[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y ] [Search | Free Show | Home]

ITT: Technological achievements/TECHNOLOGY >Compressed down

This is a blue board which means that it's for everybody (Safe For Work content only). If you see any adult content, please report it.

Thread replies: 508
Thread images: 91

File: IMG_1541.jpg (218KB, 1353x909px) Image search: [Google]
IMG_1541.jpg
218KB, 1353x909px
ITT: Technological achievements/TECHNOLOGY

>Compressed down from 1.2GB to 64MB
>Recoded from C to assembly, also essentially coded similarly to GPGPU processing
>15 minutes of FMV compressed onto the cartridge
>>
File: IMG_1543.jpg (47KB, 480x320px) Image search: [Google]
IMG_1543.jpg
47KB, 480x320px
>This is a GBA game
>>
File: IMG_1547.png (15KB, 160x144px) Image search: [Google]
IMG_1547.png
15KB, 160x144px
>Alone in the Dark Gameboy Color
>The pre-rendered scenery warps and changes size and position to give the effect you're moving round the environment instead of being static
>>
The entirety of Gold and Silver had to be compressed down drastically because it was far too big for the GameBoy or GameBoyColor. Know who managed to do it? Satoru Iwata.

In fact, the man did such a good job there was enough room left to put in Kanto.
>>
>>384336673

Based
>>
File: photo.jpg (5KB, 100x100px) Image search: [Google]
photo.jpg
5KB, 100x100px
*512MB
>>
Melee looked pretty damn impressive on a Wii with component cables at the time, especially the texture detail, not sure if that counts or if the higher res version was ever available on the gamecube like it was the wii
>>
>>384337120

*512Mb
>>
>>384336673
Satoru Iwata was a talented coder and game maker. Sad the damn tumor killed him and at a young age.
>>
>>384337398
The man had such a big impact on my childhood through gold/silver alone, and now he's gone. I wonder if he knew how much of an effect he had on so many children.

Too bad about the Wii U. A keen business man he was not.
>>
File: IMG_1548.gif (2MB, 400x294px) Image search: [Google]
IMG_1548.gif
2MB, 400x294px
>Conkers bad fur day had higher detailed textures than most N64 Games through trickery ignoring the 4Kb limit
>Dynamic lighting in areas
>Best graphics on the system
>Doesn't require the expansion pak
>>
File: poopghost.jpg (21KB, 500x500px) Image search: [Google]
poopghost.jpg
21KB, 500x500px
>>384337149
what the fuck are you talking about
>>
There was going to be a voxel based version of Banjo-Pilot but the game ran like ass on the actual Gameboy Advance hardware.

https://youtu.be/-GrRKs4ngiA
>>
File: IMG_1549.jpg (76KB, 640x480px) Image search: [Google]
IMG_1549.jpg
76KB, 640x480px
>Shrek was the first game to use deferred rendering
>>
This is an SNES game.

https://www.youtube.com/watch?v=_kVPStKzLes

This is SNES music.

https://www.youtube.com/watch?v=3ODKKILZiYY
>>
>>384335449
>>Compressed down from 1.2GB to 64MB

That's one way of putting it. Another is to say they just threw away a fuckload of data resulting in a severe downgrade in quality. RE2 in N64 is not indistinguishable from the PS1 version or anything, it's noticeably much, much worse. For example, the FMV is half the framerate, that alone almost cuts the game's total size in half and only a moron would call that ingenious "compression" technology. A lot of audio and graphical assets are simply cut and what remains is of very low quality. They were given a virtually impossible task and did their best but the result was not good and there was no way it was ever going to be good.
>>
File: 601622boxart_160w.jpg (9KB, 160x162px) Image search: [Google]
601622boxart_160w.jpg
9KB, 160x162px
https://www.youtube.com/watch?v=4jvG4K5oeeM
>>
>>384337778
And all the characters were voiced unlike the gibberish that other games lake banjo had on the 64.
>>
>>384336089
>cannon fodder GBC
>intro is PS1-tier FMV
>>
File: IMG_1550.jpg (115KB, 1920x1080px) Image search: [Google]
IMG_1550.jpg
115KB, 1920x1080px
Tony Hawks Downhill Jam GBA
>Used the same engine as SSX GBA
>Ditched most of the textures for flat polygonal art style to get the game running at a good frame rate
>>
>>384338432

Tim Follin is great.
>>
>>384338432
metal warriors was fucking great
>>
>>384338432
Tim Follin is a wizard at bit tunes.

https://www.youtube.com/watch?v=-J0H5ah1G7A

https://www.youtube.com/watch?v=ypNPxwnppU0
>>
>>384339030
>is
Was.
>>
Mickey Mania had really fluent and well animated character animations for a SNES game.

https://youtu.be/iL6xnm5pJIM
>>
>>384339030

My favorite tune while we're just throwing out Follin stuff.

https://youtu.be/KgCLAXQow3w
>>
File: IMG_1319.jpg (24KB, 234x250px) Image search: [Google]
IMG_1319.jpg
24KB, 234x250px
>Game developers will never be this talented again
>They will never develop new tricks or techniques to push the boundaries of what can be done

I suggest you watch DF retro, pretty interesting. Soul reaver one especially, no loading screens on PS1, 10/10 visuals for the console...TECHNOLOGY
>>
>>384335449
>Recoded from C to assembly

Can you elaborate? Couldn't they just compile the C code to MIPS? The rewriting should have been minimal, just typical port stuff.
>>
>>384339650

Who is kojimba?
Please enlighten me
>>
>>384339559

Actually going to play SR for the first time this week. I remember hearing back in the day about it not having loading screens but never tried it sadly.
>>
>>384339559
>muh 90s
>everything was so much better then
>kids these days, they don't know
>>
>>384339958

Kojimba is the sound a retarded and possibly underaged shitposter makes when it takes him three shitposts to finally get a reply.
>>
>>384339559
>Game developers will never be this talented again
>They will never develop new tricks or techniques to push the boundaries of what can be done
programmer cost > tricks and techniques
They don't give a fuck if its coded in assembly and runs leaner than a greyhound after time in a decomp chamber. They'll save the money because the hardware is so much better than it was they'll hire cheapies.
>>
File: IMG_1482.jpg (8KB, 207x203px) Image search: [Google]
IMG_1482.jpg
8KB, 207x203px
>>384340148
>>
>>384340121
you cant post here if you are underage.
>>
>>384339803

He's just parroting bullshit he heard online.

The reality is it was a very rushed port because they had a tight deadline. Asset porting was largely automated and as for the actual game code

>Whenever possible, we emulated PSX-specific routines and hardware functions to achieve similar results on the N64, maximizing our reuse of the existing source code.

they actually rewrote very little of it.
>>
>all these fucking jams
Oh my, fucking spicy meatballs.
>>
>>384337398
>>384336673
Iwata was amazing programmer and designer.
He was also really charismatic CEO.
I do disagree with some of the nintendo decisions ad a whole, that probably went through him at some point, but the man still deserve respect.
>>
fgh
>>
>>384340121
reminder that if you think that things weren't better back then, you're underage
>>
File: 3.png (149KB, 599x359px) Image search: [Google]
3.png
149KB, 599x359px
MDK had so huge textures for it's time that hardware rendering looked worse because of lack of memory in GPUs.
>>
>>384340839

>this

Not graphics and technology wise, just things were simpler. In games you could have a cool straight forward story with fun gameplay filled with power ups and secrets. Nowadays it's all agendas, complaining and trying to squeeze as much money out of consumers as possible while pushing shit sequels.
>>
>>384335635

To this day, this still fucks up my brain. V-Rally 3 for GBA was also an impossible technological marvel for the platform.
>>
>>384341332

You should google James Bond Nightfire for GBA
>>
>>384341447

It's less impressive because of the poor framerate. What blows me away about V-Rally 3 and Asterix and Obelix XXL is the fully textured polygonal visuals ***at a good framerate***.
>>
>>384335449
too bad nobody bought it because it was expensive as fuck
>>
>>384341825

>implying
>>
>>384336673
>In fact, the man did such a good job there was enough room left to put in Kanto.
Poorly and extremely butchered.
>>
>>384342949

Still enough room though
>>
The ice in MGS2 had its own algorithm coded to make the ice melt realistically. Cubes closer together melted slower than those separate
>>
>>384335449
>>Compressed down from 1.2GB to 64MB
Pre-rendered cutscenes bloated the PS1 game, just like FF7
>>
>>384339559
Yeah, all the old talented TECHNOLOGY men have been replaced by university art/philosophy majors that are replaced every three years to keep costs down. They can't do anything on their own but it's fine because Unity and UE4 and such exist.
It's hilarious that even Blizzard of all companies can no longer develope shit on their own and use shit like Unity because all the good people bailed ages ago.
>>
>>384343403
Only HS uses Unity, everything else is in House
>>
>>384343271

That's not actually true.

First, the ice doesn't really melt, the mesh just scales down over time until it gets small enough and then it gets removed from the game. It doesn't leave a little puddle behind or anything, it's just gone.

Second, proximity to other ice cubes has no bearing on this, it's just a fixed period of time with a minor random variation between the cubes. There's plenty of videos on youtube where you can observe that they all more or less melt for the same duration regardless of their proximity to other ice cubes and that the variation in no way is consistent with proximity to other ice cubes.
>>
>>384343403
Where are the talented guys now?
>>
>>384343878
in my basement
don't tell anyone but we're close to finishing the wow killer, it's 8 years in the making
>>
>>384339559
Shin'en Multimedia are pretty damn good at technology
Fast Racing Neo on Wii U was about 590mb yet was one of the Wii U's most gorgeous games
>>
>>384344113

>WOW killer
>talent
>>
>>384344225

Even better on switch anon.
>>
>>384341332
It wasn't impossible. Technically GBA was capable of 3D on the architecture it was built on. It's just that 2D was the preferred direction.
>>
>>384340121
Not him, but he's right. Developers working against limitations is harder to come by these days.
>>
NO NO YOU OLD NOSTALGIA FAGS DON'T GET IT! GAMING IS SO MUCH BETTER NOW ! FUCKING NOSTALGIA FAGGOTS WHY DON'T YOU ACCEPT IT THAT EVERYTHING IS BETTER NOW THESE "ACHIEVEMENTS" DON'T COUNT
>>
>>384338775
>>384338432
>>384340959
are these supposed to be impressive? these were standard fair for the consoles they were on
>>
>>384337120
>>384337361
Resident Evil 2 came on 2 CDs.
>>
>Street fighter 2 alpha SNES pauses for a second at the start of each round to load in all the compressed sounds for the fight

Devs being lazy is the exact reason why wiiU and the switch will never ever get ports.
>>
>>384338432
This is also a SNES game
https://www.youtube.com/watch?v=tridIQSe2pI
>>
>>384343878
Probably creating Smartphone games and Middleware tools.
>>
>>384345004

Am I supposed to think spending a few seconds decompressing audio is technically wizardry that no longer exists today?

Honestly, you "HURR DURR THEY DON'T MAKE THEM LIKE THEY USED TOO" people are all fucking retarded. You are passing judgement over a very technical field from a position and complete and utter ignorance. Games today are vastly more complicated and technically elaborate than they were ever in the past.
>>
This is a MS-DOS game from 1997

https://www.youtube.com/watch?v=d480zpAQu08
>>
>>384345435
butthurt art student currently learning to use unity detected
>>
>>384339559
You know who's to blame? PC fags who demand mum 60fps. 4k res and pointless cycle of more powerful graphics cards and CPU/GPU.

