this post was submitted on 05 Feb 2024
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Gaming

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[–] [email protected] 0 points 7 months ago* (last edited 7 months ago)

~~This~~ These caused protests

[–] [email protected] 0 points 7 months ago (1 children)

I remember when the movie Final Fantasy: The Spirits Within was being claimed by people as an animated movie that was so photorealistic, you wouldn't even be able to tell you were looking at animated characters.

[–] [email protected] 0 points 7 months ago* (last edited 7 months ago) (1 children)

TBF it hasn't gotten much better than that in the 22 years since. Beowolf was cool, though.

[–] [email protected] 0 points 7 months ago (1 children)

Oh my god! I don't know anyone else besides me who liked Beowulf!

[–] [email protected] 0 points 7 months ago (1 children)

I saw it in theatres back when those new age 3D glasses came out, it looked really cool.

[–] [email protected] 0 points 7 months ago

Yep! Me too! Grendel and his mother were both so cool.

[–] [email protected] 0 points 7 months ago (2 children)

Here's a decent impression of the times: http://i.imgur.com/mAUyo.jpg

But back in the day (2003-ish) we still had amazing things to look forward to:

  • translucency (windows were not see-through)
  • realtime lighting and shadows (shadows were blobs below a model)
  • metallic reflection, and reflections in general (though working mirrors existed since at least Duke Nukem 3D, but those were a hack; copy the room and player model and flip them around to create the effect of a mirror)
  • further viewing distances (though this isn't a positive, IMO)
  • physics (everything was static - models moved, but did not rotate (much))
  • inverse kinematics

It's crazy how far we've gotten, but view distances spoil everything (IMO), and graphical improvements have slowed down (not stalled, but definitely slowed down) with Ray Tracing becoming wide-spread being the last big graphical improvement (since 2018).

[–] [email protected] 0 points 7 months ago* (last edited 7 months ago)

And even then it was amazing. Honestly, some games of the era just never lost relevancy, and I play a few myself to this day.

(Picture - Star Wars Jedi Knight: Jedi Academy, 2003, the best lightsaber fighting game of all times)

[–] [email protected] 0 points 7 months ago (1 children)

Curious to hear more about your stance on view distance because you felt it needed to be mentioned twice.

I can't imagine anything about increased potential being inherently bad in an of itself, but it does present more opportunities for level designers to fall short by under-utilizing the spaces.

There is a level of charm that came from the compromise forced by technical limitations which pushed a lot of detail into sky boxes and other 2D workarounds to simulate a 3D space. Even so, it was always frustrating when you became aware that those details would only ever be unavailable to explore up close.

[–] [email protected] 0 points 7 months ago

Spyro the Dragon launched in 1998, a year and bit after that issue of Next Generation linked. Spurs was one of the first games to make use of varying levels of detail to expand the view distance.

The level design of Spyro took advantage of this to encourage the player to explore the levels with Spyro’s glide jump by making interesting areas of levels in the distance more visible.

The game received a lot of praise at the time for its graphics and gameplay.

[–] [email protected] 0 points 7 months ago

At least the game is fun and functional, unlike buggy cash grab games nowadays

[–] [email protected] 0 points 7 months ago (1 children)

Even back in 1999 we could tell the difference between in-game graphics and pre-rendered cutscenes. Nobody thought that the blocky model shown here was as good as it got.

[–] [email protected] 0 points 7 months ago (1 children)

But we also knew that those pre-rendered cutscenes took at least a week to render and didn't think the games themselves would ever look that good.

[–] [email protected] 0 points 7 months ago (1 children)

Toy Story came out in 1995 but nobody then expected we would have graphics like that in real time for a long time to come. There were claims made at the time comparing the graphical abilities of the PS2 and Xbox generation to films like Toy Story and they were widely derided at that time.

[–] [email protected] 0 points 7 months ago

Yeah, marketers doing their usual thing lol.

These days, I often can't tell if cutscenes are pre-rendered or rendered by the game engine (or another real-time renderer packaged with the game).

Though that some of the old Blizzard cutscenes that impressed me a lot at the time stopped being so impressive even a decade ago. Like the Diablo 2 ones are on the far side of the uncanny valley still, but I remember being awestruck by them back in the day.

[–] [email protected] 0 points 7 months ago

At least we were happy back then

[–] [email protected] 0 points 7 months ago (1 children)

That's got phong shading for a start. Was pretty advanced for a PS1 game. Before that each poly had it's own normals, so everything looked blockier. Think Tekken 3 vs Tekken 2.

[–] [email protected] 0 points 7 months ago (2 children)

What game is this? I didn't know that PS1 could do phong

[–] [email protected] 0 points 7 months ago

It's castlevania 64, on the N64. Not a ps1 game at all. The N64 was a lot more powerful than the PS1, it was just held back by the cartridge limiting texture sizes.

[–] [email protected] 0 points 7 months ago* (last edited 7 months ago)

Maybe it's not phong. Possibly gouraud? My memory is getting hazy since it's like 25 years since any of this was current and actually spoken about in those terms.

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