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/vr/ - Retro Games


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File: 816 KB, 1678x2048, DheY2VoV4AACrkK.jpg:large.jpg [View same] [iqdb] [saucenao] [google]
6616174 No.6616174 [Reply] [Original]

Why is it that after 24 years we still don't have games that look quite like this?

>> No.6616178

>>6616174
because (You) never made it

>> No.6616193

Because that looks janky as hell.

>> No.6616206

I don't know quite what it is, lightning or the textures but evem toy story has things that modern consoles can't emulate

>> No.6616226
File: 62 KB, 432x575, 16-DKCDonkeyKong.jpg [View same] [iqdb] [saucenao] [google]
6616226

Another example

>> No.6616229

>>6616174
Games look better now.

>> No.6616235

>>6616174
the texture on the wall with the chain looks like something you'd see in fallout 3 which wasn't even very good-looking in 2008

>> No.6616238

>>6616174
>>6616226
SOUL.........

>> No.6616249

>>6616174
>>6616226
modern games dont use nurbs

>> No.6616305

>>6616249
What is nurbs?

>> No.6616309

>>6616249
Don't be lazy.

>> No.6616323
File: 18 KB, 431x250, PRIM_02[1].jpg [View same] [iqdb] [saucenao] [google]
6616323

>>6616305
a different way to model a 3d shape than polygons
its how old cg can get perfectly round surfaces

>> No.6616391

>>6616323
How long do you think before consoles can achieve this?

>> No.6616396

>>6616391
They’re not even trying, they just throw more polygons at the problem and so far we’re not hitting a GPU wall.

Voxels were another interesting technique which is now mostly defunct.

>> No.6616397

>>6616391
Not before climate change, nuclear war and civilizational collapse take us out, I'm afraid.

>> No.6616416

>>6616323
>>6616396
It's very hard to use nurbs for highly detailed models. They could easily use nurbs if they wanted to, but artists prefer using polygons and they do deliver amazing results with today's tech.

>> No.6616446

>>6616229
Not even the best PC on the market today could render a 3d environment like that in real time.

>> No.6616485
File: 166 KB, 1640x1000, Unreal+Engine_tech-blog_real-time-ray-tracing-in-unreal-engine---part-2-architectural-visualization_News_RayTracing_AEC_blog_body_scionti_img-1640x1000-c991588f5e8e920bea849b2784072bb8a1e2213c.jpg [View same] [iqdb] [saucenao] [google]
6616485

>>6616446
By "like that" do you mean technically? Because of course they can! We've got real-time ray tracing now. By "like that" do you mean artistically? You're right, there isn't anything out there that really looks quite like that.

>> No.6616497

Mods = Gods

>> No.6616993

>>6616416
I still prefer NURBS

t. industrial designer

>> No.6617393

>>6616174
Perhaps you mean the realistic lighting? These images are ray-traced. As you probably know we're moving into real time ray-traced graphics.

>> No.6617396

>>6617393
partially raytraced with a scanline-renderer (Alias)
*fix'd

>> No.6617557
File: 143 KB, 961x636, rXEi5uh[1].jpg [View same] [iqdb] [saucenao] [google]
6617557

>>6616416

>> No.6617685

>>6616391
Maybe they already can and are just being lazy. I wouldn't blame them.

>> No.6617739 [DELETED] 

>>6616485
I think retro games are still superior to modern shit but you're right, games today blow old renders out of the water. I don't usually use this term but it's nostalgia speaking with some people.

>> No.6617752
File: 485 KB, 1920x1080, Snake Pass.jpg [View same] [iqdb] [saucenao] [google]
6617752

>>6617557

>> No.6617774
File: 1.41 MB, 1280x1242, 1550469953862.jpg [View same] [iqdb] [saucenao] [google]
6617774

>>6617752

>> No.6617781

>>6617752
That looks like shit in comparison.

>> No.6617786 [DELETED] 

With shadders you could probably trick into getting those visuals. There needs to be a SGI shadder.

>> No.6617787

>>6617752
fun game but yeah no snake pass looks nothing like a 90s render

>> No.6617795

With shaders you could probably trick into getting those visuals. There needs to be a SGI shader.

>> No.6617805
File: 449 KB, 1200x960, 1550559839740.jpg [View same] [iqdb] [saucenao] [google]
6617805

>>6617774

>> No.6617817
File: 269 KB, 1500x1500, 91lujgoiIML._SL1500_.jpg [View same] [iqdb] [saucenao] [google]
6617817

Once DKC lost these aesthetics the series was dead to me.

>> No.6617859
File: 647 KB, 1200x1509, 1550559971154.jpg [View same] [iqdb] [saucenao] [google]
6617859

>>6617805

>> No.6617869

>>6617774
>>6617805
>>6617859
Show me ONE modern game that looks as good as this. Video game graphics have been stagnating since the 7th gen (maybe even the 6th).

>> No.6617875
File: 377 KB, 1280x1000, 1550560279996.jpg [View same] [iqdb] [saucenao] [google]
6617875

>>6617869
>Show me ONE modern game that looks as good as this.
i cant ;-;

>> No.6617879

>>6616174
It's not really that good looking.

>> No.6617884

>>6617869
Video games never looked like those renders either, anon

>> No.6617910

>>6617884
But they couldn't. Now they can.

>> No.6617964

>>6617879
Cope

>> No.6618025
File: 303 KB, 1600x800, H2x1_N64_MarioKart64_image1600w.jpg [View same] [iqdb] [saucenao] [google]
6618025

>>6617884
My point is that these renders were made using early 3D modelling software from the mid-late 90s. Obviously video game systems of the time were too primitive to fully realize these visuals but how have we not even come close in over 20 years of progress?

>>6617910
Show proof.

>> No.6618036

>>6618025
Mario kart 8 looks better than that. The main difference is that these old cg pics make it look like every objects is smeared with vaseline.

>> No.6618050

I feel like you people don't understand what the difference between rending a single still frame picture over what probably took literal days and playing all of this real time.
Not to mention a lot of this seems to be more of an art direction thing than a literal power house thing.

>> No.6618071

There was a period around 2004 where games looked like that. Pixel perfect shadows, simple diffuse/specular/bump materials, heavy but purely decorative bump mapping. id tech 4 games, for instance.

You didn't see it often in platformers though, which went in a painterly Rayman 2 inspired direction.

>> No.6618080
File: 217 KB, 1280x720, NintendoSwitch_MarioKart8Deluxe_Presentation2017_scrn01_bmp_jpgcopy.jpg [View same] [iqdb] [saucenao] [google]
6618080

>>6618036
How can you look at pic related and say it looks better than the renders?

>> No.6618081

>>6618036
Cope

>> No.6618089

>>6618050
>I feel like you people don't understand what the difference between rending a single still frame picture over what probably took literal days and playing all of this real time.
computers today are millions of times more powerful than the late 80s tech used in rendering DKC

>> No.6618093

>>6618080
Modern shots are missing the solid color look, it has that washed look.

>> No.6618098
File: 1.28 MB, 1920x1080, B77F5772-8D11-4BBC-BD9D-C535898822A9.jpg [View same] [iqdb] [saucenao] [google]
6618098

>>6618025
Astro's Playroom (PS5)

>> No.6618104

>>6618089
>millions of times more powerful
not quite into the millions but we get there

>late 80s tech
It was (then) contemporary 90s tech. I also worked with that, though I never owned my own CGI hardware back then.

>> No.6618106

>>6618093
>washed look
That's more due to the transfer to a different color space and finally - print material...and back.

>> No.6618113

>>6618080
it looks like shit because the low resolution and the fact that it is on a fucking tablet

>> No.6618117

>>6618080
Now show the same screen running at 4k on cemu.

>> No.6618130

>>6618025
Autismo, you're focusing strictly on resolution, and what you seem to think are high-poly models (when these renders probably used nurbs), and you're completely ignoring texture detail and lighting which modern games have easily surpassed 15 years ago. You can't just ignore most of what makes a game look good, then claim some janky looking pre-render from the 90s is superior.

>> No.6618136

>>6618117
Show any of your pre-renders running at all.

>> No.6618169

>>6616391
I think current gen already can, I remember reading an article back when the ps4 was soon to be released that one of the new battlefield games being used as a launch title used this technique.

>> No.6618174

>>6616206
its multiple passes of raytracing.

>> No.6618178

>>6616485
this is like 720p probably

>> No.6618180

>>6617859
DKs fur is advanced, maybe they used a time machine.

>> No.6618190

>>6618174
*selective raytracing

>> No.6618192

>>6618180
This method was known as layered shell fur/hair, the rest is done with "hair cards".

>> No.6618201

>>6617869
This wasnt the game though. This is promo art

>> No.6618228

>>6618201
No shit

>> No.6618236
File: 130 KB, 1280x720, 3a453a6.jpg [View same] [iqdb] [saucenao] [google]
6618236

>>6616174
We would have if Nintendo just hired that man.

>> No.6618239

Do any of you guys saying, "Yeah but they can do it now!" have any experience making and animating 3D models for video games?

>> No.6618241

>>6618236
More like shutting him down lol

>> No.6618248 [DELETED] 

>>6616226
Looks like he's wearing a raw hide shit.

>> No.6618253

>>6616226
These models worked well because they got reduced to small sprites. The details are still bold enough to stand out.

