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Games that made you ask, "How were the graphics done?"

Speaking of Unreal 3 and fighting games, I recall back when MK9 was being made how Epic said it would be impossible for Unreal 3 to run at a stable 60fps. Then for Mike or Ed Boon contacted them with a build or footage of MK9 running at 60fps.

I don't know if this is true does anyone know anything about this possible event, or just confirmation that this wasn't a dream I had.
 
We'll see.

If it still doesn't run well by the flagship cards of the next two generations , I give up.

Given that people with capable cards have reported that they often operated under less than 100% load it isn't even a question. The bottlenecks are elsewhere.

Speaking of Unreal 3 and fighting games, I recall back when MK9 was being made how Epic said it would be impossible for Unreal 3 to run at a stable 60fps. Then for Mike or Ed Boon contacted them with a build or footage of MK9 running at 60fps.

I don't know if this is true does anyone know anything about this possible event, or just confirmation that this wasn't a dream I had.
This totally seems like a dream you had. There is absolutely no reason that UE3 cannot be made to run at 60 fps. It did so regularly.
 
They had talented programmers and artists.

With the new expansion Revelator, they ported the game to UE4 anyway.



http://www.polycount.com/forum/showthread.php?p=2099538#post2099538
http://www.polycount.com/forum/showpost.php?p=2107579&postcount=229

Xrd didn't just have amazing animation, they had incredible coders that invented techniques that Unreal Engine 3 didn't even support.

I never bought the game, but have always been amazed by their creative... programming/artwork? (not sure which is the appropriate word). I downloaded a GDC thing where they talk about it, but I haven't watched it yet. I guess I should buy it to show my appreciation.
 
The Live2D Fire Emblem Fates characters. They look 2D... yet are clearly 3D...? Maybe?

I'm here to spoil the magic.

Live2D actually works natively with photoshop layer files, it's basically an animation engine that uses some clever shadow and perception tricks to make a bunch of stacked 2d images look 3d. It's great because you can easily swap out individual parts like mouths and eyes, so it's super efficient. It's not perfect but it's certainly the biggest breakthrough in the tech in years.

Source: I've RE'd more than one game that uses live2d for reasons.
 
I agree with the Guilty Gear Xrd statement. I watched the whole GDC Press conference on how they achieved it and it blew my mind. I gotta re-watch it again. So good.
 
GTA V on last gen.

The game tries to keep a consistent 30 and has a higher level of image quality than IV did, which could barely taste what 30 actually was.

Work of magic, that game.
 
I'm here to spoil the magic.

Live2D actually works natively with photoshop layer files, it's basically an animation engine that uses some clever shadow and perception tricks to make a bunch of stacked 2d images look 3d. It's great because you can easily swap out individual parts like mouths and eyes, so it's super efficient. It's not perfect but it's certainly the biggest breakthrough in the tech in years.

Source: I've RE'd more than one game that uses live2d for reasons.

Make your own Live2D girl from your favorite anime.

https://www.youtube.com/watch?v=DWnPWygJEyM
 
Guilty Gear Xrd is just amazing. There aren't even that many high quality cartoons/animes that come close to what GGXrd does with its engine.
 
Ghost Recon did that for me.

I think it was Future Solider. The one with the live feed on the top left (which I think I remember was missing from the PC version initially).

It blew me away.

edit: It was advanced warfighter actually.
 
Speaking of Unreal 3 and fighting games, I recall back when MK9 was being made how Epic said it would be impossible for Unreal 3 to run at a stable 60fps. Then for Mike or Ed Boon contacted them with a build or footage of MK9 running at 60fps.

I don't know if this is true does anyone know anything about this possible event, or just confirmation that this wasn't a dream I had.
and all it took was for it to look fugly as hell.
yea I think UE3 at 60fps was done before
 
Last of us on PS3.

Still don't know how they pulled off those visuals on that hardware.

