![]() Here's a gameplay clip - sans swearing - to give you an idea of how a typical game goes. You achieve this simple goal by firing the eponymous Devil Daggers from your fingers, circle strafing for your life, and (in all probability) by swearing your head off. Placed on a small stage in the middle of a black abyss, it's your job to fend off innumerable waves of hellspawn for as long as possible. The basic premise of Devil Daggers is fiendishly simple. Before you know it, you're flinching your way through now familiar waves of hellspawn, your ears filling with shrieks and snapping bones. The anaemic glow of your daggers greets you like an old friend. The only logical thing to do, naturally, is to throw yourself back into the hellscape and try again. If anything it only confirms what you already know - that person is an impostor and a charlatan and they don't deserve to be ahead of you. You can download and watch the replay, if you like, but it doesn't make you feel any better. You start to wonder how they managed it - what fiendish pact did they make with Devil Daggers that helped them luck into a score they patently don't deserve? I know this because I spent a good hour getting increasingly resentful of fellow Eurogamer staffer Ian, who was just 0.1501 seconds ahead of my best time. ![]() As you pore over the two leaderboards - Steam friends and global - it's difficult not to develop an intense, roiling hatred for the person one step ahead of you. Those four decimal points weren't included for comedic effect, by the way - Devil Daggers really does give you that exact a time at the end of each run, because it knows full well you're doing to end up obsessing over every single millisecond. ![]() Reviewing your score at the end of a run is like coming back from another dimension in which time runs at a different pace - was that really just 58.4539 seconds? Devil Daggers As the ceaseless waves of enemies stack, the seconds stretch into weeks each one a living nightmare in which you're only just able to stay ahead of the pack. Simpler models like the daggers are probably modeled in a more traditional manner though.Invigorating and infuriating in equal measure, Devil Daggers is a journey of self torment that will do terrible things to your brain.ĭevil Daggers is brutally, gleefully hard. Either that or they are decimated then touched up, although I'm fairly confident that it is the former. Models I believe are sculpted at very very high polycount and then remodeled using retopology techniques. The textures don't have low color depth, the colors are actually posterized as a post processing step but the posterization is done non linearly and with different emphasis on different colors If you look at crash bash for example, the vertex jitter is very hard to notice because all the minigames take place only on the small arenas, so they could have more room for floating point precision. The PSX's gpu had low float precision which meant they could have minigames with tiny arenas and a fixed camera, and reduce the jitter, or bigger and more vast environments at the cost of lower precision and thus, more jitter. This is the true reason that vertex jitter happened back in the days, like on the PSX. Vert = floor(vert * precision) / precision For polygon jitter, it isn't a noise function, they actually downsample the vertex coordinates in object-space (so that vertices won't jitter if the camera moves, only if the object itself moves), like this float4 vert = mul(_Object2World, v.vertex)
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