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Should animal buttholes and penisii be depicted in games with realistic graphics
Should animal buttholes and penisii be depicted in games with realistic graphics
Inspired by the recent posts about anime nipples. Should Skyrim 2 render the horse's butthole like RDR 2? Is it disgusting to have an anatomically correct dog? Why or why not?
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rusty_shackleford
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UE5 games rendering at 15 fps to draw the 16k texture resolution nanite lumen dog butthole
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Furfag bait thread do not redeem saar.
No because I would fully expect the type of devs in the industry today to use an allowance like this to make furry/bestiality content.
I also think games should not be aiming for 100% realism because that makes the visual information too cluttered. Game graphics should be like a memory. Important things are emphasized, unimportant things are not.
I also think games should not be aiming for 100% realism because that makes the visual information too cluttered. Game graphics should be like a memory. Important things are emphasized, unimportant things are not.
"Look at the physics on these horse balls. Watch as they contract in the cold weather."
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logincrash
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This is a very good analogy. I never thought about it that way. Genuinely insightful, thank you.J1M wrote: ↑ September 22nd, 2025, 15:21Game graphics should be like a memory. Important things are emphasized, unimportant things are not.
"Oh, it all makes sense now, brother."
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rusty_shackleford
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first thing upon starting a new, modern game:J1M wrote: ↑ September 22nd, 2025, 15:21I also think games should not be aiming for 100% realism because that makes the visual information too cluttered. Game graphics should be like a memory. Important things are emphasized, unimportant things are not.
*open graphics options*
*check for foliage*
*disable/turn all the way down*
It sucks that a lot of games look like *** with it off, try making the ground textures less **** idk, games used to be fine without having a million shrubs and little plants everywhere!
Last edited by rusty_shackleford on September 22nd, 2025, 15:35, edited 3 times in total.
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yea, I prefer realism. censorship is for weaklings
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Heraldic animals have little dongs FWIW


Not realistic graphics so they get a pass.
Immersion++++
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"Behold, I have recreated a one to one copy of this horses ****, testicles and anus, inside and out, for your game!"
"How do you know it's one to one?"
"Erm..."
"We only asked you to come up with a back story for this NPC!"
"How do you know it's one to one?"
"Erm..."
"We only asked you to come up with a back story for this NPC!"
I think people who want it/devs who spend hours/days implementing shrinking equine balls are completely missing the forest for the trees. These are distractions that are not really relevant to what games are about in nearly every possible situation (unless you are making a... horse breeding sim?....). It comes from small and undisciplined autistic minds that meander without direction and do the autistic thing - find one little detail to latch onto and focus on, while not even being cognisant of what they are really doing, what goals are they serving, what would benefit the project at large. Similar goes for other less repulsive but just as irrelevant minutia that sometimes end up having dev hours spent on - generally it seems to be something I would describe as simulation aspects in non-simulation games. You don't need to simulate flora and fauna in an RPG, unless it serves a gameplay purpose (and then stop at exactly as much as required for it to work). A quality illusion/stand in/fake will do just fine. We don't need sophisticated backends for economy in games where economy is not even a topic.
A few examples less gross come to mind: Monster Hunter pc entry pointless and onanistic obsession with simulatic ecospheres and biomes. Very few players care about that crap, very few engage with it beyond necessary minimum, it tanks performace and takes too long to develop and implement. We did just fine before without any of that rubbish, and Rise is yet another proof that we don't need it in Monster Hunter. People may have different opinions on arcade-ness of the game, but I doubt anyone misses all the extraneous bloat related to ecology and endemic life. I know I don't.
Another example: Dragon's Dogma 2 with its stupid and unnecessary NPC simulation system that was a source of performance issues since day 1. I've had 0 times in my hundreds of hours with that game when I thought "oh, that NPC simulation is really cool and paying off". It's a waste of time and resources that minimally impacts the game and is 99% inconsequential. Whoever was in charge and decided to focus the dev efforts on it is a perfect example of not seeing the forest for the trees. What the game needed badly was difficulty and content, not stupid and useless simulation.
I will add more if more come to mind, but I think this illustrates my point well enough.
A few examples less gross come to mind: Monster Hunter pc entry pointless and onanistic obsession with simulatic ecospheres and biomes. Very few players care about that crap, very few engage with it beyond necessary minimum, it tanks performace and takes too long to develop and implement. We did just fine before without any of that rubbish, and Rise is yet another proof that we don't need it in Monster Hunter. People may have different opinions on arcade-ness of the game, but I doubt anyone misses all the extraneous bloat related to ecology and endemic life. I know I don't.
Another example: Dragon's Dogma 2 with its stupid and unnecessary NPC simulation system that was a source of performance issues since day 1. I've had 0 times in my hundreds of hours with that game when I thought "oh, that NPC simulation is really cool and paying off". It's a waste of time and resources that minimally impacts the game and is 99% inconsequential. Whoever was in charge and decided to focus the dev efforts on it is a perfect example of not seeing the forest for the trees. What the game needed badly was difficulty and content, not stupid and useless simulation.
