


Alex Goldring
394 posts

@SoftEngineer
Software developer. Game developer. Graphics researcher. Working primarily in 3d graphics on the web.











@SoftEngineer There's nothing wrong with lack of knowledge, it's just people have gotten more and more aggressive/ragebaite'y/false confident in what they're saying online. Folks with 10s of years of experience don't talk with so much confidence and I've had enough of ragebaiting honestly.













@SoftEngineer damn, you buried my point. My guess is that, when I wrote it, I was comparing it to Eternal in my mind. There was light everywhere, making the details stand out. This is not happening in TDA, and the details are being kept in the dark, that's maybe why I don't appreciate the game

@AncientGameplay @SoftEngineer @idSoftware @DOOM and it took longer to develop than Eternal even tho devs didnt have to bake the lighting, cubemaps and so on. I wish the gameplay at least saved this game, sadly that didnt happen.











@SoftEngineer @idSoftware @DOOM For the variable rate shading, it’s not that the pixels are “fake”. It’s that they reuse shading computations for neighboring pixels that are going to look the same anyway. You can call the upscaling fake pixels, but it’s common practice.
