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/vr/ - Retro Games


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File: 109 KB, 960x720, mpv-shot0101.jpg [View same] [iqdb] [saucenao] [google]
9063482 No.9063482 [Reply] [Original]

I did a test to see which PS game had the biggest open field with the biggest draw distance, and I believe it's MML2. Even then it has a bit of fog.

Overall, I enjoyed the Sony PlayStation games the most, but they are mostly just small to medium sized rooms with the game trying to hide that fact. N64 had games with much bigger open areas and draw distances. PS games feel more cramped and claustrophobic at times (which can sometimes work if it's a horror title).

>> No.9063495
File: 428 KB, 1920x1080, mpv-shot0001.jpg [View same] [iqdb] [saucenao] [google]
9063495

>>9063482
Metal Gear Solid is mostly medium sized rooms and about as big as the PS can do without fog.

>> No.9064627

>>9063495
shame there isnt a modern mgs behind the back camera option
feel it would make the game look way more impressive

>> No.9064657

PS1 games had to tessellate nearby surfaces to reduce warping, so you couldn't have a surface the size of a city block represented by two polygons. You can see it for yourself in games like the Quake 2 port if you can find a way to enable wireframes in a ps1 emulator.

>> No.9064673
File: 122 KB, 800x762, Terracon.jpg [View same] [iqdb] [saucenao] [google]
9064673

The answer is Terracon.

>> No.9064678
File: 1.93 MB, 1169x960, 200830-171438.png [View same] [iqdb] [saucenao] [google]
9064678

>> No.9064685

>>9063482
You didn't look very hard. Both spyro and terracon are huge.

>> No.9064760 [DELETED] 

>>9063482
>PlayStation
This is a SEGA board. Go back to /snoy/

>> No.9064906
File: 48 KB, 800x399, MGS1-Sniper-Wolf-Death.jpg [View same] [iqdb] [saucenao] [google]
9064906

>>9063495
This location on the other hand

>> No.9065098 [DELETED] 

>>9064760
Trying too hard

>> No.9065102

>>9064657
No need to tesselate if you use Gouraud shading.

>> No.9065112

>>9063482
I really liked this game until the fucking underwater dungeon. What the fuck were they thinking?

>> No.9065125

>>9064678
what is this?

>> No.9065126

>>9063482
i'll be real with you: it should have stayed that way. Games felt just alot more like games when they had clear rooms, levelsegments and what not that were easy to recognize and navigate through without a shitty minimap. Making level bigger often results in nothing but empty mileages you have to waste more time on to get through. Fast travel features should tell you all about how redundant big level areas/open world are

>> No.9065161

>>9065125
Looks like Germs

>> No.9065197

>>9063482
Like you pic, there are a few games with exceptions, but majority of PS1 games were geometrically simplistic in comparison to 64

>> No.9065201

>>9064627
You mean overhead view?
MGS has been 3rd person since subsistence

>> No.9065203

>>9065201
over your head is a third person perspective

>> No.9065217
File: 1.98 MB, 300x284, 1644510958565.gif [View same] [iqdb] [saucenao] [google]
9065217

>>9065201
>MGS has been 3rd person since subsistence
Anon, take your pills, you're not Snake

>> No.9065226

>>9065203
You know very well that definitions are adjusted to the medium, stop being facetious
>>9065217

>> No.9065239

>>9065112
"Ocarina of Time did an underwater dungeon, we should too!"

>> No.9065259

>>9065226
idk what that word means

>> No.9066679

>>9065239
The underwater dungeon in mml is good. You're just retarded.

>> No.9066683
File: 173 KB, 1280x720, mpv-shot0103.jpg [View same] [iqdb] [saucenao] [google]
9066683

>>9063495
The canyon is there entirely just so that they could put an area with the longest draw distance possible. Cheating because it is very narrow, and there isn't much here.

>> No.9066725

B-Movie (/Invasion from Beyond) had a fairly decent draw distance

>> No.9066783

>>9065201
and it was a huge mistake that hurt the franchise

>> No.9066786

>>9066683
what about the sniping wolf fight in the snow? how deep does it go?

