Thief designer says that the immersive sim audience is too small for AAA games: 'There's quite a few of us who think the way to do it is be III or AA'

Thief designer says that the immersive sim audience is too small for AAA games: 'There's quite a few of us who think the way to do it is be III or AA'

I mean, AAA has never really been the right fit. AAA means "the safest investment," which inherently makes it a bad fit for immersive sims, especially if you want devs to experiment and iterate on new systems or technology.

The Eidos Montreal Deus Ex reboots are AAA and, while great, look at how their owners handled that series purely because of the ROI risk. And Xbox divesting from Arkane says a lot about the state of immersive sims in the AAA space.

The only real hope for big-budget, highly polished immersive sims is established IPs integrating more and more immersive sim design values, like Nintendo did with BOTW or Kojima did with MGSV.

pcgamer.com
u/Joris-truly — 9 days ago

Did you know this AAA game from 2014 ran at a locked 60 on Xbox 360?

I feel like this is hardly known, and it took a while of searching around to find any solid 60fps material online (only the Japanese walkthrough?).

It's kinda crazy that MachineGames set this bar for Wolfenstein: The New Colossus, especially for a release post the launch of the 8th gen consoles. id Tech 5 really was a beast. Even with all the baked lighting, the complete game is intact. Sure, lower-res textures and 720p res, but for a 2005 console with 512 MB of RAM, this is a hell of a feat.

This probably flew under the radar because it was a year before Digital Foundry started doing VO content, and 60 FPS on console wasn't really a big talking point back then like it is now. So I thought it would be fun to share.

youtube.com
u/Joris-truly — 9 days ago

A quick look at hardware leaps each console generation

Hardware being so expensive now, hardware demanding game development taking forever and with next gen around the corner, leads to this feeling like this is the first generation where pretty much no one is excited for next gen hardware, and I get why.

It got me thinking about how much hardware leaps have flattened over the years. So I made this little list to see how big the leaps were before and how much they have flattened over the last 20 years.

Gen Console CPU RAM GPU Total leap vs prev
2 Atari 2600 1.2 MHz 128 bytes none (first CPU)
3 NES 1.8 MHz 2 KB none ~10x
4 SNES 3.6 MHz 128 KB none ~15-20x
5 PlayStation 1 34 MHz 2 MB ~100 MFLOPS ~40-80x
6 PlayStation 2 295 MHz 32 MB 6.2 GFLOPS ~50-90x
7 Xbox 360 / PS3 3.2 GHz x3 512 MB ~240 GFLOPS ~30x
8 PlayStation 4 1.6 GHz x8 8 GB 1.84 TFLOPS ~8x
9 PlayStation 5 3.5 GHz x8 16 GB 10.28 TFLOPS ~5x
10 PlayStation 6 (based on leaks) Zen 6 x8 ~32 GB ~34-40 TFLOPS ~3-4x

quick methodology explainer: the leap number is a rough blend of the CPU, RAM and GPU jump each gen. Real measured figures from Gen 6 on, the earlier ones are estimates since those old chips had no floating point hardware to measure. For each gen I used the mainstream best selling console games were actually built around instead of the most powerful one, you know: lowest common denominator and all that. The PS6 specs come from Moore's Law is Dead, so not confirmed. Keep that in mind.

so, as you can see the end of Moore's Law and Dennard scaling really did a number on the hardware leaps, more than I thought honestly. For those unaware, the end of Dennard scaling (around 2005-2010) basically meant raw single core cpu gains dropped off big time, so we moved to multicore, but that didnt automatically help because of Amdahl's Law, meaning some core parts of your simulation code cant simply be split up onto multiple cores and are still single core speed dependent, which holds the whole thing back.

this is just a rough estimated list so dont lean on it too harshly, but I thought it gave a fun overview of the hardware landscape history and it might explain some stuff, like why most modern games still feel remarkably 7th gen in a lot of ways. And MAN... look at that 6th gen leap. u/dark1-df John wasn't kidding.

reddit.com
u/Joris-truly — 12 days ago

Is 'Nextgen gameplay' a dead concept?

