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Amazing video game technological achievements

Grand Prix 2, PC (1995)

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Looks even better in motion
https://www.youtube.com/watch?v=-YMh7YihOFM
 
The lighting on Splinter Cell 1 was pretty sick..

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.
 
Forgot another game that I think should be mentioned, the Myth series.

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It used physics for a lot of things, range units (like archers and dwarves) were affected by height (IE higher ground = longer range, plus wind), everything reacted to the environment or other characters. Blood even flowed downhill along with the gibs.

Shame that many modern RTS games (even Total War) don't do this kind of thing, and that was back in like 97...

You could fire an arrow and the other guy could move a bigger unit in front of the units you were firing at to block them. Tree's naturally were terrible to fire arrows at. You could even use fire arrows to light dry grass on fire. Rain even affected fire, so your fire arrows would get put out sometimes, your cocktails as well.

The game even had real time reflections in the water.
 
i dont know why but i feel bad company 1+2 pushes harder with environmental destroying than crackdown 3.



im in for the game but ive set my expectations lower than agents of mayhem .
 
SSAO in Crysis.

I remember when they were talking about using Ambient Occlusion volumes in frostbite before BF3 came out.
 
MGSV 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.
 
Some of the stuff Metroid Prime did on the Gamecube was pretty insane, even small things like how the ripple effects when shooting and running through water weren't textures but the actual surface model of the water moving.

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All that, and it ran at 60fps. It's like with their first gamecube game, Retro managed to wring maximum performance out of it.
 
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Severance (aka Blade of Darkness).

One of if not the first game with real time lighting/dynamic shadows. This was before doom 3.



What about Daggerfall? Can't remember if it was seamless or not, I remember going in/out of buildings without loading screens though, unlike the later Elder Scrolls games.

Loved Blade of Darkness! It's the souls series grandfather.

Enclave too, so great!

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Legacy of Kain: Soul Reaver (PS1)
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DF's video made me realize how amazing this was. It offers a huge seamless world where the only loading was the initial one. It's one of the earliest examples of texture streaming. You had an ability that can completely transform the geometry of levels in real time. On top of it all, the game already looked nice, and it ran 20-30FPS very often. PS1 games usually had simpler, smaller areas, and often ran in 10-20FPS.

Ehrgeiz (Dungeon Mode) (PS1)
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I literally cannot think of any other example of a PS1 game that ran natively at 480i at a rock solid 60FPS (rarely ever dropped). Most PS1 games ran at 320x240, usually 10-30FPS. The only loading times are when you enter a dungeon, and when moving floors meant changing the palette. Your equipment also reflects on your character model. Even before I was familiar with all the technical visual stuff, I already noticed how smooth it moved and how crisp it looked compared to every other game I've played.
 
Spyro's LOD system, the first time I can remember a game using the system negating the need for "fogging". By which I mean it would reduce polygon count and texture size based on distance from the camera.

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Doing this:

...on "5+ year old laptop tech" is pretty impressive. (These are my shots on an original PS4, not Pro)

I particularly love the detail on each mech: the worn look, the tech, the articulation; all without goofy clipping or immersion breaking oddities like that.

It looks impressively pretty, I'm not saying it doesn't. But what is the actual technological achievement? The Order, Infamous: Second Son, Driveclub... they all look really good. It's clear that even the base PS4 hardware can produce visually amazing games. What does Horizon do that pushes the hardware beyond what is expected of it?
 
Dark Messiah of Might and Magic says hello...

That came out 2 years later than Riddick EFBB (still prefer Riddicks mechanics though, super weighty and realistic, and as Immortal_Daemon mentioned the blood/ damage system etc was amazing, even to this day)
 
It looks impressively pretty, I'm not saying it doesn't. But what is the actual technological achievement? The Order, Infamous: Second Son, Driveclub... they all look really good. It's clear that even the base PS4 hardware can produce visually amazing games. What does Horizon do that pushes the hardware beyond what is expected of it?

