
               | I mean, there was a lot going on down there. If you ever
               | find yourself browsing Prague real estate, definitely
               | inquire about secret doors in the basement, trap doors,
               | tunnels, and the like! If there's stuff missing in the
               | pantry, you want to be able to rule out your neighbors.
        
         | simonschreibt wrote:
         | Yes :) The extra levels are quite nice! But the original
         | locations are very cool as well. Need to play it again! <3
        
           | smcl wrote:
           | Nice to see you here! I really enjoyed the article :)
        
             | simonschreibt wrote:
             | thank you! <3 that's great to hear!
        
       | shdon wrote:
       | To be honest, I find that in most of the screenshots, this is not
       | an improvement, but it looks worse. For the box in the first
       | comparison videos, I definitely prefer the sharp edge. For a few
       | things like the dust storm, the foggy circle, or even the
       | accumulated dirt around the base of the large rock in the hero
       | image, it does look good. For pretty much everything else shown
       | in the article, it feels unnatural and overdone.
        
         | karmakaze wrote:
         | When I first looked at the images, I had the same reaction that
         | they don't look realistic. Thinking about it in context though,
         | I think they would be more suitable. The goal of these
         | renderings isn't specifically to have properties that are
         | realistic. The main goal should be for them to make the world
         | seem natural and provide context. In that sense they are better
         | than the sharp renderings which are a bit distracting. In a way
         | I would consider them a bit impressionistic to give the player
         | the right impression more so than an accurate frame-by-frame
         | renderings. The true test should be playing the game with
         | different renderings and deciding which one feels better.
        
         | pluijzer wrote:
         | I wonder if anybody can relate to my experience. Maybe it is
         | just me showing my age but though I agree the visuals of modern
         | games have become, much, more impressive I much prefer the
         | older style. Deus Ex is a good example. The original, maybe my
         | favorite game, shows it age. Even at the time it wasn't the
         | most impressive looking game. The environments are simple, must
         | edges perpendicular etc. But it made everything very clear etc.
         | It seems it was more easy to parse for me. Deus Ex:MD looks
         | gorgious, but there is so much going on, everything looks so
         | complex and cluttered that it feels way to busy for me. Also
         | there is often a bluriness to modern games, I cannot quite put
         | my finger on it but it seems it was filmed with a lense covered
         | in petroleum jelly. I much, much rather see jagged edges.
        
           | onli wrote:
           | That bluriness might actually be the anti-aliasing, TAA
           | specifically. Pcgamingwiki often shows how to replace it with
           | smaa because of that. Doesn't annoy everyone, but some it
           | does.
        
           | MutableLambda wrote:
           | Yeah I had the same feeling around the time MD was out, I
           | think it was fixed by 4k and a bigger TV
        
         | polytely wrote:
         | I agree that it looks bad close-up, but then if you think about
         | the gameplay in that area, you are mostly just walking around
         | and talking to other inmates and not doing much sneaking there,
         | so you aren't up close with the edges at ground level, because
         | you are mostly upright. I remember that area feeling very sandy
         | while I was playing it so I guess the goal was achieved.
        
         | simonschreibt wrote:
         | I agree with both arguments: In my examples it doesn't look
         | natural (and having such a boring box is really a worst-case
         | but serves well to show the effect very clearly), but on the
         | other side it must be seen in context (like others said
         | before). While nature doesn't have "translucent" materials,
         | this soft edge can be interpreted as a transition you can often
         | see in the real world: be it, that a little bit of sand and
         | dust from the ground sticks on the base of the object or just a
         | variation of the ground-height which avoids an unnatural
         | straight line between the two "elements". It is of course a
         | hack, and it doesn't work perfectly fine when looking so close
         | at the box, but in my eyes it works very well for e.g. the
         | stones. Unfortunately, I wasn't able to overwrite the shader to
         | disable the blending in the game. I'd have loved to show how
         | Deus Ex looks Without this effect.
        
         | izacus wrote:
         | Video games are all about visual tricks that make them look
         | more pleasant and not as much about physical realism. This
         | looks much better in context when moving vs. the jagged
         | original approach.
        
         | ElongatedMusket wrote:
         | It definitely looks worse and unnatural, because in real life
         | we don't see rocks or trees gradually morph into the ground on
         | a gradient (unless we're on drugs). Where it looks better is in
         | motion, when the harsh rigid angles would otherwise show off
         | their jagged pixels. This blend technique is used where your
         | eyes are hopefully not focused. If only seen in your periphory,
         | the effect is quite nicely done.
        
         | kitsunesoba wrote:
         | I've never liked the sharp object transitions typical of video
         | games, but yes, I think that this technique only really works
         | in specific circumstances.
         | 
         | I think it'd help a lot of the terrain geometry were distorted
         | such that it looks like it's physically interacting with the
         | object it's blending with (e.g. sand resting against the side
         | of the object). If that were added to this technique I think
         | it'd be a lot more convincing.
        
       | mLuby wrote:
       | What I see in that first image is the two rocks are the same
       | shape, just rotated and scaled.
        
         | Marcan wrote:
         | Good observation. We reuse a lot of the same assets in video
         | games.
        
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