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Digital Foundry Retro - Water Rendering in Games.

IbizaPocholo

NeoGAFs Kent Brockman


DF Retro returns with a two-part showcase covering the history of water rendering in games, starting from the early 90s to and ending with the last-gen consoles! In this first part, we start with a look at 16-bit 2D raster tricks on Megadrive/Genesis, Super NES, NES and Game Boy before moving into the 3D era!

Finally a new episode!
 

stranno

Member
Not a great researching work, in my opinion. There are tons of better examples missing and some really forgettable examples included.

Donkey Kong Country 2 had a water effect light years ahead of Donkey Kong Country. Crash Warped has really amazing water effects. Treasures of the Deep has the best underwater simulation of Playstation. Sega's Dark Edge had really cool reflections in early 1993. Magic Carpet in 1994 had also great software surface volume simulation back in 1994 for MSDOS. Expendable's exclusive Matrox G400 environmental bump mapping was also groundbreaking for 99.

Just to mention a few..

But hey, yeah, Baldur's Gate: Dark Alliance, thats not a game that most people mention in water dicussions. Kudos for them.
 
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stranno

Member
interesting lol
IDK if thats sarcasm. But just compare Lockjaw's Locker with any underwater level from the first game.



The surface of the water, the distortion effect, the 3D plank effect. Donkey Kong Counter was a pretty game, indeed, but the underwater levels were barely noticeable, except for the fantastic music.
 
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dark10x

Digital Foundry pixel pusher
Not a great researching work, in my opinion. There are tons of better examples missing and some really forgettable examples included.

Donkey Kong Country 2 had a water effect light years ahead of Donkey Kong Country. Crash Warped has really amazing water effects. Treasures of the Deep has the best underwater simulation of Playstation. Sega's Dark Edge had really cool reflections in early 1993. Magic Carpet in 1994 had also great software surface volume simulation back in 1994 for MSDOS. Expendable's exclusive Matrox G400 environmental bump mapping was also groundbreaking for 99.

Just to mention a few..

But hey, yeah, Baldur's Gate: Dark Alliance, thats not a game that most people mention in water dicussions. Kudos for them.
Yeah, DKC2 would have been a good one to include and that's the biggest one I missed. One thing to keep in mind is time limitations (3 days total to make the video) and game library. I don't have Treasures of the Deep on PlayStation so I could not include it. Dark Edge is interesting but I don't think it necessarily stands above any of the other choices - it's just the background layer inverted. I didn't really want to focus on a game purely via emulation either.

Magic Carpet IS pretty interesting and I do own it. I opted for Terra Nova instead but it could have been a nice one.

I absolutely wanted to include Expendable, though, that was a huge one for me BUT I could not find a way to obtain footage. I don't have a Matrox G400 and couldn't find a timely way to obtain it. It just wasn't possible and it's very frustrating. I also wanted to include Alien vs Predator 99 for its interactive water/slime stuff but had issues getting it to run (crashes when moving from main menu to game)

Lastly, Crash 3...I did consider adding it but I don't really love the way the waves look and I ran out of time.

There's also the time element to consider - capturing all this footage takes a long time and it can be difficult to get what you need fast enough. So there's a lot of constraints to consider. The reason this was broken up into two parts comes down to the fact that I was working through Saturday to get it to this point. If I had just a few mores days I could have done so much more. I didn't even get to film any new sections. It really sucks.
 

cireza

Member
On MegaDrive there is also GleyLancer that combines both a great number of parallaxes/linescrolls as well as a distortion effect. Everything at a smooth 60fps in 320*224.


Vectorman also has some pretty great lighting effects underwater


Burning Rangers is also worth noting
 
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stranno

Member
Yeah, DKC2 would have been a good one to include and that's the biggest one I missed. One thing to keep in mind is time limitations (3 days total to make the video) and game library. I don't have Treasures of the Deep on PlayStation so I could not include it. Dark Edge is interesting but I don't think it necessarily stands above any of the other choices - it's just the background layer inverted. I didn't really want to focus on a game purely via emulation either.

Magic Carpet IS pretty interesting and I do own it. I opted for Terra Nova instead but it could have been a nice one.

