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/vr/ - Retro Games

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File: 254 KB, 500x385, tumblr_nfyuk59vIX1qd4q8ao1_500.gif [View same] [iqdb] [saucenao] [google] [report]
6312449 No.6312449 [Reply] [Original] [archived.moe]

>> No.6312460

The good devs used the limitations to create some pretty cool environments, using the grittiness of it to really shape a lot of great virtual places to visit.

>> No.6312462

>posts emulated high resolution shit

>> No.6312465

Nice, but butchering these games with emulation and rendering at higher resolutions doesn't do them justice. In 240p on a CRT they're unintentional modern visual masterpieces

>> No.6312471
File: 2.87 MB, 640x480, Banjo-Tooie shadows.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.6312487
File: 1.69 MB, 480x360, conker6.webm [View same] [iqdb] [saucenao] [google] [report]

Tooie's shadows are way more impressive than your video shows. There's parts of the game where the shadows stretch out and even several are visible at once.

Conker takes it even further though.

>> No.6312941
File: 1.31 MB, 500x700, 1501265252073.gif [View same] [iqdb] [saucenao] [google] [report]

>fence texture rotated 45 degrees to maintain perfect sharpness with low resolution

nice nice

>> No.6314575

Can´t get enough of the PS1 Aesthetic
its so comfy

>> No.6314726

anyone know where to download ripped models? Im trying to teac myself low poly and figured it would just be best to study the old models themselves.

>> No.6314738
File: 41 KB, 797x450, SilentHillFeature_1[1].jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6314750
File: 44 KB, 666x500, 1df7b8afe75abd5a1cb95ad319b8597b[1].jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6315565
File: 315 KB, 500x286, 9f6zcKN.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.6315607


That's too good even for a N64. Rare being rare as it was usual.

>> No.6315616 [DELETED] 
File: 57 KB, 640x360, Tobal_n1.jpg [View same] [iqdb] [saucenao] [google] [report]


This. It's nice that they had gouraud shadding to round this up at the time. But this blocky aesthetic is so nice to me nowadays. I wish they had more of it. Also it works great with Toriyama's art style.

>> No.6315634
File: 57 KB, 640x360, Tobal_n1.jpg [View same] [iqdb] [saucenao] [google] [report]


This. It's nice that they had gouraud shadding to round things up at the time. But this blocky aesthetic is so nice to me nowadays, I wish we had more of it. Also it works great with Toriyama's art style.

>> No.6315651
File: 2.66 MB, 640x360, wdc3_n64.webm [View same] [iqdb] [saucenao] [google] [report]

Rare had a rival for wizardry

>> No.6315673
File: 146 KB, 955x670, EQXLkxGW4AEPVqB.jpg [View same] [iqdb] [saucenao] [google] [report]

It would be nice if you posted some writeups about how it was made.


>> No.6315681
File: 3.00 MB, 426x240, Tekken 3 Attract.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.6315687

64 was a beast of a system specification wise. It really is no surprise at all.

>> No.6315696

Vagarant Story's artstyle is definitely incredibly impressive, but there's a lot of gushing here about baked lighting which was hardly a new or innovative technology in 2000. It was downright ancient and didn't even push the PS1.

>> No.6315706

Always wanted to know how they did it, thanks.

>> No.6315716


That's isane. It's usual for devs to get better performance on later games but I can only imagine early games being done with this knowledge. If only for stable frame rates it would be already too good.


I'm already a believer.

>> No.6315746

Oh, so gen 5 didn't age poorly now? Is that what we're doing now?

>> No.6315748
File: 1.09 MB, 1920x1080, wolkenkratzergameover.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.6315753
File: 2.27 MB, 480x360, conker9.webm [View same] [iqdb] [saucenao] [google] [report]


>> No.6315756
File: 26 KB, 632x756, 1514756026484.png [View same] [iqdb] [saucenao] [google] [report]

>aged poorly
opinion discarded

>> No.6315760

The best looking game of the generation and it's a game where you throw toilet paper rolls into an opera singing turd's mouth.

>> No.6315776
File: 2.29 MB, 640x360, PD_5.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.6316442
File: 2.99 MB, 480x320, slumdog.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.6316564

Rare was really cheeky, but they also had 2 groups of devs who didn't want to be outdone by the other. So they were constantly trying to 1 up eachother.

>> No.6316704

Did they really?

>> No.6317125

Yeah. It's been mentioned in the devs lets plays a few times. There's one for banjo and one for conkers. Here's the composer mentioning it in the banjo letsplay

>> No.6317238
File: 503 KB, 507x380, 39676-Conker's_Bad_Fur_Day_(Europe)-1509763332.png [View same] [iqdb] [saucenao] [google] [report]

Not sure why there's so much praise for Rare's N64 work. While their games might be technically impressive (yet run like shit), their art direction after Goldeneye went straight to hell. No subtly whatsoever, textures with too much detail for their size, lighting in weird places, and colors that make absolutely no sense.
Take this picture for example. Rock walls are neon purple, and a dirt path turns into a glowing green mess. This crap is all over their games.
Graphics from first party titles like Wave Race, Starfox, and Ocarina were the actual best of the N64.

>> No.6317252
File: 168 KB, 493x341, what.png [View same] [iqdb] [saucenao] [google] [report]

>this game is too detailed and has too much color

>> No.6317268
File: 270 KB, 500x373, 1500752446609.gif [View same] [iqdb] [saucenao] [google] [report]

>their art direction after Goldeneye went straight to hell
Pic related

>Take this picture for example. Rock walls are neon purple, and a dirt path turns into a glowing green mess
Conker was deliberately designed to look like a fever dream. He's a drunken squirrel.

>> No.6317274

what a terrible, awful opinion and I frequent /v/

>> No.6317313

On limited hardware, there's absolutely such a thing as too much detail. Nintendo understood this when designing their games with textures that were more impressionist. Rare took the opposite approach - trying to cram as much plastic looking pre-rendered shit into the 4k cache. Looks gaudy and cheap as fuck.

>> No.6317314

>On limited hardware, there's absolutely such a thing as too much detail
Not in this case. In no way does the amount of detail distract from the level layout or present any sort of visual noise.

>> No.6317319
File: 2.99 MB, 410x370, 09f209c4-35b6-4643-823e-e56a32719366.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.6317325

Well, I guess I'm not sleeping tonight. Or ever again.

>> No.6317332
File: 33 KB, 507x380, jet-force-gemini-0005.jpg [View same] [iqdb] [saucenao] [google] [report]

Clown vomit trash.

>> No.6317334
File: 43 KB, 320x240, 600full-the-legend-of-zelda--ocarina-of-time-screenshot_20844.jpg [View same] [iqdb] [saucenao] [google] [report]

Beautiful landscapes.

>> No.6317337

>pea brain can't handle one of the most common color contrasts on the planet
Are you even human?

>> No.6317347

>trying to cram as much plastic looking pre-rendered shit into the 4k cache
You could split up textures into 4kb chunks you know, and Rare did it

>> No.6317349
File: 2.60 MB, 3024x4032, h00maomek2l31.jpg [View same] [iqdb] [saucenao] [google] [report]

I don't know, are you? Would you consider this photo "good"? Because this is what Rare's games look like to me.

>> No.6317358

Looks like someone went a bit too crazy with the filters but the contrast between blue, orange and green is good.

>> No.6317359

Almost every PC game released in 1999/2000 had an art style like this. Look at Giants, Sacrifice, etc.

>> No.6317367

Glad you like it, because it took me took all of 5 seconds to go to r/shittyHDR - sort by top worst photos, and find one with the color scheme you like so much.

>> No.6317371

You immediately thought to go to reddit when in an argument with someone. That's pretty pathetic.

>> No.6317384

So are you going to post a list of acceptable websites to pull shitty photos from, or just bitch about it?

>> No.6317387

It would be easier just to tell you which websites you should visit:
1. reddit.com
2. and stay there

>> No.6317392

Nah, I'm pretty sure they worship Rare over there. You'd be a better fit.

>> No.6317397

Do they? I'm sure you know for sure, reddit boy.

>> No.6317405
File: 333 KB, 1908x1146, peak performance.jpg [View same] [iqdb] [saucenao] [google] [report]

Would look much better at native res without the dithering mask removed. The effect falls apart when it's that cleanly displayed.
>female vs mtf
Certainly impressive in that they learned absolutely nothing from making goldeneye and thought that pushing the framerate even lower was a good idea.

>> No.6317414

Yep, I'm a reddit boy for going there maybe once a week. If your identity is that wound up in whatever site your on, you should probably take a break from the internet for a while my dude.

>> No.6317417

>Yep, I'm a reddit boy for going there maybe once a week
Correct. I swear it's always redditors that have the shittiest opinions every time.

