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/vr/ - Retro Games


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File: 55 KB, 682x426, palette.png [View same] [iqdb] [saucenao] [google]
9445560 No.9445560 [Reply] [Original]

Why were most of the 8-bit palettes in classic shooters devoid of any cyan? Was it an attempt to differentiate themselves from Wolfenstein 3D which had the weird idiosyncrasy of making all metal cyan?

>> No.9445562

It's a shitty color.

>> No.9445579

Blue is the hardest color for the eye to resolve. So they probably avoided it since early 3D was already pushing the limits of visual clarity. Also, the style at the time was for everything to be "gritty" because muh Doom. So grey, brown, red, etc were considered much more important.

>> No.9445591

>>9445579
>Blue is the hardest color for the eye to resolve
You're going to need to elaborate on that. Are you only talking about primaries? because Yellow or pure 65k white absolutely steals the show.

>> No.9445593

FPS has to be muddy, always has, always will be.

>> No.9445594

>>9445591
He's saying it's more difficult for the human eye to discern subtle differences in shades of blue. In contrast, green is the easiest one.

>> No.9445613

>>9445591
He's alluding to the fact that there are physically fewer blue cone receptors in the human eye compared to red and green.
Cyan has plenty of green, though, so that argument makes no sense.

>> No.9445623

>>9445560
>the autistic blue palette
>huge amount of reds but they become brown in darkness
what did doom mean by this?

>> No.9445629

>>9445623
That main red column has the same saturation and hue throughout.
Also, brown isn't really a true color.
https://youtu.be/wh4aWZRtTwU

>> No.9445631
File: 6 KB, 320x200, 2646586-cga-mi.png [View same] [iqdb] [saucenao] [google]
9445631

>>9445560
I'd say it's mostly a natural reaction to the widespread limitations of the CGA palette.

>> No.9445796

>>9445631
Soul

>> No.9445809

>>9445631
>"art direction"

>> No.9445929
File: 121 KB, 640x400, CGA_vs_gaussian.jpg [View same] [iqdb] [saucenao] [google]
9445929

>>9445631
I think you are right.
But CGA + interlacing is still a very different beast compared to just CGA.

>> No.9445948

>>9445629
Based Technology Connections appreciator

>> No.9446209

>>9445562
I hope you get raped.

>>9445809
I can promise you that the artists who worked on that game were wishing and hoping deeply that as few people as possible had to see their work in CGA mode. It was the absolute Poverty Vision at the time.

>>9445594
Interesting. I do recall someone finding some thing in some old iD developmental material, by either Adrian Carmack or Kevin Cloud grumbling some about having to work with deep blues during Wolfenstein 3D's development, probably while they were still developing for EGA, before moving to VGA.

>> No.9446225

it's not a natural color. those games all had art styles mimicking real life, earthy tones, metal, blood.

also cyan is fucking ugly

>> No.9446319

>>9445560
Simply ask yourself the question 'What has to be cyan?'

The answer is 'nothing'. Anything you can think to depict in cyan will work in pale blue or green, so when you have to specify a limited color palette, cyan is a likely color for the chopping block.

It's an unimportant color and you don't notice its absence.

>> No.9446338

>>9445631
Why did CGA games never use the more appealing yellow green red?

>> No.9446397

>>9446209
You know who likes cyan? Gay niggas. GAY niggas.

>> No.9446430

Does anyone else think the earth tones work for Quake?

>> No.9446435

>>9446430
Yeah brown goes well with shit.

>> No.9446442

>>9445560
would there be a way to use one of these palette as a filter for random pictures?

>> No.9446446

same reason modern shooters dont have cyan, its ugly.

>> No.9447146

>>9446446
Doom 3, if you can call it modern, went all in with cyan, and I like it.

>> No.9447181
File: 400 KB, 670x803, 12539.png [View same] [iqdb] [saucenao] [google]
9447181

>>9445560
Marachads win again

>> No.9447182

>>9447146
never played, but from screenshots, this only looks to be partially true. im not saying you cant make it work, but most of the time it just looks weird and cheap. you never see wolfenstein cyan in nature, so its a naturally unappealing and artificial-looking color, even moreso than most unnatural colors for reasons i cant quite pinpoint.

>> No.9447257
File: 6 KB, 192x192, pal.png [View same] [iqdb] [saucenao] [google]
9447257

Made my own palette.
Thoughts?

>> No.9447281

>>9446338
No whites.

>> No.9447347

>>9446338
Can't you just switch it to that?

>> No.9447349
File: 784 KB, 1440x1215, EDjvp0PXoAYfj4M.png [View same] [iqdb] [saucenao] [google]
9447349

>>9446430
Yes.

>> No.9447353
File: 212 KB, 1465x491, 4111.png [View same] [iqdb] [saucenao] [google]
9447353

>>9445560
Cyan was transparency in Doom sprites. Dunno why they picked that color specifically

>> No.9447359

>>9447353
No, it wasn't. Usually colour #0 or #7 was used as transparent in Doom. Therefore the actual colour value is meaningless, and those colours in PLAYPAL don't even correspond to cyan.

>> No.9447363
File: 380 KB, 1920x1200, redfvgfdg.jpg [View same] [iqdb] [saucenao] [google]
9447363

>>9447182
You do see those kinds of colors in nature though.

>> No.9447368
File: 8 KB, 320x200, meat2.png [View same] [iqdb] [saucenao] [google]
9447368

>>9447353
This is an artifact of third party editing programs, the actual color they used for transparency when making Doom was this pale red color.

