[HN Gopher] Max Payne - two decades later - Graphics Critique (2...
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       Max Payne - two decades later - Graphics Critique (2021)
        
       Author : davikr
       Score  : 147 points
       Date   : 2026-01-11 03:43 UTC (19 hours ago)
        
 (HTM) web link (darkcephas.blogspot.com)
 (TXT) w3m dump (darkcephas.blogspot.com)
        
       | brcmthrowaway wrote:
       | What books does one read to get this level of graphics
       | programming knowledge?
        
         | fhd2 wrote:
         | As an amateur game programmer, I found nothing too advanced in
         | there. A classic book series would be Game/Programming/GPU
         | Gems, about as old as Max Payne. But frankly, you'd run into
         | most of these concepts attempting to make a 3D game with Godot
         | or something. That's the nice thing to take away from TFA in my
         | opinion: They made a very nice looking game (for the time) with
         | largely pretty simple techniques used cleverly.
        
           | sho_hn wrote:
           | A lot of what is shown here comes down to the people in the
           | art asset and level pipeline.
           | 
           | The real story to tell would be what tooling was used to pre-
           | bake the lighing in the textures, e.g. if they used a
           | seperate rendering package or mostly painted by hand, or in
           | what mix.
           | 
           | Also what guidelines they used to make sure the baked-in
           | reflections would match the use and environmental lighing of
           | objects in the scene, e.g. just general constraints or how
           | much customization there was for important unique
           | arrangements. Is it done by the same person in a tight loop
           | or did it involve hand-ofs, etc.
           | 
           | The excellence of the result is down to a lot of tasteful
           | choices in how to blend these techniques, achieved either
           | from experience or iteration.
           | 
           | As programmers we tend to focus a lot on the raw rendering
           | techniques, but there's a whole systematic practice around
           | art direction and how to achieve and maintain quality in it
           | that feels I guess softer and less deterministic but is still
           | worth talking at length about.
           | 
           | This especially struck me when the reviewer here recommended
           | using multiple stacked texture planes and parallax mapping to
           | improve things. I know a handful of games that have done
           | this, and unless used exceedingly sparingly (e.g. mesh fence
           | over pipes or something, where the foreground isn't expected
           | to have a lot of depth) in my experience it very quickly
           | gives away the illusion and looks very hokey. Humans are good
           | at telling it's planes sliding over each other and doesn't
           | correspond to their experience with depth perception. It also
           | makes a scene a lot busier as the camera is moved, firing
           | "something is changing here!" perceptual sinals all over the
           | screen (note how all the lavish particle effects are about
           | _feedback_ instead), and is not the atmosphere Max Payne was
           | trying to achieve.
           | 
           | In other words, sometimes it's about knowing what possible
           | thing not to do, too. And a lot of magic happens when
           | disciplines meet.
        
             | gary_0 wrote:
             | > e.g. if they used a seperate rendering package or mostly
             | painted by hand
             | 
             | IIRC Max Payne was one of the earlier games to rely heavily
             | on photo-reference textures (instead of hand drawing or
             | computer generating them). Keep in mind that in 2001
             | digital cameras were rare, expensive, and low-res, so
             | people often just used film cameras and scanned in the
             | physical photo with a flatbed scanner. Max Payne was far
             | from the first, though; even 1998's Half-Life used some
             | photo-ref textures.
             | 
             | The lighting in Max Payne's textures was probably mostly
             | just the lighting from the original photo. Every texture
             | had to be hand-manipulated to make it usable on 3D models,
             | so changing the lighting would have added even more work
             | and would have looked less realistic.
        