>> No.6317420

>I am superior for only using 4chan.
>I base my identity on a website full of shit posters.
Dude, there's a lot more than these two sites. Get over yourself.

>> No.6317424

Redditors always get so defensive when called out for using that site. Just go back, you'll fit in better.

>> No.6317439

>Gets so butt hurt about opinion starts bitching about nonsense instead of saying anything valid.
>Can't have a discussion without sidelining into some website war that no one gives a shit about.
J-j-just go back, ok?

>> No.6317509
File: 99 KB, 1920x1440, Shadow Tower (USA).png [View same] [iqdb] [saucenao] [google] [report]

>> No.6317513
File: 126 KB, 704x448, 364-Nights_Into_Dreams_(U)-7[1].jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone who posted any game that tries to have realistic environments are WRONG, only surreal worlds work with the lame draw distances and low res textures.

>> No.6317521
File: 114 KB, 500x396, PerfumedGreedyCaecilian-small[1].gif [View same] [iqdb] [saucenao] [google] [report]

>> No.6317573
File: 170 KB, 500x370, INk5X0__siJ2GmQ54Eip4yooddgucQQxL-zQdSPjNIOarVxVgZiU7td9AAQj6KahHEZCdgEhLvWalJKMzKfLKEuOGgLM6mpWxqpwt88E0GLPwew[1].gif [View same] [iqdb] [saucenao] [google] [report]

>> No.6317575
File: 671 KB, 500x448, OR7DJa9[1].gif [View same] [iqdb] [saucenao] [google] [report]

>> No.6317580
File: 734 KB, 1022x764, jet-force-gemin-art.png [View same] [iqdb] [saucenao] [google] [report]

You're not helping your case posting such atmospheric screenshot.

>> No.6317619
File: 1.74 MB, 640x480, 17302b8ee25051d4ecb0e1794fe8a09b[1].gif [View same] [iqdb] [saucenao] [google] [report]

>> No.6317643
File: 878 KB, 1072x602, auyqbvki9jak865h1hkf.png [View same] [iqdb] [saucenao] [google] [report]

This JFG screenshot is pulled up everytime someone praises Rare's graphic design as if they invented reflective surfaces on N64. Wave Race did it first, and did it better - plus with a better framerate, and models that don't animate like shit.
Drake Lake was the definition of atmosphere on N64, and Rare never came close. Seems like Rare fans have to ignore the entire N64 library to praise Rare's efforts.

>> No.6317671

is this using a duplicate model to fake the mirror effect or is it really a reflection?

>> No.6317694

>Yep, I'm a reddit boy for going there maybe once a week.
>i use reddit but don't tell me i use reddit

>> No.6317716
File: 22 KB, 474x379, doom64.jpg [View same] [iqdb] [saucenao] [google] [report]

Doom 64 has great looking lighting effects

>> No.6317718

I don't get how Zoomers say this looks awful and unplayable today. Must be their insistence to play everything at the highest possible resolution

>> No.6318051

God you're a little bitch

>> No.6318118

you more or less had me right up until

>my dude

get the fuck out you fucking zoomer, tells me everything about your annoying personality

>> No.6318227
File: 2.81 MB, 640x480, Jet Force Gemini.webm [View same] [iqdb] [saucenao] [google] [report]

Go home reddit boy.

>> No.6318291

It's cool you watch DF but D64 isn't impressive at all for the N64

>> No.6318347

Literally came in here just to post this game. BY FAR THE BEST graphics of any 5th gen console game.



>> No.6318382




>> No.6318386

Where's this from?

>> No.6318392

There is only one game with such texture work and it's obviously Vagrant Story.

>> No.6318414
File: 2.94 MB, 400x400, WR64.gif [View same] [iqdb] [saucenao] [google] [report]

>as if they invented reflective surfaces on N64
I don't think anyone implied that.
>Rare fans
I don't like all Rare games.
Stop thinking everything in terms of team-based mentality.
WR64 is amazing though, one of the best 5th gen games imo.

>> No.6318552

>Stop thinking everything in terms of team-based mentality.
I don't usually, but this time it's justified. Already four more butt-hurt ad hominem morons since the last time I came to this thread:
Hahaha! Cry more, you aesthetically tone-deaf retards.

>> No.6318558
File: 92 KB, 590x472, blastcorps_j.jpg [View same] [iqdb] [saucenao] [google] [report]

>but this time it's justified
I don't see how. Did some Rare guy rape your gf or something?

>> No.6318559
File: 3.88 MB, 720x574, 986385.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.6318584

>I don't see how.
Maybe take your time to read it then. Or better yet, say something valid about the games instead of sidelining the thread any further. No Rare fan has been capable of anything but butthurt so far.

>> No.6318608

>a dirt path turns into a glowing green mess
I'm pretty sure that's a rock path turning into a moss-covered rock path. As evidenced by the moss-covered rock texture that makes up the face of the cliff.

>> No.6318610

Wtf, how is this even possible when modern computers struggle with shadows?

>> No.6318618
File: 28 KB, 320x240, cv64c.jpg [View same] [iqdb] [saucenao] [google] [report]

Why the purple walls then? And why is the moss neon green? A color that's used for toxic sludge. Other game on the system don't have this problem. Pic related - moss that looks like moss.

>> No.6318624
File: 2.97 MB, 720x480, hellhouse.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.6318637
File: 680 KB, 700x504, scan-1.png [View same] [iqdb] [saucenao] [google] [report]

Your picture obviously doesn't fit the deliberately cartoonish art direction of BFD.
Purple is not an unusual color choice for rock face in cartoons.

>> No.6318667
File: 683 KB, 700x504, 1586204143650.png [View same] [iqdb] [saucenao] [google] [report]

Your example is of a consistent somber night scene in a cartoonish style. No clashing colors or themes. If I take this, and "Rareify" it, it falls apart and become confused with what the atmosphere is actually supposed to be.

>> No.6318694

I'm just saying that purples and blues are kind of classic choices for cartoonish landscapes, not that that image is a good representation for BFD's particular palette.

>> No.6318745
File: 192 KB, 541x625, sdrr.jpg [View same] [iqdb] [saucenao] [google] [report]

Goddamn guys, i wish i could appreciate these feats of hardware wizardry but everytime i see examples of Rare's graphics i get sad because i am physically unable to even imagine what they could've done with the rest of Ninty's consoles.
Can you imagine what these legends could've achieved with the Gamecube? the Wii? fucking hell, even the 3ds would've had some graphical masterpieces thrown its way.

>> No.6318751
File: 50 KB, 587x380, color-wheel-poster.jpg [View same] [iqdb] [saucenao] [google] [report]

You're right about those colors being used for cartoon landscapes. A lot of artists use them correctly. Rare isn't one of them, and their designs look inconsistent and confused.
Purple rock walls would probably work for a night setting. And neon green moss would probably work for a bright sunny day setting.
But it's obvious they took one glance at a color wheel, had no understanding of what else goes into creating atmosphere, and went with it. Basically amateur level shit.

>> No.6318792

Silent Hill doesn't get enough credit for being ahead of the curve on sustainable energy

>> No.6319331

Rare's Gamecube releases would have been great, but after that I don't see it. I honestly think they would've just stagnated over time and gone the way the rest of the industry went. Look at Insomniac for example who broke new ground with Spyro's distance rendering or Naughty Dog who hacked the PS1 to make Crash work. Former Rare employees actually did get the old gang back together and made Yooka-Laylee but I heard it was Ok at best.

>> No.6319337
File: 187 KB, 500x409, tumblr_ojwiu9bl6V1vqm3qpo1_500.png [View same] [iqdb] [saucenao] [google] [report]

Spyro pulled off purple and green during the day. I remember it was common in a few levels.

>> No.6319740

>Rare fan
Not a "Rare fan", not everyone has team mentality.
I just like a few of their games. You also haven't come up with any argument, saying "vomit colors" when posting a screenshot that looks pretty moody doesn't help your case.

>> No.6319878

What is it about Rare that attracted a small but extremely dedicated group of people who have an eternal hateboner for the poor dead gay developer? Just leave its Microsoft cum riddled corpse in peace.

>> No.6320212
File: 37 KB, 400x315, 1564411291859.jpg [View same] [iqdb] [saucenao] [google] [report]

>Former Rare employees actually did get the old gang back together
>The composer and some of the artists

>> No.6320638
File: 31 KB, 400x411, image.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.6321069

Damn. Didn't realize they couldn't get anyone on the software side. Also I'm surprised the original artists are involved considering how butt ugly the protagonists are.

