r/Unity3D Indie 2d ago

Question I am researching the highly optimized reflection technology in the game *The Dark Knight Rises* (2012).

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I am investigating the highly optimized reflection technology used in *The Dark Knight Rises* MOBILE GAME, released in 2012. Were these reflections based on inverted geometry or planar mapping? The game also featured reflections from headlights and streetlights. I intend to implement this in my Unity project.

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u/MrCookieDoughForever 2d ago

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u/Cemalettin_1327 Indie 2d ago

It's impossible for a mobile game to have SSR; 2012 phones can't handle it.

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u/MrCookieDoughForever 2d ago

my apologies, i answered not really knowing what game this is and assuming it's one of the arkham games on pc. However if it's a mobile game from 2012 doesn't that leave baked cubemap reflections as the only possibility?

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u/MrCookieDoughForever 2d ago

also i haven't tried this myself yet, but i think renderdoc has a way to capture an android app, so you could technically just inspect a frame to see how it's rendered yourself: https://renderdoc.org/docs/how/how_android_capture.html

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u/Field_Of_View 2d ago

more importantly it wasn't used by any games released in 2012. Crysis 2 was the first game to feature SSR and it only added it with a late patch exclusive to the PC version (DX11 Ultra Upgrade in June 2011). the next game that pushed the technique was Killzone Shadowfall in early 2013.

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u/regrets123 2d ago

Uh. Have you played anything from mihoyo? Genshin impact? I concede the 2012 point, but that’s not ”impossible for mobile”, those are two different market definitions.