The reason why we can look back at things in this thread with pride is because these are developers who mastered the ins and outs of the console they were working on and were able to push it to its absolute limit to make stunning games for them.
>>
Can we take a moment to talk about GTA:SA?

>No loading screens between islands despite previous games
>Bigger islands than previous games
>LOD solution was decent enough and barely noticeable in SD but atrocious in HD emulation
>Motion blur
>Better draw distance than GTA 3
>Basic car physics

This game was groundbreaking on PS2, most just love it because it's the best GTA. Not many appreciate it did what GTA 3 did and reinvented itself 3 years later.
>>
>>384345890

I graduated uni before Unity even existed. Wouldn't matter anyway, you still would have no idea what you are talking about.
>>
File: My+first+fps_1f7edc_4266563.jpg (101KB, 602x792px) Image search: [Google]
My+first+fps_1f7edc_4266563.jpg
101KB, 602x792px
>>384340121
Even great games age, and with the advancement of the industry, you're going to have that newer frame of reference. You kids can never fully experience some of the best gaming that ever was. Even if you were able to appreciate it for what it was, you'll never get to enjoy some of the all time greats to their full extent. I legitimately feel bad for you
>>
>>384346213

>This

Although the PS4 Pro checkerboard 4K was a cool innovation, devs aren't doing anything interesting with it. Just muh 1800p and same graphics. I wish Sony would allow devs to make other enhancements to their games.
>>
>>384346593
The issue is they're afraid to allow devs any sort of freedom to make stabilityi mprovements in multiplayer games because it will (and has been the few times it's popped up already) be misconstrued as a deliberate attempt at pay 2 win shit.

xbone x isn't doing anything to the same degree, according to phil spencer so we might very well see some multiplayer g ames running at 30fps on the original xbone and 60 on the xbone x.
>>
>>384345435
I get it, sometimes the hardware limitations do matter to a degree where it's like pushing a boulder up a hill over 30% grade more than it's like planning a route around a closed road. Some things are just beyond the workability of the hardware. However, it was nice to see developers that made the most of what they had and I think that's the part being lamented about more than anything.
>>
>>384346405
Man halo ce was so fucking fun to play
>>
>>384346405
>remember when halo fans were mocked as casual babby fps
>/v/ now is filled with people that probably started with the modern or current cod series instead

Fuck me. All the same in the end but time sure does fly. CE was honestly a fun game but I was too busy twitching like a spaz in UT99 and hated controllers for the genre.
>>
>>384346593
>1800p

I wish, most new ones are aiming for 1440p, Sony should have put in a slightly bigger PSU to push the GPU to 1.1ghz like Xbox X

Tis a shame because 1800p is very close to 4K, once TAA/Post processing etc is applied on top, it's hard to tell the difference
>>
Nintendo developers are probably the last to make the most of the hardware they have. First and Second parties really do pull some crazy shit off with underpowered consoles.

>Zelda ALBW is 60fps in 2D and 3D
>SNES FX chip
>Rare games on N64
>Xenoblade Chronicles X

List goes on. I can't wait to see what Devs can do with the Switch by the end of its life cycle.
>>
>>384346330
I think there was much better PS2 games than GTA SA
>>
>>384346882

All they really need to do is OC the CPU by maybe 10%, as a result memory bandwidth should increase slightly if I'm not mistaken. It would help the console. As for GPU I thinks it's literally 2 GPUs working together where as XboneX has one powerful one.
>>
>>384346330
Yeah. It was a good thing the PS2 was the system of choice for most developers since otherwise games would look and play like shit compared to the Xbox and Gamecube.
>>
>>384346948

There definitely were, but what San Andreas accomplished on such weak hardware was phenomenal
>>
>>384337778
>runs as slow as molasses
>>
>>384346923

>Nintendo and Nvidia will work together to create a FP16 compute engine for the Switch

This needs to happen, Nvidia designed Tegra for FP16 but no fucker has used it yet. If anyone will it's gonna be Nintendo...eventually
>>
>>384347515

FP16 could only be used to offload certain things, like shaders. It would free up some time for FP32 functions to be processed, you'd only be looking at 20-30% increase in performance.

>188Gflops portable as opposed to 157
>471Gflops docked
>>
>>384338618
You're wrong about everything

http://www.gamasutra.com/view/feature/131556/postmortem_angel_studios_.php

Also, it looks much better. The real-time models are not as angular and texture filtering is much better.
>>
https://youtu.be/W3SA9LuqQgA

Voice acting and a vocalized theme song for a SNES game.
>>
>>384344964
The impressive thing about MDK was that the textures didn't lose much quality when zoomed in close with your sniper rifle.
Most games of that era would give a pixelated mess.
>>
File: IMG_1545.jpg (90KB, 320x240px) Image search: [Google]
IMG_1545.jpg
90KB, 320x240px
>Namco was able to show how much they progressed by the end of the PS1 life by recreated Ridge Racer 1 tracks in 60fps as opposed to the originals 30fps
>>
>>384349948

Did you actually read what you posted? The closest they get to talking technical quality differences is the section where they discuss how they butchered the music, and they did butcher the music. They never, for example, mention that the literally threw away more than half the FMV data, the shit that was taking up the vast majority of RE2's data. Not compressed, threw away. They halved the framerate and cut the resolution on the FMV.

>The real-time models are not as angular and texture filtering is much better.

That's inherent in the hardware of the N64, nothing to do with technical wizardry. And texture filtering won't magically make low quality textures look like high quality textures.

It's very simple, there's no miracles with data compression. You are not compressing 1GB of already compressed data down to 64MB without enormous sacrifices in quality. At least, you can't do it if you want to be able to use that data in any sort of realtime fashion.
>>
File: IMG_1552.png (96KB, 512x222px) Image search: [Google]
IMG_1552.png
96KB, 512x222px
>Okami HD rendered at 4K downsampled on a PS3
>Devs today can't even hit 4K with 4.2Tflops when PS3 was 230Gflops and had the shittest GPU
>>
>>384350806
I'm pretty sure that Okami HD was 1080p with some kind of MSAA. Not quite 4k, but still very impressive for a PS3.
>>
File: 1469382745030.png (78KB, 240x240px) Image search: [Google]
1469382745030.png
78KB, 240x240px
>>384338257
No way.
>>
>>384350806
>a PS2 game when rendered by the PS3 can be done so at a higher resolution

Oh my god! How did those magicians pull that off?
>>
>>384351070
Literally every HD port of a PS2 game on the PS3 is 720p.
>>
>>384351070
SotC HD ran at a top resolution of 960x1080.
The Ratchet and Jak collections ran at 1280x720 with many graphical bugs.
ZOE HD Collection ran at 1280x720 before the patch, and ZOE2 ran like shit.

Patched ZOE2, Okami HD and to some extent the God of War remasters were pretty impressive considering they all hit 1080p with a solid framerate and lots of MSAA.
>>
>>384351048

It's true anon. It was also made by DICE[/spoilers]
>>
>>384351184
>>384351298

I wasn't referring to port quality, I was referring to the fact that the retard is whinging that modern games aren't 4K when Okami HD is.

Modern games could actually be genuine 4K if that's what people cared about but they don't care about that anymore than they care about 60fps. This is not a "All devs now are idiots that don't know how to optimize" thing, this is a "The market does not care about high resolution and high framerate as much as they care about shadows, lighting, particle effects, physics engines, etc., etc." thing.

Contrary to popular sacrificing resolution and framerate for GRAPHICS! did not start in this generation or last generation or even the generation before that, it started in the 5th gen when hardware no longer relied on line frequency to track time and devs could start doing that shit without it breaking everything in the process.
>>
>>384351945
Okami HD is not even 4k anyway. It's 1080p with 4xMSAA.
>Contrary to popular sacrificing resolution and framerate for GRAPHICS! did not start in this generation or last generation or even the generation before that, it started in the 5th gen when hardware no longer relied on line frequency to track time and devs could start doing that shit without it breaking everything in the process.
I agree, the 5th gen was when grafixfaggotry on consoles really became cancerous.
>>
>>384351945

>Doesn't care about 4k or frame rates
>Entire new consoles being marketed around these 2 things because it's all normies can focus on
>>
>>384339559
there isnt really any "tricks" for modern x86 based consoles or arm android

you just need brute power these days
>>
>>384345727
oh yeah this was my jam i only had the demo, was seriously fucking impressive
>>
>>384348660
intradesting

probably wont see any use until the gen 2 refresh of the switchxl
>>
>>384341332
>>384335635
KH: Chain of Memories is still one of the pinnacles of the GBA
>God tier sprites that put pretty much everything else to shame
>Great music
>The best looking cutscenes on the system
>>
>>384352095

The only tricks are in the software. Optimisation and engine enhancements. The best things Devs can do is find a way to take taxing effects and find similar ones that put less stress on the console.

This is really hard to do since all games now are open world, so everything needs to be real time which in itself is really stressing.
>>
>>384344780
>Technically GBA was capable of 3D on the architecture it was built on
Not much more than the SNES or Genesis. It could do plane transformations like the SNES PPU and it could bruteforce a few polygons like the Genesis but it really wasn't capable as a general 3D platform.
>>
>>384352068

What else are they going to say to market this gen's consoles? "It's just like the last gen again"? Look at the way it's being implemented with a "30fps but GRAPHICS!" mode or a "60fps but no GRAPHICS!" mode. They obviously don't care that much about it as a feature if they don't even require the developers to do it.
>>
>>384352229

When you compare the x86 performance to ARM as well there's a big difference. I don't think we'll ever see a game that uses Tegras FP16 feature, it would probably require a complete rewrite of engine code.

But if it did happen we could have some decent ports of games. BOTW could probably have been pushed to 900-1080p 30fps. Probably even 720/60.
>>
>>384352354
Well i suppose the modern Equivilant would be Battlefront 2015 and Battlefront 2 2017 by dice they run and look fucking amazing

lets just ignore bf1 shall we

>>384352681
So why hasnt anyone used it yet? Isnt X1 like 5 years old?
>>
>>384337149
gamecube component cables existed and looked as good as the wii, they were just harder to find because they were too complicated for chinks to rip off
>>
File: peace walker PSP.jpg (41KB, 500x283px) Image search: [Google]
peace walker PSP.jpg
41KB, 500x283px
>>
>>384347276
how's the xbone port? if it runs at solid 30 i'd play it
>>
File: snek plate eater.jpg (14KB, 238x212px) Image search: [Google]
snek plate eater.jpg
14KB, 238x212px
>>
>>384350806
not how MSAA works bud
>>
>>384350251
It sounds good, this it's a miracle.
>>
>>384346405
Halo CE was a pretty good game on account of the wide open areas and the freedom with which it allowed you to approach different situations. I think Halo 2 might have lost that a bit. Also Halo CE's overshield with health beats the shit out of Halo 2's shield system.
>>
>>384352718

No ones used it because it goes against how modern engines are coded, in single point precision (FP32). In my opinion Half point should be standard, PS4 and Xbox are capable of it too, it will just never be done because you'll effectively have to code your game and engine again to have it worth doing.

>>384352840

It was impressive. I don't care it was capped at 20fps, it was amazing.