>> No.6321181

As if any Rare design is actually good. All of them look like bad copies of western cartoons

>> No.6321190

Any western cartoons like Blast Corps? I wanna watch some cozy bulldozer cartoon.

>> No.6321196

This, emulation is not the real deal.

>> No.6321392

Yeah it's not really technically impressive. Although, the sound designer making all the effects out of fucking noise and triangle/square/saw waves is pretty fucking impressive, and the pixel designer had some god-tier talent and experience. I honestly wonder if you can do what they did with baked lighting with dynamic/modern lighting. I always have found that baked lighting looks better than anything you see these days.

>> No.6321508

Insomniac definitely knew what they were doing, and Rare should have used them as a reference.
The soft green used here looks great - opposed to the radioactive moss that's glowing so brightly it's throwing green light onto the adjacent wall:
Another perfect example of how Insomniac knew how to create good atmosphere. It's obvious that Rare were technical nerds who's only artistic skill was to haphazardly pick whatever was opposite on a color wheel. And apparently there's enough people who think pushing the hardware with no artistic direction makes for great graphics.

>> No.6321526

What games are these? They look real Megaman Legends ish and I need more of that in my life

>> No.6321534

render super primitive billboard models at half resolution with a transparent texture.

>> No.6321543


>> No.6321594
File: 2.68 MB, 4200x3033, powerslave-sat-3x3.jpg [View same] [iqdb] [saucenao] [google] [report]

Rare's games genuinely look like puke. The N64 is the most ugly platform of the generation, dunno why anybody but the most delusional of retards would appreciate that visual puke.

>> No.6321614

Dr Slump
Tail Concerto

>> No.6321628

Why do these threads exist??

>> No.6321634

Discussion on retro titles.

>> No.6321638


>> No.6321668

God damn that looks bad.

>> No.6321670

You know that he's right..

>> No.6321678

Vagrant Story aged the best out of any game I've ever seen. I legitimately thought it was a modern indie game when I first saw it.

>> No.6321679

to mentally fap about better times

>> No.6321690
File: 3.12 MB, 4656x3492, tof (8).jpg [View same] [iqdb] [saucenao] [google] [report]

I like how games like threads of fate, mega man legends 2 and tail concerto look most of all

>> No.6321692

Not your secret club.

>> No.6321789
File: 244 KB, 1280x720, Mirrors_Edge_10.jpg [View same] [iqdb] [saucenao] [google] [report]

I like baked lighting too. Modern games do look great a lot of the time but they rely so much on postprocessing, temporal effects, LODs etc that the image is always like smudgy and filled with artifacts and shit's always shifting. There's a solidity and clearness to older games, even PS1.

picrel, Mirror's Edge was a later game that had nice baked light

>> No.6321876

I think one problem with modern games isn't so much the hardware but just the complete lack of art direction. I think the last game I really REALLY enjoyed the lighting on was the custom maps in the hl2 source engine (once again baked). I played a shitload of custom maps in Gmod and other Source mods like Zombie Panic, and the really high quality maps always blew me away with their lighting. Valve really nailed the lighting algorithm with that one. It worked for a variety of tones.

>> No.6321898
File: 87 KB, 640x480, goemon-screenshot.jpg [View same] [iqdb] [saucenao] [google] [report]

>The N64 is the most ugly platform of the generation
Hard disagree, you just seem like a strongly biased shitposter. But Powerslave is nice.

>> No.6321919

N64 games can look good, but the majority of them are really ugly. Even Mario 64 goes back and forth from looking great to looking like an absolute eye sore. That OST goes a long way to carry it. It's not as ugly as Sunshine though.

>> No.6321963

mario 64 is really weird visually, at times its texturing reminds me of those early 3D renders from the 80s and early 90s, focused entirely on something reflective while the environments are plastered with out of place textures and objects. Mario 64's enemies and objects are much the same way, bulbous and out of place alongside realistic bricks and cork cubes. It's downright hideous but considering it came out after Crash Bandicoot the visuals seem more misdirected than anything. If Naughty Dog can make a sound and cohesive visual package there's no reason Nintendo couldn't. It seems like they just didn't know quite what they were doing at the time because every subsequent Mario game abandoned that abstract and aimless look Mario 64 had.

>> No.6322104


>> No.6322496
File: 353 KB, 638x826, d7gvi9g-50254452-c9f8-4f2d-aca9-117d3e4f3853.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6322505
File: 422 KB, 500x1184, 500px-Tawnabash.png [View same] [iqdb] [saucenao] [google] [report]

>come home to this every night
>tries to fuck a warthog

>> No.6322516

hallway platformers are a lot easier to render than a collectathon with completely open maps

>> No.6322526

In high school in the early 2000s I went to the birthday party of a cute girl who dressed in those gothic lolita clothes. I was the only guy, with three girls and they just sat around playing Conker's Bad Fur Day. And they all sang along with The Mighty Poo song.

I may never feel alive like that again.

>> No.6322541

That dudes talking about art direction not rendering. He brought up Crash as an example of good visual direction, despite only having shit from the 80s/early 90s to work off of, not rendering power.

>> No.6322547


>> No.6322550 [DELETED] 

crash would not maintain the same art direction if it was expansive or as experimental as mario 64

>> No.6322553

crash would not maintain the same art direction if it was expansive or as experimental as mario 64

>> No.6322556

You've pretty much described why I like SM64. I'm not really looking for cohesive beauty from a Mario game, I like it being a computer gibberish world.

How do you think it compares to, say, SMB3?

>> No.6322574
File: 90 KB, 910x512, large_thumbnail.jpg [View same] [iqdb] [saucenao] [google] [report]

I doubt it would have shit like a giant grey tower level, a giant grey room level and a puke green maze level. You can tell from Mario 64 alone in a vacuum that they could have made a less ugly game. Not every single level is ugly it's just the art direction is really inconsistent. You go from great levels like the haunted mansion and shifting sand land to abstract and obtuse shit like wet dry world.

>> No.6322752
File: 524 KB, 1152x864, latest.jpg [View same] [iqdb] [saucenao] [google] [report]

>Wave Race did it first

>> No.6322757

that's not a surface reflection. that's an in-game symmetrical clone of the room and a clone of mario separated by a barrier

>> No.6322760

How do you think the Wave Race and Jet Force Gemini reflections were done?

>> No.6322791

Ray tracing.

>> No.6322803

Shit bait but I'll take it anyway
The prerendered backgrounds hold up, but the blocky and completely textureless character models look incredibly dated not just by today's standards but by the very next game in the series on the same console. I know that they were going for a chibi art style, but they did it two games later and again, the graphics were so much better than 7's it's hard to believe they were on the same console.

>> No.6322837

I never minded the low framerate in battle, it made things more cinematic and when summons like Madeen double the framerate it makes it that much better

>> No.6322925

May not look correct for what a photo is going for but I really like the style.

>> No.6322935

Damn son idk if it's your emulator but that looks borderline PS2 to me

>> No.6322943
File: 18 KB, 480x360, Soul_Reaver.jpg [View same] [iqdb] [saucenao] [google] [report]

I always liked the look of darker, grizzly games in that generation.
Rather than completely wash out the colors, they often for darker tones. Even brown looking games still had variety of tones rather washing them out with a filter.
And the simpler models gave a sharp, pointed look to everything.

>> No.6323041

trannies wish they look as good

>> No.6323128
File: 21 KB, 320x320, 1751476-nightmarecreatures50.jpg [View same] [iqdb] [saucenao] [google] [report]

Its like devs just forgot how to use colors.

>> No.6323146

framebuffer effects

>> No.6323149

One instance you have games like Soul Reaver and Spyro where there is a coherent artistic direction and in the other you have mismatched abominations like Mario 64. 5th gen was all over the place.

>> No.6323234

Yeah, it was the wild west of 3D. Everyone had their own idea of what was good. Mario 64 development was almost entirely focused on everything except the levels and graphics:
"The developers spent about half of their time working on the basic game system. Course design was done closer to the end, and many levels were almost 'thrown together'"

>> No.6323292


>> No.6323303

See: >>6318382 (and the post above it). That webm actually makes it look WORSE. The reflection effects on the textures are MINDBLOWING to see on a N64. The lighting effects are also super impressive for the hardware.

>> No.6323310

Spyro's art direction is nice, but it's too same-y.
Never cared for Soul Reaver either, also very samey, it seems they just used 2 colors.
For PS1 games, I like Jumping Flash a lot, but I bet you'd also think it looks like an "abomination".

>> No.6323323

You just reminded me to go play that game again. Thanks.

>> No.6323763
File: 853 KB, 1280x720, tumblr_oozozaq3aX1s51c1mo8_1280.png [View same] [iqdb] [saucenao] [google] [report]

>Spyro's art direction is nice, but it's too same-y.
True for the first game, absolutely untrue for 2 and 3. In the first game the levels usually had a similar theme to the hub world, but in the later games it'd be like going to another universe.

