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/vr/ - Retro Games

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4652182 No.4652182 [Reply] [Original] [archived.moe]

>> No.4652183

>this kind of graphics will never come back

>> No.4652194

You're underestimating hipsters.

>> No.4652230
File: 2.97 MB, 830x466, mansion of hidden souls.webm [View same] [iqdb] [saucenao] [google] [report]

i'm underestimating their programming abilities maybe. it's easier to use a modern 3d engines with pre-made models i suppose because the age of 90s 3d isn't coming back yet

>> No.4652246
File: 939 KB, 800x457, 1505605444542.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4652515
File: 1.25 MB, 498x197, saria.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4652520

please don’t use “aesthetic” this way

>> No.4652524
File: 163 KB, 800x700, floatingrunner.jpg [View same] [iqdb] [saucenao] [google] [report]

Good. Untextured polygons looks much better than the low res trash.

>> No.4652532
File: 1.31 MB, 500x700, could-it-get-more-aesthetic-holy-shit.gif [View same] [iqdb] [saucenao] [google] [report]

This, hipsters are professional consumers with a sad little crust of supposed creativity. You can do crappy pixel art and pretend it's a style, but making crappy 3D look intentional is more difficult

>> No.4652538

these are just shitty old graphics, with no clear art direction (except muh animu for the latter).

these are great graphics, which show how beautiful scenes the psx could show. the art direction is top notch, and there's great consistency. what the rendering techniques of the psx does is basically creating an intricate 3d environment, but with a 2d pixel art feel to it. 3d doesn't get prettier than this.

>> No.4652609
File: 479 KB, 798x456, 1509895296949.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4652695
File: 729 KB, 800x578, 1509582273404.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4652701
File: 825 KB, 800x472, 1512596191749.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4652703
File: 1.59 MB, 500x648, 1466374642276.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4652720


Just picked this up for $9 at the Local Retro Store™. They had their first sale ever, buy 2 get one free. I got Critical Depth, Tiny Tank and The Bombing Islands for $18 total. Not the best price but I got to play it the same day I bought it.

>> No.4652906
File: 1.97 MB, 320x240, Sonic Jam.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4652913

These all look very much like Shenmue for the Saturn (except the last one). What are these from?

>> No.4652923

Most of them are from Tenchu.

>> No.4652928

Guess I never took the time to appreciate how that game looked. Thanks for the info

>> No.4652935

Saturn Shenmue could have been the pinnacle of low res 3D, sadly we only have a short bad quality video.

>> No.4653072

they don't have the talent for it

>> No.4653206

Nobody seriously noticed this is from Sonic Adventure 1?

>> No.4653215


>> No.4653303

whats wrong with that? 98.

was this the first console to do textured 3d?

>> No.4653306
File: 1003 KB, 320x224, Metal Gear Solid.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4653310
File: 1.58 MB, 352x224, sega rally delta.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4653312
File: 1.87 MB, 352x240, christmas nights gillwing.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4653358

Couldn't they just aim to limit the number of polygons to suit as well as the resolution of textures they use?

>> No.4653381

>This, hipsters are professional consumers with a sad little crust of supposed creativity. You can do crappy pixel art and pretend it's a style, but making crappy 3D look intentional is more difficult
The problem is devs are lazy nowadays. They're too fucking lazy and cheap to take the time to LEARN and instead put out garbage. I'm a brainlet indie dev working on a lowpoly platformer game (i know, i know), but at least I understand this and can learn from the mistakes of othet brainlet devs.

>> No.4653468

Are you the guy with the game based off Mario 64 engine with a little dude with a sword?

>> No.4653536

Fuck yes I loved this game. Lunacy/Torica by the same company was even better

>> No.4653550

>MS Paint spray can

>> No.4653592
File: 701 KB, 1280x720, LSD.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4653692

No, sounds neat. I'm making a spiritual successor to Tomba 2.

>> No.4653709

I would really prefer if you'd be quiet

>> No.4653785

Ah, a fellow memer!

>> No.4653831


>> No.4653861
File: 1.95 MB, 500x466, goe_Yae.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4653865
File: 1.01 MB, 452x325, unnamed.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.4653886
File: 400 KB, 640x480, nightmare hospital.gif [View same] [iqdb] [saucenao] [google] [report]

That's a little harsh. Remember these were games were cutting edge tech back in the mid-'90s, made by studios of artists who were being paid for their work. Anyone doing this kinda stuff in the 2010s is doing it by themselves for free as a labor of love

>> No.4653914

that's the thing, it's not just about using less polygons or resizing textures to a smaller resolution

>> No.4654056

It might be harsh, but it's the truth.

>> No.4654120

Where the fuck did that Christmas tree come from?

>> No.4654240

Ye Olde DLC

>> No.4654764

OwO what's this?