I will add more if more come to mind, but I think this illustrates my point well enough.
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rusty_shackleford
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penii
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This place has really gone to ****.
The difference between a horse having a butthole or not is 3 minutes of workmercerxiv wrote: ↑ September 22nd, 2025, 22:29I think people who want it/devs who spend hours/days implementing shrinking equine balls are completely missing the forest for the trees. These are distractions that are not really relevant to what games are about in nearly every possible situation (unless you are making a... horse breeding sim?....). It comes from small and undisciplined autistic minds that meander without direction and do the autistic thing - find one little detail to latch onto and focus on, while not even being cognisant of what they are really doing, what goals are they serving, what would benefit the project at large. Similar goes for other less repulsive but just as irrelevant minutia that sometimes end up having dev hours spent on - generally it seems to be something I would describe as simulation aspects in non-simulation games. You don't need to simulate flora and fauna in an RPG, unless it serves a gameplay purpose (and then stop at exactly as much as required for it to work). A quality illusion/stand in/fake will do just fine. We don't need sophisticated backends for economy in games where economy is not even a topic.
A few examples less gross come to mind: Monster Hunter pc entry pointless and onanistic obsession with simulatic ecospheres and biomes. Very few players care about that crap, very few engage with it beyond necessary minimum, it tanks performace and takes too long to develop and implement. We did just fine before without any of that rubbish, and Rise is yet another proof that we don't need it in Monster Hunter. People may have different opinions on arcade-ness of the game, but I doubt anyone misses all the extraneous bloat related to ecology and endemic life. I know I don't.
Another example: Dragon's Dogma 2 with its stupid and unnecessary NPC simulation system that was a source of performance issues since day 1. I've had 0 times in my hundreds of hours with that game when I thought "oh, that NPC simulation is really cool and paying off". It's a waste of time and resources that minimally impacts the game and is 99% inconsequential. Whoever was in charge and decided to focus the dev efforts on it is a perfect example of not seeing the forest for the trees. What the game needed badly was difficulty and content, not stupid and useless simulation.
I will add more if more come to mind, but I think this illustrates my point well enough.
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rusty_shackleford
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You would post that.
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Not if you are Rockstar and decide to model expansion and contraction due to various external factors.Oyster Sauce wrote: ↑ September 22nd, 2025, 22:33The difference between a horse having a butthole or not is 3 minutes of workmercerxiv wrote: ↑ September 22nd, 2025, 22:29I think people who want it/devs who spend hours/days implementing shrinking equine balls are completely missing the forest for the trees. These are distractions that are not really relevant to what games are about in nearly every possible situation (unless you are making a... horse breeding sim?....). It comes from small and undisciplined autistic minds that meander without direction and do the autistic thing - find one little detail to latch onto and focus on, while not even being cognisant of what they are really doing, what goals are they serving, what would benefit the project at large. Similar goes for other less repulsive but just as irrelevant minutia that sometimes end up having dev hours spent on - generally it seems to be something I would describe as simulation aspects in non-simulation games. You don't need to simulate flora and fauna in an RPG, unless it serves a gameplay purpose (and then stop at exactly as much as required for it to work). A quality illusion/stand in/fake will do just fine. We don't need sophisticated backends for economy in games where economy is not even a topic.
A few examples less gross come to mind: Monster Hunter pc entry pointless and onanistic obsession with simulatic ecospheres and biomes. Very few players care about that crap, very few engage with it beyond necessary minimum, it tanks performace and takes too long to develop and implement. We did just fine before without any of that rubbish, and Rise is yet another proof that we don't need it in Monster Hunter. People may have different opinions on arcade-ness of the game, but I doubt anyone misses all the extraneous bloat related to ecology and endemic life. I know I don't.
Another example: Dragon's Dogma 2 with its stupid and unnecessary NPC simulation system that was a source of performance issues since day 1. I've had 0 times in my hundreds of hours with that game when I thought "oh, that NPC simulation is really cool and paying off". It's a waste of time and resources that minimally impacts the game and is 99% inconsequential. Whoever was in charge and decided to focus the dev efforts on it is a perfect example of not seeing the forest for the trees. What the game needed badly was difficulty and content, not stupid and useless simulation.
I will add more if more come to mind, but I think this illustrates my point well enough.
Besides, I stand by what I said. Is it critical to the plot? Is it critical to the gameplay? No? Spend those extra 3 minutes fixing bugs or proofreading dialogues. Million of things you can spend 3 minutes on more productively.
Last edited by mercerxiv on September 22nd, 2025, 22:38, edited 1 time in total.
