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41a71e  No.16936851[Last 50 Posts]

UNITYFAGS ON SUICIDE WATCH

____________________________
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3d1622  No.16936856

>>16936851

>no ecs

>only graphics

>80000 gorilhons triangles on PS5

Welcome to 8 days loading time hell and 100000 tera downloads

Call me when they have ECS with burst compiler, then we can talk.

Not games, this is movie

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9d68c8  No.16936857

>Try to watch it in 60fps

>Option isn't there

>Look up the demo

>Proudly announced that it's running at 30fps "most of the time"

>Using dynamic resolution to keep it from dipping below 30fps

>Doesn't look much better than the UE4 tech demo

I figured since 120-144fps had become the norm, they wouldn't try to push that 30fps shit again, but here we are. I'm sitting here thinking about whether or not I should upgrade to a 240hz monitor, and Tim Sweeny is over there programming slide shows and jerking off on them.

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41a71e  No.16936860

>>16936857

Modern developers and "gamers" don't care about framerate because movies have never been even 60fps, let alone 120 or more.

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ceb3e6  No.16936862

>>16936860

Actually that's factually inaccurate, there's several animes that have 60fps animation, and at the very least 48fps is standard for high rate theater releases.

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c54c99  No.16936863

>>16936851

>Epic games

>Console wars tier unreal vs unity despite both being shit

I'll stick to Godot.

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9d68c8  No.16936869

>>16936860

I guess the implication is that the engine is built from the ground up for consoles, because their presentation doesn't touch on any of the things I would like to hear, like native multigpu support, reduced overhead, additional commonly accessible settings, or proper multithreading (which, considering they're basically marketing the PS5, you think they'd be talking about those 16 threads). RTX video cards were an absolute fucking flop because nobody wanted to spend $1,200 to play Quake with slightly better shadows at 30fps. Devs are still making UE4 games that struggle to run on high-end hardware at a stable fps. I can't imagine the extra overhead that UE5 is going to make people endure on PC.

The weird thing is that it doesn't even look good. They go on and on about their advanced animation techniques that make everything look realistic, while the girl in the demo practically glides around when walking. The excessive motion blur is just visual vomit, and the entire world is the same goddamn sandy brown, which masks how bad the shadows actually look. 3DMark demos have looked better than this for a decade.

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58b39e  No.16936870

File: 63e75f57af0dea6⋯.jpg (55.09 KB, 600x600, 1:1, 69a4edbe0ef70e48fd487e74cf….jpg)

>>16936857

>I figured since 120-144fps had become the norm, they wouldn't try to push that 30fps shit again, but here we are.

Well, Sony is going into the next round with the weaker machine that's also more expensive. Makes sense they'd want to squeeze every last ounce of graphical fidelity out of a tech demo as they possibly could - regardless of what that means for performance. They were probably all geared up to respond to Microsoft's recent conference, only to come out the other end looking like the only next-gen machine. I'd call it a coup, but the sacrifices they had to make to deliver those visuals are just going to cement the standard of 30fps as a standard.

Fuck the gameplay, make it pretty.

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580fbd  No.16936872

>>16936863

Remind me how thats coming along again?

Exactly.

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f3c71b  No.16936877

>>16936857

You want to know the best feature this new engine provides? Just listen to what he says

>all models have a gorillion triangles and textures are all 8k and the engine just downscales that shit as needed

Meaning, get ready for 1TB sized video games.

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000000  No.16936878

>>16936851

Tencent spyware that will also make games become 1TB or more in size.

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c54c99  No.16936880

>>16936872

What do you even mean with this, cuckchanner?

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580fbd  No.16936882

>>16936880

No games, no projects, nothing but the title of "at least we're open source!" to go by.

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f3c71b  No.16936883

>>16936882

>doesn't deny the cuckchan callout

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2a0422  No.16936885

>those numbers being bandied about

unfortunately I don't have a spare $4000 for a new video card

development on lower end machines is probably going to be hell on its own; UE4 started with all effects turned the fuck on just in the editor so if you were working with lower end hardware you had to slowly, painfully find and turn them the fuck off before you could get any work done

hopefully they'll have reasonable API for hand-coding stuff instead of being stuck with the visual scripter (which I've always felt looks like a conspiracy theorist's wall) and the insane mess of spaghetti you get when you try to look at what it writes to file

>>16936862

I can't think of any 48fps movies aside from The Hobbit trilogy

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ccc122  No.16936890

>>16936860

I really hope that this pandemic cripples Hollywood to a point from which they won't ever fully recover. I can't describe how sick I am with the infatuation with fucking silver screen bullshit. We have to ape movies because I liked Star Wars when I was a kid! Even though movies are now on the downtrend in everywhere except China.

>>16936877

I guarantee you the filtering, aliasing and downscaling will look like complete shit too. I can't wait for games that take up my entire hard drive that look as good or worse than current gen.

>>16936882

Yeah, much better to just use the thing that everyone else is using. That's the best criterion for quality software, right?

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c54c99  No.16936894

>>16936882

Have fun with your proprietary software despite Godot being able to do literally everything the other engines can.

>>16936890

>That's the best criterion for quality software, right?

To be absolutely fair, kind of. More users means more libraries being shared. But, well, this isn't a fucking problem when the engine is open in the first place.

