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/vr/ - Retro Games


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File: 376 KB, 1280x960, 1559030221735.png [View same] [iqdb] [saucenao] [google]
5908417 No.5908417 [Reply] [Original]

No fucking way...

>> No.5908612
File: 242 KB, 384x299, oot.png [View same] [iqdb] [saucenao] [google]
5908612

>>5908417
?

>> No.5908626

>>5908612
NINTENDO, HIRE THIS MAN

>> No.5909329

>>5908417
it's like it was designed with filtering in mind

>> No.5909424
File: 96 KB, 768x400, mode7.jpg [View same] [iqdb] [saucenao] [google]
5909424

retro 3D games look best on emulators with hi-res options enabled.

>> No.5909438

>>5908417
>OoT PS1 version

>> No.5909440

>>5908417
>hack the game to make it not look how it was intended
>surprised it looks like shit
What are you getting at? Why did you bump off a thread for this?

>> No.5909441
File: 18 KB, 327x327, 1563053417307.jpg [View same] [iqdb] [saucenao] [google]
5909441

>>5908417
IT'S ALMOST LIKE CONSOLES WEREN'T AS CAPABLE BACK THEN!!!! WHAT WERE THEY THINKING?! WHAT A SHITLOAD OF FUUUUUCK!!! LIKE AND SUBSCRIBE BROS, AND DON'T FORGET TO HIT THAT BELL.

>> No.5909443
File: 136 KB, 592x726, 1568425043655.jpg [View same] [iqdb] [saucenao] [google]
5909443

>>5909424
ok pleb

>> No.5909445 [DELETED] 

I'm now reminded why I don't even bother with this board anymore.
s a g e

>> No.5909449

>>5909438
PS1 developers would have actually given a shit about texel density.

>> No.5909452

>>5908417
What do you expect me to say?

>> No.5909539

>>5909424
Eh, I still prefer left.

>> No.5909560

ootbabbys seething

>> No.5909567

>1280x960
No fucking way indeed

>> No.5909575

>It-it-it looks better if you turn on texture filtering!

>> No.5909579

>>5909449
Many PS developers didn't even use textures.
It was an early 3D system and it shows.

>> No.5909586

>>5909575
Here's your (You), retard.

>> No.5909594

>OOT is still considered the best video game ever made
>seething faggots have to look for ways to difame it, even on anonymous boards, by posting altered emulation oversized screenshots
This is why OOT is legendary. It not only manages to still be the best game ever made, but it also includes the bonus feature of exposing simple-minded people desperately trying to scratch it, like an ant trying to scratch a lion.

>> No.5909602

>>5908417
Stop using shitty video plugins like Rice.

>> No.5909608

>>5909594
and people like you are the reason for why they try

>> No.5909609

>>5909608
To make me giggle? Why, I appreciate

>> No.5909627
File: 794 KB, 1397x770, 1545977818113.png [View same] [iqdb] [saucenao] [google]
5909627

OH NO NO NO

>> No.5909632
File: 65 KB, 638x478, 1443422628915.png [View same] [iqdb] [saucenao] [google]
5909632

>> No.5909634
File: 96 KB, 615x593, 1367455286278.jpg [View same] [iqdb] [saucenao] [google]
5909634

>>5909627
>1397x779

>> No.5909635

>>5909632
>638x478
Well, we're getting closer at least.
Shrink it to half and maybe you'll get something similar to Mario 64 DS.

>> No.5909652

>>5909632
looks just like SM64 DS

>> No.5909681
File: 6 KB, 128x112, ww_blanka2.png [View same] [iqdb] [saucenao] [google]
5909681

>>5908417
It's a 20+ year old game. What do you expect? This board is becoming insufferable.

>> No.5909690

>>5908417
i pewp on the potty

>> No.5909808

>>5909424
Left:
>character sprite and ground have different levels of definition/clarity so they're visually distinct from one another
>objects on ground are blurry and feel very distant from the player, like you're very high up off the ground

Right:
>character sprite and ground are equally defined and clear so they blend together and feel like they're on a single layer
>objects on ground are clear, so they look small but don't feel distant

I unironically prefer the left. I understand the right is really cool from a technological standpoint, but left feels better for its intended purpose within the game.

>> No.5909824

>>5909808
The only blur you get at altitude is atmospheric haze. Right also allows the buildings to better suggest height and separation from the ground

>> No.5909827

>>5909808
>visually distinct
It looks like a blurry mess of indistinct smear. What are you seeing that I'm not?