This, I was blown away by this game It really pushed the hardware, my fat ps3 sounded like a jet when playing this game and frequently overheated. Actually that's one of the reasons why I cannot replay it much. When I get a ps4 I am definitely getting the remastered edition.
 
GTA V on last gen.

The game tries to keep a consistent 30 and has a higher level of image quality than IV did, which could barely taste what 30 actually was.

Work of magic, that game.
To be fair, GTA V cuts some corners in other areas. The physics look more complicated in GTA 4, for instance, among other things. This video have many more details.

https://www.youtube.com/watch?v=GWVtZJo-HqI (Skip the gameplay differences obviously)
 
3DS Pokemon games. Not so much a "Wow, how did they pull that off" but more like a "Wow, what's going on in the background". I mean, the models look great but why can't they maintain a decent framerate (or 3D support) when games like MH can.

dVxSXme.jpg
 
Whatever wizardry Rare did with Donkey Kong Country on the SNES. Even with the accompanying VHS that I'm sure I still have on how they made it, I'm pretty sure there are tiny people inside the cartridge making things work.
 
Metroid Prime is the point where graphics don't impress me anymore.

It was the best looking game ever for me and when I see some new games today, I just say well that's nice, but it's no Metroid Prime. It still looks better then some games today.

The game also fantastic.
 
Metroid Prime is the point where graphics don't impress me anymore.

It was the best looking game ever for me and when I see some new games today, I just say well that's nice, but it's no Metroid Prime. It still looks better then some games today.

The game also fantastic.

Are you sure it's not just nostalgia googles bias?

The fire effect of that game show their age and so does the blocky graphics.

No way, at the time U2 came out, NOTHING, and I mean NOTHING on consoles matched it. NOTHING

Uncharted 2's Train Sequence into Tunnel Transition is still one of the best things I've seen.
 
Are you sure it's not just nostalgia googles bias?

The fire effect of that game show their age and so does the blocky graphics.



Uncharted 2's Train Sequence into Tunnel Transition is still one of the best things I've seen.
No. Graphic just don't mean anything to me anymore, it's not even top 10 game for me. It's kinda just, I've seen the best and nothing is gonna impress me anymore, even if of course things look better.
I never get hyped for trailers that everyone here does.
Gameplay is the only thing I care about now, and yes Metriod Prime did that...somehow :)
 
I thought it was pretty standard stuff and there's plenty of games that are comparable. Looks really good and high quality of course.


It might be due to my gaming background before U2. I mostly played on nintendo consoles, and mostly played platformers. Whatever I saw, I generally accepted "yeah, this looks like a video game".

I got my PS3 in 09, and was coming off the wii because I realized the games on it weren't doing it for me, as I was fatigued of the standard games I played. Uncharted 2 might have been my first time looking at a HD game, and my reaction was a violent "THIS IS A VIDEOGAME?"

I've never had that reaction to a games graphics like that before, and have not post U2. Nothing has impressed me as much as the first time I saw U2.
 
That Guilty Gear Xrd stuff is nuts, really. I can't see anything else impressing that much just because it's totally the opposite of a brute force approach. There is just so much creative problem solving and trickery going on in order to achieve a very specific look, and like it or not, they are amazingly successful at it.
 
Thanks to SPE's post, I just checked out Turbo, a 1981 arcade game by Sega. Wow, they were starting raster effects early. Looks awful when you're going slow, but when you speed up it starts to look more like Outrun. For 1981 that's pretty impressive.
 
3DS Pokemon games. Not so much a "Wow, how did they pull that off" but more like a "Wow, what's going on in the background". I mean, the models look great but why can't they maintain a decent framerate (or 3D support) when games like MH can.

dVxSXme.jpg
I think their work-flow is just fucked up. They make art-accurate 3D models and then scale them down to the 3DS instead of trying to make models suited to the hardware which probably has something to do with it.
 
