Sony hate thread

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If it really was about not wanting mods they could just sign and encrypt the PAK files and disable mod/dlc PAK loading in Unreal, but since its an asset flip they probably don't know how to do that
 
This is the most transparent and weak effort I've seen to create a fake controversy. BTW, this is the "amazing" PS5 exclusive we are talking about here:

View attachment 8311281

This screams "I'm an Unreal Engine asset flip" from the top of bullshit mountain. Even the female protagonist and the costumes look straight out of a cheap, store bought character pack.

This fabricated drama is beyond pathetic, just as the game.
We don't want modders to take our Tits and Ass game and make it have more Tits and Ass.
 
We don't want modders to take our Tits and Ass game and make it have more Tits and Ass.
"The greed of modders sickens me, do the gamers not have enough ass already, aren't the asses we provide enough. What could compel a gamer to pursue such grand quantities of ass. For even the devil himself would be stricken with disgust at seeing such lecherous greed for asses. So it is wise and good to protect the asses of our characters and voice actors."
~Sony exclusive gamedev.
 
That AAA development is slowly kicking them in the butt with the laughably long times it takes to shit a game out, but they need first party to sell consoles.
It blows my mind that after all these years they still don't have a decent pipeline for game development. It shouldn't take years to shit out even a AAA title with a decent toolkit. You shouldn't need to write a brand new game engine from scratch each time, develop new modeling tools each time, or even source code version control and build systems each time. Obviously game logic will be unique to each game, but after you've built your first couple of games you should have an existing platform on which you can build new games without having to reinvent the fucking wheel each time.

How many different ways can you bake textures or pack resources into an archive file? There's a lot of "solved problems" in graphics, sound, compression and asset pipelines. They just all seem to suffer from "not invented here" syndrome.

I really hope its Bloodborne because it would be the funniest thing
I remain convinced they lost Bloodborne's source code and/or assets. If they're demaking it, it's going to be a cleanroom implementation. And yes, it'll be fucking hilarious.

Lol TeamKillMedia is now claiming they are getting death threats about this.
What is it the atheists love to say? Extraordinary claims require extraordinary evidence? Or is it "claims presented without evidence can easily be dismissed"? Show some receipts, faggots. You should easily be able to do so.

It has always been the advice of law enforcement that you never publicly acknowledge genuine threats or harassment that's targeting you (it encourages an actual stalker if one really exists and it can contaminate a potential case against them if/when caught). Legitimate threats go to law enforcement. The first thing they'll tell you is "don't talk publicly about this, it'll just make it worse."

Any time someone whines publicly about receiving "death threats," they're full of shit. If they'd really received any, they'd have gone to the police. At a bare minimum, they'd be willing to show (or doctor) proof. Mysteriously, they never do. It's always just clout chasing or generating fake controversy.
 
that studio was already caught doing asset flip shit.
the state of playstation lmao
During the Wii U days, there was a solo indie dev who would shit out a new game every month or two that was consistently low quality, maybe okay for half an hour at best. Granted, the games only cost a dollar or two each, and the dev responded to criticism by saying he just makes them for fun and to earn some money for his family, but it rubbed a lot of people the wrong way that so many of the Wii U’s limited exclusives were effectively 99 cent Flash games.

That’s more or less how I feel seeing that such a large portion of PS5 exclusives are shovelware and asset flips.
 
It shouldn't take years to shit out even a AAA title with a decent toolkit. You shouldn't need to write a brand new game engine from scratch each time, develop new modeling tools each time, or even source code version control and build systems each time.
Almost nobody is doing any of this, they're all using the same few engines, mostly unreal and using YouTube tutorials and freely available code online.
Companies are full of people pretending to work but doing nothing. They spend most of their day having pointless meetings, guest speakers, planning parties, posting on social media and gossiping
99% of any actual work done on the game is then outsourced
 
mostly unreal and using YouTube tutorials and freely available code online.
That would certainly explain the shit performance across the board. Unreal is a very strong and performant engine, but Epic peddles the same lie that Unity does that their engine is "high performance out of the box." If you turn on all the features and don't bother thinking at all about what you're building, you're going to get a slideshow. If you're using freely-available code and Youtube tutorials, you're certainly not thinking for yourself.