>> No.6618254
File: 201 KB, 779x1200, latest-8.jpg [View same] [iqdb] [saucenao] [google]
6618254

>> No.6618262
File: 243 KB, 300x682, 601308-orchid2-1.png [View same] [iqdb] [saucenao] [google]
6618262

>> No.6618745

>>6618253
Those sprites still weren't rendered in real time though

>> No.6618815

>>6618236
Who

>> No.6618821

>>6618815
The master of the medium.

>> No.6618918
File: 140 KB, 669x775, 0 fucks.jpg [View same] [iqdb] [saucenao] [google]
6618918

>>6616397
Yeah, civilization has peaked and it's one big downhill rollercoaster from here. Had to happen, though, liberalism is a mental illness that drives nations to suicide. At least I got to live though the 80's and 90's before everything went to shit.

>> No.6618920 [DELETED] 

>>6618918
>liberalism is a mental illness
It's funny when you agree with someone but they probably have a very fast and lose definition of what a liberal is.

>> No.6618923

>>6618262
She's built for BBC (big black console.)
Rare was destined for the Xbox.

>> No.6618989

>>6618923
Microsoft ruined rare

>> No.6618993

>>6618989
Rare didn't actually decline in quality post microsoft, they were just never very good to begin with.

>> No.6619007

>>6618993
What you talkin bout willis?

>> No.6619012
File: 93 KB, 480x600, 2WJcrxR.jpg [View same] [iqdb] [saucenao] [google]
6619012

Cgi like this is a lost art

>> No.6619017

>>6619012
i want to learn but those old silicon graphics workstations cost more than their weight in gold

>> No.6619107

>>6619017
Even if you had one good luck getting the software for it

>> No.6619583

>>6619012
Funny because by the late 90s I was sick to death of everything looking like this.

>> No.6619670
File: 56 KB, 460x600, 1439118340635.jpg [View same] [iqdb] [saucenao] [google]
6619670

>>6616391
They actually can, but it doesn't look good for complex objects.
That's why DK fingers look weird.

>> No.6619796

>>6618130
Not him but there is definitely something to this art style. Kind of like the bright cartoonish designs that Blizzard favors these days for WoW and Overwatch, but of course both those games are 99% looking at your character's running butt from 20 feet back and you don't get the up-close effect that these renders provide. (for that matter, almost no game does. Maybe oldschool 3d fightans that zoom way up when you get in close)
Classic CGI animation like Reboot came close sometimes, odd that no one does anything like it anymore considering the amount of cheap CGI pumped out lately.

>> No.6619828

>>6616174
Amid Evil.

>> No.6619835

FNAF

>> No.6619914

>>6619828
Too bad they fucked it up with deferred rendering, which resulted in bloom/specular being 1/4 of the res, forward rndered, and has to be smoothed over with shitty blurry TAA to not look like shimmering mess.

>> No.6619917

>>6619835
>real time render
>FNAF
Anon, I...

>> No.6619939

>>6618025
>how have we not even come close in over 20 years of progress?
Because many designers believe we've well exceeded it.
The models are extremely rudimentary Nurbs models with very basic lighting and practically no textures.
There's a lot of charm to them, but it's based mostly in nostalgia and artistic intrigue. General audiences will think it looks bad

>> No.6619945

>>6619670
>>6619670
then show me just ONE (1) test demo showcasing these visuals in real time. Some tech demo out there would have to exist if its even close to possible. It isn't.

>> No.6619951

>>6616174
Hi I'm new to /vr/. Is this a meme?

>> No.6619971

>>6617875
fuckkkkk thats an awesome one. best in this itt thread so far

>> No.6620003

Can you achieve this old style and lowpoly ps1 era style 3d with modern 3d programs? would reading old books from that era transfer to the latest versions of these programs?

>> No.6620076
File: 164 KB, 1024x527, Screen-Shot-2019-06-11-at-3.04.19-PM.jpg [View same] [iqdb] [saucenao] [google]
6620076

this is pretty close to the dkc renders

>> No.6620148

>>6617875
as if reality shifted into another dimension over the years and in the current dimension we are unable to reproduce the renders from the old one.
Current graphics always have AA problems or Light/shadow problems. As if this didn't exist 30 years ago.

>> No.6620154

>>6617859
>all those janky ass different texture resolutions
I don't fucking understand this thread. That looks like shit. What the fuck are you people talking about. Is it all trolling? God this board is so shit.

>> No.6620159

sure is non-/vr/etro in here

>> No.6620182

>>6620003
For PS1 there are shaders precisely to get the warping textures and you can get the low poly look easily. There are quite a few tutorials out there.
Getting the old SGI renders there's http://www.povray.org/

>> No.6620193

The reason why modern games developed differently is because we are in the wrong timeline.
This is the Nintendo timeline, full of masonic child rapist and what not cabalism. Our actual timeline was the SEGA timeline, if CERN wouldn't have change it, we would play on a dreamcast 3 by now.

>> No.6620198

do not search
>90's cgi render

>> No.6620206
File: 44 KB, 672x372, Ocarina-of-Time-UE4-vs-N64-672x372.jpg [View same] [iqdb] [saucenao] [google]
6620206

>>6616174
because that looks absolutely fucking terrible
it is HIRE THIS MAN levels of awful
it'd take you an afternoon to recreate that scene in Unity

>> No.6620215
File: 76 KB, 1366x768, Uncharted4_18.jpg [View same] [iqdb] [saucenao] [google]
6620215

>>6616391
nurbs is obsolete outside of CAD
it is incredibly limited for 3D art

as fuck equivalent subdiv surfaces, that might be possible considering the memory bandwidth of next gen consoles for a few key assets

>> No.6620217

>>6620154
Seriously. Not a single material shader, no subsurface scattering, harsh single source lighting. These all look like shit. It would seem like people just want a hame with this art style. Which is they want to play a modern game with hi res unfiltered textures, zero shaders of any kind and no subsurface texturing. And of course the trademark hard polygonal vector lighting effects

>> No.6620223

>>6617393
>realistic lighting
ah yes phong point lights for large lights, completely mismatching the raytraced reflection's sharpness and no global illumination
you're medically blind, see a doctor

>> No.6620226

>>6620193
>this is the nintendo timeline
That's because Sega falled from grace and Sony turned to the dark California side

>> No.6620228

>>6620206
Shut up zoomer.

>> No.6620229

>>6620217
Just to add to my post. On top of all of that none of the lighting even lines up properly with the light source! In actuality it probably isn’t even ray traced but just forced drawn shadows. The Mario image has ray traced reflections but these shadows are just manually placed for aesthetic

>> No.6620230

>>6619012
there's plenty of people on twitter and youtube pumping out this stuff

>> No.6620231

>>6620226
Wasn't it sony who did some shady PR against Dreamcast? I remember how sony told the gamestore to remove adds from sega for some shekels.

>> No.6620232

>>6620215
>nurbs is obsolete outside of CAD
>it is incredibly limited for 3D art
Clueless. Massively clueless.

>> No.6620234

>>6620229
I think people just like this so-called "style" for pure 90s nostalgia reasons?

>> No.6620235
File: 13 KB, 162x166, 1mul6k.jpg [View same] [iqdb] [saucenao] [google]
6620235

>>6620217
>subsurface texturing
You don't even know what you're talking about. You must be a clueless blender newbie or something.

>> No.6620240

>>6619012
>>6619017
I have old software running on my NT workstations back from the time when I worked in VFX, but you don't need any of that. All of this is doable in contemporary 3D software.

>> No.6620241
File: 37 KB, 480x360, 3009caa2cffbd85def12769e94a90f16.jpg [View same] [iqdb] [saucenao] [google]
6620241

>>6620232
you can't do high resolution sculpting with NURBS unless you really hate yourself

>> No.6620242

>>6618745
Can you fucking read you brainlet

>These models worked well because they got reduced to small sprites

Retard

>> No.6620243

>>6620241
You are really clueless, sorry.
NURBS modelling in Alias and SI was easy.

>> No.6620246

>>6620231
Likely, rough competition can lead to this

>> No.6620247

>>6620215
>t. retard who can't even into simple box modelling

>> No.6620249

>>6620243
>modelling
>sculpting
were you taught how to read by a crazy hobo?

>Alias
>SI
>not obsolete

>> No.6620285

>>6620249
Fuck you kid

>> No.6620290
File: 271 KB, 1600x800, SI_N64_WaveRace64_image1600w.jpg [View same] [iqdb] [saucenao] [google]
6620290

Post your favorite 90's CGI renders. Besides the brilliant SM64 box art, always liked this one as well.

>> No.6620292
File: 225 KB, 1280x1353, af9644828859fa2fe9ed09f125800230.jpg [View same] [iqdb] [saucenao] [google]
6620292

I always dreamed of one day playing MK64 with 3D models that look like the renders instead of the blurry and ugly 2D sprites.

>> No.6620293
File: 90 KB, 500x348, 02fig07.gif [View same] [iqdb] [saucenao] [google]
6620293

>>6620285
NURBS has no real use in VFX, animation and games after 1997 beyond perhaps only the most specific pieces of hard surface design

>> No.6620294
File: 88 KB, 980x653, Mario-Kart-64-1.jpg [View same] [iqdb] [saucenao] [google]
6620294

This always looked so cool to me, the arcade game looked pretty close but heard it played bad.

>> No.6620301

>>6620293
Who says VFX, pisshead. I changed fields after 2000, no money in VFX. NURBS are a must for engineering. Stupid clueless kid.

