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10 things video games use to trick your brain

10 things video games use to trick your brain

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Video games often use tricks to create the magic you see onscreen. Here are some fascinating techniques developers use Nick: It's very similar to the last Trick in the video but games will render depths and textures more precisely as the camera gets closer to or zooms into specific objects. For example many Rocks in first person shooters are actually just Flat patches of ground from afar (when the player is unlikely to notice) until the player/camera gets closer; in which the game finally starts adding depth and volume to that object/scenery
Although often times the object itself is actually COMPLETELY flat with a -3D- Texture applied to it that simply tracks the players perspective; and I could be mistaken but if you want to see an example of this I believe many of the Assassin's Creed games (both new and old)

Date: 2022-03-21

Comments and reviews: 9


#9 I already knew this. HOWEVER, the difference is actually that The Dancer has a completely different time signature. I don't remember exactly but it's something like 5/7; it's something incredibly unnatural and that's why people had a hard time adapting to it. So in a way you're still correct. People subconsciously got used to certain rhythms, then got presented with a boss that follows a similar pattern just not one they were used to.
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i remember when i was a huge console gamer i payed on inverted, all my friends hated it since i would have to change the settings every time we'd play. i think i played inverted because someone told me to think of the RS as the top of you characters head, when you push forward on your own head you dont look up you look down, and vise versa so to me it felt more -realistic-
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In #4, fun fact, ALL polygons are triangles, there are no squares. A square, is always separated into two triangles, even if it's a flat plane. (In sure it's engine dependant, but for the most part, it's always -only- triangles) And when people in the office want to know how intensive an object will be in the engine, they'll ask -how many tris (pronounced try-s) is it?-
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Late to the game. But how about Bloodborne and dark souls, their negative stamina? You have 100 stamina in your bar per say. But there is actually 120 or something like that. It gives you the feeling of giving it your all pushing yourself past your limits, but it's basically just overdraft protection for your stamina.
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I'm an inverted freak when I use my gamepad. A lifetime of using a joystick on PC for lifetime has conditioned me that up is down and down is up. Although when I used the mouse everything is normal. Down is down and up is up. Also right makes the camera face right and not the other way around like some games do.
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What Horizon Zero Dawn does (which is how most games have worked for well over a decade) is called Frustum culling. That's not a unique thing. It's not an -algorithmic prediction-, it just says -is this mesh in the frustum bounds? If so, render it, if not, don't-.
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I have always used inverted, think it stems from flight sims but the thing I've never understood is inverting the other camera, the one to look left and right. I move the stick left to look left but some games come with left is right and right is left.
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The health bar thing is just annoying. I want to know exactly how much health I have left so I can more accuratly determine if I should fight or flee. It's just annoying when games treat you like you can't finish the game without them helping you.
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cant belive peaople dident notice the halo 2 inverted or devfault thing and it extends that part if say look at top one with top then look at bottom with top. also yea i like inverted better too (on consoles eww on pc)
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