         | fsloth wrote:
         | Graphics is not an academic body of knowledge as such. It's a
         | bag of tricks developed over 50 years, going hand in hand with
         | industrial hardware development.
         | 
         | There _is_ deep and rich academic framework around the subject,
         | but I think to understand "why this" you need to program to
         | understand the problem space since it's not really anything you
         | could derive from first principles. I mean you get the
         | rendering equation and so on, but the graphics knowledge
         | portrayed in the article comes from understanding the three
         | pillars of real time rendering.
         | 
         | It's about delicate interaction between human visual system
         | (how to fool it), algorithms, and the hardware capabilities.
         | 
         | In general you need to program graphics, not read it. I mean
         | I'm in the "reading" category myself and the people who've
         | focused on programming are much better than myself.
         | 
         | Real time rendering by Akenine-Moller, Haines et all is the
         | standard entry reference. Now in it's fourth edition. It's
         | really good and dense.
         | 
         | If someone wants a simple recipe how to learn real time
         | graphics alone in their cellar, nowadays I would recommend
         | getting Real Time Rendering and going through
         | https://learnopengl.com/.
         | 
         | After that you just continue... continue ... continue.
         | 
         | There are some people who understand everything about the topic
         | instantly intuitively apparently but that's very, very unique.
         | For the rest of us it's a life long adventure facing our own
         | limitations and trying to get better, one program after
         | another.
         | 
         | Speaking as graphics/geometry dev for 20 years now.
        
       | gattilorenz wrote:
       | The GTA VC screenshots are actually GTA III
        
         | petermcneeley wrote:
         | Ah yes these are mislabled. But GTA III is indeed 2001 so the
         | comparison is still correct.
        
       | iammjm wrote:
       | Max Payne 1 & 2 are some of my favorite games of all time. I love
       | everything about them: their graphical style, the story, the
       | general vibe, the gameplay. They are still very fun to play so I
       | can recommend picking them up and doing a play through. They are
       | easy to pick up, not long, and very rewarding at each moment
        
         | zemvpferreira wrote:
         | That goddamn baby level though. I could strangle the person who
         | stuffed that messy labyrinthic pile of crap into my John Woo-
         | esque shooter.
        
           | dashzebra wrote:
           | Oooh that level... I was young when I played that game, and
           | did not see that one coming. I also fell by the side. Memory
           | is a bit blurry thankfully, but I erred for a while trying to
           | climb up. I think it was a bug. Caused a few nightmares...
        
           | magicalhippo wrote:
           | I thought that level was great. To me it really sold someone
           | with a jumbled up mind trying to push on through.
           | 
           | Without that level Max Payne wouldn't have been anywhere near
           | as memorable for me.
        
         | lukan wrote:
         | "and very rewarding at each moment"
         | 
         | Depends I would say, not the word I would use in the context of
         | dead babies, but they were definitely great, intense games.
        
         | holoduke wrote:
         | You could try Alan wake. It really gets similar vibes.
        
           | Sharlin wrote:
           | Not entirely coincidentally, given that both are Remedy games
           | and share some key creative staff, in particular Sam Lake [1]
           | and Petri Jarvilehto.
           | 
           | [1] https://en.wikipedia.org/wiki/Sam_Lake
        
         | close04 wrote:
         | Can you even buy Max Payne 1 from any store today? A while back
         | I looked around and couldn't find a single legal source for the
         | game.
        
           | endominus wrote:
           | It was available on Humble Bundle a few months ago as part of
           | Remedy's full lineup, along with the sequel, the Alan Wake
           | games, and Control.
        
           | nness wrote:
           | Both are available on Steam and GOG. (But you'll need
           | community patches to run it on modern hardware.)
        
         | nullify88 wrote:
         | The game also had support for mods. After the first playthrough
         | I've always played the game with the kongfu mod enabling
         | wallrunning, kicks, additional weapons such as Sticks, and
         | various other action orientated changes.
         | 
         | Additionally, I believe Rockstar gave the go-ahead for work on
         | a remake for 1 & 2. Hopefully they have James Perry McCaffrey's
         | voice work in good enough quality. RIP.
        
           | smusamashah wrote:
           | I remember playing a matrix mod. It was awesome. There was
           | this famous fight near stairs with so much bullet time and
           | effects. Another was near an elevator with pillars.
        
             | epolanski wrote:
             | It was also a part of 3d mark 2001 back then, I've used it
             | up until mid 2010s to see the evolution of graphic cards.
             | 
             | https://youtu.be/VQql9LqczXI?si=zWNbTaGYOQTLWjZX
        
         | nodesocket wrote:
         | I remember as a kid playing the Police Quest series (mostly
         | III) and thinking that games had insane graphics at the time.
         | When Max Payne released it was absolutely mind blowing to me.
         | The story is also very well done, something lacking today even
         | in AAA games.
        
