Baked sprites look well even if they're animated and subjected to simple scaling. It's only drawn sprites that are expensive.But if you make comparison with sprites side by side, you will see that even poor 3D is still superior.
That 3D graphics somehow age worse than others gets parroted a lot but that doesn't make it anything more than a meme. (...)This thread is merely a periodic reminder that 3D graphics age terribly in general, (...) Stylization can probably help as well relative to attempts at naturalistic 3D images.
It's nothing odd but natural order of things in next step it's fitted to "world space" eg as in RAGE. And the better media the less objectionable staticness because the more personalized the remote rendering . But it's silly season for a while now with "realtime" raytracing, "dynamic" lighting without cast shadows, temporal superslop and other clap-trap.To add an example to the thread, The Longest Journey uses 3D characters on top of 2D (mostly? pre-rendered) background:
I generally find Ray-Tracing looks WORSE than traditional rendering, chews up my graphics card, and offers virtually nothing in return. The only tangible benefit I could see from it would be "blocking" light sources, but even then it's something that barely adds anything when a lot of scenes are already well lit from other sources.That 3D graphics somehow age worse than others gets parroted a lot but that doesn't make it anything more than a meme. (...)This thread is merely a periodic reminder that 3D graphics age terribly in general, (...) Stylization can probably help as well relative to attempts at naturalistic 3D images.It's nothing odd but natural order of things in next step it's fitted to "world space" eg as in RAGE. And the better media the less objectionable staticness because the more personalized the remote rendering . But it's silly season for a while now with "realtime" raytracing, "dynamic" lighting without cast shadows, temporal superslop and other clap-trap.To add an example to the thread, The Longest Journey uses 3D characters on top of 2D (mostly? pre-rendered) background:
Good for offline/remote rendering, RACKET for realtime/ per client:I generally find Ray-Tracing looks WORSE than traditional rendering, chews up my graphics card, and offers virtually nothing in return. The only tangible benefit I could see from it would be "blocking" light sources, but even then it's something that barely adds anything when a lot of scenes are already well lit from other sources.That 3D graphics somehow age worse than others gets parroted a lot but that doesn't make it anything more than a meme. (...)This thread is merely a periodic reminder that 3D graphics age terribly in general, (...) Stylization can probably help as well relative to attempts at naturalistic 3D images.It's nothing odd but natural order of things in next step it's fitted to "world space" eg as in RAGE. And the better media the less objectionable staticness because the more personalized the remote rendering . But it's silly season for a while now with "realtime" raytracing, "dynamic" lighting without cast shadows, temporal superslop and other clap-trap.To add an example to the thread, The Longest Journey uses 3D characters on top of 2D (mostly? pre-rendered) background:
BRO THE POINT IS THAT PEOPLE MADE UGLY 3D GAMES INSTEAD OF DECENT LOOKING 2D GAMES
And yet there was so many great games. PS1 library is the best console library in existence.Like 99% of the PSX and N64 libraries look like complete dog shit. The only exceptions were basically 2d games.
The Myth series.
I can't deny it's ugly as hell, yet 25 years ago it thought it looked gorgeous and deep down I still do. Arrows that are actual, physical projectiles; dwarven cocktails that shake the earth; chunks of flesh blown everywhither. I just love the look and feel of it.
/e: second video, at 4:48. How gorgeous is that?
(unfortunately it's almost impossible to correctly recreate the graphics of Myth 1 on modern systems - to see it in its glory you'd need a Voodoo 1-3 and a CRT-screen. Even glidewrappers like nglide or Zeckensack's are not able to do this)
And I really think it still does because it has its very unique aesthetics that fit its scenario perfectly.
That's true. And the graphic representation of Myth 1 and 2 was also perfect to give you that gritty, dirty, down-to-earth feeling. Man these bodies exploded in dozens of individual pieces and these entrails flew over the battlefield while sprinkling blood over everything... It was a glorious and a grim beauty. The models, while crudely animated, were finely drawn and very detailed - compared to the polygon stuff that came afterwards.And I really think it still does because it has its very unique aesthetics that fit its scenario perfectly.
That really is the thing, isn't it? I find that a game of relatively poor 'graphical fidelity' so to speak, but possessed of a strong, highly idiosyncratic aesthetic will always age in a relatively graceful manner.