I absolutely wanted to include Expendable, though, that was a huge one for me BUT I could not find a way to obtain footage. I don't have a Matrox G400 and couldn't find a timely way to obtain it. It just wasn't possible and it's very frustrating. I also wanted to include Alien vs Predator 99 for its interactive water/slime stuff but had issues getting it to run (crashes when moving from main menu to game)

Lastly, Crash 3...I did consider adding it but I don't really love the way the waves look and I ran out of time.

There's also the time element to consider - capturing all this footage takes a long time and it can be difficult to get what you need fast enough. So there's a lot of constraints to consider. The reason this was broken up into two parts comes down to the fact that I was working through Saturday to get it to this point. If I had just a few mores days I could have done so much more. I didn't even get to film any new sections. It really sucks.
You can use this Expendable's patch to get EMBM in any other card. It works fine in my 1080, tho it crash when you exit the game.

http://redtux.rocik.net/?page=projects&sub=expendable

As i said, i would have included other games but its just my opinion.

BTW: One funny Splashdown shot, trying to get widescreen working.

BFQifWo.png
 
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dark10x

Digital Foundry pixel pusher
You can use this Expendable's patch to get EMBM in any other card. It works fine in my 1080, tho it crash when you exit the game.

http://redtux.rocik.net/?page=projects&sub=expendable

As i said, i would have included other games but its just my opinion.

BTW: One funny Splashdown shot, trying to get widescreen working.

BFQifWo.png
I'll give that patch a go then.

The others, though, as you say, your opinion - not from lack of research. DKC2 is one that I wish I would have included instead of DKC1, though, but the others I either didn't own or didn't really think they fit in. I really need a PS1 and PS2 that can play burned discs for situations like this.

It's funny but I first thought of this water episode back in early May but wasn't able to start working on it until this past week. I was chatting about it and remembered mentioning Expendable specifically...

QtRc.png
 
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stranno

Member
D dark10x One minor correction. Jetskis actually generate waves in Wave Race 64. Its a subtle effect and it depends on the distance between players (nope, its a matter of weight), probably in order to limit water geometry.

1st.

s91gNH5.gif


2nd.

7Y0t2ez.gif


3rd.

zCuXImh.gif


Note: Kudos to Radorn from EOL.
 
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ljubomir

Member
D dark10x When thinking about water in PSX games, Rapid Racer comes to mind:



It had mesh-based wave structure, ran at high (60?) FPS, had soundtrack by Apollo 440, and ran at uncommon hi-res mode

com.abarbazi.RapidRacer3.jpg
 

RAIDEN1

Member
Wave Race was THE standout title back in 96 when it came to near accurately replicating the look of the waves and the weight behind it...nothing on the PSX, Jaguar, 3DO, Saturn could come even close to it...
 

dark10x

Digital Foundry pixel pusher
D dark10x When thinking about water in PSX games, Rapid Racer comes to mind:



It had mesh-based wave structure, ran at high (60?) FPS, had soundtrack by Apollo 440, and ran at uncommon hi-res mode

com.abarbazi.RapidRacer3.jpg

Yep, I thought about this game as well when I was capturing but, alas, it's another one I don't own and there's no easy way to get my hands on it on short notice (ebay purchases wouldn't make it in time). :(

@dark10x One minor correction. Jetskis actually generate waves in Wave Race 64. Its a subtle effect and it depends on the distance between players, probably in order to limit water geometry.
That's the weirdest thing! I tested exactly that in wireframe mode and didn't see any changes to underlying geometry when AI passed over it. I wonder if this is limited to certain areas? Or what. Fascinating. That makes it even more impressive then!
 

stranno

Member
As much as i like Rapid Racer (like every game of my good old Demo One) the water wasnt that good, it was the same waving effect in the same areas and speedboats having the same behaviour in those sections.

Tho, yeah, 60 frames per second and quite high resolution: 364x480 in Turbo Prop Racing and 364x512 in Rapid Racer. Half of the pixels of games like Dead or Alive or Bloody Roar 2, 512x480, but still impressive (Internal Section had 640x480 ingame but it was the only game of the system with that resolution gameplay-wise).

Here's a GIF of Turbo Prop Racing geometry. Prehistoric lens flare, yeah, that must be a lot of Digital Foundry extra-kudos :LOL:

Ta2a7CP.gif
 
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stranno

Member
Another worth-mentioning contender for Wave Race 64 in Playstation could be Dead in the Water, an obscure vehicular-combat-racing game.