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580fbd  No.16936897

>>16936890

>That's the best criterion for quality software, right?

What else would Godot even have going for it? No one has demonstrated a single damn thing about it. I doubt it could even function parallel to even unity.

>>16936894

>Godot being able to do literally everything the other engines can.

Guess thats why no one has even seen it in action.

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ceb3e6  No.16936904

>>16936885

They usually don't announce it because the Hobbit because everyone devolved into acting like retards whenever they looked at it.

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2a0422  No.16936907

>>16936894

Godot's 2D mode is god tier (and for that matter, actually 2d)

its 3D mode is still wildly inefficient but I do appreciate its malleability

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b866d9  No.16936918

File: 40f603283b1be43⋯.png (3.54 MB, 1920x1080, 16:9, BROWN.png)

>6 gorrilion polygons

>ends up looking lifeless and uninspired

More proof that art style is more important than the number of polygons.

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eeaa6c  No.16936919

>>16936918

The problem that it's too realistic. In fact it looks like Arizona at dusk. Most people are used to eye popping colors that are impossible in real life.

Reality is often disappointing.

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ceb3e6  No.16936921

>>16936919

I think the bigger issue is there's about 4 gigabytes of absolutely fucking nothing there, and an exorbitant amount of time and resources went into that 4 gigabytes of fucking nothing.

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b866d9  No.16936923

File: 7d71b552f172cfd⋯.png (2.57 MB, 1881x793, 1881:793, Arizona_at_dusk.PNG)

File: 0005446da927954⋯.png (2.75 MB, 1874x856, 937:428, Arizona_at_dusk_stone.PNG)

>>16936919

When I googled "Arizona at dusk" here are some of the images I got. See all those vibrant colors? those contrasts? all that purple?

The image from the game, wasn't Arizona, it was the surface of Mars as seen by the lens of some robot on the surface, and I am sure there are some beautiful landscapes on Mars as well.

I commented about this in another thread, how game devs should abandon the color brown and imagine that brown does not exist in nature(the mountains are green, blue, white, the trees are red, green, orange, purple, the leaves in autumn are orange and yellow, the ground is green with grass and so on).

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284403  No.16936927

>>16936882

That's a lie you nig

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7694e6  No.16936929

>>16936851

>Thinking PS5 graphics will even look half as good

>probably going to be exposed fake like killzone 2 trailer

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ceb3e6  No.16936933

>>16936929

Oh god how horrible they faked an ugly dusty cliffside

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efc564  No.16936934

>>16936921

It's a tech demo. The point is to showcase its features and what it can do in real time, not to have the best possible artstyle.

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efc564  No.16936935

>>16936934

*showcase the engine features

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eb2fac  No.16936937

>>16936869

multigpu is dead (thank gods) and games will never use more than 6 threads for technical reasons. If you want a very lengthy explanation I can explain why.

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eb2fac  No.16936938

>>16936869

>>16936937

Fuck it, here's the lengthy explanation anyway because I'm tired of people being retarded and not understanding this shit.

Multithreading is easy on tasks which can be broken into smaller portions that all need the same thing done to them over and over again. Examples being rendering, encoding, etc.

The problems arise when you have interdependencies, and time states like a game engine does. In loads like these, when you try to multithread them you usually just get thread locks and either crashes or slowdowns due to one thread waiting for another to finish before it can move on.

In fact, if you are a student of computer science, one of the things that is taught is that a very large proportion of code CANNOT be multithreaded. The underlying logic of the task that needs to be completed just doesn't support it.

This is why most gaming applications don't use true multithreading. Instead they split off various parts of the game engine to independent, but still single threaded tasks. This allows you to offload the main game engine thread to some of the other cores, but it is not true multithreading that can just spread out over cores.

This is why for gaming loads you usually see something like this:

One main game engine thread that pins, or heavily loads one core on the CPU. This thread handles all the game engine logic and time states and really cannot be multithreaded at all. Historically everything went into this one thread which is why old games tend to pin one core and touch nothing else, but over time more and more subparts have been able to be broken out of it to take advantage of additional cores.

2-3 still noticeably loaded cores, but much lower than the main game engine core. These are things that the game engine devs have been able to break out. Things like the sound processing thread, the physics thread, a thread for the in game voice comms, etc. etc. Some are more independent than others, but in general they can reasonably run mostly independently, and just check in with the main game thread every now and then. Some of these are more threadable than others (physics for instance) but still difficult to fully multithread due to the time state issue

Rest of the cores on the CPU (if available) which have some very light load on them: This is where the truly threadable part of the game engine spreads out to. This is usually limited to modern 3D API calls (like DX, Vulcan, Etc). DX11 did some threading, DX12 does it much much better. These are the only types of tasks in game workloads that can be truly threaded.

There are obviously some titles which still suck here, but the above more or less represents the state of the art, and the part I question is whether things are really going to improve much in this area. The main game thread is still the largest load in a game, and at its core it just cannot be threaded. No way, will never happen. The logic is too time dependent. Just cannot be done. It violates the computer science equivalent of the fundamental laws of physics.

The parts that can be truly multithreaded (DX calls etc) have by and large already been done.