>>384352895
But this was infinitely more impressive. A shame OC 3DSxl has no effect due to a capped frame rate.
>>
>>384352895
20fps with drops in 2012 was not impressive. it's a great game by virtue of being MGS3 but i'm not seeing the TECHNOLOGY here.
>>
>>384353379
it's in 3D! And just remember how big the MGS3 world is with all that FMV. From PS2 graphics, all cramped down to 3DS.
>>
>>384352840
The only thing I don't like about peace walker is how the hardware really limited what MGS3 built to. The next MGS game was supposed to have more technology and then this removes it.
>>
>>384353379
>20fps
They patched that a long time ago and it runs now in 30fps. It's technology because it has better textures than the PS2 counterpart and also by the fact that it's portable.

Why are there so many shitters in this thread anyway?
>>
>>384353291
Yikes thats fucking lazy as fuck so your telling me since DX11 and DX12 gen hardware they havent taken advantage of this?

Jesus christ have devs been under a rock since 2009?
>>
>>384338846
Looks like that Out of This World game on snes
>>
>>384353526
I agree, it was actually shocking to know that the Peace Walker was one of the important story continuation of the MGS universe and it was made to be play on a portable device.

A system seller definitely.
>>
>>384353625
They don't realize the technology behind this shit. I personally think it was amazing, but I remember that it didn't control very well on the og 3DS
>>
File: image.jpg (74KB, 373x483px) Image search: [Google]
image.jpg
74KB, 373x483px
>this is a NES song

https://m.youtube.com/watch?v=2BDAJS_8RSA

Literally impossible, SUNSOFT is beyond anything when it comes to music.
>>
>>384353625
>They patched that a long time ago and it runs now in 30fps.
Tha game is hard locked to 20fps
Show proof
>>
>>384353625
it has slightly better graphics than the PS2 version because it's on a much newer GPU, wow crazy. 'it's a portable PS2 game' is not a high standard for games. and it's still 20fps, the only patch they made was to fix save corruption.
>>
>>384353663
kek
>>
>>384339160
SNES was a monster.
>>
>>384353635

Pretty much. But the cost of delaying a game to make adjustments for FP16 isn't seen as worth it for a theoretical 20% performance increase. Especially since games are being produced at a slower rate anyway. Why would you bother when you can make a game and millions will eat it up regardless.
>>
>>384353851
>Literally impossible

You can kind of cheat a little with audio on the NES. There was the standard audio chip in the console itself but you could also stick a better one on the board in the cart and use that too. Sunsoft was a subsidiary to an electronics company that manufactured audio chips and naturally they used them.
>>
>>384345727
Holy shit no way thats actually impressive as fuck
>>
>>384354457
That's such a weird idea to me.
>>
File: Lag fest.jpg (857KB, 1920x1080px) Image search: [Google]
Lag fest.jpg
857KB, 1920x1080px
What about the first Crysis?
>>
>>384354607
*airplane engines starting*
Ahead of its times in terms of hardware.
>>
File: mini games.jpg (340KB, 1772x1394px) Image search: [Google]
mini games.jpg
340KB, 1772x1394px
>>
As far as i can see in this thread
>no one talking about 3d SNES games
>no one talking about how doom jew'd the 2D engine
>no one talking about how Naughty Dog somehow managed to molest the ps3 cell technology while other companies couldn't
>no one mentioned how iwata recoded Earthbound in a couple days (or weeks, idk) and saved its development
>haven't seen any ds games mentioned
>haven't seen shrek+sharktale movie combo for GBA mentioned
>haven't seen Eyetoy or Xbox kinect mentioned
>just people complaining about stupid devs
Great job /v/, I always knew you were full of kids
>>
>>384355089
I hated these games, just couldn't get into them.

>>384355276
There's like 2 other TECHNOLOGY threads right now.
>>
>>384355276
>no one talking about 3d SNES games

That's because they used a seperate proccesing chip in the cartridge. So that's cheating.
>>
>>384355276
This

Everybody was butt blasted and even wondered how naughty dogs manipulated the cell processor in order to create Uncharted 2.

https://www.youtube.com/watch?v=Az0CXkyoWjg
>>
>>384355276

We're only 140 posts in senpai
>>
>>384355276

>Naughty Dog

They basically learnt how to develop for an APU 4/5 years before anyone else. SPU and RSX were basically parallel processing, multi-threading that we see on modern systems. It was impressive as fuck, but I'm pretty sure the team that works on the OS and API for PlayStation consoles is at naughty dog.
>>
>>384355398

Nobody wondered how a major first party dev was so good at using their patron's hardware. Naughty Dog was in the position to call Sony engineers and ask questions and actually be given answers.
>>
>>384355784
No Guerrilla games have said the be responsible for the technical side of the playstation console especially the API.
>>
File: empty promises false hope.jpg (171KB, 1200x900px) Image search: [Google]
empty promises false hope.jpg
171KB, 1200x900px
>>
File: IMG_1553.png (696KB, 983x1303px) Image search: [Google]
IMG_1553.png
696KB, 983x1303px
>Iwata programmed Pokemon stadiums battle system. When they got the designs in, there was no battle system present or any design specs for it. Iwata scoured the game boy code and implemented it into Stadium himself within a week

>In Earthbounds final year of development it was a mess technically. Iwata stepped in and helped fix the game and get it ready for release a year later.
>>
File: 22339_front.jpg (93KB, 640x464px) Image search: [Google]
22339_front.jpg
93KB, 640x464px
The greatest technological feat I have ever witnesses is Mickey Mania for the SNES, which had load screens.

On a cartridge.

And it's the only game on the SNES which has them.

FYI carts don't load static levels, ever. How in the name of holy hell did things end up this way?
>>
>>384356463
I wished he wasn't converted into the president of Nintendo. I mean he was the person who understood games better than anyone but the man they needed in that position was someone like kimishima.
>>
>>384356130

Technically impressive. But the game is shit, and there's it gets worse when you inspect closer.

>1600000000000000 or what ever planets
>Can only "warp" (loading screen) between solar systems
>only 3/4 planets between solar systems

Not all that impressive considering even Elite dangerous is on console hardware.
>>
You guys remember when you could text some random number you saw on a magazine or poster and it sent you a mobile game? Shit was cool, I remember playing destroy all humans and oblivion on my phone. This was only like 10 years ago too
>>
>>384356558
Runtime decompression? Street Fighter Alpha 2 had a built in chip to accelerate decompression of sound and sprite data and still had to pause before each fight to load.
>>
>>384356754
I remember that this involved many scams.
>>
File: MIDI Maze.png (4KB, 320x200px) Image search: [Google]
MIDI Maze.png
4KB, 320x200px
>people thought Carmack was so revolutionary
>This game did it first
>just a decade before doom
>>
>>384352840
More like technological regression. The enemy AIs were painfully stupid
>>
>>384356754
What about when you just bluetoothed games to your friends like doodlejump. My buddies and I went through college doing this.
>>
>>384357037
>bluetooth
You mean infrared?
>>
>>384355896
I always wondered if third party devs can do this too. I mean, Sony wants devs to do their best so the console looks like the strongest in the market. Don't they just handle all the information and provide all the support other devs may need?
>>
>>
>>384349948
>can get a working emu of RE 2 for PS1 that works perfectly
>get it for N64
>buggy,glitchy models,zombies walking through walls,shit sound

You gotta be jokin
>>
>>384356130
The impressive thing here is that they actually got away with charging 60 bucks for it.
>>
>>384357125
Yes but there's a bit of nepotism involved.
>>
File: r4mi_1670.png (5KB, 256x240px) Image search: [Google]
r4mi_1670.png
5KB, 256x240px
This thing runs on an NES.

If you've played it, you know exactly why that makes no fucking sense.
>>
>>384357083
Nah, I don't recall any infrared stuff. It was like a wireless connection between 2 devices. This was at the dawn of smartphones and touchscreens
>>
>>384356558
>How in the name of holy hell did things end up this way?

Because the data is stored in a compressed state on the cartridge and in order to be used it first needs to be uncompressed and loaded into memory. There's actually quite a few games that did this, it's not particularly unique of Mickey Mania.

As for why they stored it in a compressed state it may be they hit some sort of memory cap or it could just be a manufacturing cost cutting measure. Memory used to be very expensive and it may have actually been cheaper to store compressed and uncompress at runtime than it would have been to store it all uncompressed.
>>
>>384357185
N64 emulation is famously buggy, dumbass
>>
File: DBZ_Game_2_26.gif (4KB, 160x144px) Image search: [Google]
DBZ_Game_2_26.gif
4KB, 160x144px
Manga panels on the original Gameboy

Lots and lots and lots of extremely nice-looking and constantly shifting panels
>>
File: hand made expressions.jpg (65KB, 1000x711px) Image search: [Google]
hand made expressions.jpg
65KB, 1000x711px
before face mocap was a thing, this game blew everything away with it's facial expressions
>>
>>384357261
I mean I started with infrared. Playing emulators on my Nokia phone.
>>
Honestly GTA 5 on Xbox 360 and PS3 was impressive.
>>
>>384338432
damn, that Plok soundtrack is groovin'.
>>
File: mh3u-3ds-1.jpg (103KB, 400x512px) Image search: [Google]
mh3u-3ds-1.jpg
103KB, 400x512px
>60FPS on an O3DS at full settings, even underwater
>Still looks better than the Wii version

Meanwhile 4U is stuck at 30FPS and still drops to 25FPS randomly for no real reason
>>
File: Ghostbusters.jpg (131KB, 960x540px) Image search: [Google]
Ghostbusters.jpg
131KB, 960x540px
Fear 2
>>
>>384357125

Sure, third party devs can always ask but first party devs get priority and maybe even more than just answers to queries about hardware, they get actual instructions on the best way to do things. Nintendo is notoriously awful at answering developer's questions about the hardware, that's a primary reason why they struggle with securing third party developers. Nintendo always say they will change but Ubisoft has claimed they are full of shit about that, they never change. I do love the way Ubisoft is more inclined to reveal the inner workings of the video game industry than the other publishers.
>>
>>384335449
This was a game on an 8bit console.
>4:18
>8:18
>10:05
>14:25
>18:40
>22:40
https://www.youtube.com/watch?v=q3bOjMekDCY
>>
>>384357323

Facial animations are decent but the lip syncing is really not so good. It's off a lot of the time and it's very "cartoon like" where it just kind of snaps between a not so large amount of predefined positions. Once I noticed how odd the lip syncing is I found myself endlessly distracted by it in every custcene. I suppose you could say it's just an ugly case of uncanny valley because everything else about the characters is so good.
>>
File: IMG_1554.jpg (1MB, 1920x1080px) Image search: [Google]
IMG_1554.jpg
1MB, 1920x1080px
>Watch Dogs 2 uses a form of ray tracing for its shadows and lighting

Frustum Tracing
>>
>>384338432
>This is SNES music.

with a custom cartridge that had "hardware" inside it to accomodate such sounds
>>
>>384352095
>you just need brute power these days

bullshit devs are just lazy and ask for more ram instead of using what is there

ps3 hat 516mb and could run WAN MIRRION TWOOPS
>>
>>384358340
No wonder that game is too damn hard to properly max out. A DX11 game with that is a horrible idea.
>>
>>384358651
>ps3 hat 516mb and could run WAN MIRRION TWOOPS

That's called instancing and everyone does that. There may be WAN MIRRION TWOOPS in the game but in memory there's only five. How about you know what you are talking about before you opine on the subject?
>>
This unreleased NES game was sonic before sonic:

https://www.youtube.com/watch?v=BmSgbhAxZ_k
>>
This is a good thread
>>
File: 1490690367658.jpg (26KB, 245x314px) Image search: [Google]
1490690367658.jpg
26KB, 245x314px
>>384336089
Damn, son. That does look good for a GBC game. I guess it's less impressive when you think about how there's only the background and pretty much one detailed sprite on screen, but still. Looks legit like a lower res GBA or even PS title.
>>
>>384353851
There is literally nothing technologically impressive going on in this music save for the fatter bass. It's just a well composed tune.
>>
>>384338775
>normal voices on GBC

how?
>>
>>384349948
only thing actually better about the N64 version is that it renders at a higher resolution with the expansion pak. It still has worse assets because it's hard to compress that much.