I think its main tech achievement is running at locked 30 fps 99% of the time. For an open world game, it's extremely impressive, especially if you consider how good the game looks.
 
Stardust on the Amiga 500 looked insane with those raytracing sprites and especially the warp-tunnels, music was awesome too.
Great work by Bloodhouse before they merged with Terramarque to form Housemarque.
 
Other impressive GBA games:

Payback

https://www.youtube.com/watch?v=ryNR9nVB2z8

When actual GTA on GBA looked like this:

Payback accomplished this:
[IMG]

Of course it could easily be argued that the real GTA on GBA was cleaner and more "readable" and probably much more fun. But this is about technological achievements!

This GTA clone is actually BETTER than GTA 1 & 2 in some ways, in that it uses actual 3D models for vehicles and not just sprites. As I recall, it even had some lighting effects at night, headlights and taillights.
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[quote="SatoAilDarko, post: 243846165"]Indeed.

[IMG]

[b]This was on the Gameboy Advance.[/b][/QUOTE]

[URL="https://youtu.be/3lA-ov8L66s"]How's this?[/URL] From the same devs as Asterix and Obelix (VD Dev). Shame their main guy passed away a year ago.
They always do impressive stuff, even if the games themselves aren't the greatest to play. Also made [URL="https://youtu.be/9VeamZYf0d4"]IronFall for 3DS[/URL] and [URL="https://youtu.be/zSzcagyBw34"]C.O.P. The Recruit[/URL] (which runs at [B]60fps[/B] as well!) for the original DS. They are working on a (presumably) really cool racing game.
 
First time I saw Virtua Fighter I was blown away. I had no idea what I was looking at, but it looked freakin' cool. Hard to believe it's been over 20 years.

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Same here, this was my epiphany moment, when I started to dream about how the next 3D could look like.
 
Eh. I feel this isn't in the spirit of the thread. Horizon is a graphical showpiece, sure, but it's what you expect first-party, AAA-budget PS4 games to look in 2017. Not to beat a dead horse, but Crysis's jungles looked as lush and even more alive than Horizon's in 2007. Is it actually doing something technical that barely any other game, if any at all, hasn't done?

It's not any old game with good graphics. It's an open world game that looks like a linear tech power house showpiece.
 
Hey guys, Horizon may be one of the most consistently amazing looking games ever made, running with only the slightest of hitches in framerate in even the most populated and dense areas of the game, but it's not a technical achievement.
 
OK, sure.

Hey guys, Horizon may be one of the most consistently amazing looking games ever made, running with only the slightest of hitches in framerate in even the most populated and dense areas of the game, but it's not a technical achievement.

There's a reason Kojima co-opted Guerilla's engine for Death Stranding.

Unfortunately, I don't have the actual technical answers you are looking for, but when I compare it to the linear, exclusive, AAA, Uncharted 4, it comes out ahead.

I'm amazed every time I turn it on or visit a new section of the map (which is huge with diverse environments and weather conditions).
 
First time I saw Virtua Fighter I was blown away. I had no idea what I was looking at, but it looked freakin' cool. Hard to believe it's been over 20 years.

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Yeah, seeing real-time 3D like that felt really high tech, almost out of place. Like "is it ok to use such advanced technology for games ?". It took me a while before I dared put my first coin in there.
 
There's a reason Kojima co-opted Guerilla's engine for Death Stranding.

Unfortunately, I don't have the actual technical answers you are looking for, but when I compare it to the linear, exclusive, AAA, Uncharted 4, it comes out ahead.

I'm amazed every time I turn it on or visit a new section of the map (which is huge with diverse environments and weather conditions).
I agree with you completely. My post was sarcastic, lol.
 
Gunstar Heroes on Mega Drive / Genesis uses some kind of black magic to display more than 64 colors on screen simultaneously (and it was not Amiga's HAM, that's hardware specific)

Super Street Fighter 2 on Mega Drive / Genesis was it first (and only) 40MB cartridge. Similar to Sonic Chaos, which was the one and only 8MB cartridge on Master System.