>> No.4654785

I have a vision of a game with this kind of graphics that isn't pretentious, if I ever stop being useless.

>> No.4654829

a guy on /co/ made em a few years ago, ps1-esque renders of stuff from Steven Universe. He did a bunch of really cute renders of the characters but I could only find these spooky renders of the nightmare hospital episode

He managed to nail the PS1 graphic style really well, his Pearls looked like they could've been in Megaman Legends

>> No.4654837

DLC for Sonic Adventure 1 on the Dreamcast? Never heard of DLC for it.

>> No.4655286

2 had some, as well.

>> No.4655301


Best bet to recreate some of this early 3D aesthetic is to develop for these platforms. Like, making ps1 / dreamcast games. But why? DC is sorta viable still for weird niche releases (almost guarantees you press at least), but if you have programming / design/ art direction chops it makes much more sense just to use Unity or whatever

>> No.4655309
File: 30 KB, 126x300, aurora1.png [View same] [iqdb] [saucenao] [google] [report]

I wish this would have gotten finished. It was made with Game Maker 7 of all things.
The guy rebooted the project in unity for a bit, but removed the low poly aesthetic and went from an acceptable amount of furry to full furry.


>> No.4655325

why is it that so few Saturn games have lighting? Panzer Dragoon and the Shenmue demo prove it could transform a polygons on the level of at least the N64.

>> No.4655332
File: 643 KB, 500x389, spyrogems.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4655352

I knew it was from Sonic Adventure 1. It was from back when there was a Xmas event and I think you had to connect to Dreamcast broadband in December to trigger it. It's been a long time so I forget how truthful that is though

>> No.4655354

Just set the console date to christmas and you're good. Sonic even has a little hat too.

>> No.4655359
File: 1.61 MB, 500x633, despasito-god-bless-the-ring.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4655440

yeah torico is great. i didn't find it in stores back then and had to play it recently and i'm sure i would have had great memories of it. Mansion isn't as good but I like how weird it is. also the prequel on Mega CD is far more complete and quite good.

>> No.4655443
File: 324 KB, 512x288, tumblr_n7u1ynWDCm1rmpiq0o1_1280.gif [View same] [iqdb] [saucenao] [google] [report]

no idea what this is from, btw

>> No.4655539

How about some aesthetic rpgs?

>> No.4655626
File: 45 KB, 704x527, St.Ark.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.4656356

Why did they take 3D out of Gamemaker?

>> No.4656438

Developers outside of the official Sega teams could never really get to grips with the hardware and truly push it.

>> No.4656525
File: 56 KB, 180x150, mintring.gif [View same] [iqdb] [saucenao] [google] [report]

I think this game has some of the best character animation from the era, it's all so lively and charming.

>> No.4656552

low-poly will be the "in" thing in a couple of years, you just watch

>> No.4656708 [DELETED] 

i would be happy if this became a trend. what's that game?

>> No.4656774

Looks more like early 90s modeling. The crisp resolution and color variety didn't exist then though.

>> No.4656776 [DELETED] 

I'd it rendering resolution as well? Screen resolution? Or are you saying something harder to quantify?

>> No.4656779

Is it rendering resolution as well? Screen resolution? Or are you saying something harder to quantify?

>> No.4656894

Don't have a gif, but this should be good too.

>> No.4657197

It's also much about the rendering techniques. The way shading and lighting works. And there's stupid shit like emulating the jittery geometry of the PSX which looked terrible or mapping textures into 3d space incorrectly.

There's a lot of shit that goes into actually emulating these styles instead of just doing "retro lowpoly 3d".

>> No.4657207
File: 1.14 MB, 2048x900, holy fuck balls.jpg [View same] [iqdb] [saucenao] [google] [report]

I think the 3D NDS look upscaled to 4x looks fine as it is. There's nothing to gain from emulating a lack of Z-buffer or affine texture perspective etc. That just looks like shit.

>> No.4657224

I agree that most of it just makes it look worse but there's definitely potential in exploring earlier or simpler 3d art styles. Though I prefer it being done with modern shading and lighting techniques. There's a difference between emulating a style and emulating the hardware shortcomings of something like the PSX.

>> No.4657337
File: 2.96 MB, 800x600, lost ruins 800x600.webm [View same] [iqdb] [saucenao] [google] [report]

>Is it rendering resolution as well? Screen resolution?
no, that's irrelevant

most important is getting the polygon topology right

>It's also much about the rendering techniques. The way shading and lighting works.
not really the biggest concern

>And there's stupid shit like emulating the jittery geometry of the PSX which looked terrible or mapping textures into 3d space incorrectly.
that would be just try-harding and missing the point

>> No.4657560

>jittery geometry
That's due to the PS1's lack of a Z-buffer, isn't it? Then that might be more of a subjective matter. I completely get why it would be expected when emulating graphics of that gen, but like
>>4657207 pointed out, at that point you're just making it look ugly for three sake of nostalgia... Then again that's exactly why we're interested in this style, isn't it. Hmm.

