Azdul
Magister
Take Daggerfall as an example.Nah, some games looked shit and it was definitely easier to make something that looks atrocious than it was in the VGA era (usually thanks to empty space combined with badly tiling textures) but but some early 3D games still look great. Crash Bandicoot as mentioned, Unreal Tournament 99, Half-Life, Hexen 2 (especially the expansion where the level design was less shit), some bits of Quake 1 (others look pretty bad admittedly), Daggerfall, Thief, Descent, M&M 6, etc. Plus, if you'll permit the Build and Jedi engines as 3D, then Dark Forces, Outlaws, and Blood look fantastic too (plus Hexen 1 and Doom if you consider the Doom engine 3D).
I've never been able to figure out exactly why, but 3D graphics from the late 2000s in particular look awful. Not sure if it's because of adapting for PS2 hardware or what but games from that era really look like shit, and it's not solely down to the trend of making everything brown and "realistic".
It has detailed, prerendered models (done on Silicon Graphics workstation ?) and some handpainted ones. Software renderer pushes megabytes upon megabytes of images / textures on the screen.
It would look terrible as PS2 / 3Dfx Voodoo 1 title - as all textures would have to be scaled down to fit together within 1-2 MB of texture RAM. Some prerendered textures would be replaced by real 3D models - but nowhere near the levels of fidelity that are possible today:
Imagine this done with 50 triangles on PS2 / Voodoo 1.
And it would have colored lightning in the dungeons - because no feature of hardware renderers will be left unused. Colors of lights would be chosen by programmers working 80 hours a week - so (255, 0, 0), (0, 255, 0) and (0, 0, 255).
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