This leaves one area for potential improvement, and that is continuing to whittle away at the main game engine thread. What other parts can we break off and turn into separate threads? I don't have the answer to how much can still be done here, but my sense is that all the low hanging fruit has already been tackled at this point, meaning we have already hit the point of diminishing returns. We may see some gradual improvement over time, but I'm not expecting a whole lot.

So, all that said, we are finally at the point where six cores can show a benefit over fewer than six cores in some cases. It took a while to get here. I'm not convinced we are really going to get to the point where if running a game alone (without a bunch of streaming and other garbage running in the background) we are going to see 8 cores have a clear benefit over 6 cores.

It may eventually come, which is why I would for future proofing buy at least an 8 core if shopping today (that said, with how cheap some of these CPU's are and with AMD's AM4 socket compatibility one could easily buy a 6 core chip and drop in an 8 core if it gets to the point where it cant keep up, at relatively low expense)

I just don't think the narrative in gaming and hardware circles that if "those lazy devs would just get there shit together and code the engine right, we'd see games spread out over as many cores as a system has and never see a CPU core bottleneck again, because as many cores as possible is the future!" we have been hearing ever since AMD's ill-fated bulldozer was launched, is anywhere near accurate. Multithreading is much more difficult than the layman seems to think, and in many cases is not possible at all.

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2aa889  No.16936944

>>16936857

>since 120-144fps had become the norm

No.

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9d68c8  No.16936949

>>16936938

I could have elaborated a bit, because I think you completely misunderstand what I am getting at. Cryengine gives devs a lot of hooks for multithreading. If you look at mod sites like the Nexus for Cryengine games, you'll find user.cfg files customized for various processors. The engine itself directly supports offloading things like shadows and physics. I have a custom user.cfg I drag into every Cryengine game I play, which includes Kingdom Come: Deliverance, which allows the game to utilize 12 threads, significantly more than the 6 you claim is the limit.

This isn't a topic of whether or not it's doable, because it already exists. There is no point in arguing about that. I suggest you take a look at Cryengine documentation, and how easy it is to set tasks to custom threads. Until Unreal Engine can support designating cores as dedicated streaming cores, or dedicated physics cores, then it's living deep in the past. Arguing that it's not possible is just wrong.

>>16936944

Sorry, anon, but it is. 120/144hz monitors are as cheap as $100 nowadays, so anyone who needs a brand new monitor gets one. 1080p 144hz is the most common resolution right now.

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2aa889  No.16936951

>>16936949

>>120/144hz monitors are as cheap as $100 nowadays

>Yeah and pretty much no one is running any modern game at its most demanding settings at 120fps or anything even close to it.

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8e8dda  No.16936960

>>16936851

Imagine being a non-developer and having no fucking idea what you were talking about

Also imagine being a faggot

That is OP.

For developers this showcase said absolutely jackshit to us beyond Tricounts no longer apply. Who cares. Games didn't need to look better. They needed to work better.

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537b7a  No.16936962

File: 9d8e4ba477c8081⋯.jpg (181.7 KB, 1024x725, 1024:725, ab264389c260e9cabfbd4af345….jpg)

>>16936938

>No way, will never happen. The logic is too time dependent. Just cannot be done. It violates the computer science equivalent of the fundamental laws of physics.

lol thats what they told hannibal when he spoke of his plans to cross the alps on ELEPHANTS

pic related its hannibal looking pissed as he hear another elephant drop to its doom but in the end it didnt matter because he did it he did the impossible because he believed

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9d68c8  No.16936963

>>16936951

>Yeah and pretty much no one is running any modern game at its most demanding settings at 120fps or anything even close to it.

So, what exactly does that have to do with the fact that displays that support refresh rates above 60hz have become commonplace? Are you arguing that because some people turn down their shadow quality in order to maintain 120/144fps, that their framerates are wrong? Or are you arguing that because of that, we should just say fuck it, stop playing games for fun, and start accepting archaic 30fps "interactive experiences", all for the sake of a 5% increase in shadow fidelity?

I would argue that people playing games on medium settings in order to maintain a smooth framerate for the purpose of gameplay is actually definitive, indisputable proof that, given the choice, people would rather play a game than watch a game. Sorry you disagree.

That being said, a 1660 or RX590 is capable of running almost any modern game at medium or high settings while maintaining 120fps. I played Kingdom Come on high at 120fps with a pair of overclocked RX570s, Mechwarrior 5 with HD textures at 144fps with just one, and Bannerlord with full-sized battles at 144fps.

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8a3712  No.16936973

>dude, engines

When are they going to make a good game?

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b4c622  No.16936979

A terrible fucking state games are in now. I’d rather play something that looks like it came out of the 90’s rather then the glorified pop up books they are pumping out now. You pick up one of these things and what you get is a linear, empty, shoddily put together piece of shit barely hanging on by the awful afterthought of a script they wrote in order to make room for the metric fucktons of useless textures they put in to somehow justify a $60 pricetag. Not to mention the main selling point of these games, “the story”, was likely written on the back of a Mcdonalds receipt by some bloated orangutan with a certificate in gender studies. But no, we should all be excited about the absolutely groundbreaking Unreal Engine created by chinese shills and used by either halfassed underqualified developers or the odd hobbyist to fuck around with.