>> No.9066791

>>9066783
As someone that played the origins MGS3 with the overhead view, you are very wrong
The game becomes near unplayable and you realise the over reliance on the radar from the previous games

>> No.9066792

Does Gran Turismo count? there has to be a track that has a really long straight road in that game

>> No.9066793

>>9066791
no it doesn't, you're just retarded
I never used radar on 2 and 3.

>> No.9066803

>>9066793
You’ve not played the original versions then

>> No.9066818

>>9066792
>Does Gran Turismo count?

Yes, racing games count. But like the MGS canyon they are by definition narrow tracks of land so they cheat a bit. A proper open field like Hyrule Field is the hardest thing for the PS to do. That's why a modern gamer just sees "oh a big filed. whatever." whereas this was meant to wow people who grew up on 2D consoles, and the only alternatives were SS or PS that couldn't do this.

>> No.9066825
File: 2.89 MB, 584x480, Invasion from Beyond - 02.webm [View same] [iqdb] [saucenao] [google]
9066825

>>9066725
Not really. It's just the scale the levels are built at. It's supposed to invoke the feeling of wide open landscapes but the actual draw distance is not that far.

>> No.9066830

>>9064673
>>9064685
Terracon is just insane.
https://youtu.be/MNfEGvlSKMs

>> No.9066832
File: 2.92 MB, 450x360, Terracon.webm [View same] [iqdb] [saucenao] [google]
9066832

>>9066830
It's a good looking game for sure. Though I imagine performance must be all over the place on original hardware.

>> No.9066841

>>9066825
What game?

>> No.9066847

>>9066841
Really? Fuck off.

>> No.9066935

>>9066792
There's the oval test track, I remember a bit of pop in though.

>> No.9067336

>>9063482
ace combat 3 vs pilot wings is a good comparison

>> No.9067560

>>9066825
Is this any good?

>> No.9067591

>>9067560
It's very hard.

>> No.9067681

>>9065102
Gouraud shading is still linear interpolation so it's affected by the same issue as texture warping. There are two reasons why it's less noticeable though:
1) Smooth gradients make it harder to spot since it's all low contrast
2) Most gouraud shading was done for simulated lighting so you are dealing with variable shading which helps avoid you noticing that the pixels are not tracking correctly as the perspective changes.

>> No.9067741

>>9066786
>>9066683
The problem isn't really about the scene complexity as such. The PS1 could render more polygons than the N64 per second after all. The problem is that the N64 worked in floating point and so if you gave it a distant object where the difference between two points is less than a pixel width it can handle it and will fill the full pixels and handle the subpixels in a consistent manner.
On the PS1 this would be an invalid triangle and it would either do nothing - leaving a hole, or it would spaz out and render trash. You would have to detect these invalid triangles in software and then do something with them. If you look closely at racing games or the MGS screenshots you'll notice that the distant objects are all flat on to the camera so that they are all valid, and the super distant floor and walls that would easily degenerate to <1 pixel width/height are all hidden behind rocks and snow so they can safely discard them without it being noticeable. If the area was wider you could position yourself in such a way that you could see the bad geometry.
In a racing game they'll use tunnels, billboards, mountains, trees, sharp corners, etc. to hide the transition between custom "distant" versions of the models that are using skybox hacks to draw and the real version that you'll drive alongside when you get up close. It's different to normal LOD as it's a separate render pass as opposed to simply using a simplified model.

>> No.9067771 [DELETED] 

>>9064760
Actually this is a Nintendo board. Go back to Discord.

>> No.9067883

>>9067741
>PS1 more polys than N64
blatant flat out liem N64 could push about 360k, PS1 about 160k. in fact, texture pipeline and storage medium are the only teo advantages PS1 has in terms of hardware. N64 trounces it in every other way and it isn't even close. don't speak from authority you fucking retard.

>> No.9067985

>>9067883
Not him but in practice the N64 couldn't put out even half of that because of the processor bottleneck. Paper numbers don't mean anything.

>> No.9068007
File: 7 KB, 268x188, images.jpeg-1.jpg [View same] [iqdb] [saucenao] [google]
9068007

Fags

>> No.9068104

>>9067591
How are the controls?

>> No.9068150

>>9068104
I think I remapped them to my liking, so... probably not optimal by default?

