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/vr/ - Retro Games


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File: 280 KB, 1920x1027, bowser stage.jpg [View same] [iqdb] [saucenao] [google]
8991419 No.8991419 [Reply] [Original]

How did they manage to make it look just like those promotional renders?

>> No.8991439

>>8991419
it's not so hard for a modern machine to handle mid 90s 3D models in real time

>> No.8991809

By making no effort to reduce polygons and optimize models. The Mario model alone has more polygons than the entirety of the original game.
It looks great and achieves what they set out to do, but it's needlessly taxing on even modern systems. For a Nintendo 64 game.

>> No.8991817

>>8991419
Except it doesn't.

>> No.8991823
File: 212 KB, 1280x720, 581002-screenshot_001.jpg [View same] [iqdb] [saucenao] [google]
8991823

they didnt, that looks worse than a gamecube launch title

the only game which has ever managed to capture the visual essence of rare renders in full 3D is Banjo-Kazooie: Nuts & Bolts for Microsoft Xbox 360.

>> No.8991848
File: 113 KB, 622x466, sgi-diddy.jpg [View same] [iqdb] [saucenao] [google]
8991848

>>8991809
>>8991809
>The Mario model alone has more polygons than the entirety of the original game
Well, not exactly. The original renders are made from NURBs models, not polygon mesh models; they're basically spline-based and the final smooth surfaces come from setting a certain resolution for them, which determines the number of "steps" each curve is calculated and visualized as in renders. Anyway, the point is that the SGI render assets and the game assets and completely separate stuff and built from scratch using two different frameworks (and most likely by two different art teams). Consoles didn't even have the proper graphics architecture to use NURBs models to begin with afaik.
For a while NURBs were the standard for high quality non-realtime CGi but eventually the industry set on polygon meshes (subdivision surfaces) because they were proved to be more flexible, versatile for continuous organic surfaces, and worked better for deformation and thus for animation. For example, Toy Story was made with NURBs even if Pixar's cofounder actually co-INVENTED the subdivision algorithm in the 70s, but by 1998 they were moving the whole operation already towards polygon meshes.

>> No.8991859

Whoever decided to texture the goombas like the Tiny Huge Island painting is a moron.

>> No.8991860

>>8991848
Who gives a shit. Graphics are not a selling point anymore.

>> No.8991863

>>8991860
Tell that to the autistic army that believes the key ingredient to 90s renders was "soul". Which is exactly who OP was trying to bait with his weak excuse for a thread

>> No.8991967

>>8991863
the autistic army is right about this

>> No.8991975

>>8991419
Sauxhlle

>> No.8991978

>>8991419
They didn't...

>> No.8992039

>>8991863
the key ingredient was intelligence and passion for the art form, which reciprocants experience as 'soul'.

>> No.8992040

>>8991863
>tell that to deluded nostalgiafags
no? i won't
because it wouldn't work

>> No.8992174

>>8991419
kike plumber

>> No.8992225

>>8991863
Funny, I always liked the look of those renders, but never wanted to play them.

>> No.8993747

>>8991823
Perfect Dark zero gave me such vibes, it looks like a playable pre rendererd cutscene sometimes.

>> No.8993750

>>8993747
agreed, same engine IIRC. it's that wet metal look. so fucking juicy and shiny.

>> No.8995752

>>8991848
That's nice.
The mod OP posted uses polygons.