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/vr/ - Retro Games

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>> No.9673618 [View]
File: 2.13 MB, 3466x1355, 2a7ac49ffda714ce9ca523159fd746e1bb95d5c829a882ae02dcd2b6e50bd3d5.jpg [View same] [iqdb] [saucenao] [google]
9673618

Yes.

>> No.8680436 [View]
File: 2.13 MB, 3466x1355, 2a7ac49ffda714ce9ca523159fd746e1bb95d5c829a882ae02dcd2b6e50bd3d5.jpg [View same] [iqdb] [saucenao] [google]
8680436

>>8680382
I agree. That shimmery ethereal feel. Arsenal Gear's great too. Yoji Shinkawa is just something fucking else.

The music complements it very well too.
https://www.youtube.com/watch?v=iroXKdSqSPo

>> No.7019137 [View]
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7019137

>>7016841
>>7016957
Maybe you're right. I only bring it up because in most 6th gen games the shading is the same baked/vertex lighting as in 5th gen games, and there are lots of good examples of the same elegant, efficient modelling. You see the same techniques being refined.

>> No.6270796 [View]
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6270796

>>6269995
based yoji

>> No.5908184 [View]
File: 2.13 MB, 3466x1355, 2a7ac49ffda714ce9ca523159fd746e1bb95d5c829a882ae02dcd2b6e50bd3d5.jpg [View same] [iqdb] [saucenao] [google]
5908184

>>5907363
>What I'm wondering is how I achieve a passable pseudorealism for an LCD screen using retro methods. Possibly without using a fancy CRT emulating shader.

For this specifically, don't forget PS2 and PSP games. Mostly the same modelling and lighting techniques as PS1 but without the dumb limitations on 3D.

>> No.5637167 [View]
File: 2.13 MB, 3466x1355, 2a7ac49ffda714ce9ca523159fd746e1bb95d5c829a882ae02dcd2b6e50bd3d5.jpg [View same] [iqdb] [saucenao] [google]
5637167

>>5637137
I like it too. The ambient music adds a lot also.

https://www.youtube.com/watch?v=qkX2GDl9Uo8

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