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Posted (edited)
  On 6/9/2017 at 3:11 AM, jcbrom said:

There's a real waters reflection here: http://www.nexusmods.com/fallout4/mods/5839/?

If this guy can make all the water in the game have real reflections without breaking the game with lag, I'm sure its possible to do it with the mirrors.

There is a huge difference in necessary computing power between those water reflections and an "actual" mirror. Those water reflections, for one, are blurry. Secondly and more importantly, the objects are just being "flattened" onto the water texture - there's no three dimensions there, it's just basically taking a few 3D objects and rendering them in 2D. A mirror must keep that 3D in order to be realistic and that is where the problem comes in because you have to literally render everything twice - once in front of the mirror for your standard view and then again "behind" the mirror, which really isn't a mirror but simply a transparent pane. Or you do some fancy rendering to convert the reflection into a texture map that you then apply to the "mirror", but still the basic issue applies: You have to render everything twice. Which is why whenever you see a mirror in a game it is usually a scripted scene that the developers specifically made to be "cheap" in terms of rendering time so that it can be rendered twice.

Edited by Reneer
Posted

@jcbrom

indeed, that project is intriguing for a number of reasons.

I find a lot of the other ideas they've got for v3 are very awesome indeed!

thanks again for the renewed interest though.

 

it is a little tricky, on account of the nx! worth of potential looks for locales,

a lot of places can look very different because of the combinatorial nature of the customization features.

that, and having toggleable camera instances which could be bound to a nurbs-surface...

that is really tricky on a number of levels.

eg will a mirrored surface reflect a holographic 'television of the wasteland'?

how about, in a new lands, will it 'reflect' the worldbox properly?

 

it's a nodal Jaroslav Kurzweil and Hamilton-Ricci-Perelman homeomorphism for the detect param on which mirrors see what,

so as to not have to render all the mirrors all the time... it's only there when you're looking at it.

that keeps the set size 'manageable' and not approaching an infinitude, such as Aleph-Null (shudders) from non-standard analysis.

the special case of a highly polished codsworth, and

the oft quoted "hall of mirrors/infinity mirror paradox" are also interesting to consider.

 

 

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