         | kakacik wrote:
         | 3 is good too, different environment but similar principle. And
         | graphics look fine even by modern standards
        
       | Aardwolf wrote:
       | Bump maps and detail textures were a highly advanced and praised
       | graphics technology in 1998, interesting to now see it explained
       | as fake trickery from back in the day
       | 
       | P.S. I still see polygonal instead of truly round barrels in
       | modern games, when will we finally have quadratic surfaces or
       | some other solution for that?
        
         | IshKebab wrote:
         | Well, it was also known to be fake trickery. But fake trickery
         | that ran fast and looked good.
         | 
         | IIRC Quake 3 levels had true curved surfaces, though presumably
         | they were polygonised at some point in the rendering pipeline.
        
           | Sharlin wrote:
           | They were dynamically tessellated on the CPU. These days we
           | can of course do the same thing on the GPU, using
           | tessellation/geometry/mesh shaders or even compute shaders,
           | depending.
        
         | Sharlin wrote:
         | > when will we finally have quadratic surfaces or some other
         | solution for that?
         | 
         | Truly quadratic? Not with any technology resembling current
         | GPUs which are all about computing strictly linear (/affine)
         | functions as fast as possible. Plausible approximate dynamic
         | level-of-detail approach? That was first used by Quake III
         | Arena in 1999, widely advertised as being able to render truly
         | curved surfaces (which was of course not the case, it just
         | tessellated Bezier patches/splines in real time).
         | 
         | We've had tessellation shaders for a long time now, able to
         | dynamically subdivide surfaces to approximate round shapes on
         | the fly on the GPU. The fact that there are still polygonal
         | barrels is likely mostly about what things to prioritize.
         | 
         | The Holy Grail of real-time rendering is probably micropolygons
         | - the ability to render the whole scene using polygons a
         | fraction of the size of a single output pixel, something that
         | off-line renderers like Pixar's RenderMan have done since the
         | early 90s. There are reasons why GPUs are not very good at
         | rendering a lot of extremely small polygons, leading to
         | approaches such as Epic's Nanite virtualized geometry in Unreal
         | Engine 5 which basically implements a _software renderer_
         | running on GPU compute shaders.
        
       | gary_0 wrote:
       | I feel old because the post talks about these techniques as if
       | they're surprising innovations or compromises for more accurate
       | simulations, but most of these tricks were industry standard for
       | 3D games in the early 2000's. Much of the science about lighting,
       | physics, and rendering we take for granted today was mostly
       | unknown; developers just did the best they could with the basic
       | tech that was available. Back then, just the fact that we could
       | put thousands of hardware accelerated textured polygons on the
       | screen was a miracle to us.
       | 
       | While Max Payne was cutting-edge, a lot of what made the visuals
       | appear impressive was due to hand-tweaking by a team of highly
       | skilled artists and designers, who were probably using
       | ridiculously primitive tooling. Pretty much every realistic 3D
       | game of this era had to make do with low-res diffuse textures,
       | prebaked lighting, mostly fixed-function rendering, pre-scripted
       | interactions, and particle dynamics that were basically just a
       | few lines of C++. Other early-2000's games like Serious Sam,
       | Halo, and Metroid Prime also managed to create immersive visuals
       | with very limited tech, using the same techniques as Max Payne.
        
         | justsomehnguy wrote:
         | > While Max Payne was cutting-edge, a lot of what made the
         | visuals appear impressive was due to hand-tweaking by a team of
         | highly skilled artists and designers, who were probably using
         | ridiculously primitive tooling
         | 
         | And let's not forget what while the game was released in summer
         | of 2001 - it was in a development for the almost five years,
         | with the first demos at '98 E3. There is a lot of things what
         | were not even available in 1997 (Voodoo _just_ released) and in
         | 2001 there was already GeForce 3.
        
