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/vr/ - Retro Games


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File: 601 KB, 1018x672, re2.png [View same] [iqdb] [saucenao] [google]
7815930 No.7815930 [Reply] [Original]

I miss the old prerendered look.

>> No.7815987

Feels like we've just arrived at this level of cluttered in actualy 3D space in the last 5ish years. There was a long gap between when simple image backgrounds were in style, that they could fill with drinking cups and doodads and any amount of stuff with zero processing hit, and when it was both feasible and common to do it in 3D.

>> No.7816641

>>7815930
Ive always wondered... they actually build an entire scene on 3d program of that time, render and export raw "screenshot" to then import into the game? there exist demo or debug screen without background? how does it look? only floor and collision walls?
>Correct me if im wrong

btw i love the prerendered too and also love mechanics like this having little or limited space that the video game gives you in terms of movement that the feeling of fear and panic grows to the sky and beyond, today you have so much freedom in open world games you can easily escape or avoid enemies that it only produces you is a meh.

>> No.7816663

Some games nowadays are achieving this in 3d. It’s neat as a fan of these old games.

>> No.7816672

>>7816641
>they actually build an entire scene on 3d program of that time, render and export raw "screenshot" to then import into the game?

That's exactly what they did, if I'm not mistaken. I heard it took a month or so to do/render an entire room... or just a screen. I don't remember and don't want to link to the site I read that from years ago since it could be conjecture.

> how does it look? only floor and collision walls?

A black void of nothing. Maybe the sprite overlays that are placed in front of the models for depth.

>> No.7816707
File: 2.10 MB, 3840x2160, IMG_20210529_175004.jpg [View same] [iqdb] [saucenao] [google]
7816707

>>7815930
You love the prerendered look of a stretched and not pixel perfect image? That's nasty.

Prerendered is for CRT.

>> No.7816793

>>7816672
Was 90s prerendered cg really that complex? 3d modeling in video games was in it's infancy, modelers weren't that good at their craft. And Sega's arcade games (Model 3) were getting close to the FMV of that era, followed by 6th gen especially Xbox, Panzer Dragoon Orta looked about as good as any 5th gen FMV. They just weren't able to run those assets in real time on affordable hardware yet

>> No.7816827

>>7816793
Pre rendering is a lie. They made basic textured shapes and lighting in 3d rendering software of the era, then artists went in to improve the image with Photoshop. Most 3d renders are heavily edited by artists to add depth they couldn't pull off with the original machines. People seem to think they modeled all this stuff, textured it and then it was ready to go. The reason it looks so nice is a team of artists took a very rough original and refined it like a painting.

>> No.7816837

>>7816672
>A black void of nothing.
Nope, they have blocks for the collision detection. It's like you make a room of blocks in any 3d programming, then you just put those rendered scenes on top of it. If it was nothing and just the image, it would be hard to make the collision detection for some places(the chairs, desk, statue and so on in some areas).

>> No.7816847

>>7816827
>They made basic textured shapes and lighting in 3d rendering software of the era, then artists went in to improve the image with Photoshop
I thought this was part of the "pre-rendering" thing. If you are going to use an image in your game, might make it as great as you can.

>> No.7816852

>>7816837
>3d programming
3d modelling software, I mean

>> No.7816875 [DELETED] 

>>7816707
That looks like it will be changing in the future.

https://youtu.be/Ir-ZSbiKjqk

>> No.7816896
File: 97 KB, 320x240, Resident_Evil_2_preview_ROOM217_2.png [View same] [iqdb] [saucenao] [google]
7816896

>>7816641
Don't take it personal, but the quality of this board really went down the last couple of years.

>> No.7816901
File: 1.28 MB, 920x518, 1579323707743.webm [View same] [iqdb] [saucenao] [google]
7816901

>>7816641
Here's a webm from OoT that shows what's going on in pre-rendered scenes.

>> No.7816914

>>7816847
Rendering is a set thing. People get the impression they rendered these scenes fully detailed and ready to go.