And my favorite, the animations of Aladdin on Genesis made Disney animators and handed over to Virgin produced something really beautiful at the time (not only the animations, but the backgrounds and the music, that's the definition of Triple AAA game right there)

(at work, so I can't add pictures or videos, sorry)
 
Hey guys, Horizon may be one of the most consistently amazing looking games ever made, running with only the slightest of hitches in framerate in even the most populated and dense areas of the game, but it's not a technical achievement.

Then the technical achievement is its performance despite its looks, not its looks themselves. As I said, sure. That's a totally valid point. But posting a few screenshots and saying "it looks great!" wasn't in the spirit of the thread. I still think that there are far better examples in this thread of games that went above and beyond what's expected from the hardware they run on, again, I never said that Horizon wasn't a high-end game...

Thanks for the sarcasm, by the way. Really edifying.
 
Then the technical achievement is its performance despite its looks, not its looks themselves. As I said, sure. That's a totally valid point. But posting a few screenshots and saying "it looks great!" wasn't in the spirit of the thread. I still think that there are far better examples in this thread of games that went above and beyond what's expected from the hardware they run on, again, I never said that Horizon wasn't a high-end game...

Thanks for the sarcasm, by the way. Really edifying.

Anytime, man.

For real, though, the game running as butter smooth as it does while fighting two Thunderjaws and a group of Tramplers, all while looking as stupidly good as it does, is an incredible achievement, maybe not quite as incredible as others in this thread but definitely worth being mentioned.
 
It's impossible for it to be a "matter of fact" kind of thing. Because real-time and prerendered are so drastically different that it is a completely different art-form.

They are going to look different. But visually KH3 is better from '98 Toy Story 1. You are completely ignorant to argue against that...

BUT we literally have a thread for this obnoxious debate.

Oh PLEASE!
Even on the character model which is the closest thing that KH does to Toy Story there is an absolute and objective difference in detailing, look at Woody's ear for example... in KH is an angular mess while in Toy Story is a surface as smooth as silk.
It's very very simple to do a "matter of fact kind of thing" and it's to pose this question, can a console do a 1:1 reproduction of the film Toy Story in real time? The answer is no therefore a game like Kingdom Hearts which has to count a lot of other things like game logic and all that stuff CANNOT look as good as the movie.
 
God of War 3 intro sequence and boss fight is still the most impressive thing I ever played. I hope they can match this level of epicness with the new game.

They are going for a different approach so don't expect that.

For me it's MGS2, weather was incredible, AI also felt groundbreaking to me.
 
I don't know if Guinness is really that accurate as far as video games. I remember seeing people complain about them getting several other things wrong.

I'm pretty sure Jak and Daxter 1 was the first game to use the specific technique it employed for open worlds, where the data was added to the disc in a specific order and in specific places strategically so that the game would always be loading in the background and thus create an open world. GTA 3 then did the same thing.
 
Fun fact a Comanche game was planned for SNES (with voxel graphics and all) in 1995 but eventually cancelled:
https://www.youtube.com/watch?v=Op5EkC7GbxQ&feature=youtu.be&t=8283

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That'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.

I don't know if DKC was the first game to use pre-rendered graphics for its sprites and tiles, but it sure blew minds back in the day.

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It was the first to use it on such a scale, but not the first game to employ pre-rendered assets in some capacity.
 
All the Toy Story and KH3 posts confuse the shit out of me. It's like half of GAF is 100% convinced that's KH3 is clearly superior, and the other half is 100% convinced that Toy Story is. There's no gray area.

Which is it? It has to be a fairly black and white matter-of-fact kind of thing, no?

Here's the grey area:

Toy Story 1 has the better IQ (anti-aliasing, probably resolution, etc) and the better geometry density. These are long-standing advantages of pre-rendered CG.

KH3 will have better everything else, more or less.
 
Portal's portals

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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.
 
The original SimCity was released on the Spectrum, with a mammoth 48k of memory. That's unbelievable in terms of how much they managed to fit onto the machine.
 
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