Forced Perspective Game?

really? Where does it say that?

Go watch the video at 6:24. When the portal is being moved around, the opposite one is no longer showing anything through it.

oh, indeed, didn’t even notice that.

You can’t slip that shit passed me! :wink:

*past

GoatPigs aint gots no GRAMMAH!!!

It’s most likely to save processing power. Having to render a moving extra render of the environment, especially since it looks full res, could be pretty intensive.

This thing does look pretty cool. Is it available to download right now?

doubt it, render targets cost the same, no matter if they’re applied to a moving or static object.

If it’s moving though you would need to render more because what is being rendered is constantly changing. That’s the way it seems to me though, I could be wrong. Also the fact that it’s full res, while most reflections (which this is probably using the same tech) in games these days are something like half res or even lower. If it’s not because of that I don’t see any reason why the portal should shut off while being moved.

this renderer is fairly simple, no special effect or anything, so it’s fairly easy to render the scene a bunch of times without punching the performance to the ground.
Btw, the reflections in HL2 were rendered in full resolution and that game is from 2004. Now a days you just have the problem with deferred rendering as you get a super fat geometry buffer(the texture buffer that stores all the scene info for lighting) which makes it hard to have multiple of them without getting out of texture memory(not so much nowadays with 3GB+ VRAM).

Render Targets are getting rendered to every frame anyway, as the perspective constantly changes and there are also some moving objects, so you can’t just stop rendering to it and making it a static texture.

btw, what I just notice: you can’t use this game with a more advanced lighting system as the lighting and especially shadows would break the illusion, let’s see what they come up with to circumvent that issue.

I’m pretty sure that prey also had sphincter doors.

And gravity shifting levels.

Prey was a fucking badass game despite slipping into vaporware territory for a few years.

Still waiting for Prey 2.

Prey had some badass ideas but was still a very shitty game despite them.

Prey 2 was canceled.

I have to agree with Maxey, despite a few instances of repetitive gameplay, Prey was a great game and I thoroughly enjoyed it.

Every time I replay Prey I regret it. The movement sucked, the weapons felt underpowered, the characters were annoying, more than a few of the puzzles were irritating, the level design was beautiful, but the flow of them was terrible. I hated Prey.

Check out Scale, its similar to this

https://www.kickstarter.com/projects/1188957169/scale

or Tale of Scale,

https://www.youtube.com/watch?v=obua28Vh22I

or Depth

https://www.youtube.com/watch?v=2rRO-jh1oTQ

Perspective is also good.

https://www.seewithperspective.com/

Tale Of Scale looks annoying as shit, even without the narrator.The others look like they are all working on the same concepts in different directions, slightly.

Turns out the guys who are working on this game are from my university.

Small world, huh…

also, I realy liked Antichamber

https://www.youtube.com/watch?v=TJPn3MC16iA

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