>> No.7816926
File: 133 KB, 640x480, 1476647800-3857388637.png [View same] [iqdb] [saucenao] [google]
7816926

how do i model and make pre-rendered looking shit in blendeR? stuff that looks like pic related and early pc 3d point and click games

>> No.7816935

>>7816926
Learn to use photoshop. If you think they did all that using only a 3d modelling software, then give up.

>> No.7816939

>>7816935
I know how to use photoshop but actually modeling and lighting was definitely in a 3d modelling software

>> No.7817342

>>7816793
They had to use literal super computers

>> No.7817427
File: 101 KB, 320x240, ezgif-7-78d738a3a980.gif [View same] [iqdb] [saucenao] [google]
7817427

>>7816672
>there exist demo or debug screen without background? how does it look? only floor and collision walls?

You wouldn't be able to see anything in game, but devs most likely had a program in which they could visually see the collision in the room and be able to superimpose it with the backgrounds at will to see if it matched (whether that's in the tools they used to build the rooms or for in game testing) Which is how it works in RE modding tools.

In RE games you basically have two things: the rooms data and the backgrounds data.
The rooms data has all the gameplay stuff: collision data, doors data, data for lights that affect 3D models, items/enemies you find in the room, camera angles, etc etc

Then in a seperate file you have the backgrounds, each room has a file with all the backgrounds in the room. In RE1 it's 8 bgs max per room, 16 in RE2 and 32 in RE3. A piece of code tells the game which background to load for which camera angle.

In other words it's very much possible to have two different rooms use the exact same backgrounds, which is exactly what happens in RE1 or RE2. Jill's room and Chris' rooms are seperate (even when they're identical) but use the same backgrounds

Then for the final touch you have masks, which are parts of the backgrounds that can obscure 3D models, that 3D models can get "behind", and those have to be rendered properly but they're usually cut and paste directly from the background itself.

The most annoying part in all that was probably getting the perspective correct for the 3D models, because that had to be done manually with guess work and groping around.
>>7816672
>That's exactly what they did, if I'm not mistaken. I heard it took a month or so to do/render an entire room... or just a screen.

the interview where Mikami claims that sounds like bullshit to me, making shit up because he doesn't really know the answer

>> No.7817436
File: 581 KB, 1280x1660, re_archives_201_original.jpg [View same] [iqdb] [saucenao] [google]
7817436

>>7816641
First concept arts of the rooms are drawn. Then someone must decide the layout and shit in the room. Then someone build 3D models of the rooms, RE1/2/3 used Softimage 3D I think but then it changed for 0 and REmake. They start with rough 3D shapes and some lights to help perspective, and at this point they can start getting camera angle backgrounds to test in game.
Then when they were satisfied with the layout / camera angles and shit they'd start putting details in the rooms. You gotta know where to put the camera angles first so you don't waste time detailings shit players are never gonna see from any angle.

If you pay attention in RE2/3 you can see many copy pasted room details.

Now this is why using "real" 3D rooms like in RE:CV is faster because you can skip a few steps in that entire process, plus you're going to put less details in the rooms because the consoles couldn't handle it

>> No.7817442

>>7816901
I hate having seen this because now my illusion is shattered.

>> No.7817462
File: 911 KB, 1190x1631, gamefan.books.interview.pg106.jpg [View same] [iqdb] [saucenao] [google]
7817462

>>7817427
>the interview where Mikami claims that sounds like bullshit to me, making shit up because he doesn't really know the answer

Here. Gamefan's survival guide.
>2-3 weeks to render each background

That doesn't even make any sense because the entire room would be detailed in one go, not each camera angle at a time, so if one camera angle/background is done, chances are the next one is done also.
Plus, there is about 1200 backgrounds in RE2, even if consider the fact that there are several artists, it would have taken years to make the game

>> No.7817484
File: 58 KB, 320x240, Biohazard 2 (J) (Disc 1) (Leon Disc) (Track 1) [SLPS-01222]-0329.png [View same] [iqdb] [saucenao] [google]
7817484

The sad part is some details and colours are lost when converting the backgrounds for the PSX to render. Looking at RE1 protos/early backgrounds show that they really struggled to get the colour conversions right for the backgrounds on playstation.

