Warning that this is an, all told, <i>1GB</i> page (on desktop): <a href="https://i.imgur.com/HbMMuzt.png" rel="nofollow">https://i.imgur.com/HbMMuzt.png</a><p>To the author, I highly recommend using WEBP everywhere[0], and never directly using the `full` image size[1]. The GIFs are also killing you, equivalent OGV/MP4 would be tiny. ...It also looks like the site is suffering from a bad WP Super Cache (TTFB of >30s).<p>[0] Lossless reduces by 20%. 99 quality reduces size >60% <a href="https://make.wordpress.org/core/2021/06/07/wordpress-5-8-adds-webp-support/" rel="nofollow">https://make.wordpress.org/core/2021/06/07/wordpress-5-8-add...</a><p>[1] All other sizes get compressed. Use `add_image_size()` to create a bigger size if needed, and the filter `wp_editor_set_quality` fine tunes compression. (Be sure to regenerate thumbnails)
I think a lot of gamers would be much more humble if they read a couple of these articles from start to finish.<p>I'm always embarrassed to be a gamer myself when I read comments like "this looks like [insert old hardware] graphics!" from people who are not only always exaggerating, but also totally oblivious to the amount work that went into whatever they are criticising.
Great article. As an aside, the unshaded "color" GBuffer channel [1] makes me want a game that's fully lit like that.<p>The original Resident Evil game for PS1 was (because of technical limitations back then) comparatively brightly lit, and it lent the game a weird atmosphere — you have the normalcy of the house, but intruded upon by the supernatural. It's scary in a different way than the newer games, which are darkly lit and rely on jump scares.<p>The only recent game that comes to mind is Control, and only certain parts of it.<p>There are a few movies that are lit more naturalistically — The Shining and Day of the Dead come to mind — and I love the effect.<p>[1] <a href="https://mamoniem.com/wp-content/uploads/2022/07/re_gbuffer_draw_out_color_rgb-scaled.jpg" rel="nofollow">https://mamoniem.com/wp-content/uploads/2022/07/re_gbuffer_d...</a>
These are great technical articles, really amazing level of detail + clarity. I wish the author editorialized a little more, and judged/explained how optimized the game is. His Elden Ring article explained why the game had microstutter and low fps (from memory, it was redrawing some frame buffers too often and didn't have low poly models for distant objects), but it was buried halfway through a textbook's worth of information.