>> No.6620302

>>6620293
Fuckhead

>> No.6620312

>>6620301
>>6620302
>samefagging meltdown

>> No.6620321

>>6620312
Fuck off pisshead kiddie

>> No.6620325

>>6620301
we're not talking about engineering
>>6620215
>nurbs is obsolete outside of CAD

>> No.6620350

>>6620235
Ok. If you say so

>> No.6620356
File: 29 KB, 200x235, 15900003070711.jpg [View same] [iqdb] [saucenao] [google]
6620356

>>6620325

>> No.6620358

>>6616416
Quake3 used NURBS to model the levels. It wasn't a pleasant experience, so I'm told.

>> No.6620367
File: 6 KB, 162x166, 1mul6k.jpg [View same] [iqdb] [saucenao] [google]
6620367

>>6620358
souce: my ass

>> No.6620384

>>6619945
The problem is I can't define what it is about those CGI renders that you personally need to have in order to believe we have met or exceeded the capabilities of those early SGI machines.
You've probably seen the nVidia marbles demo?
https://www.youtube.com/watch?v=H0_NZDSqR3Y
That demo is running realtime on a TitanV (IIRC) and is raytracing in real time using features that were simply not available in an SGI Indy. So while it's not commonly available yet, that is a BETTER raytracer than was used for those shots running in realtime on hardware you can buy today.
However the algorithms we use for ray tracing today are very different to what was using in the 90s so even if you managed to get hold of the original models, textures and materials used for those shots, they wouldn't look like that in ANY engine.
The problem is you'd have to recreate the specific rendering techniques used by Alias Wavefront back in the day. That's a big ask. You'd have to start with a basic ray cast system and build up the feature set through guesswork. There's LOADS of stuff that was done through hacks in a ray casting system like volumetrics, caustics, soft shadows, roughness, etc. that we do for REAL now. Recreating those hacks in order to get the 90s look is not easy, doing it for real with real ray/path tracing is far easier, but then it will look like a photo, not a 90s render...
You see the problem...

>> No.6620396

>>6620367
God, this really is /vr/ arguing with autists, isn't it?

Source:

http://web.archive.org/web/20000303162633/http://www.next-generation.com/jsmid/news/6471.html

CURVED SURFACES

NG: That said, the Quake III engine, with its emphasis on bezier mesh curved surfaces, is basically unlike anything we've seen in realtime before. How hard has it been to implement?

John: Well, this is technology that's been done since the late '60s as far as the different geometric representations go. At the beginning of 1998, I did my curved surface research I had never done any curve rendering before. The biggest thing I learned was that curved surfaces aren't all they're cracked up to be. When you're used to drawing things with triangles, you think, "Oh, we'll just go to these curved mesh things, and everything's going to be wonderful." But there are so many problems that you aren't even aware of until you actually get in and start using these representations bad things that happen when you degenerate edges.

>> No.6620403

>>6620396
Autists like you

>> No.6620428
File: 16 KB, 320x240, let me tell you something joe rogan.jpg [View same] [iqdb] [saucenao] [google]
6620428

>>6620396
At least read your source before posting it
literally the next line
>You're using nonrational quadratic bezier meshes in Quake III
not NURBS
NURBS is rational
The bezier curve implementation was imperfect in Quake 3 and John admits as much, as well as emphasizing that NURBS has limited use for more advanced graphics and sees that polygons are the future once the hardware is available
>Things like subdivision surfaces or displacement mapping generally have better results, especially for characters.
>One of my biggest goals over the next year or two is to try and prevent hardware vendors or Microsoft from doing something stupid with their internal stuff. A NURB API would be a perfect example of something stupid.
>NURBS are not the real successor to polygons. I can say that pretty definitely.

>> No.6620439

>>6619917
OP never talked about Real Time Render
check & mat, christfag

>> No.6620441

>>6620076
It remind me what we got with Cities in Motion.

>> No.6620451
File: 2.95 MB, 800x450, Hotshot Racing - A Tyre-Shredding Arcade Racing Game Inspired by 90's SEGA Classics! (Beta Gameplay).webm [View same] [iqdb] [saucenao] [google]
6620451

>

>> No.6620452

>>6620451
>fauxpoly
Looks like ass

>> No.6620484

>>6620396
>reddit spacing
>link disproves the point you're trying to make
I'm impressed by this bait

>> No.6620489
File: 104 KB, 245x315, 1592865993287.jpg [View same] [iqdb] [saucenao] [google]
6620489

>>6620396
You stupid motherfucker

>> No.6620551

>>6620451
>Those rocks and mountains
I really hate this style of "low poly" when it's just a bunch of randomly placed tris. It looks terrible. Early games had less to work with, so every vertex mattered. Putting them out randomly to look like jagged edges doesn't have the same feel.

It's like all those terrible images when you look up "low poly" on google

>> No.6620560
File: 28 KB, 570x570, il_570xN.873490543_gzdj.jpg [View same] [iqdb] [saucenao] [google]
6620560

>>6620451
>wooow... that's so retro

>> No.6620564

>>6616305
Non uniform rational b spline
Duh

>> No.6620567

>>6620560
Eugh

>> No.6620574

>>6620551
known as faux poly. typical low afford indie garbage.

>> No.6620578

>>6620574
I'll remember that term

>> No.6620602

>>6620384
So you admit it isn't possible

>> No.6620607

>>6620602
I admit it's using technology that's so out of date and inefficient no one's going to bother

>> No.6620609

What is even going on in this thread?

>> No.6620612

>>6620609
Graphics discussion. Give it a read, you might learn something interesting

>> No.6620615

>>6617557
>>6617774
>>6617805
>>6617859
>>6617875
What software was used in the 90's to get these cgi's images?

>> No.6620618

>>6620609
>DK promo cgi images from the 90's
>today cgi games looks worst
>how did they do this?

>> No.6620627
File: 1.22 MB, 655x767, dfh.png [View same] [iqdb] [saucenao] [google]
6620627

these effects, the blur and the color blur, or the hdr effect on those old cgi's, they actual didn't exist during this time.

>> No.6620636

>>6620206
Realism is dull as hell.

>> No.6620661

>>6620615
Sillycon Graphics Paint

>> No.6620663

>>6620636
That's true, but you can do more with stylization than early amateurish CG

>> No.6620675

Nostalgia bias the thread

>> No.6620692

>>6620223
His eyes are fine, but you should see a doctor for that autism.

>> No.6620693

>>6620615
Alias PowerAnimator
"PowerAnimator was used to create Donkey Kong Country for Nintendo."
https://design-engine.com/a-history-lesson-on-alias-3d-software/

>> No.6620696

>>6618236
Souls-like Mario when?

>> No.6620704

>>6620627
You are retarded. Of course 3D packages back then had blur and glow effects. Those were also done in post quite often. There is also nothing "HDR" shown here.

This is also a scan of dubious quality.

>> No.6620712

>>6620661
Shut up retard

>>6620615
PowerAnimator, Softimage|3D using either their built-in scanline renderer or (for fancy stuff) external renderers like Mental Ray(first available in 1989) or Renderman(for those with deep pockets).

>> No.6620715
File: 4 KB, 162x166, 1mul6k.jpg [View same] [iqdb] [saucenao] [google]
6620715

>>6620223
Cry harder jogger.

>> No.6620718

>>6620692
>>6620715
He is right though

>> No.6620721

I’m loving this boomer seethe ITT. You decrepit fucks should stop over glorifying everything that came out before “muh big round number”.

>> No.6620727
File: 41 KB, 1024x768, Softimage3D-3.7-NT.png [View same] [iqdb] [saucenao] [google]
6620727

>>6620712
I still have them both running on my old setups. PA 8 on IRIX 6.5 and SI 3.7 on Win NT 4.0. Both were always a bitch to properly install, license and configure.

>> No.6620739

>>6620718
>>6620721
Shut up samefag

>> No.6620740

>>6619012
Looks like everything is made of rubber, disgusting.

>> No.6620749
File: 290 KB, 600x600, get_a_load_of_this_zoomer.png [View same] [iqdb] [saucenao] [google]
6620749

>>6620740
>>6620675
>>6620721
>>6620718

>> No.6620751

>>6620727
I had never heard of softimage (never did any graphics stuff, was networking guy) until I was doing some work in a game studio. They were given a whole lot of softimage models for a port they had to make and the (no doubt pirated) PC version wouldn't open the models correctly. They were in a rather large flap about meeting contractual obligations on a project they clearly didn't know what they were getting into. Good times to be NotMyProblem™

>> No.6620754
File: 53 KB, 320x357, samefag.png [View same] [iqdb] [saucenao] [google]
6620754

>>6620739
lol ok

>> No.6620780

>>6620627
it looks like scanning problems
that mixed with poor printing could result in those distorted colors

>> No.6620784

>>6620692
>a thread disgusing 90s rendering tech and aesthetics
>being on topic is autism

>> No.6620827

>>6620721
You seem quite cranky, did you skip your HRT treatment this morning?

>> No.6620929

>>6620749
>You're the current buzzword
lol

>> No.6620946

>>6620749
I'm 31. I'm exactly the person these things where made for, and even I can tell the appeal for this is mostly nostalgia, or at the very least, novelty.

What the hell is your excuse?