Here is a playstation in game screenshot

>> No.7817489
File: 61 KB, 320x240, RE2_PCbackground.png [View same] [iqdb] [saucenao] [google]
7817489

>>7817484
and here is the source background in the PC version of the game

>> No.7817501
File: 2.75 MB, 640x480, PE2 Fountain.webm [View same] [iqdb] [saucenao] [google]
7817501

What I absolutely love is late 90's, early 00's titles because they really got the whole process down to a science and there are tons of things they pulled to make the backgrounds look dynamic and make players forget they're just still images.

Final Fantasy VIII came up with this process that transitions FMVs and 2D backgrounds together seemlessly. This was then reused in Parasite Eve II, video related, you're looking at an FMV that transitions to a background, and the best part is that you can still move around and get camera angle transitions, so you switch from one FMV to the next, it's crazy. This system was also reused quite a lot in Onimusha.

>> No.7817523
File: 382 KB, 640x448, gsdx_20210526131750.png [View same] [iqdb] [saucenao] [google]
7817523

Onimusha is absolutely gorgeous, the game couldn't have looked better if they were able to use the 3D renders. Soon after that, pre-rendered backgrounds were a thing of the past.

>> No.7817607
File: 346 KB, 1012x249, OotM.png [View same] [iqdb] [saucenao] [google]
7817607

>>7816901

Interesting that the pre rendered backdrop is in a different view window. The entire backdrop does do a 360 pan.

>> No.7817802

>>7817462
It looks like a bad translation from what the rest of the answers look like. He probably meant that's how long it took to go from concept to finished background. This is also Japan so in this era they were ass backwards in computer tech. They would use everyone's desktop as a rendering farm while they were at home for the three hours sleep they were allowed a day. That's how silent hills fmvs were made. Everyone goes home and you jack their expensive hardware to render everything you worked on that day.

>> No.7817974
File: 126 KB, 320x240, ezgif-3-c0e083cf1d70.gif [View same] [iqdb] [saucenao] [google]
7817974

>>7817802
>He probably meant that's how long it took to go from concept to finished background.

I thought about that, in this case it's plausible, but we don't know exactly how many people worked on the backgrounds. There are 10 people credited for "CG modelling" and 2 for "backgrounds", so i'm guessing CG modelling counts both for room renders and 3D models. There is no way there are only two people who worked on the room renders, as a comparison point there are 20 people credited for it in RE3.

Here is something interesting. This early version of this room is dated 10/29/97, and the final version is dated 11/25/97.
However I doubt the guy worked continuously and only on this room during all that time.

>> No.7818003
File: 109 KB, 320x240, ezgif-3-472cd823a92d.gif [View same] [iqdb] [saucenao] [google]
7818003

>>7817974
And these are dated 06/18 and 06/30

>> No.7818020

>NESfag pulls some shit out his ass
>An interview with Mikami proves him completely wrong
>"It's bullshit! He's lying! He forgot!"
Why does this happen so frequently?

>> No.7818090
File: 106 KB, 320x240, ezgif-3-99d88ac3ff51.gif [View same] [iqdb] [saucenao] [google]
7818090

Last one, probably saved up the best for last. First version is dated 07/01 and the second 07/10. There entire room looks like that except for camera angles that are related to cutscenes which are in an earlier state, however the details which are missing on those screens are there on other screens so it's just the camera angles that didn't get updated.
So 10 days to go from state A to B and the room is almost finished.

>>7816672
tl;dr with factual evidence I can safely say that "2-3 weeks for each background" is bullshit but it would sound about right for "each room"

>> No.7818195
File: 1.59 MB, 1024x768, file.png [View same] [iqdb] [saucenao] [google]
7818195

so what would a modern pipeline for this equate to? I understand how 3d data would be mapped onto the 2d backgrounds for depth and collision:
https://www.reddit.com/r/Unity3D/comments/7z54up/prerendered_background_tutorial_blender_unity/

But for the actual scene creation - how would that work? open up blender, download a million free assets (chairs, tables, clutter, furniture, etc.?) and then render the scene? Create it from scratch? I'd love to know.