System Shock, running on PCs in 1994, has:

- Destructible, full-3D objects which can be pushed around
- Ramps
- Real-time security monitors
- The ability to look all the way up and all the way down with correct perspective
- Dynamic lighting that can pulsate and be toggled on and off
- Translucent doors and bridges
- Bridges
- Security
- Relatively long draw distance
- A slick physics engine that allowed things like:
* The player character being a full 12-jointed bipedal model, which moves realistically (such as your head jerking forward a bit when you stop running) and responds to external forces (like being shot in the face) without having to hardcode these things in)
* Climbing walls
* Climbing hand-over-hand on the ceiling
* Riding roller skates (with everything that implies, such as launching yourself off ramps to cross a chasm)
* Leaning in multiple directions
* Jumping
* Throwing things, with realistic physics
* Lying down
* Shooting an enemy on higher ground, and having him fall down and crush an enemy below him
* Variable gravity
* Weapon recoil

There's a ton more, so let's just say that the game did far more than pretty much every PC game of the era did, except for liquids and 16-bit colour. Now keep in mind that this came out about six months after DOOM, and could run a mere 4 MiB of RAM. You should all take your hats off take a deep bow to the programmers at LGS.

For comparison:

DOOM:


System Shock:

 
Batman AK
This was running on Unreal Engine 3. Unreal. Engine. 3.
The fact that it was a seamless open world with no loading times running at a locked, flawless 30 fps with destruction and physics in play at all times, while also looking absolutely gorgeous and running at 1080p on PS4 is insane.


Halo 4
This was on an Xbox 360.
How were they able to pack so much detail in and maintain stable performance?

Got complaints with both of these really. Batman AK was obviously broken at launch on PC so hard for me to really look past that.

Halo 4 made a ton of compromises to do what it did. The framerate was totally unstable in splitscreen and even dropped at times during single player. The environments were severely downsized and background detail was cut down significantly. Enemy density was also far lower than previous Halo games.
 
I'm still impressed by how smooth Mode7 on the SNES is.
Edit: and I really don't know exactly how it works either. I'm guessing it's built in to the chip as the Mega Drive have a hard time doing similar stuff.
 
I was playing Outrun 3D. The cars and objects along the road are clearly sprites that grow from small to large as you move forward. I used to think that the ground was also the top of several large 'layers' of sprites stacked on top of each other that shift with perspective and grow from small to large as they 'come at' the camera. But looking at it again, I don't think so anymore. The smoothness of the road lines suggests otherwise. As far as I'm aware, it's not polygonal because you can't turn around or look to the side. Or is that just an engine limitation? It also doesn't look the same as Mode 7 (scaling/rotation). Lots of racers at the time were like Outrun. Anyone know how they were done?

Video

Pics

ITT we discuss games with unique graphic or effects and how they were done.

This was Sega's trademark for me back in the day, they loved to use the scaling and rotation of sprites and did it really well in a lot of games. Afterburner is just another example of it being done well...Space Harrier and the list goes on.

Speaking of Space Harrier...The Master system's port of Space Harrier achieved the same effect by using full screens with objects placed in order for each full screen which gave it's version of Space Harrier that same sprite scaling effect even though the MS's hardware couldn't do the rotation/scaling of sprites, which i thought was a nifty trick imho.
 
Dreams coming up looks absolutely insaaane. The materials tech they've built is unlike anything ever done before. Not polygons or sprites or voxels but something entirely new. Watch this talk by one of the devs to see more.

Thanks for the link. All the technical wizardry aside, it's actually pretty simple idea. "Just" point clouds, on top of point clouds. It's not really completely new tech but using existing stuff creatively.

Probably the first game that made me actually interested getting a ps4.
 
I'm still wondering how they got Uncharted 4 to run at 1080p on a laptop CPU and an GTX 660.



It ran on 512mb of RAM shared by the OS. Your phone has more RAM.

It's called the efficiency of a closed box system that nearly get's double the performance of PC equivalent hardware. It's been said time and time again by various developers that work on both PC and Console games.
 
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