It would look like this somewhat
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That is a 3D model.
No not computer generated. Its a stop motion of several 3D modeled sculptures. Ok so kind of computer generated.
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Looks good to me...... Beautiful.
It would look like this somewhat
![]()
That is a 3D model.
No not computer generated. Its a stop motion of several 3D modeled sculptures. Ok so kind of computer generated.
![]()
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Never because, unlike the 8 and 16 bit era pixel art, the N64/PS1 polygons have aged horribly.
Actually cost is one of the reasons I'd want to see this happen. A main reason so many people make retro-styled indie games is because they don't have the money or other resources to make games that look like The Witcher 3. The problem is, I and a lot of other people are tired of the majority of these indie games being 2D. We're starting to creep out of that trend, especially on PC, but it's a really slow process. The Minecraft clones are probably the first stage of this.
If low-polygon graphics are what it takes for one guy or a group of five guys to be able to be able to make a 3D game with deep gameplay, then so be it. Indie developers keep trying to resurrect old genres, yet no one has really started resurrecting the immersive sim yet. The only real notable example we have so far is Eldritch. I would totally be there if some indie studio successfully made a game like Deus Ex, Thief, or System Shock 2, even if that game ended up having the same quality graphics as Deus Ex, Thief, or System Shock 2.
I guess a counter-point to this is that a lot of indies have already displayed the ability to make 3D games that basically look like PS3/360 games. Amnesia spawned a new wave of first person horror games that at least look as good as early 360 games, and a lot of indies have been able to do impressive things with Unreal Engine. So maybe going all the way down to PS1 era graphics isn't quite necessary.
I love FF9 as much as the next person, but that's WAY beyond the budget & staff size of any indie team I know, even the bigger, more successful ones (other than say Mojang). For that matter, FF7 is beyond the budget & staff size of any indie team I know.
If they throw in some music in the vain of Full Power aka Full Throttle: All-American Racing, I'd be into it. That game literally had one racing song, but it was so good.
https://www.youtube.com/watch?feature=player_embedded&v=3-XtAPf7VDc#t=165
https://www.youtube.com/watch?feature=player_embedded&v=onzoB9q5ziY#t=298
Well the FF games had huge budgets for their time, but mostly due to CGI cut-scenes and pre-rendered backgrounds which were needed at the time to get any kind of real detail into backgrounds. Conceivably it would be much cheaper to go 100% real time with today's tools and hardware. Like say a nice, cleaned up Vagrant Story. Or is that out of reach as well?
That's a bad analogy. There were more primitive 3D graphics than PS1/N64. 8bit/16bit home computers solid/non textured 3D games for instance. Or late 80's/early 90's PC flight simulators. And how about the early 80's arcade vector graphics?The PS1/N64 era is to 3D game design what Space War and Pong were to 2D game design. i.e. extremely primitive and virtually incapable of strong aesthetics.
We're taking the music on Drift Stage pretty seriously:
http://youtu.be/794NSkRWQJ0
https://soundcloud.com/myroneofficial
That's a bad analogy. There were more primitive 3D graphics than PS1/N64. 8bit/16bit home computers solid/non textured 3D games for instance. Or late 80's/early 90's PC flight simulators. And how about the early 80's arcade vector graphics?
to look a million times better than, say, this (but I'm probably in the minority):
LOLI have bad news for you, apparently all those are terrible games and that Era should be forgotten /s. Some people in this thread are so edgy that the could shave themselves with the tip of their fingers
Actually cost is one of the reasons I'd want to see this happen. A main reason so many people make retro-styled indie games is because they don't have the money or other resources to make games that look like The Witcher 3. The problem is, I and a lot of other people are tired of the majority of these indie games being 2D. We're starting to creep out of that trend, especially on PC, but it's a really slow process. The Minecraft clones are probably the first stage of this.
If low-polygon graphics are what it takes for one guy or a group of five guys to be able to be able to make a 3D game with deep gameplay, then so be it. Indie developers keep trying to resurrect old genres, yet no one has really started resurrecting the immersive sim yet. The only real notable example we have so far is Eldritch. I would totally be there if some indie studio successfully made a game like Deus Ex, Thief, or System Shock 2, even if that game ended up having the same quality graphics as Deus Ex, Thief, or System Shock 2.
I guess a counter-point to this is that a lot of indies have already displayed the ability to make 3D games that basically look like PS3/360 games. Amnesia spawned a new wave of first person horror games that at least look as good as early 360 games, and a lot of indies have been able to do impressive things with Unreal Engine. So maybe going all the way down to PS1 era graphics isn't quite necessary.
I agree with this. Though the genre I'd like 'resurrected' is the huge scope 3d adventure game of the late nineties and early 00s. Soul Reaver, Outcast, Shadow Man, early Tomb Raiders, Sphynx and the cursed Mummy, Banjo Tooie, Redguard, Galleon etc. Daring games that didn't give a fuck if you got lost or stuck playing them and were all the better for it.
This post reminded me Ive wanted a low-poly Snake/hi-poly Snake buddy cop adventure ever since I saw this picture
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This post reminded me Ive wanted a low-poly Snake/hi-poly Snake buddy cop adventure ever since I saw this picture
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Interesting thing to note is that those TF2 models have little under 500 tris while MGS1's Solid Snake had 690 tris. Now I'm not really bashing on the Solid Snake model, it's pretty nice apart from the awkward square arms and legs but just looking at the TF2 models you can see better polygon distribution and can get an idea of how today people can make better, more optimized and artistically tighter PS1 era graphics. Not to mention advances in animation, lighting, HDR and shader effects etc.
Its amazing artistry. Also Mario 64 DS had substantially lower poly count to the N64 version despite looking dramatically more detailed.
Interesting thing to note is that those TF2 models have little under 500 tris while MGS1's Solid Snake had 690 tris. Now I'm not really bashing on the Solid Snake model, it's pretty nice apart from the awkward square arms and legs but just looking at the TF2 models you can see better polygon distribution and can get an idea of how today people can make better, more optimized and artistically tighter PS1 era graphics. Not to mention advances in animation, lighting, HDR and shader effects etc.
Its amazing artistry. Also Mario 64 DS had substantially lower poly count to the N64 version despite looking dramatically more detailed.
Again 5th gen era assets with modern rendering is a great direction.
It's really very simple, modelers have gotten much better. Back then they were kind of walking blind.
The Nintendo DS can actually put out more triangles per frame than the N64 when running at 60fps.
People tend to misread the DS specs as having a hard limit of 2048 triangles/frame but that isn't the way it really works.
Hopefully never.
Hopefully never.
The hard limit is actually 6144 vertices. Using triangle strips you can render N triangles with N+2 vertices for a theoretical triangle limit of 6142 per frame.
A good triangle strip optimizer can get to around 1.3 vertices/triangle or around ~4700 triangles per frame on the DS.
Unlike most hardware you can't trade framerate for detail on the DS, so that 6144 vertex limit is independent of framerate.
(I've done graphics programming on the DS)
Hopefully never.
Hopefully never.