>> No.9068219

>>9066832
Holy shit.

>> No.9068226

>>9066832
>performance must be all over the place on original hardware.
It isn't. Problem is that the game is meh at best.

>> No.9068229

>>9068219
>OoT hyrule field sized environment but with half the draw distance and smaller FOV, and the trees arent even fully modeled 3D, and no dynamic time of day or moving skybox
yeah, shit is right. imagine being impressed by this garbage.

>> No.9068234
File: 2.91 MB, 642x416, #Terracon.webm [View same] [iqdb] [saucenao] [google]
9068234

>>9068219
Indeed. Soundtrack isn't half bad either:
https://www.youtube.com/watch?v=otOVV-M0AE8&list=PL20AC8A91EB71B04C&ab_channel=Mydtys

>> No.9068238

>>9067985
and what bottleneck is that?

>> No.9068239

>>9068229
At least it doesn't run at 12fps(10 with enemies lol)

>> No.9068240
File: 2.99 MB, 798x504, #Terracon2.webm [View same] [iqdb] [saucenao] [google]
9068240

>>9068226
I haven't actually played it. But I'll give it a spin one of these days. "Meh at best", huh? That's too bad. What's wrong with it?

>> No.9068242

>>9068239
neither does OoT

>> No.9068315

>>9065126
>i'll be real with you: it should have stayed that way

Underrated post.

>> No.9068328

>>9068007
Spyro is impressive for LoD, but it's also still smoke and mirrors.

the actual stage is about as big as a Metal Gear Solid stage. They just add shit in the background to make them look like it stretches on forever. They break up the stages by loading corridors so they don't have to load up everything at once.

>> No.9068351
File: 2.87 MB, 584x480, Germs - Going to Church1.webm [View same] [iqdb] [saucenao] [google]
9068351

>>9064678
>Not a single loading screens anywhere while driving from one end to the map to the other
Honestly impressed me. I wonder if it's actually streaming data in the background or if they load the entire city map into memory. I think that might be possible as well because of the sparse use of textures.

>> No.9069127

>>9067883
>no! i'm the ultimate retrogamer not u!
>REEEEEEEEEEEEEEEEEEEEEEE
What is it with this board and getting incredibly hostile the very moment someone tries to explain something technical? Is it just because it makes them feel stupid for not knowing as much as some other anon, thereby reminding them that they might not actually be the ultimate retrogamer?

>> No.9069176

>>9068234
>>9066832
wow, this is amazing, my mind would've been blown back then.

>> No.9069205
File: 89 KB, 640x997, 1622492912714.jpg [View same] [iqdb] [saucenao] [google]
9069205

>>9068328
>still smoke and mirrors
nigga this is /vr/
smoke and mirrors is the bread and butter of technically impressive games on limited hardware

>> No.9069436

>>9068234
>>9068240
What a flex. The cutscenes look better in real time render than most fmvs!

>> No.9069514

>>9069127
It has to do with a rule change that allowed systems like the PS2, GameCube and Wii to be discussed on the retro games board.

>> No.9069705

>>9067681
Could a game without texture have a bigger draw distance ?
https://youtu.be/UQtxyscnmu8

>> No.9069950

>>9069705
Hey, that looks kind of fun.

>> No.9069969

>>9069950
it's pretty good, has some nice physics in its movement too.

>> No.9070292

>>9068351
I dunno how I'm still finding new games to play on on my PS1 even now

>> No.9072328

>>9070292
It has the biggest and most experimental library of games of any console.

>> No.9072806

Spyro has massive levels without fog or in-level loading, especially the first and 3rd games

>> No.9073092

>>9068351
>>9069705
The draw distance isn't to impressive, but it runs smooth and in hi-res mode, while being the most stylish PSX game without any textures.
https://www.youtube.com/watch?v=3lHUqpsZI20

>> No.9073706

>>9067741
That's a likely explanation for this. Very interesting.

>> No.9073797

>>9066783
Retarded. MGS improved the controls with each entry until MGSV, one of the best-controlling action games ever.

>> No.9073801

>>9063482
test

>> No.9073804

not a fag but at this point I would suck a dick to get an english translation of this

>> No.9073807

>>9073804
>>9068351
shit