Back in... 2005 I think it was... I became active at the Magma forums (the guys who kept Myth alive on modern OSs) to talk about this issue. It took me some time to actually convince them that there is a significant difference between their OpenGL translated graphics and the original games. To my utter confusion they especially didn't notice the horrendous color transitions/bandings which is a direct result of the missing 16bit dithering. After some comparison screenshots and much more posts they finally believed me and actually managed to implement some kind of 24bit rendering in their Myth 2 patches. From then on it looked much, much better - but still not as the original on the intended hardware did. Unfortunately they didn't use that same modification for their Myth 1 patch (Myth 1.5 still looks terrible with this banding issues).Thank you for saying this, now at least I feel less crazy for thinking so. Not too long ago I was talking to two friends, younger than me by a few years and who didn't really begin to play video games until 2005 or so; and they derided me a little when I assured them that The Fallen Lords, on a CRT, with the Voodoo 3 3000 my dad bought for christmas '99, was a beauty can not be readily replicated on current hardware.(unfortunately it's almost impossible to correctly recreate the graphics of Myth 1 on modern systems - to see it in its glory you'd need a Voodoo 1-3 and a CRT-screen. Even glidewrappers like nglide or Zeckensack's are not able to do this)
Deus Ex can look sort of interesting when rendered in 16-bit colour, with dithering
By the way, one detail I never forgot: There were actually right- and lefthanded soldiers.
To my utter confusion they especially didn't notice the horrendous color transitions/bandings which is a direct result of the missing 16bit dithering.
I'd be cool if there was a way to emulate that effect on a modern screen to try it.
Battle Realms looked cool too
Battle Realms was another damn fine game. It aged very well graphicwise. And gameplay is rather unique too. I think I should play it again sometime. I had countless hours of fun with this game.The Myth series.
Battle Realms looked cool too
I still fondly remember the many hours I and a good friend played this game, alernating from mission to mission. The many hot summer evenings in 1998 we've spent inside playing Myth 1, trying to beat this game. I especially remember the Gjoll. Good times in the relatively peaceful and carefree late 90ies...By the way, one detail I never forgot: There were actually right- and lefthanded soldiers.
Yes! Man, how it gladdens me to see some people still remember that. My brother and I—we alternated playing; 30 minutes each—noticed it when we first loaded into Crow's Bridge. Ensued a lot of fruitless conjecturing on our part, as to the possible superior strength of right- or left-handers.
Yes, I remember some of them were pretty pissed because I, a newcomer in the forum, dared to tell them the game looked worse than it did back in the days. But some of them were damn fine guys. Melekor once helped me when I desperately looked for a way to bypass the bug with Myth 1 not starting if you have more than 512 MB of RAM. This fine fellow created me a .dll injection that helped to get around that bug (I wanted to play the original game via glide wrapper instead of using their own patch 1.5).To my utter confusion they especially didn't notice the horrendous color transitions/bandings which is a direct result of the missing 16bit dithering.
At times, things surrounding MythDevs and Project Magma were a bit strange. There was a sort of effervescence to it all. Which was natural, I think; after all it's not often in gaming history that the actual original developers give all the source code, resources, and tools needed for a community to take the helm. But along the way, major improvements made to the games sometimes trampled over this or that specific aspect of the games as they had been created by the Bungie guys, and it wasn't always easy to clearly recognise what was happening.
I seem to recall early and animated discussions concerning The Fallen Levels, more specifically the behavior of Thralls and Ghôls vs. Bowmen, discussions that eventually led to the Anti Clump feature. But I might be wrong; I'm fuzzy on the details and the timeline.
And dear lord, glancing at the Tain forums I see that people still occasionally post there, amongst whom Jon God himself. Bless his heart. How many hundreds of hours did he spend, re-texturing all those maps?
I just noticed that there is - for example - ShaderGlass that tries to achieve exactly this goal. I managed to start Myth TFL in software mode but unfortunately if you use a glide wrapper to play the 3Dfx-version of the game, this one overrides ShaderGlass.I'd be cool if there was a way to emulate that effect on a modern screen to try it.
One can dream, uh? Oftenwhiles I see the wonderful work some talented and hard-working people put into various pluggins and wrappers; and I too hope to see, one day, the uniqueness of CRTs somehow transposed to modern screens.
It is pretty crazy how much the pre-rendered animations progressed in a short span of time on the same platform:
Neverwinter Nights looks like absolute dogshit, and it did look that even back when it was released
I just noticed that there is - for example - ShaderGlass that tries to achieve exactly this goal. I managed to start Myth TFL in software mode but unfortunately if you use a glide wrapper to play the 3Dfx-version of the game, this one overrides ShaderGlass.
The many hot summer evenings in 1998 we've spent inside playing Myth 1, trying to beat this game. I especially remember the Gjoll. Good times in the relatively peaceful and carefree late 90ies...
I remember when NWN came out, almost everyone thought it looked shit especially coming off Icewind Dale and Baldur's Gate 2 a year and a half earlier. I especially remember the tiles, their repetitiveness and environments being a point of contention, also that you couldn't move the camera up beyond a certain angle being a sticking point and Meme once the camera was unlocked relatively early on and there was a complete lack of a ceiling or sky outside. I don't care what some random "reviewers" said at the time. They were as much an authorative source of general sentiment back then as they are now. Though even most of your quotes basically boil down to "it looks like shit, but we're going to praise it and give it a high score anyway".Not quite. Blocky meshes were noted, however reviews praised textures, shadows, animation, spell effects, post processing.