>> No.6620964

>>6620727
are you telling me this program made better cgi than nowadays software? wtf.

>> No.6620975

>>6620964
Programs these days are fully capable of making the old style renders if that's what you're asking.
They just don't do it because there hasn't really been a market for it

>> No.6620990

>>6620975
>hasn't really been a market for it
yeah, somehow only soulless games sell. Makes me wonder where all the devs went who did it for the love of their hobby?

>> No.6620995

>>6620990
How much of that do you genuinely feel?

>> No.6620997

Hijack CERN and bring back the SEGA Timeline!

>> No.6621002

>>6616416
>they do deliver amazing results with today's tech
[citation needed]

>> No.6621007
File: 1.30 MB, 3840x2160, CB53BAAD-82A5-4FB9-BA6C-ADFF4CC499C7.jpg [View same] [iqdb] [saucenao] [google]
6621007

ITT: boomers living under a rock who don't know what modern tech is capable of in real-time

>> No.6621013

>>6620451
>flat texture low poly
YIKES

>> No.6621014

>>6621007
>pre render promo footage
wow, dude, wow....

>> No.6621017

>>6621007
Piss off to /v/ seething zoomer

>> No.6621023

>>6621007
You could just have posted Ghost of a Tale, you know?

>> No.6621024
File: 170 KB, 1280x544, 0EAE2778-19F0-43FC-8DB1-A6782EBD41EC.png [View same] [iqdb] [saucenao] [google]
6621024

>>6621014
No, that's in-game visuals. You can try a real-time ray tracing demo on your own machine if you have the specs.
https://www.techpowerup.com/download/nvidia-star-wars-rtx-raytracing-tech-demo/

>> No.6621028 [DELETED] 

>>6617739
No, they really don't. Not even NASA super computers can make a SGI render like >>6617557

>> No.6621029

>>6621007
SOULLESS

>> No.6621037 [DELETED] 

>>6621028
The fuck?

>> No.6621041

>>6621007
i really hate how it emulates camera lenses so much

>> No.6621045
File: 305 KB, 1024x1024, 10621049-2958-46E4-BC8C-42EA7D6F6619.jpg [View same] [iqdb] [saucenao] [google]
6621045

The boomers arguing that DKC renders look better than modern games need to get their eyes checked, might be getting cataracts.

>> No.6621047

>>6621045
SOUL vs SOULLESS

>> No.6621076

>>6621045
You are probably a late millenial that uses "ok boomer" to try to sound hip with the kids.

>> No.6621096
File: 5 KB, 177x176, 1.jpg [View same] [iqdb] [saucenao] [google]
6621096

>>6621007
>fake chromatic aberration
>fake bokeh
>fake DOF
So this is the power of modern gaming

>> No.6621097

Could it maybe be that the old renders are more of artworks, and are actually just paintings on a 3D frame?
Games rendered in real time won't match up to a well arranged composition if you just take a screencap of gameplay.

>> No.6621110

>>6621045
poo poo pee pee kaka

>> No.6621130

>>6620193
>Our actual timeline was the SEGA timeline
How did you discover that?

>> No.6621132

>>6620975
there is a market for it with all the growing nostalgic boomers

>> No.6621136 [DELETED] 

>>6616174
>Why is it that after 24 years we still don't have games that look quite like this?
Because this is a still image that's had millions of ray traced passes. Games today are just now using real time ray tracing tech. This is a weird cherry picked argument.

>> No.6621137
File: 2.31 MB, 1920x1012, 417290_screenshots_20180307214012_1.jpg [View same] [iqdb] [saucenao] [google]
6621137

>>6621023
this

>> No.6621140
File: 644 KB, 2560x1440, 417290_screenshots_20180313221652_1.jpg [View same] [iqdb] [saucenao] [google]
6621140

>> No.6621141
File: 242 KB, 1920x1200, 417290_screenshots_20180428202123_1.jpg [View same] [iqdb] [saucenao] [google]
6621141

>> No.6621146 [DELETED] 

>>6621136
faggot zoomer

>> No.6621152

>>6621137
>>6621140
>>6621141
Get that shit back to >>>/v/

>> No.6621163

>>6621152
you understand the point of this thread, right?

>> No.6621172

>>6621045
Modern games could stand to use more saturation.

The designs are nice and sharp. The poses are dynamic and there's a good flow of action. It's clear a lot of time went into them, but the overall composition doesn't quite catch the eye like early renders do.

>> No.6621174

>>6621096
Not sure how to break this to you, but all CG is fake

>> No.6621180
File: 348 KB, 1920x1080, fa364442104add0de59dc500c1d52e33.jpg [View same] [iqdb] [saucenao] [google]
6621180

let's say I get rich (I won't) and I want to hire devs and make a game that looks a lot like old pre rendered ps1 games, DKC, but with toy story 1 level of detail

what tools do I have to buy/use?
should I do one from scratch? should I find the old softwares from the 90s? (PowerAnimator, Softimage apparently)
or a current tool? surely it can't be unity and unreal engine?
it would be about time to make a proper game that looks like the future and not some soulless, bad timeline product

>> No.6621181

>>6621132
Well, maybe that's the next indie trend. That Mario 64 project to make it look more like the renders is getting a lot of positive attention

>> No.6621185

>>6621181
>That Mario 64 project to make it look more like the renders
name?

>> No.6621195

>>6621174
>>6621152
Nobody asked you zoomer

>> No.6621197

>>6621185
https://www.youtube.com/watch?v=R59PsQ6qSgM
It's early on so it's mostly just a model swap right now, but there's some promise

>> No.6621203

>>6621195
Still 31

>> No.6621204

>>6618918
nah, bruh, the real mental illness is falling for the political and racial distractions while our capitalist overlords horde money and resources to prepare for depopulation

huge amounts of money and resources have gone missing all over the world since WW2. What do you think it's being used for?

automated farms? check
automated power plants? check
automated factories? check
robots that can cook, clean, and perform maintenance tasks? check
huge mysterious deep underground bases? check

quit letting yourself get brainwashed and WAKE THE FUCK UP

>> No.6621208

>>6621204
This is a board about old videogames

>> No.6621209

>>6621197
not bad but reaaaally rough, it breathes soulless unity still, needs collision and removing the feeling that every models are just "empty", potential maybe

>> No.6621218

>>6621146
>>6621195
dumbass brainwashed boomers

>> No.6621221

>>6621208
and I was responding to a post that said liberalism is a mental illness.

>> No.6621227

>>6621221
Which is why you don't respond to those posts.

>> No.6621228

>>6621218
Xoomer for you little dickless faggot

>> No.6621239

>>6620929
zoomer isn't current

>> No.6621257

>>6621227
I mean, they're people too. They don't deserve to be deceived and used against their will for things they would not approve of.

If one of my posts helps one of them realize what's actually going on, it's all worth it.

>>6621228
It's so fun feeling superior to other people, isn't it? I heard if you go to a Trump rally and chant MAGA loud enough he lets you join his secret police force and start abducting random protestors, you should get in on that.

>> No.6621269

>>6621257
Leave.

>> No.6621270

>>6621041
Modern vidya seems to have a fetish for emulating camera flaws that photographers have worked their asses off getting rid of; such as bloom, chromatic abberation, vignetting, etc.

>> No.6621279 [DELETED] 
File: 42 KB, 512x384, unnamed.jpg [View same] [iqdb] [saucenao] [google]
6621279

You couldn't use some CGI that were made by actual artists and used in good games?

>> No.6621286 [DELETED] 

>>6621279
Not retro.

>> No.6621289

>>6621269
nah

>> No.6621291 [DELETED] 

>>6621286
It's Silent Hill 1

>> No.6621293

>>6621270
>bloom
I think that's what killed gaming as we loved it (at least for me)
there wasn't really any of those on gamecube/ps2/etc
this is both a blessing and a curse
a curse because we might never know what nintendo,square, and so on would have done without it
a blessing because it allows to stop caring about countless games, and focus instead on the retro, which is big enough to last a lifetime at least

>> No.6621294 [DELETED] 

>>6621291
Again, NOT RETRO

>> No.6621304

>>6621294
>Retro gaming means consoles, computer games, arcade games (including pinball) and any other forms of video games on platforms launched in 1999 and earlier
Cope

>> No.6621306

>>6621180
Good luck with the old hardware they go for 50k up and they are not compatible with modern software

>> No.6621317 [DELETED] 

>>6621294
And the n64 which came out two years after the playsation is retro? Fucking schizos around here

>> No.6621327 [DELETED] 

>>6621304
fuck off seething zoomy zoom zoom zoomerino fucking faggot

>> No.6621329

>>6621306
well I don't know just asking, someone mentioned that you could achieve it with current tools, was afraid that this kind of tools were lost forever in history

>> No.6621336 [DELETED] 

People on this board are off their medication big time.

>> No.6621345
File: 83 KB, 716x724, 1511472485874.jpg [View same] [iqdb] [saucenao] [google]
6621345

>>6621293
>no bloom on gamecube/ps2/etc

>> No.6621346

>>6621327
You're not coping well

>> No.6621350 [DELETED] 

>>6621346
>t. faggot seeting zoomy zoom zoomer zoomerino zoomerinski!