         | Sharlin wrote:
         | As someone who played the game back then, I didn't read the
         | article as suggesting the techniques were surprising,
         | particularly innovative, or unique to Max Payne. Just as a case
         | study of one of the games that used those tricks to
         | particularly great effect (as argued by the author).
        
         | throwaway17_17 wrote:
         | I certainly appreciate the shout-out to the artists and
         | designers from the era, These techniques were bent, twisted,
         | and pulled in every way a development team could to produce
         | artistic results that in some case genuine "moments" worth
         | remembering while playing a game.
         | 
         | I remember being at a friends house while working on my masters
         | thesis and him telling me to take a break and try out Halo. I
         | had not had a console since the Nintendo 64 came out. I booted
         | Halo and was literally mesmerized when I came out of a tunnel
         | onto the Halo and saw the sky and the landmass. I can still
         | remember that afternoon 20+ years later. Bought an Xbox the
         | next morning.
         | 
         | Current game devs, especially in the AAA space, spend a lot of
         | time and effort looking for hyper realism and embracing new
         | tech to achieve accurate PBR. I wonder whether the limitations
         | of the older hardware force a more artistic stance on everyone,
         | even down to technical artists, to embrace an art style and art
         | direction and work to achieve attractiveness vs realism. Or I
         | could just be seeing my early 20's through rose-tinted glasses.
        
           | NoLinkToMe wrote:
           | Absolutely agree, that's why Zelda BOTW hit so hard; artistic
           | vision that spoke to me hard, even though it was released on
           | specs that are 1-2 generations behind.
        
             | throwaway17_17 wrote:
             | BOTW hit me like a truck. I think that's the only game as
             | an adult, with a job and family, that I have over 500 hours
             | in. I think it is also illustrative to consider the next
             | closest game in play time for me is Elden Ring at ~400
             | hours. The similarities (and with FromSoft acknowledging
             | world design inspiration from BOTW) to creating vast worlds
             | with a clear and compelling 'style' absolutely carry the
             | experience, even in spite of the less than technical
             | cutting edge implementations and hardware.
        
           | zokier wrote:
           | > Current game devs, especially in the AAA space, spend a lot
           | of time and effort looking for hyper realism and embracing
           | new tech to achieve accurate PBR. I wonder whether the
           | limitations of the older hardware force a more artistic
           | stance on everyone, even down to technical artists, to
           | embrace an art style and art direction and work to achieve
           | attractiveness vs realism. Or I could just be seeing my early
           | 20's through rose-tinted glasses
           | 
           | I'd argue that during Max Paynes time (early to mid 00s)
           | gaming was far more graphics tech driven than these days,
           | especially on PC. It is far more common to see heavily
           | stylized or non-photorealistic games these days than back
           | then imho. When I think early 00's PC games, lot of it is
           | shooter games pushing the tech envelope very heavily, stuff
           | like HL2, Far Cry, Doom 3 etc, and I don't think we really
           | see that sort of games often these days anymore.
        
             | gary_0 wrote:
             | Early to mid 00's was peak Moore's Law. Every year left
             | last year's computers on the curb. Graphics hardware
             | acceleration and programmable shaders were expanding their
             | capabilities in ungainly leaps and bounds. Every new piece
             | of popular hardware wasn't just the marketing number going
             | up, it was Christmas for software. You didn't need 100+
             | devs to compete in the big leagues. And yeah there were a
             | lot of moody FPS games, but I can't describe the delight of
             | first seeing a Katamari Damacy or a Portal. It was a time
             | of untilled earth and unplucked fruit.
        
           | jesse__ wrote:
           | There's a great deal to be said for setting an aesthetic
           | expectation.
           | 
           | Take Minecraft, for example. The most successful game of all
           | time along many axies, and it looks .. a certain way. It's
           | definitely not realistic. It's not even pretty in a lot of
           | cases. But it's consistent, and people have pushed it to the
           | limit and created some truly beautiful artwork.
           | 
           | I guess what I'm trying to say is that I think visual
           | fidelity can be a selling feature, but art-style and
           | consistency is much more important.
        
