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File: 1a17be55f76a731⋯.jpg (278.79 KB, 1024x768, 4:3, download.jpg)

dd52c8  No.15532514

Why can't our computer graphics look as aesthetic as 97's computer graphics?

dd52c8  No.15532519

File: f72aae1b525510e⋯.png (106.77 KB, 640x480, 4:3, 178186-starcraft-64-ninten….png)


f6565d  No.15532529

>>15532514

Request that would require actual effort from an artist, and corporate suits are terrified of anything different.


c1330d  No.15532626

>>15532519

3D rendered graphics are never coming back to the mainstream, despite looking much better.


6fd0cb  No.15532634

Do you really want to get into that?

Prerendered sprites are nice but fuck are they time consuming.

That being said though I have it on good authority that, Prerendered 3D might start coming back when the next blender update rolls out


dd52c8  No.15532682

File: 37fd8bdfe485cbf⋯.gif (645.48 KB, 500x250, 2:1, original.gif)

>>15532634

I am tired of seeing gif related for 18 years, when the accepted norm could have been the OP.


4a2674  No.15532686

>>15532519

Man that port was so fucking bad.

>Multiplayer? You need expansion pack for that or for the Broodwar campaigns

>Multiplayer was splitscreen as well

>C buttons for commands, hope you like being able to stop, attack, hold, and ability. Maybe

>Mission briefings had no voiceovers

>Unit portraits were static images

>Maybe 5 lines per unit, and one sound if you click on them enough (as opposed to 6-10 base and 1-5 extra)

>RTS game using N64 controller

And yet, as bad as it was, I spent a lot of time playing C&C64 from my friend, and RA on his PC. I rented SC64 a few times and got the PC version and I was hyped as fuck. Hell, I played Diablo 1 as an 8 year old and got spooked by Scavengers on the first floor.

I miss those times


7b9a77  No.15532694

>People actually replied to this shitty one-liner of an OP without saging.

Look at post-modernist art and compare it with art that was made in the 90s. You'll have your answer, faggot. It's not just CG, even architecture looks like ass nowadays.


a0a152  No.15532715

>dungeon siege

>starcraft

>97


6d91f2  No.15532729

>>15532514

Fug OP. I miss the 90's comic art style. Like Spawn and Jim Lee comics.


1ca775  No.15532733

File: 0187227626e99f4⋯.png (668.11 KB, 1015x3121, 1015:3121, KOF 2D Sprites.png)

>>15532634

>Prerendered sprites are nice but fuck are they time consuming.

Since drawing sprites is always time consuming that doesn't really matter. With 3D models that you can screen capture with animation software, then simply converting those screencaps into frames to a sprite in bulk it's actually less time consuming then making sprites the way KOF XII did their sprites for an equal number of sprites.


f47d51  No.15532779

File: 8fab24ef863dab9⋯.gif (183.78 KB, 480x336, 10:7, ff7beauty.gif)

File: 6eff8612abe29d0⋯.gif (802.4 KB, 1920x1080, 16:9, 2D_is_better_than_3D.gif)

File: 92fe21ccd13d762⋯.gif (508.89 KB, 500x477, 500:477, moody.gif)

I can't get enough of these images. First one is masterpiece pre-rendering, the others are hand-drawn pixel landscapes.

>first pic

Look at this composition, it's almost perfect. Man vs nature. Green mako glow vs dead brown rocks. The reactor draws your attention. The sunset in the background gives you the impression that this is the twilight of man's fall due to his own arrogance. This is so full of meaning.

>second pic

Fuck if this doesn't make you want to go innawoods and forget about everything else. I want to just sit down at that river and meditate, forget everything, forget the jews, forget the misery of a 9-to-5 job, forget politics, forget how shitty video games are nowadays. I want to smell that fresh wet air over the river with a faint scent of deer musk. I want to see the leaves on the tree sway peacefully in the wind. Hell, I want to build a cabin in that pic.