Go look at some of the utterly insane mega-factories people have built in Satisfactory (which was originally UE4 but the devs migrated to UE5 prior to exiting Early Access). The game world is huge, the scenery is gorgeous, the machines are impressive, and people go nuts with decorative parts and lights, too. Silky-smooth 60FPS+ on mid-tier rigs, no problem. UE5 can absolutely run smooth as butter, but just not with defaults.

Some of these fucking people are stuffing models with 50k+ polys into release/production builds (like some stupid fucking sandwich in Starfield that could easily have been done with 400 polys as an artist demonstrated). You can't rely on the engine to just decide to manually LOD that shit on the fly.
 
You can't rely on the engine to just decide to manually LOD that shit on the fly.
This is the literal selling point of Nanite, that Epic downplays the overhead cost of. They also heavily downplay the cost of Lumen lighting and have either soft deprecated or fully deprecated all the other lighting methods anyway
 
This is the literal selling point of Nanite, that Epic downplays the overhead cost of. They also heavily downplay the cost of Lumen lighting and have either soft deprecated or fully deprecated all the other lighting methods anyway
Oh yeah they're as guilty as Unity for lying about engine performance. Nanite isn't useful compared to manual (i.e. competent) optimization of models & level geometry and is never worth the overhead. Lumen does indeed produce gorgeous results, but fucking hell it's a performance killer like no other. Even Nvidia ray tracing gimmicks can't save it.

It's like most other software engineering projects: ignore the sales critters and start reading the manuals & forums and start pestering the vendor's engineers to get the real answers. You'll end up crying if you just follow the brochure.
 
The message from Soyny to the GT players, FUK U OK, this is comedy gold :story:


gran-turismo-7-has-2-million-monthly-active-users-and-its.webp

www.gtplanet.net
 
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It blows my mind that after all these years they still don't have a decent pipeline for game development. It shouldn't take years to shit out even a AAA title with a decent toolkit. You shouldn't need to write a brand new game engine from scratch each time, develop new modeling tools each time, or even source code version control and build systems each time. Obviously game logic will be unique to each game, but after you've built your first couple of games you should have an existing platform on which you can build new games without having to reinvent the fucking wheel each time.
It's quite the intriguing mystery as to why AAA titles take such a long time to be developed. If I am not mistaken Naughty Dog has its own proprietary engine and Guerilla Games is using Decima which they developed. And I don't think that they switched to something else for Intergalactic and respectively for whatever the next Horizon game is going to be. So logically as you concluded they should be able to pump something out within 2–3 years considering all those games are almost the same, and you already have all the tools at your disposal. So the question is are people at both studios not working on anything all day long up until the point where they have to crunch to make the game. Is it labor laws that prohibit any actual work getting done ? Or is there a pyramid scheme going on with consultancy groups so every part of the games has to be greenlit before and after someone worked on it ? And/or do both studios outsource large portions of development to India, and it takes years to train the pajeets and fix up whatever they shit out ?
 
BTW, this is the "amazing" PS5 exclusive we are talking about here:
PC gaming is officially over. The platform was almost saved by [generic SONY 3rd person ARPG movie game Nr.7] but now that [generic SONY 3rd person ARPG movie game Nr.12] is not coming to it there is no hope.

Where the fuck is the 300 million dollar budget going? When Clair Obscur was made on 10 million.
At this point i just assume that every medium-big software company works like Twitter where you could fire 60%-80% of the staff and there would not be a noticeable difference in output.
The term "adult daycare" is concerningly accurate and had devastating effects on the productivity of office work.
 
Where the fuck is the 300 million dollar budget going? When Clair Obscur was made on 10 million.
As with all things in current day, Administrative bloat. Lot of useless fucks that don't do shit have infiltrated every single corporation, organization and university just siphoning money from the actual goods they were supposed to provide.
 
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