Water physics are CRAZY and environment is partially destructible. Tho water popup is high and framerate is low :rolleyes: But look at this beauty.

7qIPLsb.gif


7rlLd15.gif


rU5kNUF.gif


XQtk2Dn.gif


I'm already a big fan of the nuclear grenade.

D dark10x I was wrong with the distance theory for WR64 waves. Its a matter of weight. 1st was M.Jetter (medium), 2nd was A.Stewart (light) and 3rd was D.Mariner (heavy). Again, radorn discovery.
 
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dark10x

Digital Foundry pixel pusher
Another worth-mentioning contender for Wave Race 64 in Playstation could be Dead in the Water, an obscure vehicular-combat-racing game.

Water physics are CRAZY and environment is partially destructible. Tho water popup is high and framerate is low :rolleyes: But look at this beauty.

7qIPLsb.gif


7rlLd15.gif


rU5kNUF.gif


XQtk2Dn.gif


I'm already a big fan of the nuclear grenade.

D dark10x I was wrong with the distance theory for WR64 waves. Its a matter of weight. 1st was M.Jetter (medium), 2nd was A.Stewart (light) and 3rd was D.Mariner (heavy). Again, radorn discovery.
Which emulator are you using to get those wireframe shots? PS1 is one I've had issues with in the past. Those look great.
 

stranno

Member
Which emulator are you using to get those wireframe shots? PS1 is one I've had issues with in the past. Those look great.
It is the wireframe rendering mode of gpuBladeSoft. Edgbla's plugin is, by far, the most complete to debug effects in Playstation. And the plugin that started the sub-pixel accuracy and texture perspective correction stuff. It can be used with PCSXR, ePSXe and other emulators.
 

stranno

Member
A few more, clearly less noticeable, water effects in Playstation:

N-Gen Racing. Not a great effect but it use a waving part of the skybox to create the illusion of water distortion. Pretty clever.

GSBC9Wm.gif


Without wireframe:

fpkfvtD.gif


VR Sports: Powerboat Racing. Simple geometry effect without any interaction. Tho you can tilt the speedboat and go underwater after jumps, like in Wave Race 64. It probably has the worst camera position i've ever seen in a racing game and the controls are atrocious.

4XidULZ.gif


Bass Rise. Nonexistent rendering distance, awful framerate (10-15 frames per second) but neat distortion effect and..

wVaEKuX.gif


It has this guy.

zOKbSbP.gif


Incredible Crisis, the Titanic minigame. Barely remarkable but its cool for a mini-games game.

VX1NNPa.gif
 
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Bankai

Member
D dark10x Love your work on the retro-vids man, can't get enough of them! There's always more games you could've added, but I like to know YOUR frame of reference - so just keep up delivering great content :)

I've always been very impressed by Nintendo's take on waterFX. I would've never admitted it back then (16bit era) though, I was a SEGA fanboy and "loved to hate" the beautiful DKC underwater levels with its captivating music.. or the beautiful water in Mario Sunshine. Nowadays.. It's still kinda hard to admit :p Soooooo my vote "most beautiful water" goes to a current-gen game which impressed me immensely: Mortal Kombat X. Just look at that beautiful sea!
 

Demigod Mac

Member
Great episode.

Particularly impressive water effects were from DOA3's ice cave and Virtua Fighter 4.

While water effects these days look a lot nicer on the surface it seems we've gone backwards in terms of interactivity.


(4m17s)

 
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dark10x

Digital Foundry pixel pusher
A few more, clearly less noticeable, water effects in Playstation:

VR Sports: Powerboat Racing. Simple geometry effect without any interaction. Tho you can tilt the speedboat and go underwater after jumps, like in Wave Race 64. It probably has the worst camera position i've ever seen in a racing game and the controls are atrocious.

4XidULZ.gif
These are all interesting. I actually have the PC version of VR Sports: Powerboat Racing but always found it to be insanely ugly and horrible to play. I got it for free from a friend back in the late 90s.
 

Azurro

Banned
Yeah, DKC2 would have been a good one to include and that's the biggest one I missed. One thing to keep in mind is time limitations (3 days total to make the video) and game library. I don't have Treasures of the Deep on PlayStation so I could not include it. Dark Edge is interesting but I don't think it necessarily stands above any of the other choices - it's just the background layer inverted. I didn't really want to focus on a game purely via emulation either.