To Z-buffer or not to Z-buffer?

>> No.4657612


You're looking at Sega Rally, an arcade port.

The devs prioritized a higher framerate over advanced lighting effects.

>> No.4657680

what game is that?

>> No.4657689

soul blade

>> No.4657696

i had a feeling it was soul blade. haven't seen the game in ages though.

>> No.4657698

It's Bushido Blade, not Soul Blade.

>> No.4657708

thx again, actually had forgotten about that title altogether.
thinking of soul blade now, isn't that one of the first games that got released for home consoles (psx) where the console version was clearly superior to the arcade game? i think it had like near perfect gameplay and a ton of new features added in.

>> No.4657732

I dont ever remember a christmas tree in aonic adventure. Did that have to do with the system clock?

>> No.4657778
File: 2.49 MB, 320x200, Blood voxels.webm [View same] [iqdb] [saucenao] [google] [report]

I loved the voxel models in the Build engine games.

it's insane how good they look, and how much information they manage to convey. it's essentially a form of photorealism. it really makes you think how 3d games could have looked today if the voxel trend and caught on.

>> No.4658007
File: 1.67 MB, 500x300, 1470173024514.gif [View same] [iqdb] [saucenao] [google] [report]

Good times..

>> No.4658025
File: 315 KB, 500x286, 9f6zcKN.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4658027

Thanks. Also this blows my mind. Played it on DC when I was a kid. Good game. Still find it charming

>> No.4658114
File: 12 KB, 400x141, affine vs perspective correct texture mapping.jpg [View same] [iqdb] [saucenao] [google] [report]

>That's due to the PS1's lack of a Z-buffer, isn't it?
No it's because of them using integers for vertex positions so as they move rounding their positions would make them flicker between two integers which got shit like this >>4655359 or this >>4652701 to happen. Look at how the geometry on the characters flickers.

The lack of a Z-buffer (also called a depth buffer) causes things to draw in wrong order sometimes and apparently made it a nightmare to make game levels for the console. You could have two things on top of each other and flicker because it would constantly change which was drawn first.

The console also used what is called affine texture mapping which caused distortion problems on the textures.

>> No.4658118

The main problem with voxels is making characters that fit the style because animating voxel characters doesn't really work that well. One way to work around that would be increasing the voxel resolution to a point where you can't see the individual voxels so you could just use traditional high fidelity characters with them.

>> No.4658172
File: 1.74 MB, 400x240, tumblr_nas7owWypJ1qig1uqo6_400.gif [View same] [iqdb] [saucenao] [google] [report]

There are definitely modern artists doing 3D in this style, there aren't any games that I'm aware of though.

>> No.4658457

This is closer to DS and PSP style, a bit too high poly for actual low poly.

>> No.4658464

I like it, too. Gets too much shit flung at it.

>> No.4658546
File: 36 KB, 568x319, images.duckduckgo.com6.jpg [View same] [iqdb] [saucenao] [google] [report]

tris/polyogons are the cheap hack of the industry for a quick cash in and killing the progress of voxels. Fucking industry is so full of idiots who hold technology hostage. With voxels we not only would have much better graphics on much weaker machines, but also better physics. Realistic physics, like materials, that can melt, burn, liquids, deformable terrain, no hollow models... fuck the industry so much... humanity is so retarded...

>> No.4658547
File: 1.84 MB, 794x474, 3d_polygondistortion.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4658632
File: 750 KB, 1200x630, neverstopsneakin.png [View same] [iqdb] [saucenao] [google] [report]

Where have you people been? It's already happening.

>> No.4658637

It's not the same without a choppy 20fps.

>> No.4658640


Looks comparable to Skies of Arcadia to me, which is also a Dreamcast game, like OP's picture.

>> No.4658648

Yeah, some of the lighting is also too modern but it's the closest I've seen so far.

>> No.4658785

Vid related is the latest track BallisticNG, a WipEout homage done right for the retro aesthetic. Texture resolution is lowered but probably not all the way, and "shaky" polygons, fake 240p and colour dithering is all toggleable if you want it or not. Same goes for the modern features. As for gameplay, it's essentially Wip3out or WipEout HD down to the latter depending on which mode you're playing it in.

>> No.4658806

>humanity is so retarded...

>> No.4658820


Never heard of this game before, started watching the video before reading the post and it had me fooled. It definitely has the looks without looking bad.

>> No.4658849

models look good, but the actual gameplay is atrocious.

>> No.4658860

How do you even draw voxels?

>> No.4658868

You mean rendering wise? In the case of games I believe they're usually converted into actual 3d geometry but there's probably a good chunk of optimizations you can make to render them.

