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Thread 720311893

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Anonymous No.720311893 >>720311941 >>720312014 >>720312115 >>720314213 >>720315039 >>720318415 >>720321320 >>720322821 >>720323015 >>720323023 >>720323290 >>720324947 >>720327159 >>720327424 >>720327961 >>720328927 >>720329838 >>720333002 >>720333064 >>720333173 >>720335162 >>720335192 >>720335375 >>720341306 >>720347489 >>720348647 >>720348878 >>720348987 >>720350626 >>720350779 >>720351926 >>720352610 >>720353269 >>720353386 >>720353537 >>720357350 >>720357987 >>720359320 >>720360318 >>720361049 >>720361405 >>720362639 >>720362820 >>720364826 >>720367749 >>720389416 >>720391615 >>720395029
How does a game from 1998 look this good
Anonymous No.720311941 >>720312115 >>720315039 >>720318415 >>720324632 >>720357987 >>720360223
>>720311893 (OP)
9x native res with pgxp and widescreen hack and the soul is still intact
Anonymous No.720312014 >>720312115 >>720313642 >>720315039 >>720316415 >>720316549 >>720318415 >>720357987
>>720311893 (OP)
art design beyond belief
Anonymous No.720312115 >>720312410 >>720316207 >>720316656 >>720317259 >>720323147 >>720327307 >>720333067 >>720334418 >>720337486 >>720340046 >>720340974 >>720342279 >>720348576 >>720348684 >>720350936 >>720351349 >>720352312 >>720353317 >>720353673 >>720356916 >>720357568 >>720357815 >>720361903 >>720362639 >>720362798 >>720367904 >>720368451 >>720389208
>>720311893 (OP)
>>720311941
>>720312014
why dont more modern devs have graphics like this to save money? are they retarded?
Anonymous No.720312238 >>720318415 >>720318415 >>720323404 >>720357987 >>720360923
Anonymous No.720312319 >>720323404 >>720360991
Anonymous No.720312410 >>720352478 >>720352689
>>720312115
because shit like this only looks good on a screenshot, actually playing with graphics like these would get boring fast
Anonymous No.720312412 >>720323404 >>720364907 >>720391749 >>720397223
Anonymous No.720312673
Anonymous No.720313642
>>720312014
>ray tracers hate this one simple trick
Anonymous No.720314213
>>720311893 (OP)
Because it oozes soul
Anonymous No.720314387 >>720314837 >>720315170
are they screenshots being taken on a modelviewer for the pc version? the style sort of reminds me of how xenogears looks in that modelviewer that was made that allowed you to see every angle of every area
Anonymous No.720314837 >>720315170 >>720315242 >>720342337 >>720360259 >>720361049
>>720314387
Nah, it's in game screens on duckstation, just going into FPV.

9x native res
PGXP
Widescreen hack
Dithering set to true color (so no dithering)
Scaling set to bilinear smooth
and these Cccalibrator settings, game is generally brighter than it looked on televisions when emulated but enabling true color makes it even brighter, also a bit of extra green because I always remember the game having a slightly green tint.
Anonymous No.720315039 >>720315126 >>720315189 >>720315376 >>720322170 >>720333327
>>720311893 (OP)
>>720311941
>>720312014
prerendered backgrounds. the PS1 and the fact it was on a disk with a slow read speed meant that if you were doing fixed angle games like final fantasy or resident evil you could have very detailed backgrounds because you were just using the textures on the disk
Anonymous No.720315126 >>720315554
>>720315039
MGS doesn't have pre-rendered backgrounds...
Anonymous No.720315170 >>720315242 >>720323096
>>720314387
>>720314837
Default (no Cccalibrator)
Anonymous No.720315180 >>720327675
Seriously, fuck that Sniper Wolf fight.
The controller is not designed for precise sniping. Who thought this would be a good idea?
Anonymous No.720315189 >>720315554
>>720315039
MGS levels are clearly polygons, are you a bot?
Anonymous No.720315242 >>720315387 >>720323096 >>720327602
>>720314837
>>720315170
Cccalibrator enabled
Anonymous No.720315376
>>720315039
You're right for RE and FF, but Metal Gear had fully rendered 3d areas. Psx games had terrific textures due to CD sizes being far and away larger than anything that came before it, but the output resolution of the console itself made a lot of that detail lost. You wanna see some crazy stuff, check out the prerendered backgrounds for ffix before they were scaled down.
Anonymous No.720315387
>>720315242
this one definitely looks nicer. i would imagine on an actual CRT, it would be naturally darker.
Anonymous No.720315554 >>720315872 >>720316063 >>720316074 >>720316690 >>720322170 >>720323491 >>720324316 >>720324673 >>720327364 >>720329124 >>720332125 >>720333294 >>720333305 >>720333327 >>720339161 >>720339964 >>720352104 >>720353207 >>720359445 >>720367214 >>720382795
>>720315189
>>720315126
it's the same fucking thing retard. it's textures on shit you are only viewing from one angle
Anonymous No.720315872 >>720316013
>>720315554
>you are only viewing from one angle
Anonymous No.720316013 >>720316063 >>720316083 >>720322170 >>720333349
>>720315872
>but muh screen moves
the objects never change directions.
Anonymous No.720316063 >>720316156 >>720329626 >>720348413
>>720315554
>>720316013
Anonymous No.720316074 >>720317093
>>720315554
>t. never played the game
shut the fuck up, zoomoid retardo.
Anonymous No.720316083 >>720317093
>>720316013
Are you pretending to be retarded?
Anonymous No.720316156
>>720316063
you're that ninja...
Anonymous No.720316207
>>720312115
>are they retarded
Even if there's talent, suits and their minions will say
>It's too dangerous to try something new! Stick to the plan. Just make it look like assassins creed, kids love that game.