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814926  No.16936980

File: 57cb81856bd8025⋯.jpg (158.76 KB, 820x577, 820:577, 545.jpg)

File: 3a41b9f1f9204f6⋯.gif (8.5 MB, 720x405, 16:9, denis_konev_witch_anim_2.gif)

File: 5c9ba036191309d⋯.gif (1.96 MB, 637x358, 637:358, steamuserimages_a_akamaihd.gif)

>>16936979

well if we're lucky maybe somebody will use it to make better looking porn loops. since SFM looks like ass and nobody knows how to use lighting and materials in Blender or Maya without everything looking like oil covered plastic. the whole don't pay for unreal 5 until you make a million dollars with it is also kinda nice. (rest in peace CryEngine)

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2aa889  No.16936982

>>16936963

No, I'm saying that 120fps isn't the norm, especially not when it comes to games which employ the newest and most demanding graphical features.

>>16936973

Nevermore.

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dcbf62  No.16936983

>>16936949

>120/144hz monitors are as cheap as $100 nowadays

TN panels.

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814926  No.16936987

File: c3dd05934638130⋯.gif (966.99 KB, 560x560, 1:1, d64.gif)

>>16936983

>TN panels.

still have the best pixel response rate and latency for gaming, until (maybe) micro LEDs become a thing in 2025…

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ccc122  No.16936990

>>16936894

>But, well, this isn't a fucking problem when the engine is open in the first place.

This is what I meant, UE is not open source. While a large userbase means there is more community support for it, that doesn't matter if the engine itself has problems.

>>16936897

>I haven't seen it, so it's worthless

Just because you're a lazy faggot who hasn't looked doesn't mean it has no value. Also, you pretend that ease of development and proper tooling is worthless, which I understand Godot improves upon significantly.

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41a71e  No.16937008

>>16936987

>2025

You're pretty optimistic.

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07e631  No.16937030

>>16936960

>For developers this showcase said absolutely jackshit to us beyond Tricounts no longer apply. Who cares. Games didn't need to look better. They needed to work better.

it will be even worse now. who need optimization when you can just go "the engine will handle it". and this fucking UE, which is a retarded performance hog to begin with.

>>16936973

>When are they going to make a good game?

nips use unity for my porngames. and most games I played I had more fun with the unity ones.

>>16936980

> the whole don't pay for unreal 5 until you make a million dollars with it is also kinda nice. (rest in peace CryEngine)

unity has been royalty free for years, this sounds more like "use our engine pleaaaaaaaaaase".

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07e631  No.16937036

File: a953635fa09a1b7⋯.jpg (13.89 KB, 512x326, 256:163, _stares_in_japanese_.jpg)

>>16936937

<multigpu is dead (thank gods)

>almost every multi cpu solution was vendor specific hacked together shit for a niche audience, this means multi gpu is bad

>thank god graphic processing is already highly parallel, why would I want to easily add more processing power? just go with a bigger die bro!

>I have no fucking clue how it works under vulkan

>doesn't know there's already the idea of raytracing extension cards for the consumer market floating around

>>16936938

<Multithreading is much more difficult than the layman seems to think, and in many cases is not possible at all.

>making bolt and general as fuck statements with basic bitch layman knowledge

>bulldozer out of fucking nowhere as argument for "multithreading bad" when amd literally assfucked intel's decade old 4 core 5% increments shit into oblivion

>surprised that devs never went with multithreading when majority of the market had 4 cores or less

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8c80db  No.16937053

Tech looks more next-gen than what xbox series x showed. Will probably end up like most tech demos and won't be indicative on the actual graphics of gameplay intense games until way later in the console's lifetime. Most tech demos showcase what's possible at the upper limit within a limited area and not something you'll actually play for an extended time to amount to a level. Too bad it seems like for all the graphics talk, they still haven't found a way to keep a steady frame rate above 30fps since that seems reliant on developers than tech. I'd take a smooth frame rate over better graphics since that has been pitched to me for the longest time with each new console but has never been delivered.

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453df7  No.16937064

>>16936938

>you can't parallelize game logic

I mean, it depends on the game, but certainly you can.

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11cdd9  No.16937074

YouTube embed. Click thumbnail to play.

The only ones on suicide watch here are the retards that decided this video was a good idea

>"I don't have to be constrained to a world that is static"

>for lighting

>when 95% of the lighting in the demo is either static or a small light on the character that has fuck-all brightness (no, simply editing the lighting of the map with zero actual moving objects does not count)

>won't have to be concerned about memory

>and yet most of the demonstration's features are shown in fairly small map portions so they could load it out of memory after they are done with it

>which is the whole purpose of the part where the character tries to squeeze through a narrow passing: to give the engine time to load the new assets while the previous are loaded out of memory without making it immediately clear to the player that this is serves the purpose of a loading screen

>directly use film assets, yet the demonstration uses them as film assets by not having any physical interaction with those assets, they are just set pieces to look at

>"And that's a big deal for artists…Without wasting any time optimising"

>in other words, the artist wants to be unemployed as quickly as possible by churning out incredibly inefficient garbage, after which they no longer need to keep paying him

>bats can talk to each other and see the environment

>you know, in contrast to them not talking to each other and phasing through every single wall that they don't see, where in the past no game has ever managed to create bats that don't magically phase through walls

>water physics look like an inferior version of the water physics in GTA IV

>accurately simulate falling rocks, which you don't get to see because you're at the bottom of a fucking cliff

>predictive foot placement (ie. what games have been doing since like 2006)

>contextual animation events (what games have been doing for even longer than that)

>light reflecting off of reflective surfaces is an actual selling point

>engine interacting with moving light sources is an actual selling point

>engine interacting with changes in level geometry is an actual selling point

>Ctrl+C, Ctrl+V times 500 is used as an actual selling point

>light reaching the end of the map is an actual selling point

If I were forced to present this fucking shitshow, I would be fucking embarassed.