I've been playing games since the 90s, mostly on PC, and after years of watching hardware generations come and go, I've started to notice something: has "next-gen gameplay" quietly disappeared as a design goal?

By 'next gen gameplay', I don't mean better graphics or higher frame rates. I mean gameplay systems or design concepts that simply weren't possible on previous hardware generations.

Leading up to and throughout the Xbox 360 and PS3 era, it felt like developers were constantly pushing in that direction. Oblivion's persistent world simulation, Mass Effect's cinematic RPG presentation, GTA IV and Red Dead Redemption's physics driven worlds, Assassin's Creed's dense crowds that is gameplay relevant, Dishonored's systemic mission design, Far Cry 3's reactive AI wildlife and fire systems, Max Payne 3's insane systemic animation systems and collision modeling, and later in the gen, MGS V's open ended sandbox all felt like meaningful leaps in what games could actually do, especially for consoles.

The PS4 and Xbox One generation still had a few examples. Shadow of Mordor's Nemesis System was famously cut from the Xbox 360 version because of memory limitations, and the modern Hitman trilogy featured enormous levels with NPC simulations continuing across the map regardless of where the player was. But outside of a handful of examples, that generation mostly felt like a much higher visual fidelity continuation of 7th gen design. The 9th generation, however, has arguably had zero examples so far. I don't count Ratchet & Clank: Rift Apart's teleportation mechanic, since it was primarily a visual gimmick at best, and at worst, a more elaborate version of an idea Portal had already explored on Xbox 360.

What strikes me is that 'next-gen gameplay' used to be part of the conversation. New hardware was expected to enable deeper simulations, more complex AI interactions, denser worlds, and entirely new ways for games to feel and play. Today, despite massive hardware improvements, many AAA games still have similar systemic complexity, mission structures and scope to games from 15 years ago. Much of that extra power seems to have gone toward visuals, animation, assets, and production values instead.

Perhaps this is a result of modern AAA development. Budgets have exploded, teams have grown unmanageably large, and publishers have become more risk-averse than ever before. Investing in visual fidelity is safer to market, easier to develop, and easier to justify than spending years creating experimental gameplay systems that may not pay off. And let's not forget the institutional brain drain that has happened over the last few years. As a result, the competitive spirit that once drove next-gen-feeling experiences seems to have faded.

Raphaël Colantonio has talked about this before: https://www.vg247.com/wolfeye-raphael-colantonio-interview

>We did Dishonored, Prey. And I’ve noticed one thing, that the more the world evolves that way, towards triple-A, what it really means is more graphic power. That’s what it means. Because all of the extra CPU power, all of the better everything power, actually goes somehow in the graphics. I’ve noticed a funny thing between Dishonored 1 and Dishonored 2 - we had these conversations where... well, actually, no, that was between, sorry, Dishonored 1 and Prey. It was one generation. I remember this conversation with the lead programmer. ‘So how many characters can I have on screen in a fight?’ ‘Uh, maybe five or six.’ That was for Dishonored. That was kind of disappointing, but okay, we’re going to deal with it. So you get a character, and you have about, whatever, six, eight thousand polygons on the character, or more, I can’t remember. And then you find yourself three or four years later, and same meeting, same conversation, ‘How many characters can I have, now that we have this new hardware?’ ‘I don’t know, five or six.’ And like, ‘what’s the point?’

Also came across this:
https://www.youtube.com/watch?v=Hb0bUarsdy8

u/Joris-truly — 21 days ago

When did game engines stop defining how games feel?

I've been playing and enjoying the Halo remake recently, and it got me thinking about how the definition of a game engine seems to have changed.

When I first heard Halo was moving to Unreal Engine, I assumed that meant Halo would inevitably lose some of its signature feel by leaving BLAM! behind. Instead, the gameplay simulation was ported over, with Unreal essentially serving as the rendering and tooling layer.