>> No.5909847

>>5909827
The ground looks blurrier than the player character, which creates a visual distinction between the two layers so they feel more separated. On the HD version the ground and the player character look equally sharp so there's less visual separation between the two layers.

>> No.5909853

>>5909847
I just don't see it. The right feels exactly as separated due to the angle the background layer, and doesn't look like smeary pixel noise. Blurriness doesn't add to it, just takes away in my book.

>> No.5909856

>>5909824
>The only blur you get at altitude is atmospheric haze.
Sure, but the pixel art has to make some approximation of distant things being harder to see, and that blur is decent at eliciting that feeling.

>Right also allows the buildings to better suggest height and separation from the ground
I disagree, actually. On the right, the buildings feel like they're painted onto the ground whereas on the left they feel more 3D, probably because the lower definition forces my brain to pick up the slack with filling in the gaps and creates a more convincing optical illusion because of that.

>> No.5909868
File: 155 KB, 738x415, YT89TMLt5YzdF2z9kPTxza.jpg [View same] [iqdb] [saucenao] [google]
5909868

No matter how you feel about that overworld screenshot, it's hard to disagree that Super Mario Kart doesn't 100% objectively benefit from the upscaling. It looks like how I thought it did back in the day.

>> No.5909897

>>5908417
I don't mind the pixel look, if you played it at 320x240 on a tv screen it would be even better. I played plenty of pc games from that time that had similar types of areas and it was fine because it was a game and it not supposed to be a photo.

>> No.5910040

>>5909424
The higher res does look nicer, but you won't get sincere responses.

>> No.5910072

>>5909635
he's using pixel doubling you humongous fag

>> No.5910649

>>5909329
This, N64 assumed everything was to be filtered so you could get away with some objects like that tree stump having only a handful of huge pixels spread across large swaths of geometry.

PS1 meanwhile didn't have this luxury and instead had to map everything proportionally.

>> No.5910658

>>5909627
This looks good. Better than the smoothed out blurry filtering. What emulator is and setting is this?

>> No.5910663

>>5910072
The thing isn't what he's using, but what he isn't using.

>> No.5910674

>>5910658
>Texture Filtering : Nearest Neighbor

>> No.5910725

>>5909868
The map looks better that way, but I've seen the gameplay in motion and the actual driving looks weird.

>> No.5910735

>>5909868
No

>> No.5911332

>>5909594
Yeah but this is what the graphics ACTUALLY look like. Sorry you're blinded by nostalgia and system tricks. Turns out it's much more dated than you think.

Enjoy your false graphics that trick you into thinking it looks nicer than it is.

>> No.5911367

>>5909808
That aliasing though. It looks so much more natural with antialiasing.

>> No.5911371

>>5911332
>ACTUALLY look like
>1280x960

>> No.5911393

>>5908417
LOOKS LIKE A ROADKILLED SKUNK DIPPED IN A PILE OF DOG TURDS. ITS AAAAAAAAAAASS

>> No.5911409

>>5911371
Yet again the low resolution only tricked you into thinking the graphics were good

>> No.5911416
File: 435 KB, 1440x736, no freaking way.jpg [View same] [iqdb] [saucenao] [google]
5911416

>>5908417

>> No.5911436

>>5909539
>>5909808
cope

>> No.5911439

>>5911416
Lol

>> No.5911452

SHITLOAD OF FUCK: the thread

>> No.5911465

>>5911409
The OP picture is with the N64's in-built AA switched off. It never occurred on real hardware at any resolution you fucking ape.

>> No.5911479

>>5911409
>The low resolution tricked you
It's almost like all graphics engines use a number of tricks to create immersion!
I bet you make a habit of pointing out that empty hallways are used as loading screens too.

>> No.5911480

get this /v/-ass thread out of here

>> No.5911485

>>5909824
I think when anon is talking about blur, he's thinking in a film sense. The camera is focused on the player so the rest would be blurred by comparison. It's the same logic that caused Pokémon RBY's backsprites to be zoomed in.