>> No.6621354

>>6621329
You can do this with modern tools.
Most programs where just iterative. Simply adding more features and functions as time went on.
You don't see stuff like this because it's old hat and generally seen as "unrefined"

>> No.6621357

>>6621185
It's literally SGI project Mario 64

>> No.6621361

>>6621336
were you referring to >>6621204

if so, lol

>>6621327
don't you have better things to do than whine on 4chan about how young people ruin everything?

get outta here old man, go enjoy your retirement or go back to earning your slavewages while complaining about liberals

>> No.6621373

>>6621361
Do you want us to respond to your /pol/ bait? Is that what this is about? Because this board isn't populated enough to get much out of that

>> No.6621374 [DELETED] 

>>6621361
>>>6621336 (You)
>were you referring to >>6621204
No just in general, shits crazy like border line obsessive compulsive. They're stupid cgi renders for old games and people are losing their fucking minds over it.

>> No.6621379 [DELETED] 

>>6621374
fuck off faggot discord tran zoomer

>> No.6621383

>>6621374
People like what they like.
I think old renders are charming and would love to see some games try that style. But I'm also not deluded enough to think they're "superior" or "impossible to do" with our modern technology. That's just silly

>> No.6621385

>>6620182
Thanks. I assume to get that ps1 look texturing would be the hardest part. Getting stuff to look like MGS1 or Megaman Legends is what I'd want. I downloaded Maya and am going to start learning.

>> No.6621390 [DELETED] 

>>6621383
>People like what they like.
>I think old renders are charming and would love to see some games try that style. But I'm also not deluded enough to think they're "superior" or "impossible to do" with our modern technology. That's just silly
Same here, they're charming and I appreciate them for what they are. But some people just can't leave that alone and have to be "right" about fucking everything.

>> No.6621391
File: 654 KB, 1920x966, Amid Evil 01.jpg [View same] [iqdb] [saucenao] [google]
6621391

>>6616174
>Why is it that after 24 years we still don't have games that look quite like this?

>> No.6621395 [DELETED] 

>>6621390
discord tranny janny zoomer mad seething cope FUCK

>> No.6621397
File: 754 KB, 1920x968, Amid Evil 02.jpg [View same] [iqdb] [saucenao] [google]
6621397

>> No.6621401 [DELETED] 

>>6621395
Who are you even responding to? You sound like a broken buzzword machine that's malfunctioning.

>> No.6621404
File: 670 KB, 1756x1080, Amid Evil 03.jpg [View same] [iqdb] [saucenao] [google]
6621404

>> No.6621405

>>6621401
Don't bother responding to him, he just wants attention

>> No.6621408

>>6621395
Take your brain pills, schizo.

>> No.6621412
File: 440 KB, 1920x1080, Amid Evil 04.jpg [View same] [iqdb] [saucenao] [google]
6621412

>> No.6621413

>>6621391
>>6621397
>>6621404

Ugh. I LOVE Amid Evil's art direction. Makes me wish I was more into old style shooters

>> No.6621414 [DELETED] 

>>6621405
>seething zoomer cope says what?

>> No.6621418
File: 451 KB, 1920x1080, Amid Evil 05.jpg [View same] [iqdb] [saucenao] [google]
6621418

>>6621397
>>6621404
Those 2 look like they are from Atlantis by Cryo.

>> No.6621421 [DELETED] 

>>6621408
seething COPE coping seething zoomer cope cope cope

>> No.6621423

>>6621345
that's not at all the same type of effect we've got on nearly all games now

>> No.6621424
File: 446 KB, 1920x1080, Amid Evil 06.jpg [View same] [iqdb] [saucenao] [google]
6621424

>> No.6621426

>>6621421
it's like I'm really mashing through voice acting dialogue

>> No.6621429
File: 661 KB, 1920x1200, Amid Evil 07.jpg [View same] [iqdb] [saucenao] [google]
6621429

>> No.6621431

>>6621391
games like amid evil gives me hope and tells me that the problem with most games is shit taste from both the new players and the developers, as suspected

>> No.6621439

>>6621431
Bad low poly comes from the same place as bad pixel art. It takes artistic vision to do it well, otherwise you're going to end up with shit like:
>>6620560
>>6620451
Where it doesn't look intentional, just unfinished and automated

>> No.6621447 [DELETED] 

>>6621414
>>6621421
You legit have something wrong upstairs my guy get some help.

>> No.6621452

>>6616174
I think this might be possible with hardware raytracing, or even bruteforced through traditional rendering now. I'd love to play something that looks like 90s CG like this, though.

>> No.6621460

maybe advanced AI in 10 years will allow to "convert" all old games like ff7 8 9, dkc 1 2 3 and everything into ultra high HD graphics like in their own promo arts

>> No.6621470

With all the retro shit why not try to do something like this or even pseudo PS1 graphics but without the annoying limitations of the hardware of the time.
https://www.youtube.com/watch?v=MhpwwfJB4CI

>> No.6621472

>>6621293
Ico was a very early PS2 game, and was the first time I became aware of bloom. It existed, and people loved it. Had nothing to do with killing gaming.

>> No.6621478

>>6621204
Take the schizo stuff to /pol/. Even far right preppers are less crazy than you.

>> No.6621485
File: 235 KB, 1950x1458, fatum_betula.jpg [View same] [iqdb] [saucenao] [google]
6621485

>>6621470
There are lots and lots of great indie games like this, but yeah nothing that really gets exposure or wide releases.

>> No.6621667

Holy shit this retarded thread is still going

>> No.6621720
File: 33 KB, 400x520, latest-9.jpg [View same] [iqdb] [saucenao] [google]
6621720

>>6621667
Just.a few nostalgia fags, also gaming has never achieved the real time rendering of the first toy story

>> No.6621726

>>6620946
>I'm 31 and because of the events in my life, I have accepted being fed garbage and told it's art. Instead of processing the lack of human spirit in almost any substantial quality in any medium, I have chosen to deny that that is happening and instead I write off any fondness for something beautiful that was lost and replaced with soulless garbage as nostalgia. What's YOUR excuse?
>Satisfied, he leans back in his computer chair, gazing at a wall of Funko Pops and posters of modern media franchises. For a second, he sees it for what it is, the human equivalent of dog food, but then those heavily used neural pathways once again take over and he is returned to a state of placidity.
>This is fine. The world is fine and art is in a good place.

>> No.6621751

>>6621726
>Funko Pops
Oh gross
You could have at least said amiibos

>> No.6621775

>>6621239
More current than I

>> No.6621827

>>6616174
We can now that real time raytracing is feasible. It's not perfect, due to temporal rendering, but it'll look damn close if someone actually feels like emulating the style.
Thing is, noone wants to make games specifically for fans of a niche style who happen to own a somewhat niche video card.
But you could...

>> No.6621834

>>6616993
Nurbs are shit.
t. 3d animator

>> No.6621836
File: 2.12 MB, 500x281, UniformSpecificHarvestmouse-size_restricted[1].gif [View same] [iqdb] [saucenao] [google]
6621836

>>6620241
>unless you really hate yourself

>> No.6621838

>>6621421
do you talk like this irl, jesus man get a grip

>> No.6621851

>>6620693
is there a crack and silicon graphics workstation emulator

>> No.6621863

>>6621834
You have no idea.
t. senior TD

>> No.6621868

>>6620727
nice nurbs dude

>> No.6621876 [DELETED] 

>>6621838
This guy's in every thread calling people zoomers

>> No.6621880

>>6621293
You dont even know what bloom is, do you?

>> No.6621885
File: 286 KB, 1280x1024, quake_alias7.jpg [View same] [iqdb] [saucenao] [google]
6621885

>>6621851
1. Yes and no. There are cracked versions of PA, good luck finding one. I think CGPeers had one at some point, but it wasn't a properly cracked one.
2. No. IRIX emulation isn't there yet. You can boot to desktop, but anything that needs the more advanced features doesn't work.

>> No.6621889

>>6621180
maya and blender can both model nurbs, but i think the big hurdles you will hit are
1) most cg artists these days dont do much nurbs modeling. theyll need lots of training/practice
2) modern game consoles are made and optimized for polygons. youll need to create a custom graphics engine (optimally you'll want to be able to use both nurbs and polygons for different things. good luck)
3) and on top of all that, a lot of these renders use ray tracing, which will be too hard for modern consoles to do real time. youll need to spend a lot of time and effort creating a custom lighting engine for your custom graphics engine

>> No.6621892

>>6620964
No you retard. Were you dropped on your head?

>> No.6621912
File: 8 KB, 225x225, stan_winston.jpg [View same] [iqdb] [saucenao] [google]
6621912

>>6616174
Great and hideous stuff has been created in about every 3D package in existence. But if you're not an artist then the best tools won't help you producing great art. The computer is just a tool, it does nothing on it's own.

>> No.6621917

>>6621885
damn
thanks for the info tho my guy

>> No.6621946

>>6616174
Over at /3/ we have a weekly thread of some retard asking how to recreate this look.

>> No.6621964

>>6621946
so what youre saying is /3/ isnt up to the challenge

>> No.6621970

>>6621964
I think he's saying Nintendo fans are annoying retards

>> No.6621975

>>6621964
I always repost the same conclusions and some of my suggestions, but those threads keep coming back.

>> No.6621979

>>6621964
/3/ is not your private graphic design firm.

>> No.6621993

>>6621979
its ok to admit you cant do it, anon

>> No.6621995

>>6621172
I feel like that's just a consequence of better and better color and brightness in displays as time passes. Earlier stuff necessarily had to be more vivid to look good with the technology of the time, or at least be distinct and not horrible looking. Meanwhile more modern stuff has the luxury of being allowed much more subdued while still having good visual fidelity.