I do still think it's impressive that they got it on a cartridge but it was far from an uncompromised port.
>>
File: 1475801431515.jpg (45KB, 409x367px) Image search: [Google]
1475801431515.jpg
45KB, 409x367px
https://youtu.be/4XiUvMowedA

>Made NES game into generic side-scroller due to limitations
>Managed to make GBC game into fully animated cinematic QTEs like the original
>>
>>384354607
barely qualifies, the fastest card out when it launched the 8800GTX / Ultra could only get 30fps on Very High quality. Even today Crysis runs worse on my 1070 than a lot of modern games that look substantially better.
>>
File: 462758.png (45KB, 480x320px) Image search: [Google]
462758.png
45KB, 480x320px
>Full 3D levels
>Decent framerate
>Good amount of content

https://youtu.be/t9ho5t2VRIQ?t=23s
>>
>>384358525
plok didn't use any extra hardware in its cart, in fact no snes game ever did.
>>
>>384361062
>in fact no snes game ever did.
what is Super FX?
>>
Some of the chips they were shoving in snes cartridges led to some great results, like Star Fox and Donkey Kong Country
>>
>>384361041
Fuck now I want a super monkey ball switch version.
>>
>>384353851
this is proper SNES song
>>
File: 1500174133532.jpg (23KB, 500x500px) Image search: [Google]
1500174133532.jpg
23KB, 500x500px
>>384338432
>Tim Follin in charge of music
A lot of his music is overhyped, because most is just fairly standard scales with some good beats, without being too technically impressive. But, damn the stereo panning in this song as well as the progression is fantastic. Aside from the snare sounding a bit dull, this is some insanely high quality shit.
>>
>>384339803
The assembly was mostly in the movie player. An off the shelf software mpeg decoder that could meet the performance they needed didn't exist so they made one.
The other part is they worked with factor 5 to write microcode for the reality co-processor. Which isn't usually what people mean by assembly programming, but by any definition that matters, it is.
>>
>>384361156
I was talking about music, super FX has nothing todo with music.
>>
>>384357612
the game runs at 400x240. meanwhile the psp monster hunter games were 480x262
>>
>>384361535
Fair enough.
>>
File: 1500231579834.jpg (240KB, 1280x720px) Image search: [Google]
1500231579834.jpg
240KB, 1280x720px
>>384357684
this

FEAR2 was the most technological game ever.
>>
File: 471745-iwata-and-bananas.png (162KB, 600x369px) Image search: [Google]
471745-iwata-and-bananas.png
162KB, 600x369px
>>384336673
iwata was the most BASED ceo
>help make earthbound
>hard worker
>everyone loved him
>dankest memes during his time
>my body is ready smash dojo
>>
>>384338785
by only 3 people no less
and only 1 of those people voiced a single character
>>
>>384358340
Too bad the game is a fucking abortion.
>>
https://youtu.be/iqyeq7iC5YY

Battletoads looked fucking incredible for an NES game. Granted it came out in '91, right when the NES was on its last legs, but the insane amount of detail in the backgrounds and steady framerate is really impressive.
Pay attention to the racing levels in particular. The parallax scrolling and wavy animations in the backgrounds are cool as fuck and really made the game look 3D. Almost gave the Genesis a run for its money.
>>
>>384344225
The original Fast Racing League was 50mb and was released for the wiiware.
https://www.youtube.com/watch?v=l91a1zYtYjI
Fun fact: Meat boy devs cancelled the wii ware version of the game because of this 50mb size limit.
How the fuck did they do it?
>>
>>384362326
Is this game worth getting on Wiiware? I don't have many newer platforms.
>>
>>384355276
>no one talking about 3d SNES games
The one with a coprocessor built in the cart?
Here's a better one https://m.youtube.com/watch?v=yND5V85iPHc
>>
>>384361353
You really dont

The series went to shit with Adventure and never recovered
>>
>>384336673
The history of game development is full of ridiculous feats.

Everything from Carmack's algorithms to the compression dickery and simulating missing hardware features during fifth generation.
>>
>>384362946
Amusement Vision don't even exist anymore, so they'd probably get the team who did Banana Blitz or something retarded like that.
>>
>>384352718
>So why hasnt anyone used it yet? Isnt X1 like 5 years old?
2
>>
>>384353291
>It was impressive. I don't care it was capped at 20fps, it was amazing.
wait what? it was capped at 20fps? i never noticed, the game feels so good.
>>
>>384358273
what a picky bitch, there was nothing like that back then it was impressive.
>>
>>384335449
The Fox Engine :(((
>>
>>384362093

I don't really know much about NES development myself but I've seen some discussions about Battletoads come up every now and again amongst hobbyist and my impression is it highly relied on performance to work. A lot about it under the hood is not pretty and it's not particularly robust because it's all just built to run fast, it's the only way it could really do the stuff it does, but at the end of the day that doesn't really matter to the people playing it, they just see a great game that runs well.
>>
ND is the only developer nowadays that consistently manages to impress me, even though I hate most of their games.
>>
>>384364191
I don't remember where I read it but someone once said that a well programmed game it's a great game forever.
>>
>>384364814
hee hee, tell that to the Robocop game.

The thing runs flawlessly in today's hardware but, well just... play it.
>>
>>384338432

Here's a Mega Drive game from 1990 only released in Japan.

https://www.youtube.com/watch?v=yND5V85iPHc
>>
File: more than meets the eye.png (551KB, 1200x673px) Image search: [Google]
more than meets the eye.png
551KB, 1200x673px
A weapon to surpass PS2, but still died.
It was far more advance than PS2 that a series of Resident Evil games was not release to PS2 due to graphical advancements at the time.

Too bad PS2 library is much more bigger.
>>
>>384365172
There is probably not a single GC game as technologically impressive as Shadow of the Colossus, but then again, Wind Waker had some really neat stuff going on.
>>
>>384365172
That reminds me how much bad is the RE4 version of PS2 compared to any other one.

>>384365585
Shadow of the colossus made my PS2 very noisy everytime I played, also run at like 5fps. I don't there is anything really impressive about SoT aside that it was one fo the best looking PS2 games.
>>
>>384365585
SotC in its original PS2 release was borderline unplayable. It ran terribly and looked like shit.
>>
>>384365759
There were a lot of technically impressive graphical effects in SotC that weren't in many PS2 games like depth of field.
>>
>>384352869
Seems to be pretty solid although i haven't really played enough to say for sure.
>>
File: IMG_1556.jpg (151KB, 1280x720px) Image search: [Google]
IMG_1556.jpg
151KB, 1280x720px
Criterion reworked the lighting system and took the high res textures from PC and got it to run on Wii U

This is one of few examples of developers putting effort into Wii U.
>>
>>384365780
>It ran terribly and looked like shit.
Sure, framerate was awful, but masked partly by motion blur. But, visually and graphically it was one of the best looking games of the generation and the lighting engine alone is enough to put it in TECHNOLOGY tier.
>>
File: little_gamecube.png (211KB, 2000x1293px) Image search: [Google]
little_gamecube.png
211KB, 2000x1293px
>>384365172
Gamecube, technically speaking, is the most overrated console in the history of gaming.

The Resident Evil games (i.e. REmake and RE0) were not released on PS2 due to an exclusivity deal. Those games are extremely technically basic. The backgrounds are entirely 2D like old PS1 games, which means Capcom could ramp up the polygon count on the main characters.

RE4 turned out worse on PS2 because it was a Gamecube exclusive for 95% of its development cycle and Capcom quickly churned out a port to save their financial quarter.
>>
File: that's right mofos.jpg (56KB, 550x415px) Image search: [Google]
that's right mofos.jpg
56KB, 550x415px
innovation at it's best
>>
>>384366184
seems that all nintendo hardware is underpowered compares to the 2 giants, even until today it's still is. But nintendo just don't care
>>
>>384366184
And even multiplatform games always looked better on gamecube, but I'm sure how you don't even know what the pic you posted means.
>>
File: twist.jpg (88KB, 590x400px) Image search: [Google]
twist.jpg
88KB, 590x400px
>>
>>384366184
>Pixel fill rate is 4 times greater
>But you need to do 5 or 6 passes just to achieve the same effects
The PS2's specs were completely deceptive, and the theoretical throughput graphical capabilities they boasted were simply not practical. You fell for Sony's marketing.
>>
File: halflife.jpg (44KB, 460x215px) Image search: [Google]
halflife.jpg
44KB, 460x215px
>>
>>384365172

No, this has come up many times before and maybe the Gamecube did some things better than the PS2 but there were also things the PS2 did better than the Gamecube. The Gamecube had a big issue with it's hardware, clipping was fucked. Most games had to implement clipping in software because the hardware was useless at it.

Also, the reason only RE4 was ported to other systems was because it was the only one Capcom felt sold enough to justify a port. The reason the port is so bad is they did it quickly and cheaply. It would have taken a hit on the textures but all the other issues is just crappy porting.
>>
File: 1439551591351.jpg (193KB, 1695x480px) Image search: [Google]
1439551591351.jpg
193KB, 1695x480px
>>384366447
>even multiplatform games always looked better on gamecube
Anon, this is a myth. The textures often had to be downgraded to fit inside Gamecube's meager 24 MB/s of RAM (you couldn't texture from ARAM even though Gamecube had a lot of ARAM) and lighting/reflections had to be dumbed down due to Gamecube's insufficient vertex shading capabilities.
>>
>used photographs of actors' faces taken from 18 different angles to create in-game faces
Forbidden Siren was pretty cool
https://m.youtube.com/watch?v=0eoUiVAR6TY
>>
>>384366870
the uncanny valley is strong in this one
>>
File: hl2.jpg (52KB, 600x338px) Image search: [Google]
hl2.jpg
52KB, 600x338px
this was a graphical marvel at the time and it perfected the gravity tec by introducing weight to enterties
>>
>>384366642
>But you need to do 5 or 6 passes just to achieve the same effects
Even though Gamecube can achieve more effects in 1 pass than the PS2 can do in 1 pass, the Gamecube still has to read/write to memory a similar number of times to PS2. So ultimately you could say that it those special effects are memory bandwidth bound anyway.

The thing is that PS2's memory (particularly VRAM) is shitloads faster than Gamecube. PS2 was a very complicated machine which is why there were so many games with horrendous graphics, but the machine definitely is a lot more powerful than Gamecube when properly handled.