posting some comfy BG's from Barrow Hill - great use of prerendered CG

>> No.7818197
File: 290 KB, 512x384, file.png [View same] [iqdb] [saucenao] [google]
7818197

>>7817523
still waiting for that Genma Onimusha port .___.

shame that wasn't included in the HD re-release, and I can't get it to emulate on any XBOX emulator at all

>> No.7818206

>>7818197
Just buy an XBOX and PS2 pad adaptor for XBOX so you can use a correct d-pad. If you can make sure to get the NTSC-U version, the PAL version is in 60hz (contrary to the PAL PS2 version) but there is no Japanese audio

>> No.7818697
File: 1.06 MB, 800x600, file.png [View same] [iqdb] [saucenao] [google]
7818697

bump

>> No.7818731

>>7817607
it seems like they have a camera on a separate layer that only renders a cubemap. from there, it's projected onto a render texture in their editing tool. could be wrong.

>> No.7818964

>>7816837
I was assuming anon was asking what the scene would look like if you take away the prerendered backdrop. I would think that collision boxes would simply not be rendered for obvious reasons.

>> No.7818986

>>7816641
Same anon here...

>>7816672
>>7816896
>>7816901
>>7817427
>>7817436
>>7817974
>>7818003
>>7818090
that is really impressive considering that time when everything was relative new with no info-manuals-tutorials at all only trial and error.

thanks for the explanation, you guys are awesome!!

>> No.7820470
File: 104 KB, 320x240, ezgif-2-2b04c67afa4c.gif [View same] [iqdb] [saucenao] [google]
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>> No.7820473
File: 109 KB, 320x240, ezgif-2-179e0618896c.gif [View same] [iqdb] [saucenao] [google]
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>> No.7820480
File: 436 KB, 1200x1416, Void.jpg [View same] [iqdb] [saucenao] [google]
7820480

>>7815930
I can understand the departure from per-rendered backgrounds, but games have stopped having fixed camera angles all together and that depresses me. Resident Evil has turned into an FPS shooter for God sake.

>> No.7820524

>>7820480
Technology and games evolve Anon.
If you don't like current RE games you can always go back to the old gems.

>> No.7820531

To walk into that car do they just put like a physical invisible polygon box there?

>> No.7820548
File: 271 KB, 1280x720, maxresdefault.jpg [View same] [iqdb] [saucenao] [google]
7820548

>>7815930
me too

>> No.7820552

>>7820531
I Read the thread. They do.

How did they get such amazing detail backgrounds? Did they trace photos?

>> No.7820567

>>7820524
Well yeah, of course I can go back to the old ones, but I would obviously like a good, new entry instead of the same old shit.

>> No.7820813
File: 2.00 MB, 936x720, 1606309522257.webm [View same] [iqdb] [saucenao] [google]
7820813

>>7815930
I miss them so much

>> No.7820814
File: 1.59 MB, 1280x720, 1621366219549.webm [View same] [iqdb] [saucenao] [google]
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>> No.7820818
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>> No.7820829
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>> No.7820831
File: 1.97 MB, 1280x720, 1594828412021.webm [View same] [iqdb] [saucenao] [google]
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>> No.7820834
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>> No.7820837
File: 2.31 MB, 1280x720, 1606070786376.webm [View same] [iqdb] [saucenao] [google]
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>> No.7820864
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>> No.7820867
File: 1.84 MB, 803x471, 1614922982719.webm [View same] [iqdb] [saucenao] [google]
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>> No.7820868
File: 56 KB, 500x310, 1596144030206.webm [View same] [iqdb] [saucenao] [google]
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>> No.7820871
File: 1.21 MB, 2432x2235, 1615168639205.jpg [View same] [iqdb] [saucenao] [google]
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>> No.7820873
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>> No.7820874
File: 1.22 MB, 2556x1913, 1603315325892.jpg [View same] [iqdb] [saucenao] [google]
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>> No.7820876
File: 491 KB, 2336x1315, 1621431342692.jpg [View same] [iqdb] [saucenao] [google]
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>> No.7820880
File: 1.10 MB, 3901x3388, 1603705862574.jpg [View same] [iqdb] [saucenao] [google]
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>> No.7820883
File: 436 KB, 822x2298, 1616219520560.jpg [View same] [iqdb] [saucenao] [google]
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>> No.7820892

>>7816641
>Ive always wondered... could they make a scene like this by making it the exact way they alresdy make it?