That got me wondering whether the term game engine has fundamentally changed over the years.

Back in the '90s and 2000s, an engine meant much more than a rendering engine. It defined a game's mechanical and gameplay identity. If you heard a game was built on Quake, Source, LithTech, or BLAM!, you already had a good idea of how it would feel. Movement, physics, AI, networking, scripting, and countless gameplay quirks were all closely tied to the engine.

That's why so many Source games felt like Half-Life 2, or why games built on LithTech Jupiter often shared some of the same gameplay DNA as F.E.A.R.. Halo always felt inseparable from BLAM! as well. (Stubs the Zombie, also using BLAM! still felt like Halo)

Today, that seems much less true. Oblivion Remastered, for example, uses Unreal Engine 5 for its visuals while preserving much of the original Gamebryo-based gameplay simulation code underneath. Metal Gear Solid Delta: Snake Eater takes a similar approach, modernizing the presentation while staying faithful to the original PS2 systems and design code. The Shadow of the Colossus remake took this approach years earlier, replacing the rendering technology while keeping the original game logic intact. And there are more examples in recent years.

It feels like we've reached a point where gameplay simulations can be more easily carried over from older technology, while the term game engine increasingly refers to the rendering, tools, and asset pipeline. Twenty years ago, knowing a game used Quake or Source gave you a rough idea of how it would play. Today, knowing a game uses Unreal tells you almost nothing about its game-feel, (apart from maybe giving you a rough idea of performance expectations.)

I also wonder if there's a downside to preserving older gameplay simulations. They preserve the feel players expect, but they also preserve technical assumptions and design constraints that were originally built around the hardware limitations of their time. For example, it's interesting that remakes like Oblivion Remastered, Dead Space Remake, and Halo can inherit some of the same technical quirks and limitations of their predecessors. Even with modern hardware, they can still be constrained by legacy technology and design decisions. It raises the question of whether modern hardware is sometimes being used mainly to improve presentation, rather than to rethink what is possible in terms of gameplay systems and simulation.

Maybe that's also why I've become less interested in game-engines as a topic. Not because modern engines are less impressive, but because they feel less like a defining feature of games. In the past, a new engine often meant a new set of possibilities that separated games from each other. Today, many engines feel more like general-purpose foundations, with fewer immediately recognizable differences from a player's perspective.

The exception that still stands out to me is Rockstar's RAGE engine. Its combination of physics, animation systems, with meticular collision detection systems. and procedural character reactions has given Rockstar games a very distinct identity since GTA IV. It feels like an example of an engine still actively shaping a experience that can only be achived with their tech.

Just some rambling thoughts, but I'm curious you guys felt similar.

reddit.com
u/Joris-truly — 23 days ago

Funny to see BLAM gameplay-logic still being used in the HALO remake

Game still runs the classic gameplay code for AI and physics, just translated into Unreal. And it really feels like it, in a good way, but also a bit stiff and dated in others. Seems to be a trend of porting old core game-logic to modern engines and toolsets, like:

  • TES IV: Oblivion Remastered
  • Metroid Prime Remastered
  • Dead Space Remake
  • Metal Gear Solid Delta: Snake Eater
  • Demon's Souls

etc.

This gen feels like the era of reusing old codebase cores to stay true to the fundamentals, and I think that's great. It makes perfect sense in an industry where hardware is no longer the bottleneck. Time, manpower, and budgets are. But with every new hardware generation, I always hoped developers would use the extra power to push game logic forward through more reactive and persistent worlds, better animation systems, reactive NPC's, physics, collision systems, etc. Instead, most of that extra horsepower seems to have gone into visual fidelity.