Gamecube was designed to be the anti-N64. Easy to use, but no hidden "extra" power to squeeze out of it, unlike PS2.
>>
File: Sonic heroes.jpg (160KB, 1695x480px) Image search: [Google]
Sonic heroes.jpg
160KB, 1695x480px
>>384366728
And on the other hand you find examples like this, where the PS2 version completely shits the bed.
It's like >>384366676 said.
>The Gamecube did some things better than the PS2 but there were also things the PS2 did better than the Gamecube.
>>
>>384345002
Stop lying
>>
>>384367049
Holy shit I forgot how crappy the graphics for sonic heroes were in PS2. It was such a weak machine and most games looked better on both gamecube and xbox.
>>
File: wave-race-64.webm (3MB, 640x360px) Image search: [Google]
wave-race-64.webm
3MB, 640x360px
>1996 console game
>>
>>384367294
passion makes everything possible
>>
>>384350517
Delete this sonybro. Fucking delete it NOW.
>>
>>384335449
Nigga you wot, the gamecube version was 1.2GB not the PS version.
>>
>>384345727
I'd completely forgotten about playing this but must've logged 10 hours in just the demo.
>>
File: 1481550061899.jpg (126KB, 600x600px) Image search: [Google]
1481550061899.jpg
126KB, 600x600px
King's Field II and III (KF 1 and 2 outside of Japan) had completely interconnected environments and dungeons, without any transitioning or load times. Pretty impressive for the PS1, given the console's limited memory.

Actually, load times were masked by having the player walk through corridors that were just long enough to give the PS1 time to load new environments.
>>
File: conk2.webm (2MB, 480x360px) Image search: [Google]
conk2.webm
2MB, 480x360px
i know conker was mentioned but this is running on an actual fucking N64
>>
File: sleep over at martys house.png (440KB, 807x513px) Image search: [Google]
sleep over at martys house.png
440KB, 807x513px
>>
>>384367294
Why haven't Nintendo revived this IP? It's not like we have any other racing games like this on the market.
>>
>>384352631
I can't wait to see what the next console will try to achieve....4K in 60 FPS?
>>
>>384367232
?

RE2 had Leon and Claires files on separate disk for PS / PS2
>>
>>384345727
There's actually a lot of impressive games for ms-dos/early windows that surpassed console games in the same timeline. Just sucks that people wanting to play these old games somehow does not exist.
>>
>>384367039
It really depends on the kind of game you're making. The PS2 was more versatile I suppose, you wouldn't get Ratchet & Clank's bolt effects or Burnout 3's car physics working on a Gamecube.
>>
>>384345727

Hell, even the first Comanche looked pretty good, and that was back in 1992.

https://www.youtube.com/watch?v=u1u3EoN-6V0
>>
>>384366003
That port's story is actually pretty sad.
I think one of the Criterion devs lashed out on twatter some time after the WiiU was classified as a flop. They actually put a lot of effort in making that shit run on the system, and make it run well and competently, on top of having a strict deadline to finish it.
The guy ended up lashing out because the game was getting so much shit as "a shit port on a shit console" and it got to him eventually.
>>
>>384366968

Graphically it was slightly behind the times, although if the shit they claimed would be in the game during the promotion period had actually been there, like HDR, it would have been impressive, and the physics engine is just off the shelf Havok. It's claimed it's heavily modified but all they really did was add netcode for it.

There is something impressive about HL2 though and that's the facial animation system. It was incredibly powerful and genuinely ahead of it's time. As an example of just how ahead of it's time it was the fancy facial animation system that Rockstar was bragging about in LA Noire works in more or less the same way, they just happened to mocap real actors for the source whereas Valve opted for procedural animation. The latter is far more technically impressive.
>>
>>384357732
I get the feeling that whenever a problem in the japanese industry happens you will never know about it, maybe is something in their culture.
>>
>>384350517
>the section where they discuss how they butchered the music, and they did butcher the music
They did not butcher the music in the RE2 N64 port. It uses better sound samples than the PS1 version and also runs in a real-time Dolby Surround engine.

FMV audio, however, was butchered. As was video. That much, of course, was unavoidable. But videos aren't a big deal. The actual game part of RE2 looks and sounds better on N64 than it does on PS1.
>>
>>384367670
I hope next iteration of console there'll be a thunderbolt port that could be connected with external GPU.

It won't happen as it's not profitable to the investors.
>>
File: 1446783604291.webm (2MB, 846x384px) Image search: [Google]
1446783604291.webm
2MB, 846x384px
turok 3 n64
>>
>>384366003
the Vita port was even more amazing as nothing aside from graphics got cut down compared to other versions
>>
>>384368015
This.

BASED Nintendo. BASED Iwata. BASED MovieBob.
>>
>>384367879
You mean this guy?
http://nintendotoday.com/criterion-boss-nintendo-ea/

You got it wrong, the guy wanted to make the game but neither Nintendo or EA gave a shit about it to give it marketing.
>>
>>384357684
>>384361775
FEAR 2 being praised?!
I get that FEAR 3 was a gigantic pile of shit, and I did enjoy Fear 2 but, it did not had the same impact as the first.
>>
>>384367598
Rare really managed to squeeze some ridiculous stuff out of that thing. There is a series of videos on youtube where the developer's play through the game and talk a bit about the development of the game, which is really interesting. Christopher Seavor uploaded it all to his channel Conker King. I'd recommend it if you're interested.
>>
File: 1500356730761.jpg (90KB, 637x893px) Image search: [Google]
1500356730761.jpg
90KB, 637x893px
>>384338257
What is this method of rendering you speak of sir. Redpill me if you will
>>
>>384368287
I was actually mocking it in my pic. You notice nothing in that pic has shadows except for that one chair in the middle?

Yup.
>>
>>384368236
what the hell are you going on about?
>>
>>384367961
>Valve opted for procedural animation
Wasn't it a system where you could just input a sentence, it would divide it into phonemes and then generate animations based on them?
>>
>>384344964
>these were standard fair for the consoles they were on
Except they weren't you fucking child.
>>
File: wdc2.webm (2MB, 640x360px) Image search: [Google]
wdc2.webm
2MB, 640x360px
world driver championship, a good quality gran turismo clone for n64

handles lots of high-poly cars and high poly track details simultaneously without slowdowns

developer wrote their own assembly for n64's gpu
>>
>Compressed down from 1.2GB to 64MB
This is a mistaken assumption, largely present on PSX games. RE2 isn't 2 discs because each "game" was too big, but because of the CGs. The whole game is in both discs - you can test this by playing a little, removing Leon's disc and putting Claire's disc on. The environments will load just the same.

Like with Final Fantasies VII, VIII and IX. Those games were 4 CDs (3 in the case of VII) because of the ammount of CGs, not because the game was too big. If the game didn't have CGs, it could all fit into a single disc.
>>
IMO the biggest mistake consoles are making is removing little features like SRAM and eDRAM. Little chips like these can have tons of shit offloaded on to them.

Without them they're no different from PC. Using them effectively is pretty much the only thing that saved Xbox one from shit ports.
>>
>>384368301
It pretty much means that you can use real-time lighting from multiple sources at once.
From what I know, this is achieved by rendering geometry first and lighting only after that, and that's why it's called deferred
>>
>>384368643
The PS2 had tons of that shit (scratchpad RAM, VUs) and look how that turned out.
>>
>>384357902
>TurboDuo

It's good, but not that impressive. The TurboDuo was a pretty decent set of hardware, only the CPU was 8 bit, which wasn't as much of a limitation.

This game was also effectively an arcade game running on a home system..
>>
>>384367961
>>384368451
Yes, but it had a base of phonemes already.

Sadly the actual facial animation tool WE got is a fucking broken travesty and didnt come with all the phonemes and sentences valve must have used, just a set of basic phonemes. SFM uses the exact same shit though but does it right. You do have to do some animation yourself after its done automatically, it doesnt come out perfect, but it comes out pretty fucking great for just being able to type a sentence.
>>
File: perfect dark 4.webm (2MB, 640x360px) Image search: [Google]
perfect dark 4.webm
2MB, 640x360px
runs kinda bad but looks really good
>>
File: rollercoaster tycoon.jpg (167KB, 710x484px) Image search: [Google]
rollercoaster tycoon.jpg
167KB, 710x484px
Programmed by one man in assembly

The greatest achievement in vidya
>>
Surprised this hasn't been posted. Made in assembly by one madman in 1999 and became one of the best games of its genre, even today. Only surpassed by RCT2.
>>
>>384368904
>>384368921
RTCmind?
>>
>>384368015
>They did not butcher the music in the RE2 N64 port. It uses better sound samples than the PS1 version and also runs in a real-time Dolby Surround engine.

No, they did fuck up the music. They were so tight for space that if they had two samples that sounded similar they would just cut one of them.

>also runs in a real-time Dolby Surround engine

That does nothing for audio quality. Dolby Surround isn't even really that good, it's just regular stereo with a low quality rear channel mixed in there.
>>
File: pd3.webm (3MB, 640x360px) Image search: [Google]
pd3.webm
3MB, 640x360px
>>384368903
>>
File: boxshot_rct_50.jpg (113KB, 566x785px) Image search: [Google]
boxshot_rct_50.jpg
113KB, 566x785px
>>384368921
Forgot my image.
>>
N64 vs PS1

https://www.youtube.com/watch?v=M9ztLZJhCaQ
>>
>>384343403
only HS is unity though, rest is on the inhouse engines.

As much as I dislike blizzard these days, they are extremely talented, the engines and games are so optimized they run great on fucking toasters.
>>
>>384339559
too much meme framework these days. even a fucking basic static html page needs some sort of meme.js framework
>>
>>384369000
>They were so tight for space that if they had two samples that sounded similar they would just cut one of them.
So you mean they were just being more efficient than Capcom were?

>That does nothing for audio quality. Dolby Surround isn't even really that good, it's just regular stereo with a low quality rear channel mixed in there.
Hah, bullshit. You can simulate good quality surround even with just stereo. The point is that the N64 version has a true 3D soundscape. When a zombie is positioned in a particular location, its sound effects are placed into a surround matrix which properly encodes its locations.

PS1 just does simple stereo panning.
>>
>>384369178
What the FUCK are these runs

Are these done by bots or people playing it blind or what?

It looks like its done by crudely programmed bots.
>>
>>384368921
>Made in assembly by one madman

It wasn't made by just one man, closer to half a dozen and also many other support staff. He also downplays the built in assembly thing. He didn't pick it because he wanted some super optimized awesome game and that's the only way to do it, he picked it because it's all he knew how to code in.
>>
>>384368534
>Like with Final Fantasies VII, VIII and IX.
This is untrue. Each of these games has areas from previous discs that you cannot access, because they didn't have room on the disc.

The final disc is the most evident of this, with VIII locking you out of every town in the entire game; you can only access the final dungeon and the overworld. It makes sense, since it had a fuckhuge ending sequence.
>>
>>384346213
>PC games are so far out of console's league that M$ and Sony had to create watered down PC versions with sub par optimization
>somehow this is PCs fault
You should blame Cawadoody kids for this, not PC users.
>>
File: oot-2.webm (3MB, 640x360px) Image search: [Google]
oot-2.webm
3MB, 640x360px
really good use of lighting
>>
>>384369578
>>384346213
You can't blame either one.

The reason for jadedness is the leaps and bounds of advancement from the release of the Famicom to the PS3/Xbox360 time.

Every console generation was a huge leap forward in design and power.

Since then, things have gotten better looking but not more impressive. Developers focus on minutae like hair or doodads on levels instead of making amazing levels or amazing character gameplay.