             | anthk wrote:
             | The most successful and ported game of all time it's one
             | even more reduced in graphics than MC. It's Tetris. But, as
             | a middle example, there's Pokemon for the GB(C), from RBY
             | to GSC.
        
         | andybak wrote:
         | > Much of the science about lighting, physics, and rendering we
         | take for granted today was mostly unknown;
         | 
         | I'm not so sure. I grew up playing with offline 3d rendering
         | rather than real-time game stuff - and game dev was merely
         | reusing the same smoke and mirrors that people used to keep
         | rendering time under a week a decade earlier. People always
         | knew the "correct" way to do things but it was just out of
         | reach given the hardware constraints. GI, radiosity, path-
         | tracing etc already existed well before this - but nobody could
         | do it on consumer hardware
        
       | naiv wrote:
       | One of the lead developers is a friend of mine. In the mid 90s he
       | was part of the Dust demo group, eg
       | https://demozoo.org/groups/360/ so I guess then a lot of the
       | algorithms were used for Max Payne then as well
       | 
       | Also interesting how his life changed after the game, he went a
       | totally different route and left programming for good.
        
         | leetrout wrote:
         | What's he doing?
         | 
         | Tech is an exhausting treadmill for me at this point. Hard to
         | find somewhere I can work where my high empathy is a positive
         | power and not a stressor.
        
           | naiv wrote:
           | Focusing on chinese medicine, meditation, mindfulness.
           | 
           | He had a burn out. He mentioned to me in the mid 2000s after
           | Max Payne 2 that he could not touch or see a keyboard
           | anymore.
           | 
           | I just saw him last year, he is in good spirits, programming
           | a bit again iirc but we did not talk that much about it.
           | Still one of the smartest people I ever met.
        
         | qingcharles wrote:
         | Remedy was heavy with Future Crew too. It was demo scene crew
         | all the way down.
         | 
         | I came out of the demo scene into pro game dev, and there was a
         | lot of useful overlap, especially at the time (mid 90s) when
         | you were really trying to get anything 3D on the screen.
        
           | Agingcoder wrote:
           | That's what struck me immediately - these are all typical
           | tricks from the 90s. I remember demos ( I think complex/dope
           | in 95) where the awesome 'real time reflections' where
           | actually an animated texture. I was quite impressed when
           | someone explained the trick.
        
       | anthk wrote:
       | It's still amazing. Crisp textures did a far better job than
       | current shaders and a full-polygon bloated geometry. Max Payne 2
       | perfected it.
        
       | hcs wrote:
       | Speaking of Max Payne and graphics, there's an amusing hidden
       | sketch with references to engine development in the game:
       | https://youtu.be/Ca04hCF9FL4
        
       | retinaros wrote:
       | max payne 1 is what triple AAA(-?) gaming should always be.
        
       | reactordev wrote:
       | What I loved the most about Max Payne's graphics at the time was
       | the textures. There was just enough dirt and grit to make it look
       | real. They did just enough softening of the light map that static
       | shadows looked real (albeit static). The artwork was phenomenal.
       | Best environment artists at the time. Contrast to GTA3 and you
       | can see just the level of love that went into each wall texture,
       | each couch, each tile on the tiled wall.
        
       | Igor_Wiwi wrote:
       | I am really intrigued by the fact that this person blogged
       | occasionally and then stopped in 2021. What happened to him? Is
       | he ok and become a game designer or just got tired of game
       | industry and quit?
        
       | Kon5ole wrote:
       | Max Payne 1 is a fun playthrough during xmas, kinda like watching
       | Die Hard. Takes place during a blizzard.
       | 
       | A remake/remaster of Max Payne 1&2 is in the works by the
       | original developer (Remedy). Stated to be financed by Rockstar
       | (who own the IP) to normal Rockstar AAA levels.
        
       | jesse__ wrote:
       | What a fantastic read. I loved this game when I was a kid.
        
       | Agingcoder wrote:
       | Looks like typical demo scene tricks applied to gaming
        
       | andybak wrote:
       | By coincidence this was released a few weeks ago:
       | https://hothardware.com/news/max-payne-rtx-remix-mod
        
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