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22c240  No.16937077

File: 67c3239401fd7e1⋯.png (44.16 KB, 648x486, 4:3, AmdahlsLaw.png)

>>16936938

>>16936949

I think they're more pointing to the point that there are diminishing returns relative to "how much" of the code (% wise) you can effectively multi-thread, and thusly how effective throwing threads at it actually is in practice/theory.

As they pointed out, GPU/physics related things are multithreaded (rendering, shadows, etc); this is said and done.

However, for game code there's an intrinsic issue of interdependencies. Which leads to a cut-off for the percentage of code you can multithread per the design of the engine; i.e. main design pattern such as OOP, or say ECS (without creating a hacky mess - this, of course, leads to massive redesign due to changing design patterns as to multithread more, ECS is a good canidate for multithreading).

See the attached pic for the point of "diminishing returns relative to how much of the code itself you can multithread".

Although, the upper-limit isn't 6 threads, again see attached pic.

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84f130  No.16937100

>>16936851

>bringing console war shit to game engines

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ceb3e6  No.16937104

>>16937100

When we've hit a wall with generic 3D game engines, there really is only Console war shit.

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e2751d  No.16937210

Does anyone on this poorfag site even have a computer than can run DX12 or vulkan?

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c9149f  No.16937216

>>16936894

>>16936907

>>16936863

I can tell that you haven't used the engine. It's 3d model importer breaks animations. you have to set collisions/joints manually, and collisions don't work in some cases.

It's good that it's open source and great for 2d, but there's a very good reason why UE4/Unity still remain afloat.

Sure there are workarounds, but you should be making games, not fixing every tiny issue that every other engine has solved automatically. The novelty wears off if you can't make anything fast with it.

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9c7ea6  No.16937217

>>16937216

Still wish we had something better than Chinese spyware as a viable alternative to unity.

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42e670  No.16937218

File: 4ee48460c009356⋯.jpg (90.06 KB, 1200x670, 120:67, 1583945586146.jpg)

>>16937217

>Chinese spyware

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c54c99  No.16937219

>>16937216

>Reddit spacing

Whatever you say.

>not fixing every tiny issue that every other engine has solved automatically

If nobody solve them the Engine wouldn't get better, faggot, it's open source for a reason. And yet, both UE and Unity are fucking trash for 2D games and you have faggot making visual novels in both.

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c9149f  No.16937224

>>16937219

Whether we would like to admit it or not, time is very important in game dev. The time used for wrestling with the technical issues of engine would be better invested elsewhere.

>If nobody solve them the Engine wouldn't get better, faggot,

The problem is that he also changes the naming conventions. Like, slave->puppet and Spatial->Node3D. So while it would be for the best, it'll inevitably break your current project and you won't be able benefit from the new features. It's unlikely that I'll use it for long term projects since it's also time consuming.

I think it's why Unity/UE4 has their new features locked behind add-ons.

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36948b  No.16937229

File: 2a49cf8e70f9dd1⋯.jpg (36.1 KB, 345x266, 345:266, 2a49cf8e70f9dd10ccae3a209a….jpg)

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8e8dda  No.16937349

>>16937074

this post had me laughing so hard. You're completely right.

the other thing I hated was that linear forced climbing mechanic shit. It was terrible in Assasins Creed, it was terrible in Jedi Fallen order, it was terrible in Doom Eternal. STOP DOING THIS SHIT.

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a9eb95  No.16937371

The whole thing looks stupid.

>SIX BILLION TRIANGLES HOLY SHIT

I don't care. The only thing that they have shown in that video are muh graphics. I really, really want to grab a bowl full of fruit and shake it in front of them while yelling "LOOK AT THE GRAFFIXX LOOK AT THE GRAPHIXXX."

And yet everything else is from the 90s and maybe early 2000s.

>>16937074

>bats can talk to each other and see the environment

Didn't HL1 do this? There's a fucking demo in which they show stuff like flock movement and the leadership mechanic.

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ceb3e6  No.16937386

>>16937210

Vulkan actually isn't a shit tier graphics library, so most people could run it.

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36948b  No.16937392

File: a5616dc9d6b59fe⋯.webm (14.97 MB, 960x544, 30:17, nudoom.webm)

>>16937210

I do.

Pro-tip: OBS couldn't capture Vulkan rendered applications until v.25.0, so if you want to record anything Vulkan with OBS, be sure to update.

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0f46c8  No.16937394

>>16936918

Perhaps because they're trying to show off the graphics of their engine and not their artists talents.

The amount of grasping at straws for pure contrarianism in this thread is outstanding even for /v/

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a9eb95  No.16937398

>>16937394

The problem is that literally the only thing that they have shown are better graphics and absolutely NOTHING else which is why the presentation is getting so much flak here.

This isn't pushing the technology forward, it's almost stagnating it instead.

Valve gets a lot of rightful shit, but go take a look at their source engine presentations for HL1 and 2. It's a completely different story.