>third pic

I get a sense of moody longing from looking at this one. Looming in the distance, the ruins of an ancient castle in one of the European styles, built in the heydays of European greatness. Now, the rain pours and slowly erodes away at that tall, strong testimony to European ingenuity and inner strength. It's so sad, I can imagine some sad violin music playing to accompany this one. I can see ghostly images of pale-faced European peasant women and children laughing as they prance around in the grassy countryside beside the castle.

I want more of these, not women menstruating on poster paper or naked jewish men demanding people move parts of his body as (((art))).


c3f40c  No.15532798

>>15532686

It may have sucked but that shit was so fun on splitscreen. >>15532686


f47d51  No.15532862

Also, does anybody remember Magic: The Gathering - BattleMage? That game had a campaign with some very comfy animated landscape art in it.


490952  No.15532871

>>15532514

>Why can't our computer graphics look as aesthetic as 97's computer graphics?

Because limitations drive creativity.


52506c  No.15532912

>>15532871

In that case, what are some good means to set limits on yourself to foster creativity?


382722  No.15532925

>>15532912

demoscene shit. make a 3D game under 50 MBs or some shit.


dd52c8  No.15532930

>>15532925

What about making a game which requires 5 terrabytes worth of space?


df31e6  No.15532938

>>15532871

It has nothing to do with limitations, just mass appeal and modern mainstream aesthetic trends


6fd0cb  No.15532941

>>15532682

You realize those are generic models right? And Disney/pixar sell those to people who want to buy them under the condition they don't use likenesses of established characters.


85a818  No.15532955

>>15532733

>6 and half months to add detailing to an existing sprite for one character

Sounds like bullshit.


dd52c8  No.15532961

>>15532941

That's even more fucked up.


b40d2a  No.15532982

File: ecad81c7a19301e⋯.jpg (735.6 KB, 1920x1080, 16:9, dungeonsiege1fullhd.jpg)

>>15532514

I think devs were fine back then when you could see some limitations. Now they want to make everything look photorealistic which takes way more resources.

Also prerendered stuff always looks better. You don't have to bother with the game working looking like that, you just need that one render look good.

You need to make the model look good only from one angle and lighting isn't much of an issue either

>>15532779

>>15532733

Nobody denies that pre-renders and especially pixel-art looks bad.

It's just way too much effort for little pay-out.

Also an interesting read:

http://www.dinofarmgames.com/a-pixel-artist-renounces-pixel-art/


6fd0cb  No.15532983

File: 9f51ea1cd5d9f81⋯.jpg (191.35 KB, 740x740, 1:1, 2938171829.jpg)

>>15532961

I was under the impression it was common knowledge, you don't recall the interviews around the release of The Incredibles when they unveiled it?

Sure there's been a few updates to it since then, but largely it's the same model from ~2001


90319c  No.15532985

File: e78f29cbdd2323d⋯.png (567.32 KB, 768x768, 1:1, animu_jews.png)

>>15532941

For fuck sake.

Disney has much to answer for.


971fc3  No.15533106

>>15532682

youd have been tired of that too


1ca775  No.15533137

>>15532955

Each frame is 1 sprite, 500 frames = 500 sprites for one character.

>>15532982

I never said it looked bad, and KOF is an extreme example since that's thousands of sprites, when older fighters didn't use that many.

>It's just way too much effort for little pay-out.

Everything involved in making a good game requires effort.


b40d2a  No.15533159

>>15533137

>Everything involved in making a good game requires effort.

Yeah and it doesn't matter if you made the whole game out of handmade pixel art or used some generic 3D models. As long as it doesn't give you eye cancer and looks a bit pretty, it's fine.


22342a  No.15533170

>>15532514

generic korean mmos have better graphics e.g. Blade and Soul or Black Desert


d5b439  No.15533177

>Why can't our computer

Consoles. The answer is always consoles.


6fd0cb  No.15533181

>>15533177

Actually, in this case no, prerendering assets actually makes things WAY easier for consoles to handle.


de00b2  No.15533212

>>15532941

>>15532983

Gimme a source, anon.


b40d2a  No.15533235

>>15533177

Not really. It's the brainlets excuse.

Even if it wasn't for consoles, devs/publishers would still try to aim for the toasters since that way you have more people who would buy the game.