>> No.6323776

It's still very similar in its simple landscapes and formations. Looks great though.

>> No.6323782
File: 752 KB, 1280x1047, tumblr_ojsn9o9wtT1vqm3qpo1_1280.png [View same] [iqdb] [saucenao] [google] [report]

The simple landscapes is probably because Spyro's charge ability. They do stay really consistent with their art direction. It's one of those rare feats were despite the fact one map is an industrial factory world, another one is a stoneage world and another one is a fairy-tale castle world. You can easily tell they're both from Spyro and it isn't a complete mess.

>> No.6323898

I love this style

>> No.6323906

They managed to have a lot of differentiation between the stages, I don't expect you to know this you never beat the games.

>> No.6324462
File: 186 KB, 320x240, Battle.gif [View same] [iqdb] [saucenao] [google] [report]

2d at its prime.

>> No.6324592

Akuji is the most Playstation-looking game ever.

>> No.6324625
File: 21 KB, 512x444, a43ed364a28b934682d866a144b6a902.png [View same] [iqdb] [saucenao] [google] [report]

New contender arrives.

>> No.6324851


>> No.6324930

when i think of this my brain goes strait to the chapel room from SOTN

>> No.6325128
File: 74 KB, 1280x720, gon die.jpg [View same] [iqdb] [saucenao] [google] [report]

>flowers don't grow in the slums only that one spot in the church
Bitch got what she deserved.

>> No.6325147

Nah he's right the battle graphics still look fantastic. The SD characters are sheer incompetent though.

>> No.6325152

>Not showing of the PS1's texture warping and polygonal stuttering

>> No.6325754
File: 984 KB, 500x310, jsr.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.6326291

what does SD stand for here?

>> No.6326295

I was mainly talking about the overworld/outside of battle models, the battle models are merely OK compared to 8's which were great and 9's which were amazing

>> No.6326321

Super deformed.

>> No.6326449

>Muh realism fag attacking Rare

>> No.6326460

You seem like the sort of person who would be happy to know that Aeris probably had the ancient's knowledge and understood urine is a good fertilizer so probably the reason that's the only place flowers grew is that she was pissing on them

>> No.6326736

>realism fag

>> No.6326768

this nigga scared of the color green

>> No.6326780

Yeah but when Spyro came up later it was agreed that it's not that green and purple don't work, it's just that rare's usage of it was fucking terrible. It's likely due to the fact that rare's games only displayed 32 or 64 colors (can't remember) while Spyro had 256 colors, so they had way more to work with. I think it's mentioned in this vid https://www.youtube.com/watch?v=1jKRwf8jru4

>> No.6326792

>It's likely due to the fact that rare's games only displayed 32 or 64 colors (can't remember) while Spyro had 256 colors
It's like that for a reason. As the video mentions, Spyro's LOD textures are 16 colors (4 bit textures) just like in Banjo.

The way that LOD works in Spyro is that there's a blatant transition between the near LOD textures and the distant LOD textures. On N64, and Banjo-Kazooie, LOD textures are handled through mipmaps (which are trilinear filtered). That means that the LOD textures on N64 are all one and the same, there are no separate versions. The N64 uses trilinear filtering to blend all of the different LOD levels together to make the transition between the LODs seamless. Of course what that means is that the base texture and the mipmaps have to all be stored in the texture cache at the same time. They have to be small in size, so even the near and far textures have to be low color.

>> No.6327861

I hate it.

>> No.6327902

It is really weird visually but I dig it for that. The whole game comes across like it's not sure how realistic it wants to be. Whomp's Fortress floats in the sky and has cartoony cement blocks walking around, but then realistic brick and stone between its bright greens and blues. Wet-Dry World with an abstract early CGI vibe and realistic photos as skyboxes. Mario is a wacky cartoon plumber who chokes and dies in a toxic maze and has a realistic drowning animation where his corpse floats up. Even if it's unintentional it really adds to the idea of the game just being a big 3D digital playground and the best of its kind upon release, and no Mario game has matched it in that regard since. Even the DS version cartoons things up which removes much of the original weird charm.

>> No.6327905

Those animations look great

>> No.6328132

It's ugly as fuck but it's really cool. The whole games like one never ending dream sequence. Goes in and out from making sense and then being totally abstract. Combine this with the fact pretty much every sound effect has reverb and echos, the comfy cartoony atmosphere and you get a game that has the atmosphere of a fever dream. Not really sure if we'll get something like it again. It hit the perfect balance of being abstract and being cartoony.

>> No.6328142

They have kind of brought it back a bit in Super Mario Odyssey, which had a more surreal unique tone than most Mario games lately and juxtaposed the cartoony with the surprisingly realistic. But that's not retro.

>> No.6328146

We got any more of Silent Hill in here?

>> No.6328157

Goddamn stuff like this is easily some of the most evocative and effecting art in the game. Just the way everything is suspended above an endless void and little things like this pull your attention to it.

>> No.6328170

GOD I love Nightmare Creatures. I need to get off my ass one day and try to beat that on PC.

Such a cool atmosphere.

>> No.6328189
File: 612 KB, 640x480, Fishing.gif [View same] [iqdb] [saucenao] [google] [report]

SD3 looks beautiful, but BoFIV is king in my mind.

>> No.6328208
File: 2.93 MB, 640x480, Conker gets shitfaced and starts trying to piss on demons.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.6328674
File: 2.91 MB, 642x416, 1570135036146.webm [View same] [iqdb] [saucenao] [google] [report]

Racers were easier to optimise than a open level platformer.

>> No.6328679

>emulated footage
Boo this man.

>> No.6328682

What's your point? Cutscenes are even easier to optimize.

>> No.6328685

That game looks like nothing else in Ps1 while being a PAL exclusive from a random developer I can't even find information about.

>> No.6328694

Pic unrelated I guess? I just appreciate the 5th gen real time render aesthetic. But here is an actual level.

Some night time while we are that topic.

>> No.6328703

I own Terracon (being a PAL gamer). It's extremely impressive how they managed to capture the spirit and look to a certain extent of games like then-new games like Giants for PC on the old PS1.

That being said, the video doesn't really show too much detail cause it's very blurry and compressed, the game has extremely aggressive LOD pop-in and the framerate is quite frankly terrible in many spots (we're talking Turok 2 on high-res mode bad here). There's never something for nothing y'know.

Cutscenes are stylistically impressive though. But I guess the trick is that they are really heavy on gouraud shading.

>> No.6328853
File: 1.41 MB, 500x336, SotN.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.6328878
File: 2.29 MB, 361x360, SotN.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.6329792

N64 was a mistake

God, it looks like garbage

>> No.6329798
File: 1.88 MB, 480x360, reaver.webm [View same] [iqdb] [saucenao] [google] [report]

meanwhile on PS1...

>> No.6330169
File: 809 KB, 400x278, 557387441.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.6330804
File: 277 KB, 1280x963, shadow-of-the-colossus.jpg [View same] [iqdb] [saucenao] [google] [report]

Anyone know why the 6th-early 7th gen is so fucking ugly when compared to the 5th? Particularly ones that try to look somewhat realistic. Yeah there were some good looking games that gen (pic related) but for the most part it was so ugly. There's a very distinct uncanny uglyness to it were the models feel like they're too high res for the textures and background but at the same time are also too low res to look how they're suppose to. Morrowind, Half-Life, and Gothic all come time mind, but usually I'll see pics/clips of a game from that era and that distinct uglyness will jump out at me.

>> No.6330919

that's why "uncanny valley" is called a valley, referring to how it starts fine, then dips into bad, then comes back up to fine again
5th gen graphics are too simple to be mistaken for realistic (99% of the time), while some realistic 6th gen is detailed enough to come off as realistic, but not quite enough, which can place it in the 'valley'

>> No.6330921

I remember you from other threads, your opinion is still shit.

>> No.6331182

You are just biased, you will find more ugly games in 5th than in later games. And the three games you mentioned are ugly.

>> No.6331196

I doubt it. There's a very very distinct type of jarring ugliness the 6th-early 7th has. The 5th gen can also look this way sometimes but only when it's up-scaled and on LCD.
>And the three games you mentioned are ugly.
I know that's why I mentioned them.

>> No.6331205

PS2 games can look particularly bad because they are ambitious with 3D rendering (unlike most PS1 games) but don't have essential things like mipmaps, so many PS2 games are filled with horrible texture shimmering.

Not to mention that the PS2 was obscenely powerful at post-processing effects so many developers just covered their games fully up with blur.