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ceb3e6  No.16937399

File: aeff5402ece162c⋯.jpeg (33.62 KB, 447x400, 447:400, 788mwxzd.jpeg)

>>16937394

Aesthetic intrigue is one of the greatest fundamental portions to the quality of a constructed visual.

Ironically making something boring looking, is in fact not quality inspite of the technical requirements of it.

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0f46c8  No.16937401

>>16937398

Why should they show anything else? the new graphic engine reveal shows off the graphics

What¡s the fucking problem?

>This isn't pushing the technology forward, it's almost stagnating it instead.

That's an absolutely retarded statement, you can say that artistry is not being pushed forward but that's something else.

It's up to devs to use it however they want, for good or bad.

>>16937399

Perhaps because they're trying to show off the graphics of their engine and not their artists talents.

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ceb3e6  No.16937403

>>16937401

I could make a dorito with a zillion billion tris, wouldn't actually be in any way technically impressive, in fact in any 3D modeling circle I'd rightfully be laughed out for how suboptimal my model was.

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9c7ea6  No.16937404

>>16937401

Do you have legit autism? There is more to a game engine than it's graphical fidelity.

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a9eb95  No.16937406

>>16937401

>Why should they show anything else?

Are you retarded? I just told you that there's more to an engine than just GRAFFIXXX.

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0f46c8  No.16937418

>>16937403

ok…?

>>16937404

Yes, so?

>>16937406

Stop projecting you nigger, they're in the business of selling a GRAPHICS ENGINE not the art, of course they're going to show off how detailed they can make it, how it needs no load times, how the lighting acts in real time, etc.

I know art style >graphical fidelity, but that's not for them to show, really how hard is it to understand that? complain about it when a studio releases a generic looking game with the new engine.

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ceb3e6  No.16937419

File: 653b32a8f553378⋯.png (167.11 KB, 272x319, 272:319, 653b32a8f5533781e650760e6a….png)

>>16937418

>Unreal engine is a graphics engine

>This is it's selling point over other engines

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c54c99  No.16937420

>>16937418

>they're in the business of selling a GRAPHICS ENGINE

OBJECTIVELY WRONG

They are selling game engines, a game engine is more than it's graphics capabilities and from what I've read you've been told that multiple times in this fucking thread by multiple people, you fucking nigger. No one is talking about art, but the technical aspect of the whole thing, how will you implement those graphics? How flexible is the engine for GAMEPLAY, you know, the most important thing in a fucking game, how easy it is for new developers, what language of coding it will use, the fucking interface.

Those are important things FOR DEVELOPERS, because it isn't a graphic engine, it's a GAME ENGINE. You could argue that the trailer was actually meant for normalfags like you who can't think beyond graphics capabilities or how more poligons means something.

>but that's not for them to show, really how hard is it to understand that? complain about it when a studio releases a generic looking game with the new engine

The problem is that they didn't show any other feature, and even the feature they shown was stupidly lackluster, why? Because there's no noticeable change between UE4 and UE5, it looks the same, because they aim for the same, and realism in video games have been stagnate for a few generations already.

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11cdd9  No.16937434

File: 6e3e9e7aceb9d61⋯.jpg (36.1 KB, 720x682, 360:341, Coding_solutions.jpg)

>>16937371

Pikmin also did it. You can find plenty of code snippets for creating boids on the internet and you can even find countless Youtube tutorials for it. It's short enough to put on a business card. They might have something neat for the boids to react to the map geometry, who knows, but boids are in no way anything new or impressive. It is effectively gloating over the fish AI in Call of Duty.

>>16937420

>They are selling game engines, a game engine is more than it's graphics capabilities

This.

People have gotten so used to "muh cinematic experience" that they fail to realise that a game engine is for games. If you want to make art then just use Blender or Maya, why bother having all that other shit you don't need? Hell, they even list a few tools in the video. Just use those.

>>16937418

It supposedly needs no loading times and yet they are using the same old shitty trick with the narrow passage any other developer uses to hide assets that still need to be loaded in or out of memory. You think they did it simply because they really like going in and out of narrow holes?

If they are using this trick then what other ways are they hiding assets being loaded out of memory so that they could gloat over not adding LODs to their statues? For all you know the tech demo could be filled to the brim with triggers for loading shit out of memory. Such as the climbing section, which could just be there to give the engine extra time before you get there. Or the dark halls that would serve to hide most of the level while you are in there the same way the fog in Silent Hill hides its assets. Same goes to the cutscene-like transition upon revealing the room, where the camera only shows what it wants you to see and where the next area is just a giant fucking wall of light before you get there. And then the on-rails section where everything collapses around you but you can't go to check it out because you are going down the hill whether you want it or not. The path taken is very clearly not actively taken by the player but rather pre-determined by how the devs wanted it to go. Having the character always go forward and never back doesn't build much hope in the demo either. It's a very simple action, just pan the camera around behind you while walking. Not like you are going to be bumping into anything at those breakneck speeds. Even the character model looks back at times, but the camera only does so at the very fucking end when the model takes up half the screen.

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ceb3e6  No.16937436

>>16937434

Actually don't roaches in HL1 use boids?