That's why I also appreciate what Capcom is doing with its remakes. Rather than simply preserving the original gameplay logic, of games that er still available to play, they're willing to reimagine it and free it from the hardware and design limitations of its time.

u/Joris-truly — 26 days ago

Got Ray Reconstruction working in HALO: Campaign Evolved

It's the Silent Hill 2 tweak.
Add:

[SystemSettings]
r.NGX.DLSS.denoisermode=1
r.Lumen.Reflections.BilateralFilter=0
r.Lumen.Reflections.ScreenSpaceReconstruction=0
r.Lumen.Reflections.Temporal=0
r.Shadow.Denoiser=0

to Engine.ini in:

AppData\Local\Meteorite\Saved\Config\Windows

Edit: I forgot, set Engine.ini to read-only, otherwise the game deletes it.

The RR reflection denoiser breaks on all settings except Ultra, so keep that in mind.

RR ON

RR ON (reflection of chief is way more stable)

RR ON

Default Denoiser

Default Denoiser

Default Denoiser

Stills don't really do it justice, but you can probably make out the less distinct reflections and the noisier image.

Enjoy a much more stable image. I just wish a Ray Reconstruction toggle was a standard graphics option.

reddit.com
u/Joris-truly — 27 days ago

Hellraiser: Revival | Preview Gameplay

Looks more Resident Evil meets Condemned inspired, than an actual systems driven and reactive Immersive Sim.

  • Lock & key logic,
  • no real systemic problem solving in this clip.

That said, ImmSims (or adjacent) are notoriously difficult to demo, but this one honestly doesn't look like one. I'll probably play it, as I'll take every bigger budget ImmSim-ish thing I can get in this 10 year drought 🪾

(Not my content, like the stupid Reddit AI seems to think)

youtu.be
u/Joris-truly — 2 months ago

No Law - Tech Demo | State of Unreal 2026

Looking forward to this one.

Ex-Starbreeze/Machine Games folk finally making a Deus Ex-Like Immersive Sim

youtu.be
u/Joris-truly — 2 months ago
▲ 29 r/vtmb

VTMB2: Enabling First Person Selfshadowing

https://preview.redd.it/fma4osnwy37h1.png?width=2560&format=png&auto=webp&s=94d1f50fe11f518fa793e1e4876dddbd0bffa7c0

https://preview.redd.it/9dhklsnwy37h1.png?width=2560&format=png&auto=webp&s=08ac402cf6b8d7de12c7e57abe8d3d7452919773

https://preview.redd.it/t15q3tnwy37h1.png?width=2560&format=png&auto=webp&s=fb8d22d148d69cb11db1d2164421ce8db1e97a29

My first mod ever. Still really janky, and I'm working out some kinks, but I'm proud I got it to work in the first place. Enjoy!

https://www.nexusmods.com/vtmbloodlines2/mods/174

Known-issus / To-do's:

  • weapons shadow not casting (currently fixing some memory leak issues) SOLVED!
  • The player model's shadow has no head (to prevent camera clipping). I'm not sure if I'll be able to fix that without a complete reimplementation of the model/mesh. SOLVED

EDIT:
Crashing is solved! update to the latest Obvious Cleanup Utility, above v1.0.3

reddit.com
u/Joris-truly — 2 months ago
▲ 9 r/vtmb+1 crossposts

BL2: First-person shadow casting mod would be nice.

Remember the first gameplay reveal for the TCR version?

https://youtu.be/f4sMrH_o8Js?t=1m42s

It definitely had first person shadow casting, like a Starbreeze/machine games game, or CP2077. Kinda odd it got disabled, especially because their lighting choice is so dramatic and neo-noire and the first person body being fully animated.

example: props do cast shadow, player character doesn't

Now that the TCR wrapped up development, I can't really hope for an official patch adding that in, and i'm low on Unreal modding skills, but it would be neat if there could be a mod out there enabling it. Don't know why, but it really helps with my sense if immersion and making you feel grounded in the world.

Any unreal modders on here with some know-how? Appreciate it

reddit.com
u/Joris-truly — 2 months ago