I've noticed that Dreamcast games though particularly fall prey to "barbie doll syndrome" with its character models though. I think it's a combination of the console being able to display a lot of polygons but not having a particularly powerful T&L engine to render sophisticated lighting.

>> No.6331625

>Blows up a wall
>Gets out of the tank and runs in front of its lights
>Shadow points toward the lights instead of away from them.
I thought you were trying to say Conker's shadows are impressive, not so bad that even a rookie would notice such a simple mistake.

>> No.6331760

the tank's lights were off-screen, therefore they didn't exist

>> No.6331856

>we agreed

>> No.6331859

I think PS2 games usually look great. Lots of developers hit a point of maturity with the system at least after a year or two of working on it that many of the games look really nice and the baseline usually isn't that harsh.

>Dreamcast games though particularly fall prey to "barbie doll syndrome"
They usually have the detached limbs that pivot around, I think this is due to a geometry limitation as games which can focus its details in specific areas like soul calibur do not suffer from this. Personally I find it kind of charming.

>> No.6331868

>Ignores all the posts afterwards talking about how Insomniac was able to use the color combo well

>> No.6331916
File: 2.51 MB, 640x480, Turok Draw Distance.webm [View same] [iqdb] [saucenao] [google] [report]

Meanwhile on N64...

>> No.6331986

5th gen games always looked like with video games

Not all this hyper realistic bullshit we see these days

>> No.6332664

this anon gets it. games made much better of use of shade and darker colours.

>> No.6332671


>> No.6332764

honestly i thought this was cool as a kid, like everywhere was just really foggy

>> No.6332783

that was the intention, to hide pop-in by making things fade in/out, which looks like fog, so it's generally called fog
sometimes it's used deliberately, but most of the time back then it was out of necessity

>> No.6332812
File: 68 KB, 1024x768, sh1_screen_02.jpg [View same] [iqdb] [saucenao] [google] [report]

Working around hardware limitations

>> No.6332831


Fog done right


Fog done wrong.

It amazes me how fog would be considered a defect is subsequent generations, where devs take the no-fog approach and polygons started popping all around. Players didn't complained either.

>> No.6332837

it's just the last corridor leading to the final boss, it's on purpose
I would not expect anyone here to know that though

>> No.6333656
File: 13 KB, 320x240, spyro_the_dragon.jpg [View same] [iqdb] [saucenao] [google] [report]

i prefer what spyro does, where distant objects lose their textures and finer details, rather than disappear altogether
it's really amazing to be able to look over a wall or edge and see very far in the distance land masses and objects, it makes the levels feel very open, and makes it possible to setup long glides over large portions of the level, which you simply wouldn't be able to see if distant geometry was covered in fog instead

>> No.6334097

They actually built the engine for that game before they knew what it was even going to be about. The lead dev noticed there aren't any games where you can see far into the distance and just started building an engine around it.

>> No.6334930 [DELETED] 

>this nigger seething over devs going for pleasing aesthetics over muh realistic earth tones for several days now
lmaooo, I bet you've been obsessed about this since the 90's

>> No.6334936

Man post a gif.

>> No.6335083
File: 1.89 MB, 2560x1600, 01.jpg [View same] [iqdb] [saucenao] [google] [report]

Saturn Powerslave

>> No.6335086
File: 1.99 MB, 2560x1600, 03.jpg [View same] [iqdb] [saucenao] [google] [report]

Colored lighting

>> No.6335291

*lighting of color

>> No.6335339

Some of the later levels remind me of Metroid prime,Such an underrated game and Saturn has the best version.

>> No.6335346

Well no shit. It's amazing how good PS1 games look though when they have that texture wobbly thing removed in the emulator.

>> No.6335539

Texture warping is visible in the OP's screenshot.

>> No.6335553
File: 466 KB, 608x416, Goe1460820-gorgeousmc02.png [View same] [iqdb] [saucenao] [google] [report]

My favorite level

>> No.6335554

What's the best ps1 emulator today? Mednefen?

>> No.6335556

zoom alert

child, the aesthetics were an important selling point. when they work it wasn't accidental

>> No.6335559

the recession really did a number on consoles

>> No.6335564

with psx and n64 emulation becoming good and og xbox and ps2 emulation becoming stable and playable i think there's going to be a huge resurgence for gen 5 and 6 appreciation as more ppeople can access it

>> No.6335571

i miss when a game could be this simple and arcadey, just add online multiplayer and im set

>> No.6335573

I'm really curious in the age of 5.5 where the N64 gets a disc drive for the content it desperately needs, or where the psx gets internet access through the printer port people use for gameshark

>> No.6335626

>mountain in the background
fucking kino

>> No.6335901

But Mario 64 came out over two years before Spyro.

>> No.6336038


>> No.6336045

i was making a separate point you faggot

>> No.6336110
File: 283 KB, 601x471, 2020-04-13-171333_601x471_scrot.png [View same] [iqdb] [saucenao] [google] [report]

500 hours in yandex

>> No.6336184

Where you at, comfy Tenchu gifs poster?

>> No.6336604
File: 329 KB, 800x466, 1574685057265.gif [View same] [iqdb] [saucenao] [google] [report]

I'm not the original poster but I have them.

>> No.6336637

>Fog done right
>Fog done wrong.
How ironic. The one you said was right did it as a technical limitation, while the one you said did it wrong did it deliberately to troll players before the final boss.

>It amazes me how fog would be considered a defect is subsequent generations, where devs take the no-fog approach and polygons started popping all around
Fog is actually an expensive operation when done properly. It requires alpha blending. Newer generations didn’t need to do it the bad way, cause they were powerful enough to avoid a draw distance line. Instead they just had detail lines, where you could get away with a little pop-in. And it was cheaper than using fog properly.

>The lead dev noticed there aren't any games where you can see far into the distance
On the PS1 that was certainly true, but not on other platforms. PS1 hardware is incapable of properly texturing distant geometry so the Spyro approach where textures are dropped in the distance was required.

>> No.6336642

What other PS1 games do this?

>> No.6336665

Terracon. As mentioned above, any PS1 game that tries to draw landscapes *has* to do it the Spyro way.

>> No.6336668

Any others?

>> No.6336675

Vigilante 8

>> No.6336676

i'm also curious
here's a spyro 1 credits video, which smoothly flies through several levels in-engine, so you can get a good look at what it's doing

>> No.6336756

The Spyro way is they only way still used in modern games. Everything these days is LOD based.

>> No.6336767

Just 1 game?

>> No.6336768

>The Spyro way is they only way still used in modern games.
You speak as if Spyro invented the concept of LOD. It didn’t. When people say Spyro LOD, they mean a system where textures are dropped completely at a distance in favor of gouraud shaded polygons which vaguely resemble the texture. No modern game does that.

>> No.6336818

>say something valid
>starts debate with, “I don’t like thing”

>> No.6336953

Textured or not it's one of the first games to do seamless model swapping based on distance.

>> No.6336979

It was hardly seamless. Also the whole LOD thing was done exactly the same by Vigilante 8 which came out before Spyro. But because young kids who post now didn't grow up with that game we never hear about it.

This isn't the older PS1 version but I can guarantee you that the LOD looks exactly the same on that console. It was straight ported.


>> No.6337000

Dunno why you are so hang up on V8 especially when it doesn't even do the same thing Spyro set out to do. The main reason why it doesn't qualify is because V8 uses black fog to cull distant objects where Spyro goes for a true infinite render distance.

>> No.6337004
File: 368 KB, 523x391, aitd.png [View same] [iqdb] [saucenao] [google] [report]

I can't find any gifs of the gen 5 version in motion, but Alone in the Dark: The New Nightmare on PS1 had an insane lighting system that overlaid several pre-rendered backgrounds at several stages of lighting and showed parts of them based on where your flashlight landed. It looked like it was all done in real time, and would accurately shine past table legs and illuminate objects etc. You can see it throughout this longplay, but 55:30 is a good example if you just want to see it in action. In this shitty low resolution pic I found online you can even see that it simulates the flashlight during attack animations and stuff too.


>> No.6337018
File: 1.67 MB, 640x360, spyro2.webm [View same] [iqdb] [saucenao] [google] [report]

There's no black fog in this video. The landscape is fully visible at any distance, but gouraud shaded unless you are closer then it gets textured. Exactly like Spyro, though the LOD switch-over points are set in closer to the camera.

>> No.6337026

i just realised, that part of the video also shows working mirror reflections. i can't think of many other ps1 games that pulled off working mirrors.

>> No.6337031

SD3 isn't 5th gen, you boiled regard.

>> No.6337112

It's colored fog then but go to 6:15 in your vid and notice four shapes drawing in from the fog and disappearing when he gets pushed back.