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27839f  No.16937536

>>16937036

that's a Korean though

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65ee30  No.16937562

>>16937403

>>16937371

Game modeling != VFX modeling

They're not talking about manually subdivided poly modeled meshes, they're talking about detailed sculpts and 3d scanned assets seen in VFX like the marvel movies.

Games have yet to look like them.

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65ee30  No.16937563

>>16937420

>>16937434

>If you want to make art then just use Blender or Maya, why bother having all that other shit you don't need?

Why not? Given how long render times take on Blender or Maya (months on several machines/render farms), do you honestly believe that no VFX or game artist would benefit from a FREE renderer that displays those cinematic visuals in SECONDS on a single computer?

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65ee30  No.16937568

>>16937398

>>16936918

</v/: So many games and movies are disconnected from their fanbase and agenda driven. To make matters even worse, they're loaded with microtransactions, season passes, Denuvo, and other anti-consumer practices! I wish that there was something we can do about it besides listening to twitter accounts that screencap cringe leftist tweets and listening outrage bait youtubers who talk about the flavor of the month blue hair for over 10 minutes.

>A new powerful engine appears

>Can render millions of polys in seconds, making your sci fi epic possible in your backyard and easy to fix without the big mouse.

>It doesn't take a cut if you make under 1 million in revenue, allowing you to make several experimental games and film.

>It's free, making you able to compete with the AAA infustry.

>Allows you to work remotely with lads

>Offers free resources and documentation.

>Offers industry standard tutorials and practices via stream.

>Offers free assets with Quixel Mixer

</v/: Wow, I have never heard of such a useless thing in my entire life! So lifeless too. Now, if you'll excuse me, I'll invest my time into:

<1. modding dead games with outdated modeling workflows that involve phong/blinn instead of that dreaded PBR

<2. making games in open source engines that have glaring issues that make it unsuitable for long term development with my soulful unappealing anime art styles.

<3. Making games in my own engine. I do it because I have the crippling fear that the government will arrest me for online racism with Israeli/Chinese backdoors hidden in launchers. think it is great as a learning experience , but takes long to develop while not looking nor playing good at the end. Either making me stick to updating my old game or lose motivation for it entirely.

In all seriousness, we shouldn't work hard to anchor ourselves. We should work hard to win at all costs.

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9c7ea6  No.16937573

>>16937568

Sounds like you're angry.

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cdc460  No.16937575

File: 2b9b9c6164ecccc⋯.jpeg (205.84 KB, 1280x720, 16:9, socialist_realism.jpeg)

>>16936851

Realism in art is a way to communism. Realistic graphics and lack of design in video games is akin to commie brutalism.

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0f46c8  No.16937581

File: e2058c8a73b4fe3⋯.gif (218.49 KB, 500x281, 500:281, e2058c8a73b4fe3d14259d0b99….gif)

>>16937419

What are the other selling points that they didn't mention?

>>16937420

>No one is talking about art

>>16937399

<Aesthetic intrigue is one of the greatest fundamental portions to the quality of a constructed visual.

>>16936918

<More proof that art style is more important than the number of polygons.

Those are the kind of retards i'm complaining about you dumb fuck.

>You could argue that the trailer was actually meant for normalfags like you who can't think beyond graphics capabilities or how more poligons means something.

As if i had complained about that, read the thread before replying holy shit. Please quote where someone pointed that out and i dismissed it, i'm only dismissing the retarded contrarians for contrarianism sake that speak about the art when the presentation isn't about it. What you pointied out are perfectly legitimate concerns that i have no problems with.

>Because there's no noticeable change between UE4 and UE5, it looks the same

That's absurd, the difference isn't that noticeable but that's cause you can only make things so realistic

>>16937434

>You think they did it simply because they really like going in and out of narrow holes?

I think they did it to show off the detail closed up, their explanation holds up, though it wouldn't surprised me if they lied

>>16937568

Nah dude, this is /v/ you're in, just be as contrarian as possible and shit on everything even if there's no good reason to sometimes.

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c54c99  No.16937633

>>16937581

And they do have sound arguments. Showing "Realism" in the engine means shit when it looks exactly like it does in UE4. Want to show off your graphics capabilities? Find better ways to do it than showing a literal lifeless pile of rocks.

>i'm only dismissing the retarded contrarians for contrarianism sake that speak about the art when the presentation isn't about it

Just like what I already addressed, they did a terrible job showing anything NEW at all, the trailer is shit and boring and, again, barely any different from UE4 and the fact that they thought "Yeah, this looks good" is baffling.

>the difference isn't that noticeable but that's cause you can only make things so realistic

NO SHIT

That's the problem. It isn't about art but an actual interesting way to show what you can do. Back in fucking windows 95 they showed their GRAPHIC capabilities with a goddamn screensaver consisting on a 3D maze. It was interesting to look at. Tell me how a bunch of fucking rocks is fucking interesting. They look exactly like they do in in the previous engine, so why not try to show something that is actually different? They could have shown a dynamic presentation using the engine going through different textures, something full of action, fucking explosions, how the terrain could react in real time to these changes, showing you the specs of whatever machine it is running on with fps, they could have talked about new features. But no, THEY LITERALLY JUST SHOWED SOME LIFELESS ROCKS AND EXPECT YOU TO BELIEVE IT'S GREAT.

That, and the fact that you think they are selling a GRAPHIC engine is more than enough proof that you are a retard.

