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/vr/ - Retro Games


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File: 13 KB, 276x258, truform.jpg [View same] [iqdb] [saucenao] [google]
4527815 No.4527815 [Reply] [Original]

Why isn't there some sort of tesselation/truform for retro 3D gaming system emulators? It seems like this technology would be incredibly beneficial for low poly models that are rendered in high resolution.

>> No.4527883

Truform fucks up things that are meant to be boxes.

>> No.4527885
File: 223 KB, 1024x768, ssam_truform_on_5.jpg [View same] [iqdb] [saucenao] [google]
4527885

>>4527883
Example

>> No.4527886
File: 227 KB, 1024x768, ssam_truform_off_5.jpg [View same] [iqdb] [saucenao] [google]
4527886

>>4527885
And for reference here's what it looks like without Truform

>> No.4527920

Oh I know it won't be perfect, but many enhancements have some cons as well. Games with lots of rounded edges, think Mario64, could probably provide more overall visual benefit. Not sure if it would be possible to tag certain objects without direct access to game engine to exclude geometry from tesselation, aka boxes.

>> No.4527923

>>4527815
Tesselation accomplishes nothing if you don't go back and alter where all the trigs are.

If you want smoother corners that's what anti-aliasing does and it accomplishes it with WAY less processing power.

>> No.4527924

>>4527923
smother corners=/=anti aliasing, you're thinking smoother lines.

>> No.4528601

>>4527815
I don't know. You'd think the faggots who think xbr or hqx looks could would shit up 3D as well.

>> No.4528624

>>4527885
>>4527886
That's great. Truly the way it was meant to be played.

>> No.4528657

>>4527815
so this is the 3d counterpart of people who think that a game's graphics are bad if you can see the pixels.

>> No.4528792

>>4527885
thicc

>> No.4529508

>>4527815
Is this the next level for filterfags?

>> No.4529535

It depends entirely of the original topology. Most of the Quake era games have been modeled triangle by triangle so every face is optimized in terms of silhouette. You can't easily smooth them further without messing up everything completely.
Only after year 2k and so on meshes started to become more heavy and the quad modeling principles become more common. Of course they are still tesselated into triangles when rendered but the base topology of modern meshes are more suitable for smoothing. In some games automatic smoothing could produce some workable results but it depends completely of the situation.
Unfortunately you need to manually retopologize the geometry still.

>> No.4529541
File: 176 KB, 619x597, 1378712031623.jpg [View same] [iqdb] [saucenao] [google]
4529541

>>4529508
>>4527885
yes

>> No.4530151

>>4529508
Some people sure do get salty if it isn't the experience "the way the developer intended." I say why not both?