>> No.9447369

>>9447359
My bad, it was just the color most editors used as transparency

>> No.9447398

>>9447257
Grayscale amounts to 5-bit luminance, which is exactly what you get in 16bpp games. The other colors should be weighed based on matrix coefficients, so blue should only have 4 shades. For even better results, the gradients should be based on the PQ curve.

>> No.9448710

>>9447363
Why does cyan often get lumped together with blue when green supposedly is far more detectable by the human eye?

>> No.9449626

>>9445562
Based.

>> No.9449649
File: 122 KB, 1024x768, thief.jpg [View same] [iqdb] [saucenao] [google]
9449649

>>9445562
>>9446225
>>9446397
>>9446446
Cringe.

>> No.9449652

I don't blame anyone who probably played and developed stuff using CGA graphics for wanting to get as far away from cyan and pink as possible.

>> No.9450870
File: 378 KB, 552x360, gnfos.png [View same] [iqdb] [saucenao] [google]
9450870

>>9446397
Nigguh r u color blind?

>> No.9450883

>>9449649
Look at that gay nigga groping a man's unconscious body

>> No.9451584

>>9445562
fpbp

>> No.9451597
File: 146 KB, 1280x720, 1669693313081.jpg [View same] [iqdb] [saucenao] [google]
9451597

remember Citadel?

>> No.9451674

>>9447257
You're going to have a very garish looking game because of how much space you're dedicating to shading seven particular colors, plus the other colors you're using don't cover a lot of stuff. What kind of environments are supposed to be in a game using this palette? You can't do fantasy because you don't have colors for wood interiors. You can't do sci fi because you don't have colors for metallic interiors.
A color palette shouldn't try to be representative of the millions of colors we can see, it should focus on the necessary colors to depict its game's subject matter. Some games should have lots and lots of greens and only a few, bright blues and purples because they take place in forests. Other games should do a lot more red because they take place in hellish environs. And any game that limits itself to 256 colors shouldn't ever dedicate itself to 16 shades of #xx0000 or 32 shades of gray because you're just wasting space!

>> No.9452035

>>9451674
>And any game that limits itself to 256 colors shouldn't ever dedicate itself to 16 shades
Actually, that's the perfect number.
The Atari Jaguar could do 65536 colors and dedicated itself to 256 shades of its various chromacities. The RGB model privileges chrominance over luminance and is a source of inefficiency. The Quake palette closely represents an ideal distribution by having a median of 16 shades of nearly 16 hues, though it could be improved by taking BT. 709 matrix coefficients and sRGB transfer characteristics into account. As it is, blue is vastly over-represented.

>> No.9452180

>>9446430
I unironically believe Quake to be one of the most aesthetic games ever made.

>> No.9453251

>>9445591
No, it's true.
Blue is less sharp.
Watch a concert when the stage is illuminated by blue light.
It also depletes your natural night vision too.
Blue is also more easily scattered in atmosphere such as haze.

>> No.9453324

>>9447257
>>9447181
does anyone know if i can extract a palette from a build game to make a filter in gimp to apply to random pics?

>> No.9453557
File: 823 KB, 1440x1165, quake colors.png [View same] [iqdb] [saucenao] [google]
9453557

>>9452180
I love the dirty and grimy dark gothic dungeons in that game. The textures are gorgeous.

>> No.9453591

>>9446397
>>9446338
https://youtu.be/niKblgZupOc?t=392
Because the third mode don't blend like the bright magnenta+cyan do.

>> No.9454843

>>9453557
dat palette

>> No.9454858

>>9453557
Is that stained glass really the only deep blue in Quake? Seems extreme to dedicate an entire palette row to that, but then not have one single cyan.

>> No.9455542
File: 47 KB, 530x600, p220-4a.jpg [View same] [iqdb] [saucenao] [google]
9455542

Cyan hasn't even got much range in the RGB color space

>> No.9455554

>>9455542
None of the colors have any range, because they all use gimped sRGB primaries.
I have a professional wide gamut Dell screen, and it makes any conventional red look orange.

>> No.9455570

>>9455554
how does entertainment looks "in general" on it?

>> No.9455581

>>9455570
I played some modern console games on it. Even though it's technically inaccurate, some of those color correction filters make the games look dull, and this monitor fixes that.
But more on topic, it has an sRGB mode as well, and an accurate one at that, so I can see the difference with the flick of a switch.

>> No.9455591

>>9455581
>ome of those color correction filters make the games look dull, and this monitor fixes that
i wish consumer screens offered the option...

>> No.9455604

>>9455591
If they are HDR, they most likely do.
I don't have one myself, but HDR is supposed to be paired with a very wide gamut.
Then again, many HDR monitors are completely ordinary displays with the only difference being that they have some internal logic to accept HDR signals.

>> No.9458253

>>9452180
Did you play Arcane Dimensions? It and the new episode they made with the rerelease both have great art.

>> No.9459217

>>9454858
I don't think cyan would have looked better for that stained glass window. As for if it's the only blue of that shade, I think it actually is, nothing else comes to mind, though Quake famously was an absolute balderdash during development (the original concept was an open world fantasy RPG), so it's possible that this stark blue range had more use and purpose at some earlier stage of the game's conception.

>>9458253
Not him, but I played it a couple few years ago and fucking loved it. I'll make sure to update it next time I get my Quake urges.

>> No.9460815

>>9445562
I should kill you.