We were betrayed by the push for graphics by CEOs and graphics we got, at the cost of gameplay.
>>
>>384369889
this is when the bullshit tech like tress fx being made just to make PC market flourished again
>>
>>384369889

>at the cost of gameplay

Fuck BOTW felt like a breath of fresh air and it realistically it's not doing anything special.
>>
File: tressfx.jpg (25KB, 505x285px) Image search: [Google]
tressfx.jpg
25KB, 505x285px
>>384370087
>>
File: conker4.webm (3MB, 480x360px) Image search: [Google]
conker4.webm
3MB, 480x360px
>the n64 can't textu-
>>
>>384368252
Oh right, I guess I misremembered the story. Honest mistake.
It's still a little similar though, what with the effort being put into the game and not being exactly promoted or appreciated.
>>
Since now that there's no more hardware setback like in the old days, what more technological achievements games should do next /v/?

AI? VR? Gameplay? Interaction?
>>
>>384369312
>Dolby Surround on the N64
>true 3D soundscape
>>
>>384370496
It requires the calculation of sound in X, Y, Z positions, so yes, it is a true 3D soundscape, unlike 2D stereo panning shit.

The matrix just isn't as sophisticated as something like say, Dolby Pro Logic 2, but it's still 3D.
>>
File: lol.jpg (155KB, 1280x720px) Image search: [Google]
lol.jpg
155KB, 1280x720px
>>
File: mitt.jpg (5KB, 267x189px) Image search: [Google]
mitt.jpg
5KB, 267x189px
>>384368218
>mfw turok on the n64 has better facial animations than mass effect andromeda
>>
>>384352869
Censored.
>>
>>384368903
Don't know why people bitch about the frame rate. Game is still gorgeous.
>>
File: image.jpg (63KB, 800x327px) Image search: [Google]
image.jpg
63KB, 800x327px
>>384337149
Speaking of Melee, the graphical leap in just 2 years between Smash 64 and Melee is astounding.
>>
File: laimagendel_2122613.png (335KB, 650x365px) Image search: [Google]
laimagendel_2122613.png
335KB, 650x365px
>>384370402
The guy it's an asshole and desevrves everything that it's happening. Here is a quick rundown.
>Gets out of Criterion because "differences with EA"
>Creates a game company with his own resources
>Now he just makes VR shit golf demos.
>All reviews shit on the game and isn't selling
>Have a grudge against Nintendo because when he approeached them they told him to fuck off, but that was ONLY because Nintedo asked them first if they wanted to make an F-zero game and told them to fuck off first.
>He is now bald and his company is not going well.

You see this guy's face? That's the face of someone who is happy to see a legend like Miyamoto asking him to make a game with one of his IPs. He had respect for him and wanted to make something good of it. Alex Ward it's just an egomaniac dick sucker.
>>
File: 1280914400397.png (10KB, 500x500px) Image search: [Google]
1280914400397.png
10KB, 500x500px
>>384339134
>Was.
>>
>>384344225
Well, those guys do come from the demo scene so they can get out the most of what they have available. Also one of their founders made this:

https://youtu.be/c9GZUPAYANk?t=180
>>
>>384362946
are the 3DS and vita games shit?
>>
>>384337149
Melee really didn't look that great, with or without component cables. It was scaled back graphically to keep the framerate up, and it didn't even manage to do that in certain situations.
It's pleasant to look at, but impressive? Not really.
>>
>>384371274
Don't believe him, anon. Tim is still alive.
>>
>>384369758
Shame about the 3DS version
>>
https://www.youtube.com/watch?v=VUAE-VGvcsw
I still stand by this being the best looking n64 game ever released
>>
>>384369312
>So you mean they were just being more efficient than Capcom were?
No, they were compromising the composition to save space. Just because two things sound similar doesn't mean they are the exact same sound. You can't just replace a C with a D and say, "Well, those notes sound similar, good enough."

>The point is that the N64 version has a true 3D soundscape. When a zombie is positioned in a particular location, its sound effects are placed into a surround matrix which properly encodes its locations.
Again, this is not particularly impressive. You seem to be under the impression that Dolby Surround is some sort of advanced tech, it's just a way of encoding analog audio and not a very good one at that. The N64 didn't have dedicated audio hardware, it was handled by the RCP which meant you were sacrificing processing power doing anything fancy with audio. Also, positional audio wasn't something only the N64 could do. You could do it on the PSX if you really wanted to, and there were some games that did, but nobody is forking out for Dolby's licensing fees so why bother when it's only going to work for people wearing headphones?
>>
>>384368235
traffic density and sound quality
>>
>>384370106
all you need for a good story is a complete narrative
all you need for a good game is gameplay
who knew?
>>
>>384335449
Yep, Factor 5 were goddamn wizards.
>>
>>384365585
Metroid Prime looked better and ran better the SotC ever did.
>>
>>384371632
Why did they choose the N64 for this game? This is perhaps the most baffling choice to me, this would be perfectly suited for the PS1 or Saturn instead.
>>
>>384371546
Might as well be since Follin got out of the games business ages ago. Apparently it's because the games he worked on were mediocre garbage or never sold well.
>>
>>384371632
Such a shame this was never localised, a very good rhythm game even if you don't like Eva

and yeah it looks like an early Dreamcast title
>>
>>384371204
people bitch about the framerate because it makes it unpleasant to play. all the TECHNOLOGY in the world is only good for so much if the game is sluggish because of it.
>>
>>384371667
>You seem to be under the impression that Dolby Surround is some sort of advanced tech
Real-time Dolby Surround was literally impossible on PS1 and Saturn (only pre-encoded at best) so yes, it was advanced tech for consoles of that era.

>The N64 didn't have dedicated audio hardware, it was handled by the RCP which meant you were sacrificing processing power doing anything fancy with audio
RCP is the only reason the N64 can do real-time Dolby Surround and PS1/Saturn can't. The latter two consoles have fixed-function sound chips which don't support real-time surround encoding. Their CPUs aren't fast enough to accelerate sound matrices quickly in software either, and their geometry processors are fixed-function - no sound supported.

RCP is specialized at crunching matrices AND it's programmable. Hence, it's perfect for this kind of custom sound functionality.

>which meant you were sacrificing processing power doing anything fancy with audio
RE2 is hardly an intensive 3D game. 3D characters over a 2D background. Whoopdy doo. RCP wouldn't be breaking a sweat over the graphics.

>Also, positional audio wasn't something only the N64 could do. You could do it on the PSX if you really wanted to, and there were some games that did
If you pre-encode Dolby Surround into music, then literally any console capable of playing back PCM can do it. Even Super Turrican on SNES did it - but the matrix was baked straight into the music samples.

There's not a single PS1 or Saturn game that does real-time Dolby Surround (i.e. sound effects dynamically being repositioned according to gameplay). Not one.
>>
>>384371897
there were already multiple saturn games and a PS1 game, they had a sufficient evangelion fix. most likely they just wanted to have N64 hardware.
>>
>>384372392
Huh, you never hear about those. You only hear about the N64 one.
>>
>>384366665
even for '98 it was a bit basic looking
>>
>>384345096
Great cinematics. It looks more like a PC Engine CD game. Too bad the same itself didn't looked so impressive.
>>
File: sotc_prime.png (3MB, 1246x1820px) Image search: [Google]
sotc_prime.png
3MB, 1246x1820px
>>384371890
>Metroid Prime looked better and ran better the SotC ever did.
really makes my synapses levitate
>>
>>384372471
Because is the only good Evangelion videogame.
>>
This is from a Famicom game:
https://youtu.be/Gb2fiA-IvNw

https://youtu.be/mc3rPptw2Mg
>>
>>384372471
I'm not sure but i think the saturn NGE games are like VN tier stuff while the n64 is like a wonky fighting game
>>
>>384346923
Reminder that the Switch can run Unreal 4.
>>
>>384372631
>>384371890
Completely different kinds of game, I don't even now what the point of the comparison is.
>>
>>384372631
Nice, cherry picking is my favorite meme too.
>>
>>384372660
battle orchestra is okayish
>>
>>384372685
The latest mario is running in unreal. I heard somewhere that the japs are really getting into unreal now
>>
>>384372868
I thought Mario games had their own engines
why the fuck arent people using their own custom engines anymore?
>>
>>384372934
eats up money and development time
>>
File: playstation-42338-41333142171.jpg (95KB, 640x480px) Image search: [Google]
playstation-42338-41333142171.jpg
95KB, 640x480px
>>384372631
That sotc pic is from the HD port. This is how it actually looks in PS2.

But you don't care about that or making your research correctly, you just want to create useless console wars debate.
>>
>>384335635
https://www.youtube.com/watch?v=D7KPMg5daWk&t=11s
>>
>>384372631
That's a bullshot of SOTC, it looked no where near that sharp on PS2
>>
>>384373031
why not just use the older engines
>>
>>384352258
You forgot "Best version of the game"
>>
>>384373098
both pictures are from emulators anon
>>
>>384367639
They haven't even revived F-Zero despite its meme fame and demand from both old and new audience.
>>
>>384361913
I heard Earthbound has basically its own gpu.
>>
>>384371890
MP definitely ran better. Much better. But, it also only loaded small chunks of the world at a time and had doors segment the unloaded parts off. SotC had an absolutely massive world and utilized some techniques like bloom and self-shading which were ahead of its time.
Metroid Prime definitely looks nice, but on a technical level, it's not as impressive. It's well optimized and has a strong art direction which carries the visuals a long way, but you can not honestly believe that the graphical fidelity is even close to SotC.
>>
>>384373259
No they aren't >>384373068
>>
>>384371213
well the hardware had come out 3 years prior (and smash 64 isn't exactly one of the best looking 5th gen games) so it's more like a 5 year leap.
>>
>>384372934
Because nobody wants to waste time re-inventing the wheel for maybe an at best 5% increase in performance. (See Lumious and FFXV's development hell, or Overgrowth and the sluggish pace of development).
>>
>>384373109
they want to show off their switch hardware
>>
>>384373449
see>>384373109
>>
>>384345727
Comanche 3 was the best
Comanche 4 completely fucked up because it went back to "we want the CoD-Audience"
>>
>>384372934
>spend months or years creating something that will most likely be inferior to everything else out there
>or just buy a UE4. Unity, etc. license and skip that step entirely
Watching /v/ talk about game development is always hilarious.
>>
>>384338432
https://www.youtube.com/watch?v=Slm_Bw8YyL0
>>
>>384372868
>The latest mario is running in unreal
Citation needed. Nintendo always use their own engines for these games and I highly doubt they'd switch that up.
>>
>>384373409
the picture you linked is a cruddy console capture from 2005

or are you trying to say that the gamecube picture isn't an emulation?
>>
>>384373449
Luminous is amazing, for GTX 1080 Ti's that is, it will see more use next gen

I actually expect FF7R will be moved to Luminous & PS5
>>
Cartridge based games with special gimmick shit in them aren't really that impressive since you could just make any kind of additional hardware chip and stick it into the cart itself (more RAM, physicschips, small gpu's to help with the rendering or even sound chips), nothing amazing about that.
>>
SNES MUSIC FRIENDS - TAKE A STEP THE FUCK BACK