>> No.6337125

Looks like pop-in to me actually. Seems that the V8 engine has a draw cutoff point for objects but not landscapes. So what? It's the landscapes which matter.

>> No.6337387
File: 230 KB, 500x480, psx_shaky_vertices_example.gif [View same] [iqdb] [saucenao] [google] [report]

So has anyone tried to recapture the feel of low-poly no floating point rendering? I mean, the entire feel of the PSX is based on that rounding off.

>> No.6337478

It's not actually because of a lack of floating point rendering, but that the PS1's vector unit uses 12-bit fixed-point precision.

Both the Saturn and N64 use a choice of 16-bit or 32-bit fixed point precision for vertex calculations. The N64 did have an actual FPU but it wasn't really used for geometry transforms.

For whatever reason, the madmen that programmed Glover for N64 decided to calculate its ball physics on the N64's FPU at full 64-bit precision.

>> No.6337490

>i prefer what spyro does, where distant objects lose their textures and finer details, rather than disappear altogether

Indeed, Spyro is a great example about how to handle the problem. There are developers on subsequent generations that can't handle vistas as good.


Well, I'm pretty sure both consoles had technical limitations to handle. The point is: Soul Reaver have put the fog far away and have a very stable frame rate. Turok games on N64, not so much.

>> No.6337492

Is that true? I'm not sure why 12- vs 16-bit precision would cause the rendering artifacts - vertex points slipping past one another and changing their relative distance - that you only see in PSX games. All that 12-bit would do if I'm understanding correctly is reduce fineness of the rendering volume.

>> No.6337497

Oh! Or is it that the game specifies its vertices in 16-bit points and then the PSX slaps them down to the 12-bit rendering precision it can do, resulting in that look?

>> No.6337501

I'm not a programmer, but my professional programmer buddy always said that PS1 lacked the z-buffer altogether hence the funny artefacts. Back in early 00s I used to shriek that his emulator was busted and he said that my shitty console was just fucked.

>> No.6337556

12-bit precision is what's responsible for the vertices-unstable-on-a-grid effect.

The thing about "vertex points slipping past one another and changing their relative distance", that's the lack of a z-buffer. Without a z-buffer, polygons can draw in the wrong order. One that is meant to be behind could be mistakenly drawn in front.

>> No.6337560

Thanks for the clarification!

>> No.6337626


>> No.6337631

Spyro definitely used it better since they actually vertex colored the objects as you can see in the webm with the gates in the background. V8 in comparison only does a single color for the landscape.

>> No.6337662

The LOD landscapes aren't being flat shaded in V8, they are gouraud shaded. Seems to me yet another case of people mistaking Spyro's tastefully arranged artstyle for some kind of special technical characteristic.

>> No.6337667

Actually I think I get what you mean, but that's just because V8 treats landscapes differently to objects, and Spyro doesn't.

>> No.6337730

I didn't say anything about flat shading though? I was talking about vertex colors which Spyro uses creatively to keep the landscape looking the same as the textured version while V8 has quite drastic changes depending on the texture that the landscape uses.

>> No.6337956

pretty sure it's faking light with vertex paint. medievil 1 and 2 did this as well. cool technique.

>> No.6337976

>that's why "uncanny valley" is called a valley, referring to how it starts fine, then dips into bad, then comes back up to fine again
That's not what it means at all you retarded nigger. Uncanny Valley refers to something trying to look realistic but the human eyes and brain subtly picking up on the imperfections that throw the realism off.

>> No.6338052

Theres a gigantic deluge of "ps1 style" indie horror games out there. They all do it so incredibly wrong though and its a complete mockery of what a ps1 game actually looked like


I wasted so much time watching these videos and only like 3 games actually look like ps1 games.

>> No.6338110
File: 212 KB, 512x384, 1586791847713.png [View same] [iqdb] [saucenao] [google] [report]

Ps1 graphics>N64 graphics

>> No.6338121

the ps1 is a glorified 2D console, just like the saturn
all it can do it lay out tons of 2D polygons on a 2D plane, this is why vertices always land on the original 320x240 (typically) grid the game normally uses, regardless of emulated resolution, because the game's engine is just spitting out where on that grid vertices should be
upscaling ps1 games is more like upscaling an SVG or DWG (using only lines and points), this is why "angled" textures look wrong (2D affine mapping, they're never actually angled), and why things like stereoscopy in emulation doesn't work (your host 3D card is rendering poly's on a 2D plane.. just like the GTE did)

>> No.6338364

It was pretty good, but too short imo.
Nothing beats the food submarine, though.

>> No.6338457
File: 503 KB, 704x480, DS_SS.png [View same] [iqdb] [saucenao] [google] [report]

3d environments with 2d sprite characters = god tier

>> No.6338461

I don't know for sure but for some reason I am getting a vague memory that it's from one of the Breath of Fire games. I've never played them but I THINK I have seen this gif before and I THINK someone said it was from Breath of Fire. Sorry I can't help any more than that.

>> No.6338464

based on this post >>6328189
I think it's Breath of Fire IV

>> No.6338493
File: 14 KB, 480x360, eva64_jet.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6338498

Soul Reaver does not have a very stable framerate.

>> No.6338685

no, it really did use several versions of each background at each illumination level. it was a unique approach to lighting at the time, but it worked well. you can look it up if you want to read more on it.

>> No.6338694


>> No.6338706

>Thinks dev started building an entire game engine from scratch the day the game it was used for was released
That's not how the world works anon.

>> No.6338712

Not him, but if Spyro came out 2 years after SM64, then that also means its development started later than SM64's.
Also, 2 years is frankly a lot of time. Especially in those days of fast technology advancement.

>> No.6338719
File: 1.14 MB, 500x500, 1536338744577.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.6338874
File: 708 KB, 640x414, image.png [View same] [iqdb] [saucenao] [google] [report]


>> No.6338880

>3d environments with 2d sprite characters = truly the dark age of visual design

>> No.6339423
File: 800 KB, 640x480, external-content.duckduckgo.com.png [View same] [iqdb] [saucenao] [google] [report]

>2d environments with 3d polygonal characters

>> No.6339747

They were developing the engine before they even knew what they were going to use it on. From the interviews it sounds like it was the programmers side project for a while. It was literally 1 guy building it initially not a team.

>> No.6339878

huh, neat.

>> No.6341787
File: 1.72 MB, 400x356, Mega Man Legends 2.gif [View same] [iqdb] [saucenao] [google] [report]

The Mega Man Legends games looked great.

>> No.6342164

Call me a fucking idiot, but what game is this?

>> No.6342175
File: 37 KB, 500x375, mariowaifu_20200111_2.jpg [View same] [iqdb] [saucenao] [google] [report]


>> No.6342232

Yes. There's nothing ugly about using fucking grey and green for 99% of the textures.

>> No.6342234
File: 24 KB, 340x255, Delfino_Plaza.jpg [View same] [iqdb] [saucenao] [google] [report]

Forgot pic

>> No.6342235
File: 606 KB, 3200x2400, Yabausev0.9.142016-01-1012_32_17PM.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6342237
File: 989 KB, 3200x2400, Yabausev0.9.142016-01-088_18_53PM.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6342423


>> No.6342538


It does. Trust me, if you had played any of the games we're talking about you would know it well. Specially the Turok series.

>> No.6342595

shit that made me laugh

>> No.6342642

Give it a rest. Digital Foundry tested Soul Reqver on PS1 and found it regularly dips into the teens. Turok 1 has a better framerate than that, even if 2 and 3 didn’t.

>> No.6342681

>Turok 1 has a better framerate than that, even if 2 and 3 didn’t.
holy shit no.

>> No.6342684

Listen buddy, Sonyfriends can’t be spreading their dumb and fake memes that Game X on PS1 has a flawless framerate when Digital Foundry has already been out there with a frametracker proving you all wrong in black and white

>> No.6342690

what game?

>> No.6342692

jade cacoon

>> No.6342695
File: 216 KB, 1280x720, sunshit.jpg [View same] [iqdb] [saucenao] [google] [report]

I found this montage of screenshots from each level.
6 of them look like the same ugly ass level grey/green.
1 of them is from the outside area of the mansion you barely spend any time in, before going to the inside with the identical ugly pallet the rest of the game has.
1 is from the very very short volcano level leading up to bowser.
I genuinely forgot the level the bottom left is from and it's literally the only one I like.
Not only did 64 mix it up more, but if it ever was ugly and grey it'd have a crazy abstract aesthetics to go with it while Sunshine is literally just the same island resort over and over again. That's not even mentioning the other places the game suffers such as the music.

>> No.6342701

The most embarrassing thing about Sunshine was that it was one of the few platformers released that generation to be 30 FPS despite that it was supposed to be Nintendo’s crowning jewel

>> No.6342702

I didn't actually believe it was possible to be this much of a pleb.