Magic Carpet IS pretty interesting and I do own it. I opted for Terra Nova instead but it could have been a nice one.

I absolutely wanted to include Expendable, though, that was a huge one for me BUT I could not find a way to obtain footage. I don't have a Matrox G400 and couldn't find a timely way to obtain it. It just wasn't possible and it's very frustrating. I also wanted to include Alien vs Predator 99 for its interactive water/slime stuff but had issues getting it to run (crashes when moving from main menu to game)

Lastly, Crash 3...I did consider adding it but I don't really love the way the waves look and I ran out of time.

There's also the time element to consider - capturing all this footage takes a long time and it can be difficult to get what you need fast enough. So there's a lot of constraints to consider. The reason this was broken up into two parts comes down to the fact that I was working through Saturday to get it to this point. If I had just a few mores days I could have done so much more. I didn't even get to film any new sections. It really sucks.

Hey Dark, excellent video and analysis. Just one question about your workflow, I don't know anything about video production but you mentioned it took you 3 days to create this. How would your process work? Is it something like one day to get your observations, research, then another day to get the footage and then stitch it together in the last day? I'm just surprised it took you 3 days to come up with such a long video, that's efficient. :)
 

stranno

Member
Hey Dark, excellent video and analysis. Just one question about your workflow, I don't know anything about video production but you mentioned it took you 3 days to create this. How would your process work? Is it something like one day to get your observations, research, then another day to get the footage and then stitch it together in the last day? I'm just surprised it took you 3 days to come up with such a long video, that's efficient. :)
They are also using previous content from other DF Retros, at least the Tomb Raider, Sonic R, Panzer Dragoon, maybe more, IDK if i have seen all of them.

What surprise me more is that they are keeping all this footage when its raw video from, i guess, devices like BlackMagic VA or Atomos Ninja or something like that, i mean, insanely big videos. It must be a crazy amount of TB.
 
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dark10x

Digital Foundry pixel pusher
Hey Dark, excellent video and analysis. Just one question about your workflow, I don't know anything about video production but you mentioned it took you 3 days to create this. How would your process work? Is it something like one day to get your observations, research, then another day to get the footage and then stitch it together in the last day? I'm just surprised it took you 3 days to come up with such a long video, that's efficient. :)
Well, basically, for this project, I spent the first day and a half just capturing like a mad man. I made a spreadsheet of the games I wanted to include and just went for it. I try to capture in chunks per console since each machine has its own quirks in terms of how you capture it (I use the OSSC for 240p and 480p but can only play 240p on my PVM so I have to use an external viewer for 480p which is annoying). For 480i, I use the Framemeister instead since I feel it does a better job with interlaced signals - the bob de-interlacing on the OSSC is somewhat less attractive (though I did wind up using it for Hydro Thunder on DC since I could not get VGA support to work on that game and didn't want to swap everything for one title).

Once I have all the necessary capture I film any b-roll (though I didn't need to do much here) then write the script. I find that I usually write in chunks - I'll write up the first 5-10 minutes, record the VO then start editing. I waste too much time if I write everything in one go due to writer's block at times. I usually start with the introduction. Once I feel that setup is good enough, then I move onto the meat. I'll edit in all the clips I already have and make notes of any extra footage I might need.

From there it's just a matter of editing in chunks - once the first 10 minutes is polished and looking OK, I'll get back to writing and start working on the next chunk. Moving back and forth between writing and editing helps keep me moving forward. For most retro videos, though, I tend to film myself to improve production quality which means I need to write more of the script. In those cases, I'll nail down the first 15 minutes or so, then imagine where I'll need filmed cuts and write all the transitional segments and the ending. I then bring that up on the teleprompter, setup the camera and lights and film that.

So it's really just a matter of assembling all the assets, making assets for comparisons (in some cases), filming b-roll, writing, filming on-camera stuff and editing. I usually have a pretty good idea of what I want an episode to be in my head. The big challenge is always pulling it off on time. I'm pretty good at estimating how long each episode will take but usually have to make compromises. I can't always go into detail on things I might want to and sometimes I have to decide not to film myself (I wouldn't have had time for this one). Each day is usually 10-12 hours of non-stop work too. So three days means three FULL days.

They are also using previous content from other DF Retros, at least the Tomb Raider, Sonic R, Panzer Dragoon, maybe more, IDK if i have seen all of them.