Ultra settings nowadays aren't the base anymore, low/medium settings are and ultra are kinda something like an afterthought.

Consoles just set the low hardware standard.


000000  No.15533239

>>15532982

>Now they want to make everything look photorealistic which takes way more resources.

you're on peyote m8, only sport simulators maybe and couple of AAA releases

and no it doesn't - characters are pretty much auto-generated by modern 3d software, and all other shit looks same as it did in 2007 but with more filters


88d7d8  No.15533243

>>15533239

noice b8


6fd0cb  No.15533244

>>15533212

It's a DVD bonus "The Making of the Incredibles"


b40d2a  No.15533315

>>15532682

>>15532941

What?

Isn't this some kind of tax evasion thing? Like Starbucks/Apple (and basically all big corporations) do?

https://www.youtube.com/watch?v=Th4fxMFRIt0


f88bea  No.15533340

downvote


f47d51  No.15533357

>>15532982

>Nobody denies that pre-renders and especially pixel-art looks bad.

You're a fucking gay nigger that plays catcher, not pitcher. Pre-rendered and good pixel art are the epitomes of comfy.


29fb58  No.15533401

File: d9733688b2c6e7c⋯.jpg (32.74 KB, 390x318, 65:53, alexandria_base_b.jpg)

File: 83840828e039474⋯.jpg (32.24 KB, 390x318, 65:53, alexandria_b.jpg)

File: 9d0b480a3bef0de⋯.jpg (16.59 KB, 390x274, 195:137, icecave3_base_b.jpg)

File: 1ba42b6c30852a1⋯.jpg (85.13 KB, 390x271, 390:271, icecave3_b.jpg)

Western art in general sucks now.

Resolution scaling is probably the biggest problem with pre-rendered graphics now. You need to render at at least 4K if you want to "future proof" your game. Raytracing performance in Blender is pretty good now but it still probably takes a while for the image to converge at 4K, and any imperfections are going to stick out like a sore thumb at that resolution compared to the typical game of the 90s made for 240p, maybe 480p at best.

>>15532634

>That being said though I have it on good authority that, Prerendered 3D might start coming back when the next blender update rolls out

What's in the next update?

>>15532779

I recently learned that most of Final Fantasy IX was painted over, not purely pre-rendered. So when people say that old games with pre-rendered backgrounds had a painterly look to them it's likely because they were literally (to some extent) paintings.


b40d2a  No.15533429

>>15533357

I meant to write "good" but my brain busted.

Of course they look good


f47d51  No.15533434

>>15533429

You've been upgraded to pitcher status.


b40d2a  No.15533444

>>15533401

Let's also not ignore that composition and other artsy stuff plays a role in those prerendered/pixel Art landscape/location


6fd0cb  No.15533481

>>15533401

>What's in the next update?

There's a new renderer tool specifically for sprites that's going to be standard.


195cc6  No.15533666

File: e3865c9b49b7b45⋯.jpg (837.99 KB, 1920x1080, 16:9, ss_dcf66caa6147d6007c112e8….jpg)

>>15532626

Who gives a fuck about mainstream?


1a6aae  No.15533747

File: 03fee49f4040a63⋯.gif (811.11 KB, 500x616, 125:154, mai.gif)

File: db164413214c9c2⋯.gif (65.49 KB, 159x196, 159:196, mai_shiranui.gif)

>>15532733

KOF 12 had some fantastic tiddies


2c97aa  No.15534254

File: ce35a72550b98a1⋯.jpg (190.37 KB, 800x600, 4:3, divine_divinity_market.jpg)

File: 4351cc452b5e01e⋯.jpg (612.48 KB, 1920x1080, 16:9, divinity-original-sin-2.jpg)

Prerendered graphics can look fantastic but they have a lot of drawbacks. With a runtime drawn 3D model you can view it from any angle, blend an arbitrary number of animations/deformations on it, and have it rendered at any scale without it becoming pixelated from looking too close.