>> No.6621997

>>6620232
He's right. There is essentially no reason use it outside of personal preference. Anything nurbs can do can be done as well or better by other means.
But if you want to use them, by all means go ahead.

>> No.6622007

>>6621997
Fuck off you clueless retard. NURBS are essential for engineering purposes, you fucker.

>> No.6622021

>>6621993
I don't even visit the board, you ugly bastard. Your stupid reverse psychology isn't going to work on me.

>> No.6622023

>>6622007
What about this thread makes you think we're talking about engineering?

>> No.6622027

>>6622023
He's just trying to defend his dying skillset.

>> No.6622028

>>6622023
Because I work in engineering, I don't care about your shitty games.

>>6622027
Fuck off poorfag zoomer you are nothing

>> No.6622030

>>6622021
:3

>> No.6622032
File: 167 KB, 612x554, istockphoto-517749059-612x612.jpg [View same] [iqdb] [saucenao] [google]
6622032

Pissant zoomerfags

>> No.6622036

i dont think ive ever seen /vr/ discuss nurbs until this thread and yet somehow everyone here is suddenly an expert on them

>> No.6622060

>>6622036
It's not really that complex. Just forming shapes based on splines instead of vertices and planes. Good for making smooth curves, but not great for texture and detail

>> No.6622062

>>6622028
>I don't care about your shitty games
then why are you arguing about games and their promo renders?
take your meds holy shit

>> No.6622067
File: 6 KB, 275x183, download.jpg [View same] [iqdb] [saucenao] [google]
6622067

>>6622062
Eat shit zoomie

>> No.6622086

>>6618098
looks like shit desu; thankfully I've fallen out of the hobby

>> No.6622090 [DELETED] 

>>6616174
This looks like shit. Get your eyes checked you delusional retard.

>> No.6622101 [DELETED] 

>>6622090
zoomy zoom zoom zoom trannyino!

>> No.6622182
File: 116 KB, 573x493, 1377381580331.jpg [View same] [iqdb] [saucenao] [google]
6622182

>>6621447
seeth, tranny.

>> No.6622201

I now believe there are just a dozen or so users in total posting on /vr/ and they are all highly autistic.

>> No.6622204

>>6622028
>Because I work in engineering, I don't care about your shitty games.
Hey! I think a lot of people are ripping into you and I think it's because you're lost. You're on /vr/! We talk about retro games here. This is a thread about 90s video game renders and whether or not modern games can look like them. It's kind of weird to be talking about industrial design and engineering using NERBS since that isn't relevant to the topic or the board! There must have been some misunderstanding, hope I cleared things up for you anon.

>> No.6622207 [DELETED] 

>>6622201
I nicknamed this guy the zoomer-rager, he comes into every thread and accuses everyone of being a zoomer and just has a total meltdown over everything. I do wonder what's up with him.

>> No.6622209

>>6622201
That's true, and I'm half of that dozen. I just switch voices to try and stimulate conversation here.

>> No.6622216

>>6622201
it's just two guys
you and me pal
i do it all for you

>> No.6622235
File: 66 KB, 500x365, interdog.jpg [View same] [iqdb] [saucenao] [google]
6622235

>>6622201
Pssst anon, I'm a dog.

>> No.6622248

>>6622201
today anon realized he's highly autistic. congrats, man. what will u do now?

>> No.6622256

>>6622248
Kill myself in an orgy of blood and fire

>> No.6622273
File: 15 KB, 210x240, 1513726566523.jpg [View same] [iqdb] [saucenao] [google]
6622273

This thread has some /x/ tier schizoposting

>> No.6622274 [DELETED] 

>>6622207
I nicknamed you the faggot zoomer tranny faggot zoomy zoom zoom zoomer

>> No.6622281

>>6622201
In fact it's all me. Alone.

>> No.6622429

>>6622273
I am the octopus

>> No.6622805

Bump

>> No.6622828

>>6622182

Catch aids plz.

>> No.6622831

>>6622207
I think it's a bot of some kind. It's extremely rare to see someone truly go full retard in such a specific, repetitive way, it just doesn't feel like there's a human intelligence behind it at all.

>> No.6622843
File: 36 KB, 480x390, 9174731eefe9020025d83a5546e1fc1f.jpg [View same] [iqdb] [saucenao] [google]
6622843

>>6622831
>inb4 reeeeeee zoom zoom zoom etc.

>> No.6622863

So anyway, yeah. Might be fun to have a game in that 90's CG promo style. Nurbs are kind of a pain in the ass to use, but poly's should be good enough with modern tech to make it close enough to that smooth that you won't notice without scrutiny

>> No.6622878

>>6617817
idk man Tropical Freeze does some super cool looking visual stuff

>> No.6622881

>>6617859
Games do look this good, and better. If all you're going to post is DK screenshots than obviously you're just totally sucked into the style and can't see past it. It has a certain chunky, computer-y uncanny style to it. Sly Cooper on the PS2 looks "better" or as good as this, and so does nearly any contemporary 3D game.

>> No.6622886

>>6618025
>why don't games look like house-style promotional artwork from 90s Nintendo games

This is so weird dude. The answer is: games look "better" than this and have for about a decade.

The alternate answer is what the guy above said: nurbs.

>> No.6622903

>>6621014
literally what the fuck is the topic of this thread you absolute retard
>duuuuuh huuuh this is a fake cg promo image

what thread are we fucking in nigger

>> No.6622905

>>6622863
You might as well just use polys and tesselation anyway. It' can pretty much be as smooth as your pixels can render. Especially if you're using the new UE's fancy tesselation.

Maybe I'll try to do a quick test scene to see if I can nail the look. Raytracing, tesselation, simple shaders, procedural textures and heavy bump maps...

>> No.6622916

>>6622905
>Raytracing
Do you even need that? I don't see any in the renders. Every component looks sectioned off, like they're lit by phong lights

>> No.6622930

>>6621045
I'm a zoomer and I actually had cataracts. The DKC render looks loads better because it's just in a better style. The cartoon characters here look cartoony. In the R&C image there's far too much realostic detail and it's also jot very vibrant at all. Ever since I got my lens implants I've always valued bright color because when I had cataracts thing began getting grayer and less colorful. Combine the underwhelming use of color with draft 1 sonic movie-esque detail and we have a recipe for an image that is better from a technical standpoint, but I'd much rather look at the DKC render because of its lass jarring style and better use of color.

>> No.6622935

>>6622930
Jesus, reading over my post here you can tell how big my fingers are compared to my keyboard.

>> No.6622965

>>6621045
One of the reasons why I love earlier games is that they didn't fuck up the visuals with tons of useless filters and effects making everything a blurry confusing eyesore. Everything about the top pic is clear, crisp and distinct whereas the bottom is just a mess, it makes me feel like I need to wash my glasses. The top pic also has a much better art style, the bottom just goes for realism and is boring and dull as a result.

>> No.6623087

>>6622916
You want it for the reflections. You could fake a lot of it with cube maps and shit, but that's not the same.

>> No.6623091

>>6621470
So, BallisticNG?

>> No.6623101

>>6622930
I was that person and you know what, good point. I think Ratchet and Clank really is technically more impressive, which we agree on, but artistically, yeah, there's something to DKC. I appreciate your perspective and trying to find modern games that look like that really is hard because people just aren't interested in making that sort of game anymore, the closest I could find was Ratchet and I can't disagree with your argument about color. It's kind of crappy really, I love vibrant worlds in games myself, it's why I always loved classic Sonic platformers.

>> No.6623151

>>6620451
IDK, I like this one, maybe it's not "truly authentic low poly as it was made back then" but it has pleasant palette and nicely clean look to it.

>> No.6623157

>>6623101
I think the essential problem is that video games have always been a mixture of technical skills and artistic vision, but as graphical capabilities increase and get more "realistic", the art side of the equation has been nudged aside. It would be like if every painter was trying to paint as photo realistically as possible, it becomes tiresome and diluted compared to the aesthetic potential of the medium. I don't want Banjo Kazooie to look like a real anthropomorphic bear with a real version of Kazooie in his backpack, I want it to look like a colorful fantasy environment that is seperate from reality. I don't want Mario 64 to be a 4 foot Italian man running through a field evading cannonfire like a war film. It has it's place and all but good graphics does not mean good aesthetic.

>> No.6623180
File: 377 KB, 1920x1080, ss_3a587d91e77224ca5138517863ff9459796094b2.jpg [View same] [iqdb] [saucenao] [google]
6623180

>>6616174
Fenimore Fillmore The Westerner was a 3D point & click game that didn't use polygones. And no, it wasn't the same technique as Estatica.
https://store.steampowered.com/app/503650/Fenimore_Fillmore_The_Westerner/
https://www.youtube.com/watch?v=3jPb0LcN3UQ

>> No.6623181
File: 331 KB, 936x1436, artrealism.jpg [View same] [iqdb] [saucenao] [google]
6623181

>>6623157

>> No.6623182

>>6623181
>artrealism
That is so beautifully and eloquently put - Thank you. Do you know where I could find that interview?