>> No.6342706
File: 1.40 MB, 500x263, 1562640831543.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.6342719

The nice thing about Sunshine is how its stages evolve over time. Even Delphino Plaza gets brighter as you collect more Shines. Also, you're missing the platforming bits.

I agree that 'island resort' is a common recurring theme, but also duh of course it is. Would you prefer to have 'generic lava level', 'generic ice level', and 'generic desert level' again? They were trying to diverge from that kind of thing. In my opinion it worked well enough because while I can remember every stage from Sunshine I can't remember a single fucking memorable thing about Galaxy even though I played it more recently than Sunshine.

>> No.6342724
File: 928 KB, 464x399, pokemon_stadium2-s.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.6342725
File: 1.79 MB, 800x600, 44443236.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.6342729
File: 1.58 MB, 352x224, 1571504696167.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.6342873

I always love that style of "particle effect"

>> No.6342903

315 replies and no one called this out


>> No.6342910

I know Doom 64 is the basedboy meme of the moment but you could have fucking tried to find a screenshot actually demonstrating the lighting if you just wanted someone to acknowledge you.

>> No.6342934

Don't forget redpillboyed *tips fedora*

>> No.6343075

Sorry I took a big shit on your childhood game zoomy.

I never played Galaxy. I dropped the series after sunshine. I agree the generic ice/lava/desert world is shit, but 64 at least had weird levels like hazy maze cave, wet dry world, bob-omb battle field, etc. The island getting brighter over time is cool, but it's not enough to cover up the over all bad design.

The only good looking parts of sunshine are the weird bonus levels that you don't have flood in and parts of Noki Bay.

>> No.6343107

Alien Resurrection of the PSX is great too.

>> No.6343109

>Weird levels
>Bob-omb Battlefield

Please stop your opinions are embarrassing.

>> No.6343113
File: 298 KB, 400x240, a6574fdfd49565467122f25ce20996bc3478015e682f33eb24459d8b82e96ad1.gif [View same] [iqdb] [saucenao] [google] [report]

>He's just looking for anything to nitpick now

>> No.6343179

That explains it. No one can actually be that stupid. (You)

>> No.6343232

Resident evil 1 had working mirrors.
Blew my mind.

>> No.6343285
File: 168 KB, 500x436, dk64.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.6343356
File: 237 KB, 600x550, 776fdc31425ea164fede1f4954b1762c4d1c46d7e8f9750628375460c41624d1.png [View same] [iqdb] [saucenao] [google] [report]

Wow you really got me. There's no way I can recover from a sick burn like that. Sorry for calling your not-retro childhood game you have nostalgia blinders for ugly.

>> No.6343569
File: 364 KB, 800x600, iu[1].png [View same] [iqdb] [saucenao] [google] [report]

I just wanna live in Frosty Village bros ;_:

>> No.6343587
File: 37 KB, 387x290, 1080_snowb.jpg [View same] [iqdb] [saucenao] [google] [report]

>> No.6343783
File: 2.70 MB, 1080x608, 1555652749707.webm [View same] [iqdb] [saucenao] [google] [report]

do arcade games count

>> No.6343786
File: 2.99 MB, 776x546, 1532724990945.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.6343791
File: 3.00 MB, 1000x754, out.webm [View same] [iqdb] [saucenao] [google] [report]

>> No.6344036
File: 236 KB, 1116x1280, turoksrworstcase.jpg [View same] [iqdb] [saucenao] [google] [report]

>Digital Foundry has already been out there with a frametracker proving you all wrong in black and white
Interesting video, the game runs in a PS1 high res mode of 512x240, it uses real time data streaming with no load screens interrupting the game play thanks to a clever room management system and careful asset management. Turok runs at the typical 320x240 mode on the N64, and in its manual states a 30fps target. DF Retro's own video covering it demonstrates one of the worst case scenarios, certain weapons cause heinous framerate drops for a sustained period of time. Soul Reaver's drops occur briefly and return to 30fps pretty swiftly.

You shouldn't provide the source for you to expose yourself like that. You only come away looking like a lying asshat and hurt the reputation of all the other Nintendo fanboys as a result.

>> No.6344116

Half of those screenshots are from the corners of levels, that Bianco Hills screenshot is literally just a wall.
That screenshot of Ricco Harbor is 1/10 of the actual level.
I can't even tell you what level that 4th screenshot is from because it's actually just a picture of a wall.

Cherrypicking to support your shit opinions? On /vr/? No way!

>> No.6344127
File: 3.46 MB, 320x240, marina-rakugaki.gif [View same] [iqdb] [saucenao] [google] [report]


>> No.6344168

This is one of the ugliest games ever made. Just look at the screedshot you posted, with its Quake tier use of color, and complete inability to come even close to rendering straight lines.

>> No.6344202
File: 203 KB, 2062x984, vf.png [View same] [iqdb] [saucenao] [google] [report]

>> No.6344205
File: 2.89 MB, 640x480, Soul Reaver.webm [View same] [iqdb] [saucenao] [google] [report]

>Soul Reaver's drops occur briefly and return to 30fps pretty swiftly.
Stop lying.

>> No.6344576

>Soul Reaver's drops occur briefly and return to 30fps pretty swiftly.
>picture shows it not going above 20fps

>> No.6344607

Fuck off, subhuman. You are the reason for the state the industry is in. Eat shit.

>> No.6344852

You forgot to start up fraps, you can try again.

>> No.6345587
File: 2.82 MB, 640x480, Soul Reaver FPS.webm [View same] [iqdb] [saucenao] [google] [report]

Fraps is not Playstation compatible.

>> No.6346373

just waiting for these gargantuan frame drops to pop up, haven't seen anything severe yet

>> No.6346523

Get your eyes checked.

>> No.6346528

Dunno man I'm not seeing those crippling framerates in the midst of combat or anything. Seems pretty good, especially when it's so high res.

>> No.6346557

It is just not a consistent framerate, you can try to justify it anyway you want.

>> No.6346565

Cool, Turok is still worse

>> No.6346569

Transitioning to the spirit realm always makes the framerate go to shit on the PS1, playing the PC version after that was much nicer.

>> No.6346570

Incorrect, try playing both games on real hardware and you'll see.

>> No.6346572

Incorrect, try playing both games on real hardware and you'll see.

>> No.6346573

I have, that's how I know you're full of shit. Now after getting exposed you resort to mimicry like a child. Go home to /v/ kid.

>> No.6346574


>> No.6346576

What is ironic?

>> No.6346582

look it up if you're not sure

>> No.6346586

I didn't make those posts and even if I did they don't seem relevant. I can't understand what you are trying to say. Stop being obtuse you sperg.

>> No.6346634

get here quick, tenchu gif anon

>> No.6346718

Does anyone notice that this game suffers from frequent and very noticeable slowdowns?

I never realized it as a kid, probably because I was distracted by the graphics, but I just recently played it for the first time in about 10 years and thought "what the fuck is going on" every time I passed a tree

>> No.6346975
File: 825 KB, 800x472, 1512596191749.gif [View same] [iqdb] [saucenao] [google] [report]

Tenchu is a beautiful game with great atmosphere.

>> No.6347025

Gen 5 retro aesthetics have been cool for at least a decade now

>> No.6347058
File: 35 KB, 580x299, external-content.duckduckgo.com.jpg [View same] [iqdb] [saucenao] [google] [report]

low resolution 2D = good
low polygon count 3D = bad

we get it, you don't like low poly models, it's ok to have an opinion

>> No.6347070

This is embarrassing. Your picture shows Turok’s framerate dipping when a big explosion appears on the screen before bouncing back up to 30 FPS, while Soul Reaver’s FPS is perpetual hovering around the high teens despite nothing being on screen other than a wall.

>runs in a PS1 high res mode of 512x240
Who cares lmao, this is goalpost moving at its finest. Turok 2 and 3 run at a higher res than that btw.

>it uses real time data streaming with no load screens interrupting the game play thanks to a clever room management system and careful asset management
What a parrot. Imagine actually trying use this in an argument against N64 games

>> No.6347172
File: 88 KB, 833x925, 1526069919115.jpg [View same] [iqdb] [saucenao] [google] [report]

that low poly ass has absolutely no right being that sexy

>> No.6347202

i know, right?

>> No.6347212

It's all about texture work rather than model complexity. True to this day. The image is still completely flat on your screen, so, unless there's a lot of camera movement, shit looks good or bad depending on artistry rather than graphical complexity.

