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/vr/ - Retro Games

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>> No.8292647 [View]
File: 398 KB, 960x580, TimeCrisis_02-960x580.png [View same] [iqdb] [saucenao] [google]
8292647

>>8291324

Rail shooters and lightgun games solved two major problems with early 3D. One is that before standard twin-stick controls, a lot of early 3D games either had bad controls, bad cameras or both. You could learn to get around this, but intuitive "point gun at screen pull trigger" controls didn't filter people who'd never played a true 3D game before (which was most people at the time).

The other is that fixed camera on-rails experiences just allowed devs to get the most out of the fairly weak early hardware, so they generally looked better than other games released at the same time. With a full 3D game, you have to design your scenes so they still work at any possible camera angle and with every entity in the scene on screen at once. With an on-rails experience, you know exactly what's going to be on screen in any given frame, so you never have to reserve processing capacity for worst-case scenarios.

By the time the PS2 came around, hardware and controls had advanced to the point where you could design a full 3D environment that basically looked as good and controlled as well as an on-rails game, so they lost their big edge.

>> No.7370857 [View]
File: 398 KB, 960x580, tc.png [View same] [iqdb] [saucenao] [google]
7370857

>>7370694
>virtua cop 2
>apex
not even close.
I say again, take your meds.

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