We can go back to the basics, focus on not graphical realism, and/or, invent new rendering paradigms that lead to new art styles, and compute with less overhead, have modest system requirements.
It isn’t impossible.
Look at MGS5, Titanfall 2.
Shit looks pretty good, its a decade old, from before all this modern graphical absurdity.
There has literally never been a better time to become an indie dev, make a small team.
No publisher, no marketing.
Just don’t overpromise, and don’t take people’s money untill you actually have a minimum viable product.
Godot is completely open source, and completely free, and quite capable as an engine.
No one is coming to save us, but ourselves, if we choose to.
I’m sorry, but I’ve never heard anyone say Godot is fairly unkind to older hardware before.
Sure, yeah, if somebody is futzing around in 3D, in the Forward+ renderer, and has no idea what they are doing, yeah.
But… broadly?
How… old of hardware are you talking about?
Like, 15+ years old?
Also, SDL isn’t … a game engine.
Its… a rendering/input/output layer/library.
Sure, if you want to write your own game engine, you could use SDL… but… that’s a bit much to ask of a novice indie dev, who wants to complete a 3D game that’s maybe roughly as or more graphically advanced than say, Fallout New Vegas, in under what, 3, 4, 5 years?
I did try to use SDL, while it’s like the only library that gets controller support remotely useful (still not ideal, but at least it doesn’t still use DirectInput for everything), it still uses a lot of ancient API, that is only applicable for XP machines.
Also any good modern engines come with well integrated editors, that are like 80% of the reason why they’re popular. I’m making my own engine, and the hardest part is the editor.
Unreal 5 alone is responsible for a lot of A-AA games looking like utter shit, both standing still (dithering every-fucking-where) and in motion (enough ghosting to fill a cemetery)
No, we are not.
We can go back to the basics, focus on not graphical realism, and/or, invent new rendering paradigms that lead to new art styles, and compute with less overhead, have modest system requirements.
It isn’t impossible.
Look at MGS5, Titanfall 2.
Shit looks pretty good, its a decade old, from before all this modern graphical absurdity.
There has literally never been a better time to become an indie dev, make a small team.
No publisher, no marketing.
Just don’t overpromise, and don’t take people’s money untill you actually have a minimum viable product.
Godot is completely open source, and completely free, and quite capable as an engine.
No one is coming to save us, but ourselves, if we choose to.
Godot is fairly unkind to old hardware, unfortunately. Much preferable for people to just use SDL or something.
I’m sorry, but I’ve never heard anyone say Godot is fairly unkind to older hardware before.
Sure, yeah, if somebody is futzing around in 3D, in the Forward+ renderer, and has no idea what they are doing, yeah.
But… broadly?
How… old of hardware are you talking about?
Like, 15+ years old?
Also, SDL isn’t … a game engine.
Its… a rendering/input/output layer/library.
Sure, if you want to write your own game engine, you could use SDL… but… that’s a bit much to ask of a novice indie dev, who wants to complete a 3D game that’s maybe roughly as or more graphically advanced than say, Fallout New Vegas, in under what, 3, 4, 5 years?
I did try to use SDL, while it’s like the only library that gets controller support remotely useful (still not ideal, but at least it doesn’t still use DirectInput for everything), it still uses a lot of ancient API, that is only applicable for XP machines.
Also any good modern engines come with well integrated editors, that are like 80% of the reason why they’re popular. I’m making my own engine, and the hardest part is the editor.
Unreal 5 alone is responsible for a lot of A-AA games looking like utter shit, both standing still (dithering every-fucking-where) and in motion (enough ghosting to fill a cemetery)