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Indeed the developers of today take 10 years to make a gigantic mess of a game with is overly bloated and runs poorly. The digital dark ages.The people who could do it have died off, they don't have the knowledge anymore.
Turn on ray tracing.
Older games did it basically by faking it with a clone of the player model/sprite, sometimes in an entire copy of the room behind the mirror, or rarely a second camera rendering to a texture or maybe some stencil buffer tricks.
But when you have more a complex lighting setup or graphical pipeline (ie a stack of postprocessing effects) it becomes difficult or impossible and certainly not worth the effort to set up. It also dropped out of fashion in the era where the player model might have taken up more than half the polygon budget.
It's come back with raytracing because it's easy to set up, except in the case of first-person shooters where you often don't have a player model in the scene at all. It's not really worth making one at the level of detail we'd expect now just for that, and even if a cinematic model exists that could be loaded in just when you enter a bathroom it still wouldn't be worth making it match your movements well--and if it's gonna look jank anyway, there's an argument for not distracting the player with it when they're used to fogged-up mirrors already.
Because it's basically one click to turn it on for that surface. Reflections just become a standard engine thing and no trickery is needed. It's no different to the reflection in a puddle except you'd make the material a lot less busy than a street surface so you can actually see yourself.Why does raytracing make it easy to setup mirroring?
Ah I see, thanks for the explanation. So in that case we are probably not likely to see many reflections until games stop trying to be realistic or until there is enough tech power and knowledge (if ever) to make player characters move smoothly.Because it's basically one click to turn it on for that surface. Reflections just become a standard engine thing and no trickery is needed. It's no different to the reflection in a puddle except you'd make the material a lot less busy than a street surface so you can actually see yourself.
...And puddle reflections are like the main thing you notice it on with ray tracing (well, until your brain stops caring; the wow factor with modern RT lasts like 10 minutes tbh), those are super common in games now if you have a card that can do it.
So if they just make every single game a vampire clan war then there is no need to reflect anyone, that is genius. Even the rats can be vampires as well.Vampires
Well, there's plenty of both already but the thing is it's really not worth making 1:1 third-person assets in a first-person game where you'd never see them otherwise. They pretty much all looked goofy in older FPS games with mirrors too, but you didn't expect it not to and lots of other things looked goofy anyway.Ah I see, thanks for the explanation. So in that case we are probably not likely to see many reflections until games stop trying to be realistic or until there is enough tech power and knowledge (if ever) to make player characters move smoothly.
To easily demonstrate this, boot up TF2, go into the console and type cl_first_person_uses_world_model 1. It swaps the first person viewmodels to what would actually be seen with the third person model if your camera was in the character's eyes. It was designed for VR, and makes the game look very, very different. With the console commands you can freely change a lot about the first person viewmodels or even disable them entirely, they're not actually linked up to the globally visible character model.An exception to this *might* be games with a multiplayer component, but there's usually actually a lot of fudging going on there with how you see other players move--you can't see their screen and yours at the same time so the priority is for their third-person player models to look and move like a human rather than perfectly reflecting what they're seeing.
A big obvious example of this would be games where your first-person reload animation looks completely different to how you see other players reload. But it can go for a lot of things, like the way their head/arms/upper body moves when looking up and down... and it's very obvious when your reflection is angling the only things you can see on your viewmodel in a different way than your actual perspective shows.