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They could just be floating Blender cubes then I reckonmercerxiv wrote: ↑ September 22nd, 2025, 22:36Not if you are Rockstar and decide to model expansion and contraction due to various external factors.Oyster Sauce wrote: ↑ September 22nd, 2025, 22:33The difference between a horse having a butthole or not is 3 minutes of workmercerxiv wrote: ↑ September 22nd, 2025, 22:29I think people who want it/devs who spend hours/days implementing shrinking equine balls are completely missing the forest for the trees. These are distractions that are not really relevant to what games are about in nearly every possible situation (unless you are making a... horse breeding sim?....). It comes from small and undisciplined autistic minds that meander without direction and do the autistic thing - find one little detail to latch onto and focus on, while not even being cognisant of what they are really doing, what goals are they serving, what would benefit the project at large. Similar goes for other less repulsive but just as irrelevant minutia that sometimes end up having dev hours spent on - generally it seems to be something I would describe as simulation aspects in non-simulation games. You don't need to simulate flora and fauna in an RPG, unless it serves a gameplay purpose (and then stop at exactly as much as required for it to work). A quality illusion/stand in/fake will do just fine. We don't need sophisticated backends for economy in games where economy is not even a topic.
A few examples less gross come to mind: Monster Hunter pc entry pointless and onanistic obsession with simulatic ecospheres and biomes. Very few players care about that crap, very few engage with it beyond necessary minimum, it tanks performace and takes too long to develop and implement. We did just fine before without any of that rubbish, and Rise is yet another proof that we don't need it in Monster Hunter. People may have different opinions on arcade-ness of the game, but I doubt anyone misses all the extraneous bloat related to ecology and endemic life. I know I don't.
Another example: Dragon's Dogma 2 with its stupid and unnecessary NPC simulation system that was a source of performance issues since day 1. I've had 0 times in my hundreds of hours with that game when I thought "oh, that NPC simulation is really cool and paying off". It's a waste of time and resources that minimally impacts the game and is 99% inconsequential. Whoever was in charge and decided to focus the dev efforts on it is a perfect example of not seeing the forest for the trees. What the game needed badly was difficulty and content, not stupid and useless simulation.
I will add more if more come to mind, but I think this illustrates my point well enough.
Besides, I stand by what I said. Is it critical to the plot? Is it critical to the gameplay? No? Spend those extra 3 minutes fixing bugs or proofreading dialogues. Million of things you can spend 3 minutes on more productively.
Incorrect. You are just being a cretin. If a story calls for a horse, there should be a horse that looks like a horse. What it doesn't mean is that the horse needs to have every hair in the mane and tail modeled individually, or have erectile simulation, pooping cycles, etc.. Put in a horse that's sufficient for what the game is calling for, and has the features required by the story/gameplay - such as riding, putting on armor, or saddlebags. No more, no less.Oyster Sauce wrote: ↑ September 22nd, 2025, 22:40They could just be floating Blender cubes then I reckonmercerxiv wrote: ↑ September 22nd, 2025, 22:36Not if you are Rockstar and decide to model expansion and contraction due to various external factors.Oyster Sauce wrote: ↑ September 22nd, 2025, 22:33
The difference between a horse having a butthole or not is 3 minutes of work
Besides, I stand by what I said. Is it critical to the plot? Is it critical to the gameplay? No? Spend those extra 3 minutes fixing bugs or proofreading dialogues. Million of things you can spend 3 minutes on more productively.
I like sugar, and I like tea.
Ludditemercerxiv wrote: ↑ September 22nd, 2025, 22:43Incorrect. You are just being a cretin. If a story calls for a horse, there should be a horse that looks like a horse. What it doesn't mean is that the horse needs to have every hair in the mane and tail modeled individually, or have erectile simulation, pooping cycles, etc.. Put in a horse that's sufficient for what the game is calling for, and has the features required by the story/gameplay - such as riding, putting on armor, or saddlebags. No more, no less.Oyster Sauce wrote: ↑ September 22nd, 2025, 22:40They could just be floating Blender cubes then I reckonmercerxiv wrote: ↑ September 22nd, 2025, 22:36
Not if you are Rockstar and decide to model expansion and contraction due to various external factors.
Besides, I stand by what I said. Is it critical to the plot? Is it critical to the gameplay? No? Spend those extra 3 minutes fixing bugs or proofreading dialogues. Million of things you can spend 3 minutes on more productively.
Cretin.Oyster Sauce wrote: ↑ September 22nd, 2025, 22:44Ludditemercerxiv wrote: ↑ September 22nd, 2025, 22:43Incorrect. You are just being a cretin. If a story calls for a horse, there should be a horse that looks like a horse. What it doesn't mean is that the horse needs to have every hair in the mane and tail modeled individually, or have erectile simulation, pooping cycles, etc.. Put in a horse that's sufficient for what the game is calling for, and has the features required by the story/gameplay - such as riding, putting on armor, or saddlebags. No more, no less.Oyster Sauce wrote: ↑ September 22nd, 2025, 22:40
They could just be floating Blender cubes then I reckon
I like sugar, and I like tea.