>> No.4658957
File: 1.15 MB, 320x200, Blood voxels 2.webm [View same] [iqdb] [saucenao] [google] [report]

most indieshits today draw voxels as 3d cubes, and to be honest, I think that looks like shit. sadly, even Silverman himself chose cubic voxels for his new and improved voxel engine.

in the Build engine, the voxels were drawn as rectangles that were always facing the camera. this resulted in a more "organic" feel than the cubes. it gave the impression that each voxel was a pixel in a 2d picture, which gave the models the character of "3d pixel art".

webm related clearly shows the "rectangular" voxels of the Build engine.
for a demonstration of the cubic voxels, you might want to check out the demos for Silverman's new voxel engine:

>> No.4659019

I still dream of a sonic game with that kind of graphics...

>> No.4659040
File: 1.19 MB, 496x296, tumblr_p3rsvuabHX1w1kerio1_500.gif [View same] [iqdb] [saucenao] [google] [report]

>dat faked water refraction

Nice nice.


>> No.4659119
File: 444 KB, 500x362, tumblr_mos9g7Te2c1rr7dyto1_500.gif [View same] [iqdb] [saucenao] [google] [report]

Not enough love for Legend of Legaia.

>> No.4659124
File: 3.46 MB, 320x240, Cross-Kick.gif [View same] [iqdb] [saucenao] [google] [report]

Still looking for a RPG similar to it...

>> No.4660201

Ace Combat 3 on the psx had a really cool level where you fly above a ravine filled with water and the water reflections are just mirrored geometry from the environment, it's such a cool level.

>> No.4660215


Yeah I don't think it's from a game. Reminds me of Elite 2 though.


>> No.4660332

what game is this?

>> No.4660368

Threads of Fate is a real looker, I'm always impressed when I play it.

>> No.4660375

You would need a devkit for that which I bet are rare and expensive.

>> No.4661446
File: 110 KB, 500x336, 1480781828355.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.4661513
File: 2.33 MB, 800x600, lost ruins 2.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.4661514
File: 2.58 MB, 800x600, lost ruins 3.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4661516
File: 2.69 MB, 800x600, moosejaw falls 1.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4661518
File: 2.88 MB, 800x600, moosejaw falls 2.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4661523
File: 2.61 MB, 800x600, moosejaw falls 3.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4661525
File: 2.75 MB, 800x600, gold rush 1.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4661526
File: 2.69 MB, 800x600, gold rush 2.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4661528
File: 2.57 MB, 800x600, gold rush 3.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4661529
File: 2.65 MB, 800x600, snake island 1.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4661534
File: 2.75 MB, 800x600, snake island 2.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4661536
File: 2.68 MB, 800x600, snake island 3.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4661538
File: 2.49 MB, 800x600, yodel peaks 1.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4661543
File: 2.93 MB, 800x600, yodel peaks 2.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4661547
File: 2.64 MB, 800x600, yodel peaks 3.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.4661585

What a great game was Ignition.

>> No.4662098

If you're making sprites, small pixel art is easy. If you're going to use polygons, it's already a much larger and more difficult endeavor. Adding extra polygons to a model isn't that difficult, so there's no reason to do a low poly model. Basically if you're going to use polygons, you might as well just render something normally.

>> No.4662134


no you don’t, dc has no real copywrite protection and had a healthy homebrew scene. the official sdk is available online though there are other options, like KalistiOS (what Last Hope was made with)

>> No.4662230


Polygons are not a cheap hack. They are efficient to store, could be processed very quickly by even extremely primitive 8-bit cpus, and scale up really well to all sorts of modern rendering paradigms. The robustness of polygon graphics has proven itself not only with video games, but also become the standard for offline rendering and visualization, where performance concerns are not an issue.

Voxels are really cool, and useful in many situations, but suffer from a few key drawbacks. First of all is the simple fact that if you want something to be higher detail, it takes up exponentially more space. Think of this like a 4k texture vs a 128x128 one, only scaled to 3 dimensions. Even with compression, you're still scaling things cubically. Second is doing animation with voxels does not scale. Much like spritework, each frame of animation takes up as much space as the frame before it, only this time in 3 dimensions instead of 2. Even if you use good compression techniques, it's still much more data to store and process.

Anyways, if you're paying attention you'll find out that modern game engines do use voxels for various techniques, and leverage them for the things that they are best at. Using voxel data to calculate global illumination, lighting and volumetric effects like fog is well known and implemented. It doesn't make a lot of sense to waste the resources that voxels would take for primary rasterization. Processing power is always limited, and you are always making a tradeoff between strorage, performance and detail.

>> No.4662673

All of these need a CRT filter, games did not look like this

>> No.4662683

>t. Euclideon

>> No.4663167

My man. Still play it today. It’s so much fun

>> No.4663312

>mid 90s
>posts game from 1999
What did he mean by this?

>> No.4663645

Looks like a road near where I live.

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