@ryanprior
Which means: You better don't loose your key chain at night in a video game...
@Viss @tiotasram @cmconseils
He was joking… I think…
Maybe you were too..?
(I am joking at least, that much is clear to me)
I think I was thinking about it in the sense that the lamp being on takes more energy than the lamp being off, over time. But you're right that the extra polygons of the lamp model use energy that could be saved were it not included, even when baked lighting means that the CPU/GPU don't work any harder because of the "illumination" the lamp provides.
For a dynamic light like a flashlight or headlight the player can toggle, there's extra cycles needed during rendering for sure.
"Driver" has entered the chat
Does someone else still remember "Quarantine"?

@Niall @neurotropic @Noxie @cmconseils That video is an absolute disgrace and I'm quite frankly surprised it's still up given how much flag he got for it. Given how non-existent his attempt at looking at the game was I have to assume it's ragebait.
He basically recommended scraping 90% of the game world and going back to game design concepts from the 90's, based on an understanding of the game that was so obviously limited to the initial spawn area and quite frankly ideologically tainted.
@Natanox @neurotropic @Niall @Noxie @cmconseils i’ve played through the whole game + phantom liberty and I 100% agree with the video’s point that designing 2077 with a car centric lens made it a worse overall experience to the player.
the fact that night city still manages to be more friendly than certain US cities just further proves the point.
@Noxie @fremachuca @neurotropic @Niall @cmconseils They would've been mocked relentlessly if they deviated from the source material and, instead of leaning into the Cyberpunk dystopia (which very much is car-dependent with only trashy public transport at best) went somewhere else.
Not sure where Frederico goes with that argument, but the fact even Cyberpunk is still more pedestrian-friendly than US cities means they already didn't go all-in.
The only place it felt "off" was Dogtown.
@Natanox First line (pretty much) is about the rule of cool, of course you can climb with your blades =3, fuck even if you had an improved mouth suction mouth ware any reasonable dm would allow it to have a bonus in climbing xD Dogtown was bombed to shit so cars are mostly unable to navigate from what I know from the lore. There's still imo a bit too much car, but I would assume BARGHEST had an interest in cleaning out roads to allow for their goons to move around and maintain control.
but IMO CDPR did a bang up job respecting the base material, their own lore additions are pretty much indistinguishable from RTal, I have talked with Pondsmith thanks to Night Crew and he said very clearly that CDPR + RTal had multiple meetings a week to discuss every aspect, from the road width to dolls implants. So yeah not the most ideal gameplay but it was on purpose because lore. The only issue was the very rushed released that made so that the metro and autopilots were not available at launch (+ the bugs on lower configs)
@Noxie @fremachuca @neurotropic @Niall @cmconseils
> CDPR + RTal had multiple meetings a week to discuss every aspect
But not the correct manholes! Pffft. Noobs. /lh
@ax11 @cmconseils
I guess there's a difference between "designing for the player's experience" and "designing for the citizen's experience". Most (made up) game cities or towns make no sense as livable places.
But then again, the point is that designing for something else than a car makes a stark difference.
@TheMNWolf @cmconseils thanks for initiating a fascinating read:
You just fucking blew my godsdamned mind. 🤯
@cmconseils
Creator of Sim City in an interview:
> When I started measuring out our local grocery store, which I don’t think of as being that big, I was blown away by how much more space was parking lot rather than actual store. ... we quickly realized there were way too many parking lots in the real world and that our game was going to be really boring if it was proportional in terms of parking lots.
> We do have parking lots in the game, and we do try to scale them—
1/2
so, if you have a little grocery store, we’ll put six or seven parking spots on the side, and, if you have a big convention center or a big pro stadium, they’ll have what seem like really big lots—but they’re nowhere near what a real grocery store or pro stadium would have. We had to do the best we could do and still make the game look attractive.
-- https://v-e-n-u-e.com/Sim-City-An-Interview-with-Stone-Librande