TIM FOILLIN ALSO MADE MUSIC FOR SEGA GENESIS

https://www.youtube.com/watch?v=MozqL_HkHF4
>>
>>384373109
Because their older engines are so ingrained into previous gen hardware that newer GPUs will trip up and stutter when dealing with them. (see Crysis and how it still runs like arse even on modern GPUs, or Zelda BOTW).
>>
>>384372868
Odyssey is using a custom engine. It's the upcoming Yoshi game that's using Unreal 4
>>
iirc Gran Turismo 4 was the first game on the ps2 to support a 1080i resolution
>>
>>384373941
All of Retro Studios's games have used the Metroid Prime engine which was made in in the early 2000s
>>
>>384374058
it's just SD upscaled into 1080i, not true 1080i
>>
>>384372034
Games can have low FPS and still play well. Games like Perfect Dark are considered classics.
>>
>>384373109
older engines don't magically transfer perfectly into next gen you know.

even the seemingly miraculous MT Framework has to be reworked for MH world.
>>
>>384341332
It came at the expense of the sound chip, the music is atari-tier in Asterix.
>>
>>384373921
There is nothing going on here that's technically impressive. Stop posting Tim Follin songs. They are artistically great, but don't belong in technology threads.
>>
>>384357246
Wait, can you REALLY run this on a physical NES?
>>
>>384374058
fuck 1080i, i'll take 720p any chance I get if I had to pick
>>
>>384339559
Whatever you do, don't look at the final filesize for Halo5: Guardians.
>>
>>384374258
>There is nothing going on here that's technically impressive
Listen to the third track and tell me that getting good quality bells and flutes out of a fucking FM sound chip wasn't technically impressive
>>
>>384374116
GT4 looked great on lower resolutions. I bet it looked like ass when upscaled
>>
>>384357612
>>60FPS on an O3DS at full settings, even underwater
False, it runs at 45fps average with drops.
>>
>>384357283
No it's not, dumbass. Try not playing on a fucking potato.
>>
>>384373286
cause that series sells like ass and there's a billion futurist racing games today including some on Nintendo systems.
>>
>>384374748
Confirmed for being so young you've never played on an actual N64 and therefore don't know the difference between good N64 emulation and bad because you don't know how the actual console plays because you've never played it
>>
>>384346923
>>Xenoblade Chronicles X
The game has no physics engine and lighting is all baked, not to mention the enemy AI being barebones, which is fine for a JRPG mind you, but it's not a technical marvel.
Of course you can have nice polygon models if everything else is subpar.
>>
>>384374429
It's literally piss easy to get bells and flutes out of an FM chip, wake me up when there's a convincing Piano and orchestra string sound coming out of an OPL3 chip that doesn't devolve into BWAANGs and BRAAAAPs.
>>
>>384337120
Salso por favor
>>
>>384370875

What is this?
>>
>>384371587
They had to make it brighter for the same reason the GBA games were, cause you can't see shit on a 3ds screen on a brightly lit area.
>>
>>384374223
The main CPU on the GBA was responsible for audio mixing. Besides that, all it had at its disposal was the same sound channels from the GB/C
>>
>>384374970
>It's literally piss easy to get bells and flutes out of an FM chip
Find me another FM track that has as good bells and triangle (as in the instrument) noises as around 10:15 in that Youtube track
>>
File: CoM End Screens.png (574KB, 1231x528px) Image search: [Google]
CoM End Screens.png
574KB, 1231x528px
>>384373228
Oh yeah, my mistake.
Re:CoM is just so much fucking worse in every aspect.
>Combat doesn't transition into 3D properly, and just feels bad
>Older Sora voice with younger Sora body, which is jarring as fuck
>Almost everything is a reused asset, and really takes away from the appreciation of how high quality the sprites are
>The only bits that are voice acted are during the Castle Oblivion hallways
>Sora's ending is ruined because they removed the music
>>
>>384374997
it was call of duty, the devs were overhyping their fish A.I in the BTS video when the fish AI has already been made before.
>>
File: Resident Evil Revelations (3DS).jpg (23KB, 400x240px) Image search: [Google]
Resident Evil Revelations (3DS).jpg
23KB, 400x240px
>>
>>384375440

Cod ghosts?
I miss those days of early next gen where devs hyped up all this useless shit.
>>
>>384335449
They somehow managed to compress the entirety of Vagrant Story into 93mb
so much space left on the disc
>>
>>384374136
Yes, but when people want to replay them, they'll probably go with an improved version with higher FPS if they can(i.e. OOT3D, Perfect Dark on 360)
>>
>>384375618
>compress
That's just what you get when a game has no voice track and only small amounts of FMV. Don't listen to the Sony meme. Strip away FMV and redbook audio from virtually any PS1 game and it could fit straight into an N64 cartridge.
>>
File: 1477605037406.jpg (196KB, 432x444px) Image search: [Google]
1477605037406.jpg
196KB, 432x444px
https://youtu.be/OGDtViPngi8

Kind of cheating since it's overclocked, but this is still amazing.
>>
>>384374136
>Games like Perfect Dark are considered classics.
Only from dumb consolekiddies that couldn't afford pc gaming.
For a normal person Perfect Dark is just a bland shooter with shitty awkward controls.
>>
>>384375898
I like how you think that ''normal people'' can't be console owners or like Perfect Dark, a game that has had its dick sucked a lot.
>>
>>384374997
A cheevo for payday 2.
>>
>>384375898
>>>/r/pcmasterace
>>
Naughty Dog managed to get so much detail in the original crash by essentially making every possible camera angle be spooled direct from the disc. This resulted in a super high number of CD hits. This is a quote from Jason Rubin talking about Andy Gavin (Jason and Andy are the founders of Naughty Dog). Kelly (Flock) is a Sony employee seeing the game live for the first time.

>"Andy had given Kelly a rough idea of how we were getting so much detail through the system: spooling. Kelly asked Andy if he understood correctly that any move forward or backward in a level entailed loading in new data, a CD “hit.” Andy proudly stated that indeed it did. Kelly asked how many of these CD hits Andy thought a gamer that finished Crash would have. Andy did some thinking and off the top of his head said “Roughly 120,000.” Kelly became very silent for a moment and then quietly mumbled “the PlayStation CD drive is ‘rated’ for 70,000.”
>Kelly thought some more and said “let’s not mention that to anyone” and went back to get Sony on board with Crash."

The whole thing is a fascinating read:
http://all-things-andy-gavin.com/2011/02/02/making-crash-bandicoot-part-1/
>>
>>384338432
seems heavily inspired by zeta gundam opening
>>
>>384367294
MAXIMUM POWER
>>
>>384376119
>Who cares if it breaks the console?
>It has grafix
>>
>>384376119
Streaming pre-calculated depth data for better graphics isn't technically impressive - that's like half-way to recording an FMV and streaming it in the background

What would have been impressive would be if Naughty Dog got it to work in real-time. If that were the case, you could actually have some camera control in Crash, rather than the view from every frame in every part of your railed path being fixed.
>>
>>384358525
No. Where the fuck did you come up with that?
>>
>>384374627
absolutely. it looks far worse than just letting your TV upscale from 480p, i can only imagine it was for very early HDTVs with shit scalers
>>
>>384376419
NES games did it.

>>384376334
>If Naughty Dog got it to work in real-time.
If they got what to work in real time?
>>
>>384375262
To be fair, it was just meant to be a bonus bundled with KH final mix in japan.
It only got a standalone release in America.
>>
>>384376613
>If they got what to work in real time?
Depth and scene calculations/setup.
>>
>>384375574
MT Framework was fucking black magic.
>>
>>384354457
>You can kind of cheat a little with audio on the NES. There was the standard audio chip in the console itself but you could also stick a better one on the board in the cart and use that too
No. That was only on the Famicom, the NES didn't have that capability. It's the reason Castlevania 3's JP soundtrack is so different from the US/PAL soundtrack, they could put a sound chip in the Famicom version but not the NES.
>Sunsoft was a subsidiary to an electronics company that manufactured audio chips and naturally they used them.
Sunsoft only used expansion audio in one game, Gimmick. Journey to Silius uses the NES's raw soundchip with no additional hardware.
>>
>>384336673
>today the Kanto region would have been dlc or saved for a rerelease of its own call G/S:Kanto Edition

Video games were a mistake.
>>
>>384376752
Every other PS1 game does that. The fact that they precalculated most of it just left more CPU time to render more polygons. Also meant there were fewer glitches, Z-fighting on the PS1 was godawful.

I like what Crash did.
>>
>>384376334
>camera control in 1995-1996
The idea of 3D platformers was still brand new then. Crash launched like a month after Mario 64, this was all brand new technology and concepts. And how would you change camera angles on the original Ps1 controller? There's no joysticks on it. And to that same notion, when Medal of Honor dropped a few years later and actually had a dual stick setup, critics and consumers thought it was the dumbest thing in the world.

>>384376326
ND didn't know the rating on the drive, it's likely Sony didn't release that information.
>>
>>384377065
>today
the G/S remakes from 2009/2010 still had both Johth and Kanto
>>
>>384377080
>>384377092
What Crash did was ingenious but I just don't think it was technically impressive. Naughty Dog didn't push the limits of conventional 3D rendering, they sidestepped it. Not saying that's bad - the results were obviously impressive in an aesthetic sense - but I'm unsure if it's suitable for this thread.
>>
>>384375774
what sony meme?
i hope you're not talking about console wars, you retard
>>
>>384377362
I'm sure it wasn't easy to get that data streaming from the disc.

Speaking of PS1 games that streamed a lot - Soul Reaver was amazing at that. A completely seamless world with no loading screens, and instantaneous shifting between two worlds. That was truly technically impressive.
>>
There is one salty asshole in this thread with his arms folded, screeching out "It's not THAT impressive!" to everything that only one human has ever been able to do. Get your head out of your ass, bro.
>>
>>384377583
This is not THAT impressive
>>
>>384342949
And somehow still among the best. Makes you think of the shit that came after.
>>
>>384377815
Still among the best what? Copypastes? Cause it's not.
>>
File: 1468789294117.jpg (115KB, 388x388px) Image search: [Google]
1468789294117.jpg
115KB, 388x388px
>>384377583
It's not that impressive.
>>
>>384377582
Don't wanna be 'that guy' again, but Soul Reaver has heaps of obvious loading corridors and thick fog. It's a bit impressive in the sense that barely any other game did what it did on the PS1, but it's not like they achieved anything truly crazy.
>>
>>384373073
Holy cow. That's amazing.
>>
File: IMG_1401.jpg (37KB, 489x499px) Image search: [Google]
IMG_1401.jpg
37KB, 489x499px
Red Zone on sega genesis did too down pseudo 3D better than GTA 1 and 2, four years before it
>>
>>384377960
It's part of the reason the game played door opening animations and had so many fucking spiral staircases to hide loadzones.
>>
>>384377960
Soul Reaver was still the most technical PS1 game i would argue

512x240, big maps for PS1 with solid graphics, 30fps (most of the time)
Really was something else at the time
>>
>>384374880
I grew up with an N64, and N64 emulation is better than the original hardware. Better graphics, controls, and framerate.
>>
File: reaver.webm (2MB, 480x360px) Image search: [Google]
reaver.webm
2MB, 480x360px
>>384378464
>Soul Reaver was still the most technical PS1 game i would argue
>>
>>384378294
I love how it tells you all what the game does without additional hardware
>>
>>384376613
>NES games did it.
And that means SNES games did it too?
>>
>>384375898
I've always played games on both PC and console. Perfect Dark is still an amazing game equal to PC FPSs.
>>
>>384378618
that looks amazing for PS1

Games still use fog today, look at Horizon Zero Dawn, uses it quite a bit to hide it's low draw distance/pop in
>>
Tales of Phantasia as an whole on SNES. they broke the sound samples in small parts that could be programmed to be played in realtime
Which resulted into a full speech+opening song.
Wolf Team did the same for Star ocean
https://www.youtube.com/watch?v=W3SA9LuqQgA
>>384343878
they probably work on hardware/software engineer now. or mobile games.
>>384339559
DF retro is the only thing I watch from DF. it is really amazing what the oldmen did when they were younger.
>>
>>384378618
then what would you propose, fuckwad?
>>
>>384335449
And yet it's still the worst version of RE2.
>>
>>384378618
for the ps1, thats pretty damn good though
>>
>>384378464
Don't forget about the fully skinned characters. Not the only game that did it, but at the time it was still impressive seeing characters not done in separated blocks, like Vagrant Story.