What surprise me more is that they are keeping all this footage when its raw video from, i guess, devices like BlackMagic VA or Atomos Ninja or something like that, i mean, insanely big videos. It must be a crazy amount of TB.
Well...believe it or not, the only footage I used from previous capture was Panzer Dragoon 1, that small clip of Powerslave, and the MGS2 stuff. Oh, and the modern games - like Sea of Thieves where I needed a quick clip. Other than that, everything else was fresh capture since I needed specific clips. With Tomb Raider, for instance, the clips I had left didn't showcase the water so I had to re-capture that. I haven't featured Sonic R before either so that was all fresh.

I do capture most content with a Shogun Inferno and the files ARE massive indeed. I archive some but not all of that footage. For the stuff I keep, I have no choice but to compress it to H264 MP4 and store that. It's not perfect but it's good enough in a pinch. Otherwise I couldn't possibly store it all.
 

stranno

Member
That Shogun Inferno device looks cool and not that expensive for an HDD device. Back in the day i could only afford a BlackMagic Video Assist. It is a good device but somewhat limited nowdays.

I bought it because i saw Cam & Seb once using it ^_^

BTW: Yes, the Sonic-R video i saw was from GameHut.
 
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dark10x

Digital Foundry pixel pusher
That Shogun Inferno device looks cool and not that expensive for an HDD device. Back in the day i could only afford a BlackMagic Video Assist. It is a good device but somewhat limited nowdays.

I bought it because i saw Cam & Seb once using it ^_^

BTW: Yes, the Sonic-R video i saw was from GameHut.
It's an amazing device, no doubt. The main benefit for me, more than anything, is support for ProRes output. ProRes files work so supremely well with Adobe Premiere/After Effects. The speed you get out of them makes editing 4K60 videos an absolute breeze - I can apply all sorts of layers and effects to a video and view it in real-time at full frame-rate/res. You can also do multi-way split-screens by stacking multiple files without any significant performance decrease. No other format I've found is anywhere near as fast to work with.

When using my PC, I tend to use Lagarith or UT Video (sometimes MagicYUV). All are usable but kinda slow and file sizes are much much larger (lossless).

Editing highly compressed video is useless and horrible in comparisons.
 

stranno

Member
Another good looking water in Playstation, stylish-wise since under the hood those are nothing more than bitmaps (even characters), there's no geometry involved (aside flat polygons). But it looks good.

Doraemon 2 - SOS! Otogi no Kuni. Terrible game, but it is supposed to be a kids game (insane difficult for kids but hey).

hlOCvcK.gif


eQba9fT.gif
 

Redneckerz

Those long posts don't cover that red neck boy


DF Retro returns with a two-part showcase covering the history of water rendering in games, starting from the early 90s to and ending with the last-gen consoles! In this first part, we start with a look at 16-bit 2D raster tricks on Megadrive/Genesis, Super NES, NES and Game Boy before moving into the 3D era!

Finally a new episode!

Thank you for posting this in my absence as i was on holiday. I did ended up watching it whilst being there and its once more a classic DF Retro episode pulling all the nitpicks i would have mentioned myself. It is such a breeze of recognition when you are watching the video and you think: ''Hmm, they really should add this game in here as that was such a staple title for this kind of thing./Hmm, they should mention how this game did or had this specific function/specific trivia about it.'' and cue in the next shot and John either shows that game or mentions that exact tidbit. Its why i love these episodes: Its the thing i would do if i had any talent in editing, but fortunately there is John doing this work, and i can't thank him enough for it :)

Magic Carpet IS pretty interesting and I do own it. I opted for Terra Nova instead but it could have been a nice one.
Both MC and TN are really interesting titles from a tech perspective. MC is perhaps more impressive considering it does these reflections in 1994, but Terra Nova (which is a great pick!) did so many things along with this aswell. It was good seeing that game being featured.

I'll give that patch a go then.

The others, though, as you say, your opinion - not from lack of research. DKC2 is one that I wish I would have included instead of DKC1, though, but the others I either didn't own or didn't really think they fit in. I really need a PS1 and PS2 that can play burned discs for situations like this.

It's funny but I first thought of this water episode back in early May but wasn't able to start working on it until this past week. I was chatting about it and remembered mentioning Expendable specifically...