>> No.7820893
File: 948 KB, 1378x2045, 1604353152695.jpg [View same] [iqdb] [saucenao] [google]
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>> No.7820895
File: 1.97 MB, 1588x3588, 1614201337905.jpg [View same] [iqdb] [saucenao] [google]
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>> No.7820896

>>7820814
This was the best thing in RE5, I shit you not I enjoyed this more than the main game despite it being full rehash.

>> No.7820901

>>7816827
>pre-rendering is a lie
no it isnt you fucking retard. everything you see in a scene like OP's pic was created in maya or equivelant and then downsampled. you should look at some of the Rare prerenders if you think this kind of thing was impossible.

>> No.7820904

>>7820895
>AI upscaling

you just had to post one disgusting thing didn't you

>> No.7820912

>>7820901

There is also 2D painting as well. There's a lot of shit in the RE games, especially 3 that look like it's just 2D paintings. It's realistically a mix of both.

>> No.7820914
File: 550 KB, 2920x2224, 1594170614026.jpg [View same] [iqdb] [saucenao] [google]
7820914

>>7820524
>If you don't like current RE games you can always go back to the old gems.
It's very frustrating because a lot of the "old gems" from the PS1 era didn't really understand what made RE great, like non-linear exploration, resource management, route planning, etc. a lot of them were opportunistic rushed rip-offs made by incompetent teams; and by the PS2 gen, the genre became less popular, devs understood the core formula a bit better but had moved on to 3D environments that aged less gracefully. When REmake came out, it was both the pinnacle of the genre but also its swan song as it was the last game that pushed pre-rendered to its technical AND aesthetics limits, alongside RE0 and Onimusha 1/2. I wish we would have had more games following in its footsteps.

>>7820904
It looks fine. If it can convince some zoomers to try out the games, I'm all for it.

>> No.7820918

>>7820912
I will grant you that artists may have touched up the images to improve shadows, blending, reduce various artifacts, etc. from a complexity standpoint though, there was nothing preventing people from rendering relatively complex scenes. games like Myst had a ton of detail and that was completely 3D modeled by two brothers.

>> No.7820919

>>7820914
>It looks fine.

It looks all glowy shiny and fake. The only mod I'd want is a mod that turns the masks in high-res versions, since the source high-res backgrounds exist for (most of) them anyway. See that second pic from the top there for instance >>7820895
The real offender are the things like that police car which are masks in 240p, despite the car existing in 480p in the actual background, the masks didn't get updated. So all it'd take is to re-do the masks, cut them from the background, but you'd probably need to edit the game's programming for them to be supported in high res

>> No.7820925
File: 913 KB, 1600x1200, 1583552522106.jpg [View same] [iqdb] [saucenao] [google]
7820925

>> No.7821615

>>7820871
>>7820873
>>7820874
>>7820876
thanks based anon

>> No.7821626

>>7820904
re2/3 hd project actually updates the shittier results from upscaling, and even updates the 3d meshes to reduce clipping and visual glitches

definitely the opposite of just throwing all the textures into waifu2x/gigapixel and calling it a day

>> No.7821630
File: 2.15 MB, 1433x950, wow.png [View same] [iqdb] [saucenao] [google]
7821630

>>7816875
Not really. It's too low resolution for the AI to comprehend what the fuck is that.

It also doesn't blend well with hi resolution 3D models like those.

>> No.7821642

>>7816641
I can't find them but there is ONE GUY who makes a bunch of RE rom hacking tools. He basically shows how the whole thing is made. You'll know when you find the guy, his tools came out around 10 years or so ago.

Also, the YouTube algorithm is a pile of shit. The Patriots were right about the internet having too much crap data.

>> No.7821686

>>7821642
>Also, the YouTube algorithm is a pile of shit. The Patriots were right about the internet having too much crap data.

I know what you mean. If you dont' know the exact name or keywords, sometimes you'll never find something just by searching for the subject. Romhacking resident evil is way too vague.

