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Yes, I covered that, too, and the entire thinking is a fallacy.
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.
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.
Very few games have working mirrors.