Handzeep
u/Handzeep
It's also the anime that's making it hard for me to get into the Index novels themselves. I know the main thread of how the story so far is supposed to go. But the quality of the adaptation makes it necessary to read from volume 1 because of everything it butchered. And having to read so many volumes of "old" content before getting to all the new content is actually holding me back from getting started.
I'd argue against that. The only genderbend anime I've actually seen that takes a serious approach to identity struggles in a somewhat realistic matter is Onimai. All others usually use it as a mechanic for some other purpose.
Shows like Kokoro Connect, Yamada kun, Birdy the Mighty and Your Name use it as a mechanic to form closer, special relations between people.
Twintails ni Narimasu and Mahou Shoujou Ore use it more for comedic purposes.
Isekai Bishoujo Juniku Ojisan uses it to more to form a romantic relationship between former friends instead of the lead's actual feelings about a change of gender itself.
And there's also shows like Kampfer that... I don't even know what that show tried to do at all. What the actual hell was going on there?
There's more examples and maybe shows I've missed. But on the anime side I've only seen Onimai actually focus on gender related topics themselves instead of gimmicks.
So while Ranma is a fun show. I'd actually like to see some more gender swap anime that take it seriously.
Those are by far in the minority. Yes I know Apex can be compressed to half the size, but it's the exception. Not the rule. And also, it's a trend that newer titles compress better.
My storage pool on my computer is transparently compressed using ZSTD level 3 compression on BTRFS. This means all uncompressed data that is compressible will be compressed on my storage. Currently I have 81 games installed with a total size of ~1.5TB uncompressed. Of that ~1.5TB a mere 177GB is actually saved. This gives a total saving of 12%. And most of the savings are from a few outliers. And most of those happen to be older games. 12% on average isn't entirely negligible but anything but a major issue.
Now if you feel the need to compress games, I'd first take a glance at any rom folders for older consoles. Those tend to compress really well. CD and DVD era consoles often had space available but lacked the processing power to decompress data during gameplay. Which is why they didn't use much compression and why there are many tools available specialized in compressing roms.
Now I don't have a PhD on compression to link here. But I'm sure you'll enlighten me with yours now.
Yeah in depth this topic becomes way more advanced. I purposefully tried boiling it down to the essentials without going in depth too much to keep it as comprehensible as possible for people outside of the computer science field. I'm mostly just tired of all the false claims surrounding lack of optimization I see everywhere. Sure not every game is a 10/10 on optimization. Most aren't. But almost every modern game is optimized regardless of it being done good or just falling short. That's what I'm trying to convey here to a general audience.
You're ignoring both games targeted the same console generation. Skyrim wasn't limited by storage space. It was limited by mostly VRAM. That's why the lower quality assets were included. On PC the high resolution texture DLC increased the size quite dramatically. Had Skyrim targeted the XB One and PS4 instead the size would have been way larger. The size was incidental because of other bottlenecks at the time, not because of an intentional focus on making the game size small.
The claim about compression is flat out wrong. We're able to get 4k assets at a reasonable size because of the improvements in compression. We've been unable to compress assets as heavily on older games because a lack of processing power and more efficient algorithms. Current technology allows these assets to compressed heavier with more performance benefits too. I'd wager that on average the compression this generation is saving space at a ratio of 2 to 4 times the size. So just imagine your average game being 2,5 times as large to imagine this gen without compression.
It's above me how people think compression is used less. The developer announcement of the PS5 had a large segment dedicated to explaining how the entire SSD is compressed and how this optimizes both space and performance. And on PC we have a nice blog post detailing exactly how Trails of Cold Steel 3 was optimized for a size/performance ratio.
Can people that don't understand optimization please refrain from making false claims about it. People that actually understand optimization are dying of cringe with every comment.
He didn't propose the hyperloop to be a viable product. But to kill California's high speed rail project. As he admitted himself to his biographer.
Raytracing is much broader then shadows. There are multiple types of raytracing. The usual kind we see a lot right now are:
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Shadows
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Reflections
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Ambient Oclussion
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Caustics
Picking 1 or several of them enhances the lighting but does not fully replace all traditional lighting yet.
There's also pathtracing which is super expensive and Cyberpunk's highest ray tracing setting supports. This fully replaces all lighting but is so expensive that just a RTX 4090 could pull it off in real time at 4K.
And even now more processing power could pull off a better image if we could increase the sample size of the light rays. And we're not even talking about doing wave tracing yet.
Raytracing is very new and still making massive improvements that enhance the visuals more and more. Better implementations can improve the visuals even more then anyone has seen so far.