>> No.5911519
File: 552 KB, 1600x1200, soul.png [View same] [iqdb] [saucenao] [google]
5911519

soul

>> No.5911552
File: 34 KB, 500x500, 1566963936100.jpg [View same] [iqdb] [saucenao] [google]
5911552

>>5909424
>mixels

>> No.5911553

>>5911465
>NNOOOOOOOOOO THAT'S NOT HOW IT LOOKED ON THE CONSOLE IT DOESN'T COOOOOUNNNNNTT

>> No.5911642

>>5911332
>Yeah but this is what the graphics ACTUALLY look like. Sorry you're blinded by nostalgia and system tricks.
Disabling software and hardware features that the developers utilized to achieve their desired visual effect is not "what the graphics ACTUALLY look like." Yes, in a sense this is what the raw data of the game looks like, but the graphics in the final game on an N64 do not look like that because the developers were relying on the antialiasing and other features of the hardware to make that raw data look different to the end user. OP's pic is no more what OoT actually looks like than a scrambled up sprite and palette sheet is what 2D sprite-based games "actually" look like.

>> No.5911767

>computer illiterate retards who think texture interpolation is "antialiasing"

>> No.5911791

>>5911642
No, what's going on here is that Zelda looks worse than most psx games, but Nintendo decided to smear a mandatory layer of cum/Vaseline on the screen to smooth the edges and blur it to help.

Just accept that if you played any psx game without your glasses on you'd think it was le epic 64 bits.

>> No.5911803

None of the N64's antialiasing and interpolation features are "mandatory", all is under the control of the programmer. You could make a game that looks like PS blockiness if you wanted to.

>> No.5911806
File: 18 KB, 240x195, tv-pixels-tv-zoomed-ion-to-pixels-pictures_csp0750758.jpg [View same] [iqdb] [saucenao] [google]
5911806

>>5911553
What it REALLY looked like.

>> No.5911872
File: 108 KB, 499x481, 1568604659850.png [View same] [iqdb] [saucenao] [google]
5911872

>>5909808
>>character sprite and ground have different levels of definition/clarity so they're visually distinct from one another
>>objects on ground are blurry and feel very distant from the player, like you're very high up off the ground
While I personally do like left better as well, come the FUCK on dude

>> No.5911875

>>5911803
And is that blockiness considered good? Playstation games look like shit.

>> No.5911881

>>5911791
Or maybe... just maybe... the graphics were drawn in a way that after the post-processing effects were applied it would look properly like tree bark. And again, when you say shit like "Zelda looks worse than most PSX games" but then also admit that the blurring makes it look better, you just sound like a fucking moron. The graphics of the final game aren't just the base drawings of the textures, they INCLUDE how the textures look when modified by the post-processing effects available in the hardware spec, since that's the actual end product viewed by the player. Just like you can't take a PC game and turn down every setting to minimum and then declare "This is how the game REALLY looks!" Yeah, no shit the game will look worse if you strip away the effects that were intended to improve the look of the graphics.

>> No.5911884

>>5911872
What? I was just doing my best to articulate what I'm seeing that makes me prefer one over the other. What's so wrong about analyzing one's perception to generate discuss-able talking points instead of just saying "I LIKE THAT ONE JUST CUZ"?

>> No.5911987

he's gonna take you back to the past

>> No.5912024

>>5909424
you're one dumb motherfucker

>> No.5912032

>>5911806
That's an LCD grid, not a CRT.

>> No.5912063

>>5909424
What game is that? Actraiser?

>> No.5912282

>>5911409
way ahead of you, I never liked 3d graphics, old or new.
Anyway, you're still a zoomer retard for thinking OP's pic is anything but a corrupted emulator screenshot.

>> No.5912284

>>5911791
>psx
again with the falseflagging? What's your obsession with trying to make sony fans look stupid?

>> No.5912369

>>5911519
looks a lot like Hexen II

>> No.5912505

>>5911803
Want to know the kicker though? For disabling the grand majority of those, you get little to no performance increase. Engineering went this bad.

>> No.5912532

>>5912505
Because they can be done on hardware anon. Perspective correction isn't a expensive process unless you need to do it in software.
Microcode is pretty good as well, but some of the later games needs better performance microcode to get "reasonable" framerates for all the stuff onscreen

>> No.5912549

>>5908417
is this the new pokemon game?

>> No.5912558

>>5911553
When has it ever looked like that? What's your point, even? We already know you're retarded, you don't have to keep proving us right.

>> No.5912614

>>5912505
>For disabling the grand majority of those, you get little to no performance increase. Engineering went this bad.
It's the other way around: For enabling the grand majority of those, you get little to no performance decrease. Engineering went this well.