>> No.6623398

>>6618025
because overly sharp shadows, basic phong highlighting and flat ambient lighting was something we surpassed when everyone was joking about how dark Doom 3 was, and even that game looked better than these renders aside from its low poly count

>> No.6623453
File: 2.88 MB, 2444x3261, IMG_0144.jpg [View same] [iqdb] [saucenao] [google]
6623453

I keep this old colouring book around for this quality soulful art

>> No.6623528

>>6621391
>>6621397
>>6621404
VIDEO GAMES HIRE THIS MAN

>> No.6623532

>>6623180
God, that looks ugly as fuck.

>> No.6623683

>>6621180
>>6621306
>>6621889
you could probably brute force it like dkc did with their pre-rendering. you just use normal techniques to make the game, but make your textures look like this. come to think of it, you could probably make a custom doom wad with these custom textures.

worst case, you waste a heap of space with hi-res textures but use very little processing power

>> No.6623768

>>6621197
>>6621209
Its got ways to go in terms of the textures of things around mario as well as applying some of the effects we see in the renders but i really hope they keep this up.

>> No.6624056

>>6623532
So, like OP pic.

>> No.6624085

>>6623180
It may have used some alternative method to generate the geometry, but it definitely renders as polygons. Nurbs do too, which is why I can't understand why anyone would defend their use in vidya.

>> No.6624253

>>6622201
based and retropilled
retro players are autistic and very high IQ, they're few among humans

>> No.6624261

>>6622878
tropical freeze is a good game, but closer to a smartphone game than DKC in terms of visuals

>> No.6624325

>>6617869
this is server farm render stuff, a better comparison would be a recent pixar film

>> No.6624342

>>6617817
>once the games stopped looking like they never did it was dead to me
Epic

>> No.6624548

>>6616174
>Why is it that after 24 years we still don't have games that look quite like this?
Because prerendering especially back in the day, used raytracing. Modern games do not use raytracing and another problem are polygons.

>> No.6624551

>>6616485
>We've got real-time ray tracing now.
you wish you did. You don't it's only used for lighting and mirror effects. Not for rendering the whole scene.

>> No.6624561

>>6624551
>you wish you did. You don't it's only used for lighting and mirror effects
Explain to me what this ray tracing is that doesn't involve light rays

>> No.6624563

>>6624325
This was done on single desktop workstations.

>> No.6624568

>>6623180
this is awesome. I hate how all games nowadays worship fucking shit companies like nvidia.

>> No.6624573
File: 193 KB, 820x707, 1595264571430.jpg [View same] [iqdb] [saucenao] [google]
6624573

>>6624561
you want me to explain to you the difference between a light source and a trace to scan for a pixel on a transformed texture?

>> No.6624579

without voxels we will never get real 3d conversions of 2d games

http://atomontage.com/

>> No.6624586

>>6624548
Again: this was generated by a scanline-renderer, with (selective) raytracing functionality tacked on. A lot of older 3D packages did that due to speed.

>> No.6624620
File: 300 KB, 196x196, 2020-05-26_22-42-41.webm [View same] [iqdb] [saucenao] [google]
6624620

35lines raytracer written in the shit language called javascript. Even javascript without any grafik card support can do raytracing. Raytracing is the only true way to render.

35lines raytracer written in the shit language called javascript. Even javascript without any grafik card support can do raytracing. Raytracing is the only true way to render.

https://www.gabrielgambetta.com/tiny-raytracer.html

Keep in mind that this raytracer is running without any graphic card support in your garbage browser in a super slow language. Imagine rendering the same scene with polygons in your browser with the same effects and no graphic card

>> No.6624647

>>6624620
see >>6624586 for this specific case

>> No.6624721

>>6624586
It still uses raytracing which adds a lot to the style you pedant.

>> No.6624764

>>6616174
this looks like toy story wtf

>> No.6624772

>>6624721
*selective raytracing

>> No.6624836

Sorry, but could someone explain to me why OPs image is percieved as good or better than what we have now? The difference I see with these shots like DK is that they're often closer than cameras we have in games. If they were this close, we wouldn't be able to see where we're going. I recently played some Switch games on Yuzu and thought they were surprisingly good when upscaled.

>> No.6625358
File: 463 KB, 1920x1080, 59305793_10216620721369342_3424268358701285376_o.jpg [View same] [iqdb] [saucenao] [google]
6625358

Magic

>> No.6625375

When normal autism isn't strong enough you need whatever you guys are doing here

>> No.6625394

>>6625358
SOUL

>>6625375
soulless

>> No.6625415

>>6622881
>If all you're going to post is DK screenshots
mario 64 promotional renders dont seem nearly as plentiful as dk renders
mario rpg promotional renders would be nice to have too

>> No.6625419
File: 26 KB, 500x460, 1494642167204.png [View same] [iqdb] [saucenao] [google]
6625419

>>6625375
t.

>> No.6625442

>>6624836
>Sorry, but could someone explain to me why OPs image is percieved as good or better than what we have now?
Because realism is boring and while the way they did things back then was clearly due to technological limitations it has evolved into it's own art style that many people find unique, mysterious and appealing.

>> No.6625586

>>6625358
It's kinda neat just how much better DK3 looks than DK1. Like they really nailed down the palette and style as they went.

>> No.6625589

you're not complaining about games looking as "good" as 90's pre-rendered CGI promotional artwork, you're just bitching about soul

>> No.6625617

I make the dookie. You eat the dookie?

>> No.6625712
File: 1.97 MB, 480x360, 1592167143929.gif [View same] [iqdb] [saucenao] [google]
6625712

>>6621294

>> No.6626079

>>6625415
Mario RPG has the coolest renders, shame there aren't more of them, I mostly just see character renders.

>> No.6626101
File: 380 KB, 2250x1800, fdmv2bmy8t811[1].jpg [View same] [iqdb] [saucenao] [google]
6626101

so long gay bowser

>> No.6626119
File: 1.09 MB, 2048x1466, DdjbhfgVAAAymkq[1].jpg [View same] [iqdb] [saucenao] [google]
6626119

>>6626079

>> No.6626124
File: 1.03 MB, 2048x1480, DdjbhfeV4AAQpCW[1].jpg [View same] [iqdb] [saucenao] [google]
6626124

>>6626119

>> No.6626148
File: 209 KB, 640x360, exile-03.jpg [View same] [iqdb] [saucenao] [google]
6626148

The Myst series pretty much did though. Sure, the backgrounds are static primarily but they're still pretty much a game that looks like what you describe.

>> No.6626150

>>6626101
those little squiggly realistic veins in bowser's eyes

>> No.6626445

>>6620451
low poly doesn't mean low textures, it should be the opposite and is the reason why some low poly looks good

>> No.6626447

>>6626101
>>6626119
>>6626124
>>6625358
>>6623453
oh look, it's this retard again

>> No.6626487

>>6626445
>What was Virtua Racing and Flat Gouraud in general

>> No.6626832

>>6626487
>What was Virtua Racing
a proof of concept

>> No.6628502

>>6624342
fucking lol

>> No.6628503

Bump

>> No.6628542

>>6628503
sage

>> No.6628802

>>6628542
Well aren't you nice

>> No.6629306

>>6621045
>screenshot a cinematic from a ps5 game
>captured on ps5
lol

>> No.6629309

>>6616391
a lot of gamecube games took this approach. thats what gave everything that plastic look.

>> No.6629328
File: 2.93 MB, 1920x1080, starwarsRTX.webm [View same] [iqdb] [saucenao] [google]
6629328

>>6629306
I know it's a retro board but you haven't been paying attention have you? That isn't even particularly impressive for real-time graphics in 2020, not sure why you're skeptical. If you have the video card, download a demo yourself and see.
https://www.nvidia.com/en-us/geforce/news/atomic-heart-justice-reflections-nvidia-rtx-tech-demo-downloads/

>> No.6629352
File: 182 KB, 800x734, w_flintstones_1_1cr2_800s[2].jpg [View same] [iqdb] [saucenao] [google]
6629352

>>6621045
View-Master

>> No.6629359

>>6629352
I'd love to play a game that looks like this.

>> No.6629361

>>6622930
>>6621172
Yep. We need more colour. Even looking at this:
>>6629328
Yeah, it's technically good, but let's put that tech to more creative and vibrant use!

>> No.6629374
File: 117 KB, 268x188, file.png [View same] [iqdb] [saucenao] [google]
6629374

>>6621293
>there wasn't really any of those on gamecube/ps2/etc
PS2 games pioneered the whole 'tint the screen then slap bright lights on top' thing 7th gen done. MGS3 was another, and dare I say the progenitor of 7th gen's piss filter and bloom fetish.

>> No.6630451

>>6629374
this is colorful, nothing wrong with it, I'm referring to hideous white bloom that makes everything looks the same, maybe default unreal engine presets? don't know but there's some kind of shit artstyle cancer making everything looks soulless that spreads in most games nowadays

>> No.6630558

>>6626119
>>6626124
Is there such a thing as too much soul?

>> No.6630605

>>6616174
Better question: though we definitely have the tech for it, why is nobody making games that play like 90's CGI cutscenes in real time?
https://www.youtube.com/watch?v=eWQYJUTO4XE
https://www.youtube.com/watch?v=JujtlsiqZ-E
https://www.youtube.com/watch?v=hoSqDtky0pU
It's just using outdated shaders on everything, and intentionally using stiff non-skeletal animation with terrible spacing and timing, and models divided into multiple chunks.