I'll give an example why dealing with prerendered graphics can suck dick. In Diablo 2 each hero character had a total of 16 directions they could face (as opposed to 8 for enemies), and for each of those 16 directions they needed many animations for idling, walking, running, attacking (usually with at least three different types of weapons), taking damage, dying, etc. If we estimate each of these animations to be around 30 frames each we get about 240 prerendered images per hero, and then you have to multiply that number by every kind of armour each hero can wear- let's say there's 12 visually distinct armour sets per hero with 4 separate pieces each (head, torso, legs, hands). Already you have over ten thousand prerendered frames to deal with (per hero!) and we haven't even started dealing with all the different kinds of weapons that need to be rendered for every direction of every animation of every hero character. And you'll never be able to blend any of these prerendered animations together of course, for something such as attacking while moving or aligning a character's feet to uneven ground.

Prerendered graphics can be a nice trick in specific circumstances, but can very easily be far more trouble than they are worth in others. Pic related 1 is the top tier prerendered graphics made by Larian with their first Divinity title and pic 2 is latest. Both look great because the artists making them knew what they were doing with the technology they had.

t. agdg faggot


2c97aa  No.15534275

>>15534254

Also I forgot to mention, with prerendered graphics dynamic lighting is pretty much impossible. You can do a bit with prerendered normal maps for directional lighting, but you cannot do a lot of things that are very simple with a runtime rendered 3D object.


5badfc  No.15534986

>>15532514

>Why can't our computer graphics look as aesthetic as 97's computer graphics?

We'll get this at the same time we go back to hand-drawn 80s/90s anime aesthetics.

NEVER

EVER


98ec3b  No.15535036

YouTube embed. Click thumbnail to play.

c4a300  No.15535090

File: 795753a63dc8739⋯.jpeg (77.4 KB, 546x698, 273:349, 1446773288094.jpeg)

>>15532686

Stop right fucking there anon!

There is a big difference between C&C64 and SC64.

Command and Conquer on the 64 used the Z-Trigger to pull up the build menu, allowing you to fluently switch from construction to control. In addition, micro-management for C&C was of a much lower bar than Starcraft, which had unit abilities. It meant C&C focused more on the production of the armies, which lended itself to a simpler control scheme more favourably. Not to mention, C&C had 3D graphics while Starcraft had PC pixel graphics. The unique graphic style of C&C64 makes it stand out in a unique way.

C&C64 was a rough gem!

Don't you dare compare it to the abysmal port of Starcraft 64!


7b43b7  No.15535249

>>15535036

Is this a porn game? It feels like a porn game.


0a95d2  No.15535487

>>15532779

i really like the way ff7 looks

alot of old games art style is so much better than now

i think its cuz theres no bloom or hdr or any of that crap

all the light hurts my eyes


edd8b4  No.15535491

Factorio is prerendered 3d. So fuck off.


c4a300  No.15535674

>>15535249

It doesn't look like a porn game, but it looks like someones fetish.


b1b123  No.15536184

>>15532779

I've always wondered how pre rendered backgrounds were made. Are there vids on youtube explaining it?


46b388  No.15536197

>>15533747

I still don't get how they managed to get cow tits physics that right.


b1b123  No.15536413

>>15533747

Hypnotic tbh. Weird that her head's as conical as it is though (even accounting for weird hairstyle, it goes back way too far).


51b22e  No.15536451

>>15536184

I remember like 4 or 5 years ago reading that the devs of Final Fantasy VIII used a program by the name of Mirai to create all the backgrounds for the game. I'm going to assume that they used the same software to make the pre-rendered backgrounds in Final Fantasy VII. Here's a short (((wikipedia))) article on it with some sources relating to the program:

https://en.wikipedia.org/wiki/Mirai_(software)


0e6071  No.15536452

File: 1774dceee312f31⋯.png (6.53 KB, 203x285, 203:285, 150px-Rana.png)


9279cb  No.15536462

>>15532514

Because everything have to look dirty and horrible, just like in real life, anon!


