TheChewyWaffles
Member
rollercoaster tycoon being written entirely in assembly is pretty crazy.
Wtf
rollercoaster tycoon being written entirely in assembly is pretty crazy.
For me it's MGS2, weather was incredible, AI also felt groundbreaking to me.
It was 100% seamless when playing.Doesn't that make it not seamless then?
Wut. Enclave is hot garbage and has nothing to do with Souls whatsoever. It wasn't even an RPG.Loved Blade of Darkness! It's the souls series grandfather.
Enclave too, so great!
Everybody's talking about Toy Story graphics, and the Gamecube had Star Wars graphics over a decade ago.
Ok fine, so it's not like it's a 1:1 recreation, but holy hell it looks amazingly close to the movies back in the day. The modern Star Wars games has this weird lighting that looks off.
Enclave looked amazing before it was released. Pre-downgrade, I remember how it was supposed to have environmental destruction, dynamic water with reflections and 4 player splitscreen (just some things I recall from early magazine previews). I wonder if the downgrades were because it was too much for the xbox to handleWut. Enclave is hot garbage and has nothing to do with Souls whatsoever. It wasn't even an RPG.
Sorry, did you mean to respond to me or someone else?
Eh, GT4 was more impressive. I mean, the US version ran in 1080i, which is freaking crazy if you think about the time it was released and on which hardware it ran.
GT and the always forgotten Tourist Trophy, 1080i on a PS2. Not to say that at 480p it was already such an amazing game graphically.
Funny thing is there are some Wii games that did something similar for locomotion. Although i do understand why this works. XDSprint Vector's fluid locomotion system, which allows movement in VR with no motion sickness.
https://www.youtube.com/watch?v=i2EgXu_FrSk
Pretty sure it was 640x540 per field, so 640x1080i.Did GT4 and TT actually render at 1080i? Because I've played GT4 a good amount at launch and after, and when you set the game at 720p or 1080i it has an absolute assload of aliasing and looks pretty garbage, like the game is being upscaled from 480p with a 1080i/720p HUD.
I've been wondering this for a while, as it doesn't really look like GT4 renders at 720p, just a bunch of upscaling.
It's windowboxed 1080i (i.e. there are black borders around the outside), but yes, GT4 does basically render in 1080i.Did GT4 and TT actually render at 1080i? Because I've played GT4 a good amount at launch and after, and when you set the game at 720p or 1080i it has an absolute assload of aliasing and looks pretty garbage, like the game is being upscaled from 480p with a 1080i/720p HUD.
I've been wondering this for a while, as it doesn't really look like GT4 renders at 720p, just a bunch of upscaling.
It's windowboxed 1080i (i.e. there are black borders around the outside), but yes, GT4 does basically render in 1080i.
That statement has to be understood in the context of what "1080i" means, though. "1080i" is just alternating even-odd 540-line images. The 1080i rendering mode is almost identical to the 480p60 rendering mode, it's just vertically offsetting every other field ("frame") by half a pixel.
So on an HD CRT that's natively drawing1080i video, the vertical resolution is native to the video output, but the image is fairly low-res on the horizontal axis (i.e. it's somewhere in the ballpark of 640 pixels).
Just about any PS2 or oXbox game in the sixth gen that had a 480p60 rendering mode, probably could have supported 1080i in this way if the studio had made it a priority.
The original Prey (2006) did that first.Portal's portals
Not just seamlessly warping around the map regardless of how far apart the portals are, but also displaying the connected rooms on whatever surface the portal is without visual compromises was absolutely amazing.
That game looks like barren cross gen bullshit so its actually one of the least surprising 60fps games but okMGSV running at rock solid 60fps and looking this good is an incredible achievement only a few developers would have been able to achieve... if any other than Kojima Productions.
Funny thing is there are some Wii games that did something similar for locomotion. Although i do understand why this works. XD
Technological achievements:
- Spacewar. Top of the line as it gets.
- Elite.
- iRobot (1983?)
- Star Wars Arcade with the ambient cabinet.
- Dragons Lair.
- Vectrex Imager.
- Galaxian.
- Sega Motocros game (the one with the handle bars)
- Zaxxon.
- Defender of the crown.
- Vette.
- Virtuality Machines. (Winchester specially)
- WIng Commander.
- Tresspasser.
- Daytona.
- DKC.
- VF3
[*]Tenebrae (64KB procedural generated game).
Because the game was attempting things never before seen in a PC game, the team decided to write their own programming language from scratch. However, rather than simply having the programmers write the language, the designers and artists also worked on it, allowing a more collaboratively creative atmosphere than is usual, and facilitating the language to work specifically to accommodate the elements of the game which the designers and artists wished to achieve.
Because the game was attempting things never before seen in a PC game, the team decided to write their own programming language from scratch. However, rather than simply having the programmers write the language, the designers and artists also worked on it, allowing a more collaboratively creative atmosphere than is usual, and facilitating the language to work specifically to accommodate the elements of the game which the designers and artists wished to achieve.
Certainly:Can you link to this game? I cannot find it and I am curious.
The old method is actually a really simple trick, just offset of texture coordinates in X&Y to direction of normal.Gran Turismo's environment mapping (or whatever the true technical term) on replays seemed so ahead of their time, especially on that console... kinda blew my mind like the metallic effects in SM64.
A bit of an obscure one, but I cannot believe Comanche. It's an MSDOS game that came out in 1997 (edit 1992 actually!) and it looks like this.
https://www.youtube.com/watch?v=d480zpAQu08
Also fun fact. Shrek on Xbox was one of the first commercial games to use deferred lighting. Seriously.
https://www.youtube.com/watch?v=372pNhXTm_4That's running way, way smoother than what I expected from a Super FX 3D game. Granted, the rendering resolution of the terrain is comically low and only about half of the screen space is used (looks like the other half is meant for the HUD). Makes you wonder if voxels were a better fit for 3D graphics than polygons for the system.
Holy shit. That was '92?? I'd honestly say this is more impressive for it's time than Crysis was in 2007. like damn.
Hitman did it two years earlier. Not sure about other games.Not just the lighting but also the way drapes and curtains reacted when walking through them was a technical achievement that I'd put right up there with other periods of game development such as Half-life 2s physics and Unreals water effects.