>> No.7821774

>>7821686
>Romhacking resident evil is way too vague.

That's because you're using the wrong word. Actual romhacking of RE games is a very small minority. Most are done on the PC versions which are more easily modifiable, so they're called mods, not romhacks.

>> No.7822189

>>7820548
memories

>> No.7822296

>>7815930
the thing i hate the most is when they make a really linear area but design it as if you'd be able to walk right through the artificial barrier they put in place.
drives me nuts.

>> No.7823010
File: 944 KB, 793x596, 1540355472754.gif [View same] [iqdb] [saucenao] [google]
7823010

>>7815930
you and me both
that shit was the best

I'd kill for another parasite eve 2.

>> No.7823031 [DELETED] 

>>7821630
AI can be improved. Imagine if they made an algorithm specifically for ps1 backgrounds.This is a huge step up from pixelated backgrounds.

>> No.7823047

>>7820823
the fuck is this?

>> No.7823146
File: 244 KB, 1404x1051, gf2.jpg [View same] [iqdb] [saucenao] [google]
7823146

I think Grim Fandango will probably always be my favourite pre-rendered background game.

>> No.7824060
File: 43 KB, 640x480, 4-capture_18072011_204559.jpg [View same] [iqdb] [saucenao] [google]
7824060

>>7823010
I always loved Parasite Eve 2's BGs. Too bad they never considered a PC or PS2 release, so the BG's max resolution is just 320x240, highly detailed gorgeous BGs forever stuck in low-res hell.

>> No.7824205

>>7820813
PLEASE tell me what game this is, looks great.

Also a big fan of pre rendered BGs. I've always considered dino crisis 2 to have the best bg's (ps1 era at least). I would love to see some HD treatment on that game, much like they've done with RE2SHD mod.

On another note, years and years ago, around 2001, it was my rich friend's birthday and we wound up going to some big games promotional event in central London, it felt like E3 even though it wasn't.

I remember a game which looked so good it had to have been pre rendered BGs. It started off with a plane crash? I think? In a jungley environment. And I'm sure it was PS2. Always wondered what that game was.. If anyone knows what I'm talking about, would be great to find out.

>> No.7824210

>>7824205
>PLEASE tell me what game this is, looks great.

Alone In The Dark: A New Nightmare. The game *looks* great but sadly it is not great, though it's still one of the better AITD/RE style games of that era.

> I've always considered dino crisis 2 to have the best bg's (ps1 era at least). I would love to see some HD treatment on that game, much like they've done with RE2SHD mod.

I was wondering if the Sourcenext version of Dino Crisis 2 was using 640*480 backgrounds. Probably it doesn't but it's worth a look. However it won't run on my computer.

>> No.7824215
File: 52 KB, 350x240, Parasite Eve II-0024.png [View same] [iqdb] [saucenao] [google]
7824215

>>7824060
PE2 is amazing. It also uses plenty of tricks of make the backgrounds look dynamic rather than still images. All the tricks in the books are there.

I also wished there was a PC version, if only to reduce load times.

>> No.7824342

>>7824210
damn that's a shame. desu tho i'd be willing to play any game that looks that good, even if the gameplays so-so. what's bad about the actual game ? look's almost as good as REmake aesthetics/atmosphere wise.

>> No.7824349

What would a modern game with pre-rendered backgrounds look like?

>> No.7824359

>>7824342
> what's bad about the actual game ?

Hit detection isn't great, annoying infinitely respawning enemies, puzzles, story and files that expect the player to read literally hundreds of pages, and in the end game it just drops the cake and end up infinite ammo with tech weapons.

Make sure to play the gog version.

>> No.7824363

>>7824342
> look's almost as good as REmake aesthetics/atmosphere wise.

Well it came out less than a year before REmake. Though it was targetted for PSX but it looks like the PC version uses higher res backgrounds.

>> No.7824371

>>7823047
REmake3.

