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<BOARD RULES>
[ /agdg/ | Vidya Porn | Hentai Games | Retro Vidya | Contact ]

File: 706e4e29f2290b3⋯.png (1.51 MB, 1920x1080, 16:9, ancient temple.png)

File: 63faccc11c0f520⋯.png (1.73 MB, 1920x1080, 16:9, Screenshot_20180812_233816.png)

File: 6b233d864510394⋯.png (1.07 MB, 1920x1080, 16:9, Screenshot_20180812_234843.png)

2227b4  No.15290630

What is it with turn of the millenium 3D vidya having such god tier lighting?

Back then things looked supremely pleasing to the eye despite gemus using fairly simple effects compared to later post-Crysis nuShit with six gorillion renderpasses for the purpose of displaying hyper-realistic hollykike motion blur DoF supernova godraytraced chromatically abberated oily sheboons in 4Kangz.

Are there any non-nipponese vidya from this decade that don't look like utter shit lighting wise? Mods don't count.

3f8e4a  No.15290654

Just stop, OP. Every game you posted is shit lighting and you clearly don't know what you're talking about. Please stop embarrassing yourself


2227b4  No.15290697

File: 3f3c42bc9552aaa⋯.jpg (35.67 KB, 362x346, 181:173, kaguya question.jpg)

>>15290654

Please elaborate on why these gayms have shit lighting my fellow anon.


8be545  No.15290763

>>15290697

>OP saging his own thread

it's over. also, none of those games are DOOM 3 or F.E.A.R.


2227b4  No.15290865

YouTube embed. Click thumbnail to play.

>>15290763

>Doom 3

>F.E.A.R

I wonder how today's vidya would look like if nuDevs approached visuals with the same mindsets of the 1997-2005 era.

These days one seemingly has a wide selection of oversimplified cel shaded mobiletrash, walking simulators with stolen assets and no baked in lighting, filtered pixelshit and then eyecancer like embed related that makes the worst Skyrim ENBs look like NFS4 in terms of visual clarity.


4ac6cc  No.15290868


e2aa68  No.15291418

>>15290654

I agree with OP. With restricted engine capabilities developers had to make do with what they had, using everything at their disposal to make things look the best they could possibly be regardless of restrictions. So they would focus for a long time on simple things such as the exact positioning and colour of a light, the precise ambient colour of the scene, things like this.

Now, with such an abundance of processing power, the focus has shifted from being artistically pleasing to technically pleasing. Instead of being the nicest looking, it's gone to the most realistic looking.

I don't think OP is trying to say these inferior engines look objectively better, but only they are more aesthetically pleasing, regardless of how powerful the engines are.

But all of this is a matter of opinion, so I guess in that regard me and OP simply share that opinion.


6c9c96  No.15291446

File: 3827017bbb53718⋯.jpg (253.86 KB, 1920x1080, 16:9, 20180811230321_1.jpg)

File: ac5fa9eb8b383b6⋯.jpg (295.49 KB, 1920x1080, 16:9, 20180812102419_1.jpg)

File: 0013c5486b202c0⋯.jpg (355.62 KB, 1920x1080, 16:9, 20180812133909_1.jpg)

File: 223c324f6481fb0⋯.jpg (194.71 KB, 1920x1080, 16:9, 20180812164404_1.jpg)

Recently re-played MDK2, and I forgot how aesthetically pleasing of a game it is. Especially funny to think that it was made by Bioware


6c9c96  No.15291452

>>15290763

sage isn't a downvote you fucking goon

lurk for 2 more years


d09f50  No.15291547

File: d7e633cf4f7c594⋯.jpg (235.49 KB, 1280x800, 8:5, 213350_screenshots_2014-01….jpg)

>>15291446

>MDK2

I recall this mirror actually works in the Dreamcast version, but not the PC HD remake.


8a62f4  No.15292114

File: 603c3bd73e717f5⋯.webm (10.42 MB, 640x360, 16:9, CSGO_hysteria_and_forgott….webm)

>>15290630

Interesting thread. What do you think of lighting in heavily stylized art styles like "Zelda: Wind Waker" and TF2?


8a62f4  No.15292137

>>15290865

>I wonder how today's vidya would look like if nuDevs approached visuals with the same mindsets of the 1997-2005 era.

Elaborate please.

>eyecancer like embed related that makes the worst Skyrim ENBs look like NFS4 in terms of visual clarity.

What's the problem? It looks fine too me.


8a62f4  No.15292758

>>15292114

*lighting in games with heavily stylized art styles


c3db1d  No.15292775

File: a1e3e58f7815491⋯.png (721.67 KB, 735x785, 147:157, major ass.png)

>>15290630

>nuShit with six gorillion renderpasses for the purpose of displaying hyper-realistic hollykike motion blur DoF supernova godraytraced chromatically abberated oily sheboons in 4Kangz.

Is this your first day here? You don't need that many buzzwords to fit in. I think it's having the opposite effect than you intended.


2227b4  No.15293091

>>15292137

>chromatic abberation

>blue on blue/white on white UI contrast with flickering for maximum fidelity

>fine

Ironically CIG removed half the postprocessing faggotry in 3.2 making the game look 10x more playable as a result.

>>15291547

What happened to mirrors anyhow?

Every 6th gen console had no issue rendering mirrors/reflections but these days even something simple like the "mirror" in M64 is seemingly a rarity.


