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/vr/ - Retro Games


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File: 231 KB, 1028x791, 36973-Gran_Turismo_[NTSC-U]-5.jpg [View same] [iqdb] [saucenao] [google]
5480362 No.5480362 [Reply] [Original]

Which games had the best draw distances? Which racing games did?

>> No.5480375

Terracon and Spyro famously had theoretically "impossible" draw distances on the system.

>> No.5480440
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5480440

>>5480375
Really? How?

>> No.5480730

>>5480440
Spyro had some innovative LOD technology that caused objects at a distance to be rendered using low poly, flat shaded variants of the scenery with a smooth fade in between the two levels of detail.
Insomniac were really good at LOD, it was essential to the Ratchet games.

>> No.5480795

>>5480362
N64 will have better draw distances because it can draw large textured polygons with impunity. PS1 can only draw textured polygons if they are subdivided into lots of little triangles, otherwise the textures will warp like crazy. Doing that on very distant objects instead of just close objects uses way too many triangles. PS1 also doesn't have hardware mipmapping so large textures in the distance are wastefully rendered.

>Spyro had some innovative LOD technology that caused objects at a distance to be rendered using low poly, flat shaded variants of the scenery with a smooth fade in between the two levels of detail.
It's hard to call it innovative if it's basically the concept of mipmaps implemented in software and with gouraud shading as the furthest mip level instead of a small texture. I'd just call it clever PS1 programming.

>> No.5480807

>>5480362
32X

https://www.youtube.com/watch?v=pOWZbydnlZE&t=207s

>we need a new UNITY

>> No.5480890

>>5480730
They also used pre-computed mipmaps, there's essentially 3 levels of detail in Spyro.

>> No.5480926

>>5480730
>innovative LOD technology
m8 LOD was around in real time 3D since commercial/military flight simulators in the early 80s

>> No.5480934

I always liked how Thunderhawk II used VDP2 to set up a flat "infinite to horizon" floor layer on which VDP1 layered the poly terrain.
It all blended nicely together on CRTs, but most of these games do not look good with their internal resolution upscaled in emulation.

>> No.5482492

I never played Gran Turismo back in the day... did the hashmarks on the spedometer really look so crooked and janky?

>> No.5482495

>>5482492
**tachometer

>> No.5482890

>>5480375
Terracon is really amazing.
https://www.youtube.com/watch?v=o382Ib0XP_4

>> No.5483129

>>5482890
emulator capture, but very impressive. looks almost like a N64/DC-tier game

>> No.5483134

>>5483129
n64 would be running at half the framerate tho

>> No.5483212
File: 83 KB, 1280x720, maxresdefault (3).jpg [View same] [iqdb] [saucenao] [google]
5483212

dark savior has quite an impressive draw distance in some dungeons. here you can see all the mechanisms of the rest of the dungeon in the distance. the game has big slow downs because of that though

>> No.5483363
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5483363

>>5483134
there are no differences between top tier (larger cart) N64 games and Dreamcast games

>> No.5483369
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5483369

>>5483363
>comparing late N64 games to early DC games
Nice try, Nintendildo.

>> No.5484245
File: 43 KB, 320x240, Gran Turismo (real res).jpg [View same] [iqdb] [saucenao] [google]
5484245

>>5482492
yes and it seems to be made of polygons instead of sprites

>> No.5484249

>>5483363
delusional

>> No.5484260

>>5480926
Wrong. Insomniac invented LOD.

>> No.5484276
File: 22 KB, 700x700, l-21807-wrong.jpg [View same] [iqdb] [saucenao] [google]
5484276

>>5484260

>> No.5484282
File: 41 KB, 479x565, 1553030972892.jpg [View same] [iqdb] [saucenao] [google]
5484282

>>5484276
I'm glad you concur!

>> No.5484286

>>5480926
Innovative on playstation. Of course Mario 64 had Level of Detail way before Spyro but the way it's implemented in distant polygons in the landscape was thought to be impossible to be achieved on playstation.

>> No.5484412

>>5484282
You are wrong.

>> No.5484485

>>5480362
MGS1 has infinite draw distance except for one area which is excused with a blizzard.

>> No.5484489

If it wasn't for multiplayer and my friends also having an N64, it would have really been shitty. I wish I knew now what I did then.

>> No.5484513

>>5484489
Why, so you could refuse to have fun because people on the internet said it had poor draw distances?

Hang yourself mate.

Yes draw distances happen to be a weak point of the N64, big whoop.

>> No.5486529

>>5480362
it really depends on the coding of the game and the asset's level of detail and how it pushes the hardware

>> No.5486550

>>5483369
>emulated Shitmue as your best example
I can only pray you are baiting