>> No.6630636

>>6630605
because games are big money and doing this is risky, it might come when the 90s generation grows up more

>> No.6630649

>>6630605
I have seen some games like that on itch.io. Indie scene right now is pretty fantastic, almost no one plays those games but they're really great and interesting. But yeah you're not gonna see that in big studio-developed games.

>> No.6630672

Besides of the rounded surfaces, I think another thing that looks good on those renders is that they use an interesting lighting which makes the colors very strong and the settings look like little dioramas. A lot of modern games, even the latest Nintendo releases, use that realistic light that kind of make alll games looks a bit desaturated and samey.

>> No.6630948

>>6630672
not just a bit

>> No.6630960

>>6616206
>>6616226
It can be done today now that we have better lighting techniques. It's just not done because its a kind of anachronism--top shelf real time lighting on low poly models with rudimentary textures. It would take someone to deliberately aim for that target for artistic purposes.

>> No.6631296

>>6629374
I thought that was more a continuation of the coloured lighting fad that cropped up in the late 90s that platforms like the N64 loved to use

>> No.6631357
File: 567 KB, 1065x700, 1507067430847.jpg [View same] [iqdb] [saucenao] [google]
6631357

>>6619670
>that's why DK's fingers look weird

They don't look that.....hmmmmm. Yeah that's pretty fucked up.

Also

>get your fucking hand out of my eye you idiot

>> No.6631430

>>6620076
but the lighting sucks

>> No.6631670
File: 265 KB, 1366x768, E52406E7-44D3-4379-87B2-262835449044.jpg [View same] [iqdb] [saucenao] [google]
6631670

>>6619670
I fon't think DKC is the best example. OP's argument though holds a lot of water if we bring up the games that really made 90s renders shine. I'd love seeing something like this done in real time even if it requires the models and textures to be intentionally "worse" than can be done on modern consoles.

>> No.6632164

>>6625419
Not that guy but this is me too.

Fuck I always hated cg renders. I thought they looked awful.Doc, reboot, that transformers where they were animals, toy story. I hated all of this shit through the 90s and 2000s.

>> No.6632225

>>6620451
draw distance way too high, differing refresh rates for screen update, poly rendering, and sprite animations, resolution way too high. no affine texture warping or smudge/soft style texture mapping. looks literally nothing like anything retro at all.

>> No.6632335

>>6632225
Idunno, interstate 76 on a really good computer, like a voodoo 5

>> No.6632591

>>6621317
what's really schizo is thinking the ps2 isn't retro

>> No.6632707

>>6621279
What's this from?

>> No.6632772

>>6632335
this cracka know what's up

>> No.6632825

>>6620230
WHOOO?

>> No.6632949

>>6632591
t. zoomer

>> No.6632975

>>6632591
Everything. PS2 is 20 years old and has been retro for quite some time.

>> No.6632984

>>6616174
Are you like one of those retards that says games haven't surpassed the movie toy story yet.

>> No.6633070
File: 169 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
6633070

youre a fucking idiot nostalgia glasses boomer if you think this looks worse than the janky NURRRRB renders

>> No.6633078

>>6633070
this doesn't look at all cleaner

>> No.6633138

>>6616485
Looks like someone spent 100 hours making nothing but a couch, meanwhile no complex Goomba AI like N64 which was self-learning

>> No.6633159

>>6633070
Why is this jpeg so blurry?

>> No.6633160

>>6618098
Absolute shite

>> No.6633520

>>6621327
https://www.youtube.com/watch?v=GVm35BlstjY

>> No.6633526

If you took an id tech 4 game and ran a subdivider on every single model, you'd get the look of DKC/Mario prerenders

>> No.6635069

>>6633138
That's exactly the type of shit that happens today. They forget to program the actual game stuff.

>> No.6635130

>>6616226
What's written on Donkey Kong's face?

>> No.6635164

Here's what you want

https://forums.unrealengine.com/unreal-engine/marketplace/123571-procedural-nurbs-curves-and-surfaces

>> No.6635356

>>6633138
>>6635069
That was actually just used for an Architectural Visualization portfolio, not for gaming. The point was to demonstrate that the tech is there to pull this off in real time, not that someone specifically made the dumb smooth ape render in real-time.

>> No.6635707
File: 802 KB, 631x469, file.png [View same] [iqdb] [saucenao] [google]
6635707

>>6635164
>scroll through screenshots
>find one with 'knot editing'
>'knot'

>> No.6635785

>>6621889
well the new ue5 tech seems to make technology like nurbs essentially obsolete, as it seems capable of near 1:1 polygon to pixel density

>> No.6636018
File: 1.49 MB, 1920x1080, smo486.png [View same] [iqdb] [saucenao] [google]
6636018

>>6620696
>he doesnt know

>> No.6636135

>>6622201
TFW you're the same person who spends 14 hours a day on /vr/ and keeps replying to this post but you're using different IPs each time

>> No.6636161

>>6617781
Looks identical to me

>> No.6636185

>>6621045
Every inch of the top picture is full of rich, graphical storytelling. Wherever you look, that's what you see, something to intrigue and entertain. The bottom picture? Not so much, aside from the main characters (which by the way seem to have no personality beyond "I'm a scary thing that eats things" and "oh no I don't want to be eaten") there is no storytelling to be found. You just see blur, more blur, and bits of tree. Anyone able to find enjoyment in the second image would have to be very unintelligent in my personal opinion.

>> No.6636645

>>6616174
>>6616226
These probably took days to render, would take at least an hour or so even today.

>> No.6636968

>>6636645
Nope. All this is stuff done on individual workstations. At print resolution you looking at something around 6 to 8 hours.

>> No.6637057

>>6636968
Either way, you can't exactly render this at 30fps, or even 10fps.

>> No.6637167

>>6616206
>>6618190
>>6618025
Lets see:
1. NURBS vs polygons. Really whatever
2. Quality of the reflective shaders are awstriking
3. Most modern engines focuses on very different things than RAW image fidelity via rendering

The core flaw is that sharp shadows are ignored for hyperrealism, where blurry questionable light systems are preferred to sharp stencil shadows for a global illumination system.
There is similar trends on reflection, where the goal is to do it fast, instead of giving the reflection any quality.
Finally there is a lot of focus on textures. For these old renders you generally can't make a texture, you need assign NURBS shapes with different materials to give that illusion. Things like skin tone is just tiled everywhere, and the shape must fully give the illusion that it looks decent. Which is a very dfifferent approuch compared to texture atlases, megatextures or any of the modern methods.


I think a modern render engine could do something similar realtime, but it would mean ditching a lot of advancements/tech that is currently used to make the current "next gen" look slightly unique compared to its current gen.

>> No.6637176

>>6616497
What the fuck are you talking about

>> No.6637294

>>6636185
It's the opposite actually.
Top picture: No urgency, no motivation, all characters have the same stupid smile on their face. They could be marching in a parade for all we know. You have a small dumb-struck beaver in front of a mounted rhino, so they must not be running from anything. If you weren't familiar with the game, you'd have no idea what this was about.
Bottom picture: Actual emotion communicated with facial expressions. Sense of urgency and motion. We can tell something fast is going on. We don't need to know the characters to understand their motivations on a basic level. And why is that? Because the bottom picture has more story telling.

>> No.6638132
File: 552 KB, 800x800, what does it mean.png [View same] [iqdb] [saucenao] [google]
6638132

>>6616226
What does it mean?

>> No.6638191

>>6638132
It's the opposite side of the magazine page bleeding through the scan.

>> No.6638212

>>6616174
Because the real time raytracing is a fucking bitch. These renders took ages to render for just images on SiliconGraphics hardware that was specifically crafted to render these images as fast as possible with the fidelity they do, and even then it put them out at this tiny resolution.

I'm not a programmer or a modeler but I believe you'd need some really solid bump mapping, PBR, Screen Space Reflections, and so on. I think your best bet would be Unreal Engine 5 as 4 had most of those baked in, and 5 looks to have even better optimized versions of those.

It's possible, the tech is like just at our fucking fingertips, but performance will be a bitch. I say wait a bit until RTX becomes something that's cheap and affordable for almost every price range outside of bottom of the barrel low.

>> No.6638237

>>6616174
Silicon Graphics was lightyears ahead of it's time, hence why their computers could cost as much as $500,000

>> No.6640317

>>6638132

deepest lore!

>> No.6640505

>>6620451
looks like if gta was modded by the brazilian community

>> No.6641549

>>6621751
>amiibos
Oh gross
You could have at least said jakks pacific

>> No.6641558

>>6638212
>nigga believes the unreal engine meme
Anon...

>> No.6643072

>>6618071
Can you name some examples? I believe you, I'd just like to see for myself so I can seek them out.

>> No.6643106
File: 76 KB, 650x450, LinearRendering-Infinite3DHeadScan.jpg [View same] [iqdb] [saucenao] [google]
6643106

>>6616226
>>6616174

>> No.6643118
File: 110 KB, 1000x750, Firstfear.jpg [View same] [iqdb] [saucenao] [google]
6643118

>>6643072

>> No.6643192

>>6616174
I just want Nintendo to make this Mario game and make it an increasingly difficult series of Sunshine FLUDD-less challenges. No 0-difficulty moon hunting soijak shit, fuck Odyssey was so disappointing.

>> No.6643413

>>6616391
SONY is holding the industry ever since the PS2 era.

we lost POM because PS3 couldn't handle it, and sony did the same to PS4 hardware