That's fun and somewhat ironic, considering how speeding Quake up became it's own art form. Shoutout to Rocket Jumps, Bunny Hopping and Quake done Quick.
The player speed in Doom is completely unrealistic, which is fun, but plays against immersion.
In Quake, the player speed is less insane, more in line with human abilities, and it makes Quake feel more real. BTW the same is true for System Shock, where the player is not a sprinter champion at all (but can obtain a skateboard, but this is another kettle of fish).
Yes, but at least humanly possible. Likely not with all the gear, but at least as a player you feel more like a running person than like a flying pilot.
Doom offered very nice gentle "bobbing" that added to the illusion of a real person's gait. Of course, only when you played single-player and switched off the "always run" mode. (Regarding this, I wish there were a popular FPS that would explore the notion of stamina, so that running mindlessly would be wasteful, but sprinting at critical moments would be an extra game mechanic. It worked reasonably well in Diablo, released in 1996.)
I often go to YouTube to find teardowns and repair instructions. One thing I have run across is this niche where some guy out gal repairs something very slowly, over the course of an hour or two, with the mic gain cranked way up even though they say absolutely nothing the whole time. When I look at the channel, all the videos are the exactly the same and they have very high subscriber counts. I genuinely can't imagine who is watching these and why. But they must make a ton of money on the ad revenue.
Imagine walking around your 3d map hundreds of times on a slow ass computer looking for frame views that exceed 350 polygons. Must have been a pain in the ass.
That's fun and somewhat ironic, considering how speeding Quake up became it's own art form. Shoutout to Rocket Jumps, Bunny Hopping and Quake done Quick.
https://www.youtube.com/channel/UCeDxelsLhikFHC8QnrcgQcg
Could not the PVS step do the "check for max 350 polys" automatically? Or was it not fine grained enough?
Imagine as a creator slowing down your YouTube video before your upload to stretch out the content. That's what they did with Quake.
The player speed in Doom is completely unrealistic, which is fun, but plays against immersion.
In Quake, the player speed is less insane, more in line with human abilities, and it makes Quake feel more real. BTW the same is true for System Shock, where the player is not a sprinter champion at all (but can obtain a skateboard, but this is another kettle of fish).
This is true of virtually all FPS games. Realistic movement speeds feel unbearably sluggish in game.
I actually find that Quake’s running speed is still quite fast by modern standards.
Yes, but at least humanly possible. Likely not with all the gear, but at least as a player you feel more like a running person than like a flying pilot.
Doom offered very nice gentle "bobbing" that added to the illusion of a real person's gait. Of course, only when you played single-player and switched off the "always run" mode. (Regarding this, I wish there were a popular FPS that would explore the notion of stamina, so that running mindlessly would be wasteful, but sprinting at critical moments would be an extra game mechanic. It worked reasonably well in Diablo, released in 1996.)
I often go to YouTube to find teardowns and repair instructions. One thing I have run across is this niche where some guy out gal repairs something very slowly, over the course of an hour or two, with the mic gain cranked way up even though they say absolutely nothing the whole time. When I look at the channel, all the videos are the exactly the same and they have very high subscriber counts. I genuinely can't imagine who is watching these and why. But they must make a ton of money on the ad revenue.
ASMR
Every single YouTube video does this right now. They are all incredibly slow and take forever to get to the point (if there even is one).
I have heard this is because there's a magic duration number for monetization.
So if I listen at 2x, how many minutes do they count for monetization purposes?
Watch hours are literally how long someone watches. So if you watch a 2 hour video at 2x, it counts as 1 hour.
Since kiddos play them at 1.5, you would actually get a normal video :-P
Imagine walking around your 3d map hundreds of times on a slow ass computer looking for frame views that exceed 350 polygons. Must have been a pain in the ass.