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/vr/ - Retro Games


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File: 13 KB, 510x180, shading.jpg [View same] [iqdb] [saucenao] [google]
3541606 No.3541606 [Reply] [Original]

In retrospective, which old era of 3D graphics has aged the best? The colourful texels of the PS1? The smoothness of the N64? The 2.5D based PC games with sprites and voxels?
If there were to be a retro 3D aesthetic movement like there is with 8-bit games, what would the games look like?

>> No.3541620

>>3541606
I think the retro 3D aesthetic would look like the N64 really which is a shame cause I have a fondness for flat shading

>> No.3541704
File: 74 KB, 480x360, saga-2-screens-20090721092100042_640w.jpg [View same] [iqdb] [saucenao] [google]
3541704

>>3541606
They all look terribad to be honest.
Is not the fault of the artist or modelers or anything, is just that the technology was new. I have a nostalgia for certain games, but unlike 2D sprites, I wouldn't go out of my way to try to make games look like quake or PS1 or N64 with mods or something. I still like sprites, I can't say the same for early 3D. Maybe some low poly stylized ones like the ones from DS and PSP tho

>> No.3541763
File: 1.00 MB, 1920x1080, Disgaea-5-126888.jpg [View same] [iqdb] [saucenao] [google]
3541763

>>3541606
>If there were to be a retro 3D aesthetic movement like there is with 8-bit games, what would the games look like?
2.5D games held up really well. Compare Final Fantasy Tactics to Disgaea 5. The treatment, or aesthetic or whatever you want to call it still works. Generally in these types of games, no matter the genre, the environment is done in 3D, and the characters and objects in 2D. That's true of Klonoa, Doom, Strider 2, etc.

You get hand drawn and expressive characters, in a fully 3D environment that doesn't have to be redrawn from every angle. So it's kind of the best of both worlds. And these are some of the few Playstation and Saturn games that aged nicely, because your eyes are drawn to the sprite work.

>> No.3542024

Did Mario 64 use phong on the intro face?

>> No.3542049

>>3541704
3D on the DS is basically PS1 graphics with higher polycounts and a lower resolution. Usually the added outlines are necessary to tell that objects even exist.

>> No.3542054

>>3542049
PS1 had no perspective correction though

>> No.3542057
File: 17 KB, 496x384, Virtua_Racing_Deluxe_Arcade_004.png [View same] [iqdb] [saucenao] [google]
3542057

wouldn't be ps1 styled because shakiness, probably closer to saturn and early sega arcade 3d tbqh.

>> No.3542060

>>3541606
Phong shading looks pretty good in modern games like TF2

>> No.3542068

Which one is Mega Man Legends? That one.

>> No.3542069

>>3541606
What's the difference between Gourad and Phong shading?

>> No.3542075

>>3542069
OPs example isn't the best since the weaknesses of gouraud are quite apparent on low poly models. The lighting won't be nice and smooth in motion.

>> No.3542095
File: 9 KB, 320x160, vdidabk47tha.jpg [View same] [iqdb] [saucenao] [google]
3542095

>>3542069

Gouraud shading defines a brightness for each vertex, and interpolates between the vertices to light the faces. The higher poly the model, the more data the shader has to work with. All 5th gen consoles had this.

Phong interpolates normals (where each vertex is facing) instead of the light directly. Instead, it computes the light for each pixel that object takes up on the screen. I don't believe it was used in any retro console, or even the PS2 and Gamecube.

Gouraud and Phong are used as shorthand for vertex shading and pixel shading, respectively, but they're only subsets of those shading techniques. I've even see Gouraud used as shorthand for untextured, smooth lighting on the N64/PS1 (think Mario's character model). But I don't have much knoeledge of graphics programming, so maybe someone can elaborate. .

>> No.3542139

>>3542068
global illumination with fog

>> No.3542161
File: 2.85 MB, 480x360, conker10.webm [View same] [iqdb] [saucenao] [google]
3542161

>>3542095
>I don't believe it was used in any retro console

Check the alien forehead. I wouldn't put it past those crazy Rare guys. Might be faked somehow though.

>> No.3542713

>>3542161
Nah, it's just a high poly count.

>> No.3542724

>>3542713
A high poly count explains that dynamic white light the alien's got on his forehead?

>> No.3542757
File: 14 KB, 300x231, ecco_the_dolphin_defender_of_the_future_003.jpg [View same] [iqdb] [saucenao] [google]
3542757

>>3541606
I prefered PS1 to N64, but honestly thought they were both incredibly ugly. Especially after so much amazing art in the 16 bit days, I found PS and N64 hard to take in many ways.

It wasn't until Dreamcast that I thought 3D was good enough on consoles to make decent looking games.

>> No.3542761

>>3542724
Gouraud shading is still dynamic. High polygon count just makes it look nice.

>> No.3542878
File: 421 KB, 608x416, goe1371645191050.png [View same] [iqdb] [saucenao] [google]
3542878

Wouldn't mind seeing more like this.

>> No.3542990

>>3542713
>>3542724
>>3542761

You can see the effect falter a little bit when the side of the Alien's head is shown.

But yeah, at sufficient polygon counts, Gouraud and Phong shading look identical. Neither has to interpolate anything when they have infinite data to work with.

>> No.3544210

>>3542054
Yes, and?

>> No.3544225

>>3542095
>I don't believe it was used in any retro console, or even the PS2 and Gamecube.

PS2 could probably do it, but I don't think any games actually bothered.

>> No.3544227
File: 2.57 MB, 291x426, Ps1_jitter (1).gif [View same] [iqdb] [saucenao] [google]
3544227

>>3544210
Fuck yeah
jello on crack go!

>> No.3544407

>>3541606
I somehow really like the style of Quake I. Which the game Devil Daggers copied perfectly. Others are also OK, and all have theier pro an cons. So in all no real preference.

>> No.3544454
File: 85 KB, 620x465, 27092-147871-vs4jpg-620x.jpg [View same] [iqdb] [saucenao] [google]
3544454

>>3541606
I liked the style in pic related

unrelated, but you know what I miss about early 3D? How rewarding it felt to see an FMV cutscene
It was such a WOW moment for kid me
these days in game graphics are so good it makes cutscenes seem less special, if not redundant or even annoying

>> No.3544479

>>3541606
If I were going to say any aged better than the other, it'd be 2.5D. But really they all have contenders, for example the Megaman Legends games.

>> No.3544489
File: 2.31 MB, 640x360, mml.webm [View same] [iqdb] [saucenao] [google]
3544489

>>3544479
>the Megaman Legends games.

Yes, they have surely aged very well outside of nostalgia.

>> No.3544502

>>3544489

Some of the camera issues was fixed on the 64 and PC ports, but these ports have their own issues too.
Legends is an enjoyable game, but it's more of a 3D Metroid than a Megaman game. You have to think it came out before OOT (although after Mystical Ninja 64).

>> No.3544528

>>3544489
If it's MUH CAMERA, then let me tell you that I still it found more functional that that of SM64's camera at least.

Otherwise, I don't really see how the visuals really go against his point other than the heavy amount of fog, which can even be excused for it taking place somewhere way underground with barely any light source around.