Rendering Memes

Posts tagged with Rendering

Abnormal Maps

Abnormal Maps
OMG, the absolute AUDACITY of game developers naming these chaotic monstrosities "normal maps"! 💀 For the uninitiated, normal maps are textures used in 3D graphics that fake surface details without adding extra polygons - they're those weird blue/purple images that look like someone spilled a unicorn's bathwater all over your monitor. THE IRONY IS SUFFOCATING ME! Nothing "normal" about a texture that looks like it's having an existential crisis in RGB format. Whoever named these clearly never consulted a dictionary... or an optometrist! They're basically the glitter bomb of the texture world - absolutely everywhere and impossible to explain to non-technical people!

Glass Gives Me Nightmares

Glass Gives Me Nightmares
The eternal struggle of graphics programming in six panels. Anyone who's dealt with transparency knows it's not just a technical challenge—it's psychological warfare. Alpha blending, z-buffering, sorting issues... one minute everything renders perfectly, the next your UI is showing through walls or your water texture looks like a portal to another dimension. And don't get me started on glass shaders. The number of times I've stared at a screen at 3 AM wondering why my transparent objects are rendering in front of opaque ones is frankly traumatic. Whoever said "just make it see-through" clearly never had to implement it.

Modern Gaming In A Nutshell

Modern Gaming In A Nutshell
Ah, the classic game dev pipeline of diminishing returns! First, you spend weeks upgrading textures that players will barely notice. Then you crank up those polygon counts because clearly what your game needs is characters with more triangles than actual gameplay features. Next comes the obsessive addition of microscopic details that absolutely nobody will see unless they're inspecting your models with an electron microscope. And finally—the pièce de résistance—just blur everything with fancy lighting effects and call it "cinematic." DLSS/FG (Deep Learning Super Sampling/Frame Generation) is basically saying "let AI fix our performance problems" instead of optimizing the code that's running at 12 FPS. It's the digital equivalent of sweeping dust under a really expensive, ray-traced rug.

Enjoy Your Fake Frames

Enjoy Your Fake Frames
The AUDACITY of modern game devs! Back in the golden era, we had absolute LEGENDS writing entire rendering pipelines IN ASSEMBLY like some kind of coding demigods! Meanwhile, today's devs are just throwing 999 dynamic lights and a MILLION blades of grass into their games, then having the NERVE to wonder why their masterpiece runs at a pathetic 20FPS on a $1500 graphics card! But don't worry, sweetie! DLSS will magically fix your horrifically optimized code! Because who needs actual optimization when you can just let AI upscale your disaster?! The optimization apocalypse is upon us!

Enjoy Your Fake Frames

Enjoy Your Fake Frames
Remember when game devs hand-crafted assembly code to squeeze every cycle out of the PS2? Now they just throw more lights at the problem and hope DLSS will save them. Modern devs staring at their RTX 5090 wondering why their unoptimized mess runs like a slideshow. "But I added ray-tracing!" Yeah, and your grass simulation is calculating the aerodynamics of each individual blade. Maybe learn to write a shader that doesn't require NASA's computing budget.