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7/18/2025, 10:26:21 PM
>>531762832
>never played that shit
people really ignore Demo Days, don't they?
>>531762106
we've moved away from the PS1 look long ago (and even then it was more of a software rendered PC game look), back in early 2021, when we moved onto hdrp. As I already said in this thread, it's a wretched pipeline but it helped achieve the look we wanted. It isn't 100% true to what games back then actually looked, as >>531760901 correctly states. It's more of an idealized early-to-mid-2000s look and we're proud of it.
Generally I think devs should make what they find visually pleasing without slavishly following convention or fad, and PS1 retro graphics are certainly one, and ran into the ground. I reluctantly added the option for unfiltered textures as a simple statement that in fact, yes, it is possible to pull off in runtime in Unity, as I saw some other devs claim it isn't.
We still like our twatter handle and website url, it's actually crazy no one came up with grabbing those before.
Oh, and fun fact: I saw bump mapping and speculars for the first time back in 1998, it was good ol' Trespasser, a game which has some mechanical influence on Peri, pic related. Bloom is a later development, but most computers (including mine) couldn't really run Outcast back then for it to be remembered.
One interesting thing that Unity has built in, that I really missed from the first Unreal Engine, is detail textures, and we make full use of those in our character models.
>never played that shit
people really ignore Demo Days, don't they?
>>531762106
we've moved away from the PS1 look long ago (and even then it was more of a software rendered PC game look), back in early 2021, when we moved onto hdrp. As I already said in this thread, it's a wretched pipeline but it helped achieve the look we wanted. It isn't 100% true to what games back then actually looked, as >>531760901 correctly states. It's more of an idealized early-to-mid-2000s look and we're proud of it.
Generally I think devs should make what they find visually pleasing without slavishly following convention or fad, and PS1 retro graphics are certainly one, and ran into the ground. I reluctantly added the option for unfiltered textures as a simple statement that in fact, yes, it is possible to pull off in runtime in Unity, as I saw some other devs claim it isn't.
We still like our twatter handle and website url, it's actually crazy no one came up with grabbing those before.
Oh, and fun fact: I saw bump mapping and speculars for the first time back in 1998, it was good ol' Trespasser, a game which has some mechanical influence on Peri, pic related. Bloom is a later development, but most computers (including mine) couldn't really run Outcast back then for it to be remembered.
One interesting thing that Unity has built in, that I really missed from the first Unreal Engine, is detail textures, and we make full use of those in our character models.
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