>> No.6347214

>thanks to a clever room management system

yeah corridors large of 10 centimeters lol. The hateboner of sonyggers against the N64 is really stupid

>> No.6347250
File: 24 KB, 540x405, 37760-Vagrant_Story_[U]-7.jpg [View same] [iqdb] [saucenao] [google] [report]

for sure, the point is that it doesn't take a lot of polygons to have a nice ass drawn on your screen, textures can make up for the lack of 'real' details (like the apparent round shape of her cheeks which are purely thanks to the texture)
in the hands of the right people, you can make some pretty nice stuff with 5th gen hardware

>> No.6347267

Of course, the downsides of low polycount are visible on that same screenshot: Ashley's butt has equally impressive texturing, but the moment he turns sideways it all goes to waste.
Solution: think about your fucking camera. Like they do in movies. Don't show things from the angless they aren't suppsoed to be seen and you're golden. OR you can spend 200 million on tremendous modelwork and coding that goes into making them work on outdated console hardware (similar to building extremely detailed sets in movies).

>> No.6347286

vagrant story is a good example of good camera handling as well, especially it's cutscenes
(part of cutscene with >>6347058)

>> No.6347312

Sure, I agree.
Man, we are all in such agreement. It's as if we're in some sort of copycat alcove of some sort.

>> No.6347390

>Your picture shows Turok’s framerate dipping when a big explosion appears on the screen
It's sustained for a long time, watch the video
>while Soul Reaver’s FPS is perpetual hovering around the high teens despite nothing being on screen other than a wall.
before bouncing back up to 30 FPS,
>this is goalpost moving at its finest
not what that phrase means
>Turok 2 and 3 run at a higher res than that btw.
and run at literal single digit FPS
>What a parrot
just doing what you did

>10 centimeters
Nobody asked about your penis dude

>> No.6347406
File: 58 KB, 720x438, richard_harris_dumbledore.jpg [View same] [iqdb] [saucenao] [google] [report]

>multiple alpha blended explosion textures which fill the whole screen
12 FPS

>camera facing into a wall, just a wall
17 FPS

Well done, Sony, yes well done. HOWEVER

>> No.6347408

>12 FPS
>17 FPS
I'll take a frame drop out of the action please, thanks.

>> No.6347492

soul - soulless

>> No.6347508

>Sonyfriends can’t be spreading their dumb and fake memes

Lol, friend. Turok series is well know as one of the worst frame rate and foggy game there is. What an inglorious task to defend this game, even more against a LoK SR.

To state that gif of yours at >>6331916 is a "troll" from the developers, holly shit. They have been trollin the players the entire series then, each N64 game from start to finish.

>> No.6347516
File: 52 KB, 640x640, grug.jpg [View same] [iqdb] [saucenao] [google] [report]

>actually trying to imply that webm is actually representative of Turok 2's draw distance

Even for a Sony cockroach, that's low.

>> No.6347865

Turok 2 is unplayable on the N64, particularly if you're insane enough to attempt multiplayer where it legitimately runs at sub 15 FPS with insane fog.

>> No.6347879
File: 1.98 MB, 450x235, bangaio.gif [View same] [iqdb] [saucenao] [google] [report]

I like Bangai-O's art style way more than the Dreamcast remake's.

>> No.6347885

>Turok 2 is unplayable on the N64
Pray tell, little zoomie, how did people finish the game on N64 if it is ‘unplayable’

>> No.6347910

you'd be surprised what kids will tolerate, I fondly remember playing it as a kid myself. But trying to replay it after all these years, it's difficult to even move in some levels.

>> No.6347912

I've yet to meet anyone that played it back then who actually beat it on n64. Plenty of praise for the bewareoblivionisathand cheat code and excitement over the weapons, but nobody who actually wanted to beat the game normally. It is genuinely terrible. Even the turok fanboy at digital foundry didn't beat it until decades later and on PC. game sucks.

>> No.6347919

This may come as a surprise to you but... people weren't so piss weak and fragile in the 1990s

>> No.6347929

>piss weak and fragile
yeah kids will trudge through almost anything if it looks and sounds cool, I know I did. But as an adult I have more fun playing Turok 2 on PC than the N64 because you get to actually play it. You can kind of get through the singleplayer on the N64 because only certain areas truly get horrendous slowdowns that basically freeze the game, but I'm shocked anyone is defending the multiplayer.

>> No.6347930
File: 2.89 MB, 640x480, Soul Reaver drawdistance.webm [View same] [iqdb] [saucenao] [google] [report]

>before bouncing back up to 30 FPS,
Soul Reaver hardly ever reaches 30 FPS unless most of the game isn't being rendered due to the short drawdistance.

>> No.6347945

No, kids didn't beat it back then either. It's so poorly designed that it's boring. That's the problem with it.
I'll trust the DFR guy over someone with a fanatacism over the n64

>> No.6347949

Oh no this game isn't 60 FPS *faints onto couch*

Oh no this game can't be played with a keyboard and mouse *heart palpates and collapses*

Oh no this game won't let me quicksave and doesn't give me checkpoints *starts shivering into a nervous fit*

I-I-IT'S N-N.... NO I-IT'S.... UNPLAY ... UNPLAYA....


>> No.6347960
File: 2.84 MB, 1280x720, Soul Reaver DF.webm [View same] [iqdb] [saucenao] [google] [report]

>I'll trust the DFR guy over someone with a fanatacism over the n64
Okay, it's not like his video disagrees with me.

>> No.6347962

This anon fucking gets it. I feel like a small part of them understood this with odyssey, but they didnt go in all the way.

>> No.6347963

>I'll trust the DFR guy over someone with a fanatacism over the n64
"Then there's the performance. Though the game targets 30 FPS, that objective is not always met and we OFTEN see performance more like this, with significant drops in larger areas or with scenes featuring lots of enemies."

>> No.6347968

He says enough to disagree with you. Out of context webms are a nice trick.

>> No.6347970

Read the post above yours. Also notice in the video all the 30 FPS moments are in loading corridors with absolutely nothing happening. Stop lying already, nobody is falling for it.

>> No.6347971

Not the webm man, but no doesn't. All DF says after that is Soul Reaver's framerate isn't so bad relatively speaking because some N64 games drop frames too (of course, Banjo and Zelda weren't completely blanketed in fog). And that's literally all he says about its FPS in that video.

>> No.6347981

"Isn't so bad" is sacrilege around here. Unless it's on a nintendo console.

>> No.6348180

The problem inst that its not some smooth modern game, it's that it will frequently slowdown below 10-5 FPS, stuttering, jumping, and freezing. And on top of that, the game has extremely low draw distance, sometimes to absurdity where you can't see more than 6ft in front of you. This is especially true in multiplayer and with an expansion pack installed. No game should behave like this, and plenty of comparable shooters on the N64 never had these problems, even the particularly performance heavy ones like Armorines.

>> No.6348182

>Unless it's on a nintendo console.
Nah, internet people are hyperbolic in general. N64 has a lot of fanboys, but at the same time it has a lot of mindless haters.

>> No.6348212

Also to be clear I'm not shitting on the N64, I own one, I even still have my copy of Turok 2. But it was a terrible way to play by the standards of it's time, I was surprised when I tried replaying after almost a decade considering how well things like Perfect Dark or Armorines held up.

>> No.6348235

The real problem with Turok 2 compared to something like Perfect Dark is its controls. There is way more lag in Turok 2's controls than any other FPS on the console, Turok 1, 3 and Rage Wars don't share this issue.

>> No.6348271

I never played Turok 1, always wondered if it had the same issues and 2, sound's like it doesn't. Although the input lag should be a factor of performance as well.

>> No.6348526

good man

>> No.6350026

God, Model 1 (and other flat shaded poly games) have aged like wine. Compared to early, poorly textured poly models which look shit now

>> No.6350112

That picture contradicts your statement.

>> No.6350517
File: 1.67 MB, 320x241, Terracon.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.6351270
File: 2.83 MB, 320x243, narnia.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.6351283
File: 539 KB, 320x239, VS.gif [View same] [iqdb] [saucenao] [google] [report]

>> No.6351406

that's the brawl stage

>> No.6351425


>> No.6351473
File: 1.08 MB, 975x778, gfhgfhgfhfghgf.png [View same] [iqdb] [saucenao] [google] [report]

does this look good? seems a bit too pixelly but idk about any ways to make it look better.

>> No.6351481

that aint it chief

>> No.6351484
File: 376 KB, 394x426, babababagrdfgfdrgred.png [View same] [iqdb] [saucenao] [google] [report]

what's wrong with it??

>> No.6351494

too pixelly but i don't know my way around retroarch and beetle so wait for someone for knowledgeable

>> No.6352153

Integer scaling- on
Internal resolution- 1x or 2x
Bilinear Filtering- off
That's all you need.

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