4 ms·
The background is either a white or black void, so they removed the entire "metaverse" from it, which I'm sure fixes most performance issues. Rendering two fai
by nitwit005 3y ago
The background is either a white or black void, so they removed the entire "metaverse" from it, which I'm sure fixes most performance issues.
Rendering two fairly realistic models on the screen at once isn't a big challenge these days, if they're the only thing being rendered.
- sangnoir 3y ago> The background is either a white or black void, so they removed the entire "metaverse" from it, which I'm sure fixes most performance issues. I doubt it's a performance issue: the 3D model of a rectilinear room has fewer vertices than used to represent a single earlobe. It most likely is just an unimplemented feature; they also could have "cheated" by chroma-keying a 2D-texture background or rotoscoped the avatars onto a another 3D room scene, but what's the point when its just talking heads?
- nitwit005 3y agoSurely people have higher expectations for the environment their avatar is going to be in than a literal box? Games often only have the highest detail models present in cutscenes, where the rest of the game can be limited, and the camera can be controlled to limit how many characters are visible.
- sangnoir 3y ago> Surely people have higher expectations for the environment their avatar is going to be in than a literal box? Yes - they do, but you don't have to get fancy with the environment for 2 static avatars locked in place. What are the odds that rendering a room was dropped because it is allegedly GPU-intensive vs it being a feature that is not fully-baked for a public debut yet?
- wryanzimmerman 3y agoI think a large part of the black background choice was to hide the missing bodies; any light past chest level is going to push this into uncanny valley pretty fast because the modeling ends at the chest like talking Greek busts. Totally agree that it’s a stylistic and presentational decision and not a computational limitation.