638781  No.15536475

**Sorry to break it to you, But Dungeon Siege II was released in 2005

The first one was released in 2002… Still hardly '97**

Real talk though, I fucking loved Dungeon Siege. You could tell they were doing the best with what they had at the time. If it was remade in the same aesthetic but with better graphics it would probably look more photo realistic and just with flashier effects and whatever.

The aesthetic of top down point and click fashioned gameplay worked well because the game didn't have to render as much at the time, of course from a design choice it does mean the developers would have to make the world essentially 3D anyway and just restrict camera movement for mostly top down just to keep the feel of playing a diablo clone. >>15532982 basically sums up my point.


9279cb  No.15536482

>>15533401

Man, Alexandria makes me so nostalgic.


b1b123  No.15536568

>>15536451

What I always loved about the FF ones is how painterly they seemed to look. Every scene really looks like it was hand crafted. Very aesthetic. Is there any way possible to negate what non-crt screens do to pre rendered backgrounds? It's really soul destroying playing ffix with all of its improvement in character models, on account of how pixelated and discoloured the backgrounds look.


ae958d  No.15536626

>>15536568

Play them in native resolution windowed I guess. The problem is with the renders' resolution and filters only make them uglier most of the time. I've heard about filters that emulate CRT but never tried them.


b1b123  No.15536649

>>15536626

Think that would mean playing it in a thumbnail size window tbh. Also I think the way scanlines processed colour (compared to modern screens) or something is as much of an issue. They keep fucking re-releasing ffvii, but they've never even attempted to fix the backgrounds for modern displays. Irritating - and I don't even own a crt tv, and I'm fairly sure my original playstation is either broken or has been chucked out.


48ea36  No.15536664

File: d88ce5155544753⋯.gif (33.34 KB, 500x560, 25:28, Yakusoku_~Promise~_–_PC-98….gif)

>>15532514

>>15532519

but neither of those examples look good.


b40d2a  No.15538332

>>15535487

A painting of a city is very different than walking in the same city.


f6de62  No.15541321

File: c690cad8835a949⋯.jpg (105.84 KB, 800x1017, 800:1017, 11303-dark-earth-windows-f….jpg)

1997 was a great year for 3D


9f32e4  No.15541327

File: 3152c7e2ec92dc5⋯.jpg (1.13 MB, 1920x1080, 16:9, and people say doom would ….jpg)

You're not looking hard enough, OP.


4c1562  No.15541339

File: 82c51d9b60a0ff1⋯.png (863.27 KB, 1200x600, 2:1, ClipboardImage.png)

reminder


1841fc  No.15541357

File: 644b84560cf776d⋯.jpg (1.45 MB, 1920x1080, 16:9, eq2 gameplay.jpg)

>>15532514

Except some can, and do.

Everquest 2 looks and plays like it's a 1997 prerendered cinematic. Which immediately shows why that aesthetic is not a good thing.


4a2674  No.15541433

>>15541339

Oh, I thought the skeleton was in a wheelchair for the longest time


f6565d  No.15541437

>>15541357

That looks nice as fuck anon. Not calling you a liar, but that screenshot may not be a very good example. Can I see some gameplay?


951ef9  No.15541440

>>15541321

but 2D is better


4a1ec8  No.15541481

>>15536475

DS1 is one of the few games where i really appreciate the scenery, especially how it seemed to change so seamlessly.

You never spent too much or too little time in one area, even the swamps were pretty neat once you understood how it was constructed.


eafbad  No.15541504

Apples and oranges. In some manners 3D graphics haven't reached the level of CGI in the first Toy Story while in others they're far more advanced simply because rendering graphics in real time in a game engine and working on a CGI movie involve completely different processes.


1841fc  No.15541987

File: 448dd9bae6549e6⋯.png (338.55 KB, 798x440, 399:220, trashcat.png)

>>15541437

It'd take two seconds to look up and find some. Or could just download it since there's an F2P portion, but the gameplay is outdated trash and the overall aesthetic is very wooden and lifeless. The whole game looks like Bryce 3D in motion. If that's your thing, though, then give it a whirl, but the gameplay is absolutely horrid.

Still my favorite housing system in the genre though.


e65156  No.15542844

>>15533401

those look pretty good




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