>>384377960
>>384378618
>Old game running on very limited hardware using tons of different tricks to allow better visuals

Who would've thought?
>>
>>384378912
DF Retro is pretty good, their newer content can be a bit biased at times due to politics

They canned their Wildlands review because the PC version just stomped all over the Pro version, don't want to anger Sony now do we?
>>
>>384379018
https://www.youtube.com/watch?v=tiTkmvwGMN4
>>
>>384378618
The only PS1 game which didn't have a shitty draw distance was Spyro.
>>
>>384377960
do you not remember playing ps1 games with massive loading screens between levels?
remember the doors in Resi 1?

Soul Reaver hid it very well
>>
>>384376613
No they didn't. Famicom carts had functionality to utilize extra audio channels because the console had inputs for the carts 2 extra pins. NES didn't have these inputs, so games like Zelda and Castlevania sounded very different.
>>
>>384377909
Post-game contents
>>
>>384379161
it did though, it just didn't use fog
>>
>>384335449
that's really not that impressive.
>>
>>384379381
yeah, my dog could do that.
>>
>>384378975
Terracon is 100x more technically impressive than Soul Reaver

https://www.youtube.com/watch?v=o382Ib0XP_4
>>
File: Kilik_vs._Xianghua.jpg (153KB, 1126x824px) Image search: [Google]
Kilik_vs._Xianghua.jpg
153KB, 1126x824px
Soul Calibur on the dreamcast blew my mind for a while.
>>
This thread really isn't that impressive
>>
File: sh1.jpg (56KB, 640x480px) Image search: [Google]
sh1.jpg
56KB, 640x480px
>>384335449
The way Silent Hill not only worked around hardware limitations but actually employed them to its advantage will always be incredible to me.
>>
Name one game that has better movement than Wolfenstein ET. I double dog dare you. No game has surpassed it.

https://m.youtube.com/watch?v=367vx9hOL0c
>>
>>384352840
Add to that Kingdom Hearts BBS, Crisis Core, Monster Hunter, Musou games, Gundam Vs Gundam next plus (60FPS), Armored Core games, The 3rd birthday and Type-0.
they did some miracles on that generation of handhelds. DS ninja gaiden was good for the platform it was.
>>384379083
>don't want to anger Sony now do we?
gotta pay the bills :^)
>>
>>384379706
>18 second loading screens
thanks for missing the point
>>
Whatever happened to Nosgoth anyway?
Can't decide if I'd have wanted Dead Sun over it or not.
https://www.youtube.com/watch?v=XBN8N2NXfi4
>>
>>384379161
the draw distance is horrid
>>
>>384343274
they actually filled psx games with junk files otherwise they wouldn't run, as part of copyright protection or something. that's why the psx version of x-com is over 400 mb despite the actual game only being 10.
>>
>>384339972
I started playing it myself yesterday and it's pretty damn good so far.

>>384344909
Devs pulling off incredibly clever stunts to work around technological and budget limitations is one of the things I miss the most in videogames, it's something that really started to die out with the advent of the HD era.
>>
>>384379985
I've never heard about that. I know they purposely wrote erroneous error correction data to the disc, but I've never heard of plain junk files.
>>
>>384379784
Titanfall 2
>>
File: Hideo-Kojima.jpg (73KB, 970x545px) Image search: [Google]
Hideo-Kojima.jpg
73KB, 970x545px
I remember seeing some documentary/podcast on Kojima and he started speaking about the process of developing MG1 on the MSX, he said the MSX was total crap but I also remember he casually mentioned how he managed to circumvent a lot of the restrictions the system had, I don't remember the details but it sounded pretty impressive, any anon knows the story?
>>
File: crash-bandicoot-2-sewer-1.png (374KB, 624x426px) Image search: [Google]
crash-bandicoot-2-sewer-1.png
374KB, 624x426px
technologically impressive is really all there is to say about it though
>>
File: goldeneye.webm (2MB, 640x360px) Image search: [Google]
goldeneye.webm
2MB, 640x360px
believe it or not this was technically impressive for the time

outdoors shooting with long distance sniper rifle zoom just wasn't a thing in the FPS genre in 1997
>>
>>384379706
>20 second loading screen
>sub 20 FPS
>shallow gameplay
>nonexistent story

yeah, wow. looks great, anon
>>
>>384376905
isnt the new monster hunter world running in it
>>
>>384380089
Wrong
>>
>>384335449
And it made the game look like shit.

And the FMV's became realtime videos essentially in quality.
>>
>>384380213
rare did all sort of witchcraft back in the day. I'll never forgive nintendo for treating them the way they did. fuckers should go bankrupt. they have no worthwhile IPs left anyhow. fuck 'em. bunch of arrogant cunts. we'd be better off if they never existed to begin with.
>>
>>384380286
A reworked version of the engine made for current gen.
>>
File: starfox adventures.jpg (40KB, 300x426px) Image search: [Google]
starfox adventures.jpg
40KB, 300x426px
>>384380490
>I'll never forgive nintendo for treating them the way they did.
but Rare's the one that left over to MS simply because the Stamper brothers wanted to own all of Rare, plus their last game was this trash heap.
>>
>>384380490
rare was already going down hill by the time they were sold off
>>
>>384380490
>better off

why do you hate shoulder buttons, the dpad and the revival of videogames after the crash?
>>
>>384343403
Oh, c'mon now. Hearthstone was initially made by 15 dudes and was just a small side project for blizzard.
>>
This is a game from 2003.
>>
>>384380823
Speaking of Starfox Adventures, this was probably the first game I ever saw fur and pixel shading in. I remember thinking the water and fur looked fucking unreal the first time I played it and it still looks great. This game is honestly pretty damn impressive considering that it started as an N64 title. Runs at 60fps too. For a launch title, that's kind of neat.
>>
>>384380873
Reminder the crash was only an American thing
>>
>>384347276
No it doesnt. The n64 version runs fine except for the war chapter.

>>384352869
Its solid 30 but I dont like how it looks. Technically its graphically amazing for the xbox however.
>>
>>384340121
Reported.
>>
>>384378575
Except literally everything but Mario, Zelda and some other meme games dont work.
>>
File: tricky_03.png (292KB, 446x372px) Image search: [Google]
tricky_03.png
292KB, 446x372px
>>384380823
I was so disappointed renting this game, Tricky is the most annoying character ever put in a game. Not to mention Fox is disturbing outside of the Arwing and the rest of the crew looked like death.
>>
>>384381038
>this was probably the first game I ever saw fur and pixel shading in
I don't think I noticed anything in SFA that was actual pixel shading. Just clever alpha blending.

Even Fox's fur can be created through clever alpha blending. It doesn't have any true pixel shader like properties.
>>
>>384343878
Dead, bored or working for Facebook, Google, etc. So other people can't get them.
>>
>>384367232
>>384367681
Even the PC version had 2 CDs
>>
>>384378618
This should've been a N64 game, imagine those environments with infinite draw distance.
>>
>>384381764
Play the Dreamcast version.
>>
>>384380182
From what I remember, it's about how Metal Gear 1 came to be in the first place. Konami wanted an action game, but the MSX didn't have enough processing power to render enough enemies at once to make a viable shooter. Kojima pitched the idea of making a game centered around avoiding enemies instead, and so MG was born.
>>
>>384374784
There's also a billion metroidvanias, and look at what we got recently.
>>
File: Outcastbox.jpg (28KB, 403x346px) Image search: [Google]
Outcastbox.jpg
28KB, 403x346px
Blocks your fucking path.
>bump-mapping
>anti-aliasing
>shadows
>depth of field
>reflections
>all without a need for GPU (not that there were GPUs in modern sense of word when game came out)
>>
>>384382546
You forgot the catch
>320x200 at 15 FPS even on a good CPU for its time
>>
>>384382546
great game too
a real shame they never made a sequel
>>
>>384376119
Wtf i like nintendo now
>>
>>384338618
Wow. Literally everything you said is wrong.
>>
File: 19.jpg (35KB, 642x513px) Image search: [Google]
19.jpg
35KB, 642x513px
>>384382818
So it is.
Maybe if the remake is successful
>>
>>384356558
>And it's the only game on the SNES which has them.
No its not, there's a couple. Like Batman Forever on SNES.

Funnily enough both games are on Megadrive, run better and don't have load screens,
>>
>>384382182
Was mgs the first stealth game?
>>
>>384383854
kill yourself
>>
File: Cardinal_Syn-2.jpg (66KB, 530x397px) Image search: [Google]
Cardinal_Syn-2.jpg
66KB, 530x397px
There's a ps1 fighting game that achieved dreamcast graphics
>>
>>384380201
https://www.youtube.com/watch?v=L4DX2DBWtTk
>>
>>384383854
It wasn't even close to being first.
>>
>>384380823

This "trash heap" is one of the most impressive Gamecube games graphically. Environments were gorgeous, fur-shading was used on grass to give it that 'pop', and it ran at a solid 60fps.

At worst it was a B-Grade Zelda clone, but it played just fine let's be honest.
Thread posts: 508
Thread images: 91


[Boards: 3 / a / aco / adv / an / asp / b / bant / biz / c / can / cgl / ck / cm / co / cock / d / diy / e / fa / fap / fit / fitlit / g / gd / gif / h / hc / his / hm / hr / i / ic / int / jp / k / lgbt / lit / m / mlp / mlpol / mo / mtv / mu / n / news / o / out / outsoc / p / po / pol / qa / qst / r / r9k / s / s4s / sci / soc / sp / spa / t / tg / toy / trash / trv / tv / u / v / vg / vint / vip / vp / vr / w / wg / wsg / wsr / x / y] [Search | Top | Home]

I'm aware that Imgur.com will stop allowing adult images since 15th of May. I'm taking actions to backup as much data as possible.
Read more on this topic here - https://archived.moe/talk/thread/1694/


If you need a post removed click on it's [Report] button and follow the instruction.
DMCA Content Takedown via dmca.com
All images are hosted on imgur.com.
If you like this website please support us by donating with Bitcoins at 16mKtbZiwW52BLkibtCr8jUg2KVUMTxVQ5
All trademarks and copyrights on this page are owned by their respective parties.
Images uploaded are the responsibility of the Poster. Comments are owned by the Poster.
This is a 4chan archive - all of the content originated from that site.
This means that RandomArchive shows their content, archived.
If you need information for a Poster - contact them.