Deus Ex: Mankind Divided™

Deus Ex: Mankind Divided™

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Mirrors...
So, rainy pavement can reflect things quite readily in this game. (I'm assuming its a normal cube map) Why on earth does Prague turn their mirrors opaque? Is this an entire city suffering from dysphoria and can't stand to see their own bodies?
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Showing 1-15 of 16 comments
Vassago Rain Sep 11, 2016 @ 11:49am 
I already covered this, but the reason is that mirrors are hard, time consuming, and very expensive to do in videogames. When mirrors are employed, it's almost always for more impressive things, like reflective water, rather than mirrors that only about 1% of the players will even look at.
Premchand Sep 11, 2016 @ 11:54am 
There are no animation for jensen outside of cutscenes. Making them just so you can see them mirrors in was not a option i guess
Last edited by Premchand; Sep 11, 2016 @ 11:55am
Cat Toaster Sep 11, 2016 @ 11:55am 
While being that one percent I found that impressive in Duke Nukem 3D back in 1996 and that did not need much complexity...
Vassago Rain Sep 11, 2016 @ 12:12pm 
Originally posted by dirty:
Well, Deus Ex 1 managed it 16 years ago.. hell even DNF did it.

Yes, I covered that, too, and the entire thinking is a fallacy.

Originally posted by Cat Toaster:
While being that one percent I found that impressive in Duke Nukem 3D back in 1996 and that did not need much complexity...

The tech used for duke 3D isn't comparable to what we have today. Mirrors were easier to do, but still took a lot of time and effort.

Surely you guys who keep posting this over and over could at least google an explanation, or simply not need to google or ask, because you've played enough videogames to where an answer will form in your minds on its own.
Last edited by Vassago Rain; Sep 11, 2016 @ 12:13pm
alexander_dougherty Sep 11, 2016 @ 12:25pm 
Originally posted by dirty:
Well, Deus Ex 1 managed it 16 years ago.. hell even DNF did it.
Simplier graphics, so simplier to generate the reflection, and less computing power required Every time the graphics have improved, the processing needed to generate reflections has increased too, and we accept fewer imperfections.
Cat Toaster Sep 11, 2016 @ 12:57pm 
Originally posted by Vassago Rain:
Surely you guys who keep posting this over and over could at least google an explanation, or simply not need to google or ask, because you've played enough videogames to where an answer will form in your minds on its own.

I've post this "over and over" for the first time ever in my life BUT I'd agree to some point, that this game has propably 99 more things worth discussing than a mission visual effect that was no problem 20 years ago.

But - fortunately and opposing to you - I also see that discussing anything on the Steam forum is quite pointless.
Vassago Rain Sep 11, 2016 @ 1:02pm 
Originally posted by Cat Toaster:
Originally posted by Vassago Rain:
Surely you guys who keep posting this over and over could at least google an explanation, or simply not need to google or ask, because you've played enough videogames to where an answer will form in your minds on its own.

I've post this "over and over" for the first time ever in my life BUT I'd agree to some point, that this game has propably 99 more things worth discussing than a mission visual effect that was no problem 20 years ago.

But - fortunately and opposing to you - I also see that discussing anything on the Steam forum is quite pointless.

20 years ago, we were using 2.5D engines that employed tech like raycasting. While it still wasn't free to do mirrors, but when your 'mirror' is a 16x16 sprite, that's a lot easier and cheaper than a thousandxthousand 3D model, attached to a rig made up of bones, that you'd need to render twice (or engineer a way to render only once, but also render to an in-game texture at the same time)... Let's just say you're being very silly here.

What we used 20 years ago isn't comparable to what we have today, and when games feature mirror tech, they usually feature other high end technology, and come with expected minimum requirements. A good example is the crysis series.
Warlord Sep 11, 2016 @ 1:35pm 
Game developers are increadibly lazy that's why. Hell, GTA 5 doesn't even have working mirrors when you're driving a car.

Vassago Rain Sep 11, 2016 @ 1:37pm 
Originally posted by Warlord:
Game developers are increadibly lazy that's why. Hell, GTA 5 doesn't even have working mirrors when you're driving a car.

Very few games have working mirrors.
*roll eyes* I completely forgot I posted this, but chill out peeps it wasn't a legit question, it was a gripe about something that is more of an interesting research question. Hell, they could just have it be a 'hairworks' like GPU jerk-off option and bring in the weird doubling tech they had in the original deus ex.
Coldhands Nov 26, 2016 @ 2:14pm 
^You raised a month and a half dead topic to tell posters in it to chill?
Last edited by Coldhands; Nov 26, 2016 @ 2:14pm
Like I said, I forgot about it mr. hands
RagingDelirium Nov 29, 2016 @ 4:16am 
The mirror thing in all modern games, is personal bugbear of mine, completely imersion breaking (particularly as every game inisist on have various bathrooms and the vampire joke gets od really fast).
jackman071 Nov 29, 2016 @ 9:14am 
Half-life: blue shift couldnt visualise mirrors but developers were creative and they created mirror room on the opposite side of the mirror so effectively creating the illusion od mirror. Maybe developers could hire some magician to tell them a few tricks.
Well, that's what they did for deus ex in a way iirc lol
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Date Posted: Sep 11, 2016 @ 11:04am
Posts: 16