>> No.7824382

>>7824205
>I remember a game which looked so good it had to have been pre rendered BGs. It started off with a plane crash? I think? In a jungley environment. And I'm sure it was PS2. Always wondered what that game was.. If anyone knows what I'm talking about, would be great to find out.
Pitfall? Doesn't look like this style tho.
https://youtu.be/GaJhpmpGqOQ?t=166

>> No.7824392

>>7824349
>What would a modern game with pre-rendered backgrounds look like?
Look at the RE2/3make examples posted above, REngine looks like pre-rendered quality but it's in real time, we've actually reached the point where the difference with pre-rendered would be negligible; if only devs were willing to build around fixed camera and frame beautiful, atmospheric and dynamic compositions. The main difference is how it allows for dynamic effects without having to use FMV tricks like the PE2 anon posted about: dynamic shadows, lighting, effects like smoke, thunder, fire or water, etc.

>>7820831
>>7820828

>> No.7824401

>>7824205

first thing that came to mind was broken sword: the sleeping dragon

>> No.7824416
File: 893 KB, 640x480, Onimusha FMV.webm [View same] [iqdb] [saucenao] [google]
7824416

>>7824392
>dynamic effects without having to use FMV tricks like the PE2 anon posted about: dynamic shadows, lighting, effects like smoke, thunder, fire or water, etc.

None of the effects listed here require FMVs, you can find all of those in PS era games of the style. In Final Fantasy VIII / Parasite Eve II / Onimusha / etc FMVs are used for travelling cameras or animated objects in the backgrounds

>> No.7824419
File: 2.75 MB, 640x480, Onimusha FMV Fortinbras.webm [View same] [iqdb] [saucenao] [google]
7824419

>>7824416
Here you can clearly see the moment it cuts from FMV to 2D background. The fires on the sides clip through their stands because there is no mask during the FMV, ha!

>> No.7824431

>>7824416
>you can find all of those in PS era games of the style
I mean like the helicopter lighting the dog scene or the Nemesis shadow on the wall, how would that be achieved with pre-rendered?

Do you know how AITD achieved the flashlight?

>> No.7824453

>>7824431
>Do you know how AITD achieved the flashlight?

They load every background twice, unlit and lit, which is why the loading times between camera angles are so bad on PS1 (and PS2 because shit port)

>> No.7824654

>>7824371
Google fucks me. Do you have any links to it?

>> No.7824770

pre rendered backgrounds will always look better than realtime, unsure why we don't have games that use or abuse this fact

>> No.7824883
File: 79 KB, 640x480, 259190_screenshots_2015-07-10_00001.jpg [View same] [iqdb] [saucenao] [google]
7824883

>>7824363
>Though it was targetted for PSX but it looks like the PC version uses higher res backgrounds.

Much higher quality backgrounds, in fact. Their native resolution is like two times higher than the ones in the RE1 Remake. The RE0 Remaster is the only one to surpass it in resolution.

The PSX version is the only legit one so to speak. The PS2 version has much better graphics, but has problems with sounds. PC version the same sound issues as the PS2 version and the mouths don't move when characters talk, PS2 version is the only one to feature this.

>> No.7824901

>>7824770
because it takes a lot of effort and time and you can just pump out garbage that ignorant normie kids will buy without hesitation

>> No.7825059

>>7820814
Is it really so hard for Capcom to made a single player/coop RE like this?

>> No.7825094

>>7820873
This game has some of the most garbage RPG gameplay systems I've ever played but the atmosphere, story and characters are so fucking good it's worth playing it at least once.

>> No.7825252

>>7820873
>>7825094
What game is this?

>> No.7825283

>>7824883
>Much higher quality backgrounds, in fact. Their native resolution is like two times higher than the ones in the RE1 Remake. The RE0 Remaster is the only one to surpass it in resolution.


I remember playing the Alone in the Dark: The New Nightmare demo for the PC back in 2001. I was impressed by the lighting and the use of high res per-rendered BG's. The game looked really impressive. But I did not have much interest in playing it, beyond the demo.

>> No.7825289

>>7823146
i love you anon

>> No.7825305

>>7825252
Koudelka. The first game of the Shadow Hearts series.