QtRc.png
Ill give you another notoriously difficult one that you might want to cover somewhere sometime: Severance: Blade of Darkness. It does reflections on pre-shader hardware (Meaning Voodoo cards can run this aswell) along with proper physics years before Half Life 2, Doom 3 stencil shadows, contextual damage and so much more. It is a bitch to run though, atleast on my PC, but check it out. I wrote an entire ERA thread based off of it. - https://www.resetera.com/threads/se...-edge-of-darkness-a-graphical-showcase.35455/


Well, basically, for this project, I spent the first day and a half just capturing like a mad man. I made a spreadsheet of the games I wanted to include and just went for it. I try to capture in chunks per console since each machine has its own quirks in terms of how you capture it (I use the OSSC for 240p and 480p but can only play 240p on my PVM so I have to use an external viewer for 480p which is annoying). For 480i, I use the Framemeister instead since I feel it does a better job with interlaced signals - the bob de-interlacing on the OSSC is somewhat less attractive (though I did wind up using it for Hydro Thunder on DC since I could not get VGA support to work on that game and didn't want to swap everything for one title).

Once I have all the necessary capture I film any b-roll (though I didn't need to do much here) then write the script. I find that I usually write in chunks - I'll write up the first 5-10 minutes, record the VO then start editing. I waste too much time if I write everything in one go due to writer's block at times. I usually start with the introduction. Once I feel that setup is good enough, then I move onto the meat. I'll edit in all the clips I already have and make notes of any extra footage I might need.

From there it's just a matter of editing in chunks - once the first 10 minutes is polished and looking OK, I'll get back to writing and start working on the next chunk. Moving back and forth between writing and editing helps keep me moving forward. For most retro videos, though, I tend to film myself to improve production quality which means I need to write more of the script. In those cases, I'll nail down the first 15 minutes or so, then imagine where I'll need filmed cuts and write all the transitional segments and the ending. I then bring that up on the teleprompter, setup the camera and lights and film that.

So it's really just a matter of assembling all the assets, making assets for comparisons (in some cases), filming b-roll, writing, filming on-camera stuff and editing. I usually have a pretty good idea of what I want an episode to be in my head. The big challenge is always pulling it off on time. I'm pretty good at estimating how long each episode will take but usually have to make compromises. I can't always go into detail on things I might want to and sometimes I have to decide not to film myself (I wouldn't have had time for this one). Each day is usually 10-12 hours of non-stop work too. So three days means three FULL days.


Well...believe it or not, the only footage I used from previous capture was Panzer Dragoon 1, that small clip of Powerslave, and the MGS2 stuff. Oh, and the modern games - like Sea of Thieves where I needed a quick clip. Other than that, everything else was fresh capture since I needed specific clips. With Tomb Raider, for instance, the clips I had left didn't showcase the water so I had to re-capture that. I haven't featured Sonic R before either so that was all fresh.

I do capture most content with a Shogun Inferno and the files ARE massive indeed. I archive some but not all of that footage. For the stuff I keep, I have no choice but to compress it to H264 MP4 and store that. It's not perfect but it's good enough in a pinch. Otherwise I couldn't possibly store it all.
John, i am really happy to see you post here again and describe your development process. When i saw all these games, i didn't instantly think you filmed all of these sections yourself, as there is some really fine editing in there. But then i realized: This is John Linneman i am talking about, who would proclaim he has a pink cartridge (Haha!). So ofcourse he does this. Ofcourse he films it all. So really, thank you from my end. The amount of effort in display (Aside regular DF work, even!) is stunning. It is why i love DF Retro. Its the videoform version of these Hardcore Gaming 101 books that get pushed out ever so often, full of details and trivia bits. Except DF Retro is pushed out more often than HG101. Thank you, John, for delivering yet another fine episode.
 

IbizaPocholo

NeoGAFs Kent Brockman


John is back for part two of in-depth look at water rendering in classic games, as we complete our look at the PS2, Xbox and GameCube eras and dip our toes into last-gen!
 

GamesAreFun

Banned
Somehow I never heard of Wave Race for the GameCube. Morrowind was the first game where I remember being amazed by the reflective water, even though it ran poorly on my old laptop.

The best water I've seen in a current-generation game is from Assassin's Creed: Origins - when you're swimming underwater and look up towards the sky, the effect is beautiful.
 
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