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0f46c8  No.16937650

File: 296a5e26d45e1f5⋯.gif (473.94 KB, 200x150, 4:3, 1386646475074.gif)

>>16937633

>Find better ways to do it than showing a literal lifeless pile of rocks.

Like what? It's good enough to show off what they wanted to show off.

>It isn't about art

Even for a nigger you're dense, that's my problem, the people that make it about art, i haven't said that this reveal was good or bad or anything fucking else beyond that.

>Please quote where someone pointed that out and i dismissed it, i'm only dismissing the retarded contrarians for contrarianism sake that speak about the art when the presentation isn't about it.

I actually agree with you you absolute mongoloid, yes they could have shown something more interesting, yes they could have shown more the technical aspect, so?

>That, and the fact that you think they are selling a GRAPHIC engine is more than enough proof that you are a retard.

Yeah that was a wrong choice of words, the point still stands, they're not selling art, they're selling the tools, that you'd liked it more if they had presented those tools in a prettier way is irrelevant.

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c54c99  No.16937658

File: 9d77e2e912974a6⋯.jpg (96.61 KB, 640x480, 4:3, 9d77e2e912974a65b2cf6f40ee….jpg)

>>16937650

>It's good enough to show off what they wanted to show off.

I already said what, and no, they showed off lifeless rocks. So amazing.

>the people that make it about art,

(you) make it about art, faggot. The point is not "art" but better ways to show your fucking technology.

>yes they could have shown something more interesting, yes they could have shown more the technical aspect, so?

You are very clearly not agreeing with me if you think what they showed was ok, fucking retard.

>they're selling the tools

>A game engine is not a tool for developing video games

Peak retardation.

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11cdd9  No.16937660

>>16937581

>I think they did it to show off the detail closed up, their explanation holds up, though it wouldn't surprised me if they lied

Well if they were to aim to show detail, they would probably zoom the camera in so that you could see the scarf that they are so proud of because in that gap the character turns the scarf away from the viewer. And they might want to make it so that the gap has actual light so that you could see that detail they are trying to show. Which isn't made better by the fact that the exit is even darker than that.

And take into mind, this is the best you are ever going to see. Because they are the ones that know the absolute most about their own tools and what the demo itself will always contain only those parts that they want you to see because they are also the ones that make the demo. To further add to it, this is a mere graphics presentation, all games that use it will have worse graphics because they will need shit like AI, interacting physics objects and a multitude of other features. A developer would no doubt want more than one enemy, maybe even more than two, and would also want pathfinding for those enemies. Size of the level might also play a role, since most of this demo is in fairly narrow linear corridors. You're never going to have six gorillion polygons because you will never actually be able to afford it.

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0f46c8  No.16937670

File: 1ae21b6a1062609⋯.jpg (9.32 KB, 206x255, 206:255, 517797597f97a4ae9462dd334d….jpg)

>>16937658

>(you) make it about art, faggot. The point is not "art" but better ways to show your fucking technology.

You know there are these numbers with what you call "meme arrows" before them, they show the post being replied to, i advise you to go up a few replies, find my first reply and click on the numbers, then read that post and then click the numbers with the "meme arrows" on the top right corner and follow from there, i'm sure even a mouth breather such as you will be able to follow.

>You are very clearly not agreeing with me if you think what they showed was ok, fucking retard.

But i am for the most part, but that other stuff i never had an issue with people discussing/criticizing, it's you the one that goes on and on poiting out that stuff as if to prove me wrong. If only your retarded nigger brain took the time to actually read what i've wrote and see where we actually disagree, you'd realize that.

>Peak retardation.

What were you trying to imply there? that game engines are not tools? or that they're tools and you somehow think i'm implying the opposite?

>>16937660

True that i guess, just as with any other reveal

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c54c99  No.16937680

>>16937670

Keep sucking these faggots dick and kill yourself, retard. UE5 reveal looks the same as any other UE4 game, which is the fucking problem.

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b866d9  No.16937725

Invidious embed. Click thumbnail to play.

I decided to look how they did their Tech Demos for their other four engines, and here it is, plus the showcase for 5 at the end. The first one is a little boring(just some brown ruin, to showcase the light). The second one was much better, even showing gameplay on it. The third one was the best one, nice lightning, nice colors, everything was nice, but holy shit was this pre-rendered and fake, it looks better than most games in 2020 look like, let alone 2011. The fourth one was not as good, but showcased some lava and stone physics and the color choices were decent enough.

All in all, if I were to rank the showcases for how they looked like, and did not care how baked they were or how misleading they were, it would be:

1 < 5 < 4 <= 2 <<<< 3

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0f46c8  No.16937747

File: 514d37665ecb4fd⋯.png (407.79 KB, 680x560, 17:14, iiud.png)

>>16937680

Well, i'm glad you realized you had no argument.

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73c5c2  No.16937789

imagine autisticly shilling for a fucking game engine of all things, I hope timmy at least pays you for that

>>16937725

>1 < 5 < 4 <= 2 <<<< 3

and we all know how that turned out

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2d03ee  No.16940376

>>16936851

It's just Fortnite yet again. Crummy visuals, enjoy your loading screens.

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a526c1  No.16940397

>>16940376

Congrats on bumping a 15 day old thread to spam lies. Kill yourself.

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