8a62f4  No.15295240

>>15293091

>with flickering

I didn't see flickering, it was more of a liquidy repositioning as you moved like if it was written on water.

>>15290865

The real problem is at 3:35 where the writing is unreadable because of the light planet. The white lettering is okay because the main background color is black, but there is a need of a shadow around each word like you see in subtitles.


1e2c8e  No.15295252

>>15290630

uncanny valley tbh, we'll always know it's not real so making it look photorealistic will never actually work because of all the tiny details that we don't even consciously notics


2227b4  No.15297657

File: 0db9ad702b082db⋯.jpg (725.72 KB, 1920x1080, 16:9, crysis_01.jpg)

File: 92b3d668a6b67b5⋯.jpg (660.59 KB, 1920x1080, 16:9, Crysis3_Ingame_Screenshots….jpg)

>>15292114

>lighting in games with heavily stylized art styles

Mostly superior if it sufficiently complements the game's general aesthetic.

I fucking hate this nuRealism where they take some assets with 8K textures and 6 million polygons, then put a giant scorching sun in the skybox fucking up the contrast and color balance of the entire game because muh HDR.

The only "realistic" game I can recall that didn't do this was the original Crysis.


af07fb  No.15297670

lighting is the perfect girl to be honest. literally flawless


5b008c  No.15298601

Doom 64


b8289d  No.15298605

>>15293091

>Every 6th gen console had no issue rendering mirrors/reflections but these days even something simple like the "mirror" in M64 is seemingly a rarity.

they didn't, and also the demise of forward rendering being replaced with defered rendering


4a2580  No.15299546

>>15293091

>What happened to mirrors anyhow?

BSPs fell out of fashion and doing HL2-tier ’hurr let’s just render to a texture, I’m sure no-one will walk up close’ reflections rightfully died when people realised the feature didn’t justify re-rendering most of the scene for every surface. Now it’s mostly cubemaps for doing subtle reflections. I wish buffer shadows would die along with them and shadow volumes would return.

>>15298605

Deferred rendering is mostly about having thousands of lights and excessive post-processing effects. Like post-process AA, as if that’s a good idea. Actually, temporal anti-aliasing is a genuine quality improvement, but fuck anything spatial besides MSAA. Either you actually multi-sample or you don’t and pretend you can extrapolate. You can’t, by the way. That’s why games that try look like shit.


e1294c  No.15299735

File: d7492feded40b59⋯.jpg (42.68 KB, 616x347, 616:347, 9009h09h.jpg)

>What is it with turn of the millenium 3D vidya having such god tier lighting?

This is false. Some did and some didn't. Just like now.

Your examples are poor. Should have used Ridge Racer Type 4 which is actually god tier and on lesser hardware.


60974e  No.15301211

YouTube embed. Click thumbnail to play.

>>15299735

reminds me of gt3, now that was truly good tier, it still holds up even to this day, how the fuck did they do it back then?


8a62f4  No.15303998

Too bad most anon's don't care about this topic.


460570  No.15305099

>>15290630

That's not good lighting at all. Are you talking about color schemes?


71294e  No.15305121

>>15299735

>>15301211

thats all transparent textures and pre-baked light maps.


8e7538  No.15306489

>>15303998

It's a specialized topic. Most won't notice lighting unless it's really good or really bad to the point of hampering gameplay. It's a lot easier to discuss a combat system, boss strategies, and stat management than it is to discuss lighting. Even then discussion about lighting tend to be dominated by the technical aspects of it as shown by this thread rather than the artistic/aethetic components.


000000  No.15306516

Real lighting is more like


6d1a20  No.15306775

>games from the early 2000s

>"God tier lighting"

The vast majority of 3D games at the time were too dark and muddy to see a goddamned thing.


e21ae8  No.15307083

>>15290630

>Not even mentioning Thief Deadly Shadows.


96c5ad  No.15307602

>>15307127

I play on a genuine CRT, cuck. Games from that age had shit lighting 90% of the time. Especially PS2 games.


8a62f4  No.15314794


8a62f4  No.15314802

bump


482890  No.15314932

File: cb97aa6a6c68e60⋯.jpg (87.34 KB, 1024x640, 8:5, spyro2.jpg)

>>15290630

Because the artists would often have to texture in the lighting or set vertex colors by hand, matching the source art much better.


748dc0  No.15314985

It's because you couldn't just plug in generic effects, and developers had to take time crafting these things.


748dc0  No.15314992

File: 66b29140a45ef0b⋯.jpg (71.11 KB, 632x646, 316:323, perplexed crayon gril.jpg)

>>15306775

No they weren't. What are you talking about? Were you exclusively playing King's Field games?


e7134e  No.15314999

I think it's because they had more control of it instead of everything being more sterile and dynamic.


2227b4  No.15315120

>>15314999

It's actually the opposite, they were forced to rely on fixed function grafics pipelines instead of programmable shaders.

Probably explains the attention to detail when it comes to colors and scene composition in older games, they couldn't just slap some random bloom+HDR+DoF, motion blur etc. shaders on it and call it a day.

They also had to develop for a myriad of wildly differing GPUs and their respective proprietary APIs up until 2000.


8a62f4  No.15323257

I wish I know more about this stuff, the topic is interesting but I know literally nothing about how games are made, shaders, graphics, effects, textures, and programming in general.




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