>> No.7825471
File: 1.23 MB, 1599x2196, 1558090105937.jpg [View same] [iqdb] [saucenao] [google]
7825471

>> No.7825515

>>7825059
Of course not, but they want to make something that will bring the normies anon, like always they want to appease to the most people to make a shitload of money, zoomies and ""journalists"" are going to cry about the "annoying camera"

>> No.7825730

>>7825283
>I remember playing the Alone in the Dark: The New Nightmare demo for the PC back in 2001


Demo here, and it is only 90MB:

https://archive.org/details/AloneInTheDark4Demo

probably still runs in Windows compatibility mode.

>> No.7825758

>>7816935
Can you post examples of devs using Photoshop on ore rendered images? Any dev interviews or videos or pics of the process or anything?

>> No.7825791

>>7821630
looks like smeared dogshit

>> No.7825872

>>7825305
Looks good but never heard of it. Worth a playthrough?

>>7825515
True, but you would think they could at least shit out a side game like they've already done a billion times already

>> No.7825985
File: 565 KB, 1920x1080, WPwuFpx.jpg [View same] [iqdb] [saucenao] [google]
7825985

>>7825791
That's the problem with trying to upscale PSX BGs. They're just 320x240 in resolution, there isn't enough information for the AI to work with, so the BG ends up looking like a painting.

RE2 and RE3 were lucky because they have 640x480 BGs on PC and Gamecube, so it has enough information for the AI.

The RE Remake is another one that greatly benefits from the AI upscale.

>> No.7826028

>>7825985
That just looks like less detail and less Contrast in that pic

>> No.7826038

>>7825471
Comfy af

>> No.7826053
File: 355 KB, 1470x730, rzcr7MZ.jpg [View same] [iqdb] [saucenao] [google]
7826053

>>7826028
Nah, when there is enough information for the AI upscaler, it does magic.

>> No.7826059
File: 442 KB, 1470x730, tdjgcFv.jpg [View same] [iqdb] [saucenao] [google]
7826059

>>7826053
Really impressive results when compared to 320x240 upscaled BGs.

>> No.7826074

>>7826059
It just looks too clean. You would have to touch up all the textures to make them look gritty again.

>> No.7826146

>>7826053
>>7826059
garbage in, garbage out

>> No.7826183
File: 79 KB, 640x480, Dark Earth.jpg [View same] [iqdb] [saucenao] [google]
7826183

>>7816926
You need to dig up some old rendering engine, I don't know if you can set up modern ray traced engines like Cycles to look like that anymore.
The legacy Rhino render is pretty close.
>>7818195
Pretty much. It's like archivz works: download/create the assets in 3D-render-post-production. The it depends on personal preferences it can be a super high quality render with little to none photoshop, or a rough rendering with most of the work done in post-production.
>>7824349
Like a photograph. Stuff made with Unreal or Cryengine a few years ago already looked photorealistic with baked lighting.

>> No.7826416

>>7825872
>Looks good but never heard of it. Worth a playthrough?

If you like a good horror story and gothic atmosphere go for it - you won't find anything like it in vydia. Just remember that for Koudelka at least you'll have to bear with a terrible battle system. Shadow Hearts 1 is much better in this regard.

>> No.7826774

>>7825289
>>7825289
Right back at ya Grim-bro.

>> No.7826786
File: 176 KB, 1200x900, grimfandango_2015-02-03_23-55-22-38.jpg [View same] [iqdb] [saucenao] [google]
7826786

>>7826774

>> No.7827329

>>7825985
RE2 isn't real 480p like RE3 is

>> No.7827363

Blade Runner for DOS by Westwood studios still looks great to me:

https://youtu.be/brGguuW3Cmg?t=1073

It uses per-rendered BG's and voxel models.

>> No.7828539

>>7820914
>I wish we would have had more games following in its footsteps.
Eventually, some indieshit game made of jank, sweat, blood, and tears is going to come along thats just RE2 in a different skin, and it's going to explode in popularity due to some streamer. Then we'll see a deluge of shitty knockoffs as people try to capitalize on the sudden resurgence of this style of game Only question is when.

>> No.7828628

>>7828539
It takes a lot more skills to do a game like that then the kind of indie games we've seen in the past few years though.