There might be >350 polys visible from weird camera locations, but if the player is never there in normal gameplay you don't care about them. If they do end up in such a weird position in one game in a thousand (say a rocket jump lifts them up to somewhere normally inaccessible) it's not the end of the world anyway, the game will just render slower for a few frames.
It is essentially a set of all polygons that are visible from any point inside a fixed volume, but the camera only exists at a single point inside that volume so there will probably be some polys that the camera has no LOS (though I suspect these would still be 'rendered') to and a bunch that are out of the view frustum which will not be rendered.
edit: To observe this you can also load any HL1 engine game, run `r_speeds 1` in the console, then it will show you how many world polys are currently being drawn in the corner of your screen, which is probably the count referenced by John Romero here.
djmips•1mo ago
JodieBenitez•1mo ago
nine_k•1mo ago
In Quake, the player speed is less insane, more in line with human abilities, and it makes Quake feel more real. BTW the same is true for System Shock, where the player is not a sprinter champion at all (but can obtain a skateboard, but this is another kettle of fish).
some-guy•1mo ago
nine_k•1mo ago
Doom offered very nice gentle "bobbing" that added to the illusion of a real person's gait. Of course, only when you played single-player and switched off the "always run" mode. (Regarding this, I wish there were a popular FPS that would explore the notion of stamina, so that running mindlessly would be wasteful, but sprinting at critical moments would be an extra game mechanic. It worked reasonably well in Diablo, released in 1996.)
vikingerik•1mo ago
Diablo 2 (2000) added the sprinting mechanic with limited stamina, but it panned out as irrelevant for gameplay. The stamina supply easily ramps up to more than you ever deplete so you just always run. And players wanted it that way since no one wants to walk slower, and the monster speeds were later increased to be balanced against players always running.
Retric•1mo ago
duskwuff•1mo ago
nextaccountic•1mo ago
This tread claims that David Brevik, creator of Diablo, regretted the stamina mechanic too https://steamcommunity.com/app/2694490/discussions/0/6052961...
Retric•1mo ago
But that’s the thing if you’re only there for mindless slaughter then it’s anti fun, but also very close to a non issue.
grandpoobah•1mo ago
fwip•1mo ago
9x39•1mo ago
Further, the more you carry, the slower you can sprint, the faster stamina drains, and the faster your energy and hydration meters deplete. Since this is a game at least partially about scavenging, if you're carrying too much, you can only take a few steps before your stamina is depleted and you are unable to even walk unless you toss your immensely heavy backpack or gear on the ground and wait to recover.
None of this is to suggest that complex stamina mechanics are common in gaming, however...EFT is an exception to the mainstream.
Lord-Jobo•1mo ago
If you load up too much stuff in your backpack, you go from normal to overweight to tankmode. Overweight penalties are reasonable and progressive from normal weight. Tank mode is not. Walking, at a snails pace, now costs stamina. You cannot recover stamina unless you are standing still. OR, unless you go prone and crawl forwards at roughly the same speed as walking.
Idk if you’ve ever put 25 lbs + in a backpack and prone crawled, but that’s very much the opposite experience In real life. Same with crouch walking not costing any more stamina in the game.
nineteen999•1mo ago
duskwuff•1mo ago
a_e_k•1mo ago
flax•1mo ago
I have heard this is because there's a magic duration number for monetization.
dist-epoch•1mo ago
nevster•1mo ago
LarsDu88•1mo ago
bityard•1mo ago
jiggawatts•1mo ago
Loughla•1mo ago