Anonymous No.720316302 >>720319142
these look sick, OP
i would gladly play a remaster that looks like this and runs on modern systems over some garbage remakeslop like delta
Anonymous No.720316415
>>720312014
baked lighting.... sovl...........
Anonymous No.720316549 >>720323608 >>720349247
>>720312014
>bounce lighting in 1998
what the FUUUUUCK, we didn't have that again until like battlefield 4, 15 years later
Anonymous No.720316656
>>720312115
>Why do studios cheap out on labor instead of cheaping out on their customers' hardware that they aren't paying for anyway
Anonymous No.720316690 >>720318492
>>720315554
a camera angle that changes constantly as you go through the level or in a cutscene set in the same room (all are in-engine). it's not like RE or FF where you have 1 static shot and each camera transition is its own PNG the game is loading. they had to load all of that shit into the console memory they just did a good job of hiding where they saved polygon budgets like having the characters without faces that can still emote in codec calls or using obscure guns that look blocky IRL to make them even blocky in game
Anonymous No.720317093 >>720318235 >>720322170
>>720316074
>>720316083
you are clearly a gay retard
Anonymous No.720317259
>>720312115
That doesn't impress the shareholders.
Anonymous No.720318235 >>720318919
>>720317093
great argument there, retardo zoomoid who is making retarded statements on games he very clearly never played.
Anonymous No.720318257
Good art direction and a lot of work put into lighting which is either baked into the textures or using vertex colors.
Anonymous No.720318415 >>720327576 >>720361016
>>720311893 (OP)
>>720311941
>>720312014
>>720312238
>>720312238
I wish we still got games that looked like this.
Anonymous No.720318492
>>720316690
>using obscure guns that look blocky IRL to make them even blocky in game
Huh, I never knew that. That's neat.
Anonymous No.720318919 >>720402114
>>720318235
>t. ranny
Anonymous No.720319142 >>720322368 >>720364791
>>720316302
luckily you don't need a remaster, duckstation exists and it is not demanding to emulate ps1 games.
Anonymous No.720321320
>>720311893 (OP)
bump
Anonymous No.720321358
Nooo, you can't play this game on emulator.
Anonymous No.720321896 >>720322354
Certainly not what the devs intended.
Anonymous No.720322170 >>720322403 >>720324840
>>720315039
>>720315554
>>720316013
>>720317093
why do basement dwelling sperg faggots always have to chime in about things they have ZERO understanding of?
Anonymous No.720322261
UK release was wild for this one
Anonymous No.720322354 >>720322985 >>720324248 >>720333562 >>720333742
>>720321896
the devs of 98 would probably be thrilled to find out people are playing their game at a higher resolution than what was capable back then
Anonymous No.720322368 >>720323232
>>720319142
for the first time I think I see where CRTfags are coming from. that isnt what this looked like at all in my memories from playing this in the 90s
Anonymous No.720322382
you lost, close the thread already
Anonymous No.720322403
>>720322170
take off your mother's clothes, retard
Anonymous No.720322560 >>720323232
Now post it in it's actual resolution and textures
Anonymous No.720322821 >>720323069 >>720323483
>>720311893 (OP)
MGS1 is close to if not the best looking 3D game on the PS1. they were really cooking at Konami back then
Anonymous No.720322985
>>720322354
too smooth, I like how crunchy top looks more.
Anonymous No.720323015
>>720311893 (OP)
It feels very handcrafted. you can tell alot of thought was put into the overall layout and contrasting textures for clarity, specially since mgs1 is mostly set camera angles. But above all i think it is the lighting, that is what sets apart most 3d art even outside of games and it's automated state in modern games is the biggest thing holding most visuals of today back imo.
Anonymous No.720323023
>>720311893 (OP)
it doesn't, where's the wobbling you filthy sonigro
Anonymous No.720323069
>>720322821
It wasn't considered a good looking game when it released.
Anonymous No.720323096 >>720323230 >>720323296 >>720373397
>>720315170
>>720315242
who the fuck leaves a tank turret just hanging like that
just asking for a crane malfunction
Anonymous No.720323147
>>720312115
because if they do you wont buy the latest gpu
Anonymous No.720323230
>>720323096
People who got taken by surprised by a terrorist attack.
Anonymous No.720323232 >>720323330
>>720322560
>and textures
textures don't get higher res from increasing the res, brother. Top image is game running on genuine ps1 hardware, bottom is duckstation.
>>720322368
MGS1 is a weird game to get hung up about that, because I completely understand display autism myself even though I'm not as picky about it. But MGS1 is actually one of few games that scales up very nicely, I mean the art design actually holds up.
Anonymous No.720323290
>>720311893 (OP)
Strangely, it looked even better when I played it on my shitty tv back in the day. I kinda have an itch to replay
Anonymous No.720323296
>>720323096
i aint paid for overtime, boss
Anonymous No.720323330 >>720323532 >>720323582 >>720402205
>>720323232
>no wobbling textures
fuck off nigger
Anonymous No.720323404 >>720323469 >>720381937
>>720312412
>>720312319
>>720312238
It looks amazing... almost good enough to make me consider emulating it
Anonymous No.720323469 >>720323710
>>720323404
have you played it before? It's a classic, though flawed in various ways
Anonymous No.720323483 >>720323598 >>720323646
>>720322821
Nah man, everyone made fun of the blurry faces (and snakes voice). I think there were even cosplayers that pulled off that ps1 look. I laughed at the scene where meryls ass was in view.
Anonymous No.720323491
>>720315554
KWAZ
Anonymous No.720323532 >>720324181 >>720329084 >>720379038
>>720323330
Maybe because it's a still image? Are you under the impression that emulation doesn't have the wobbles? Lol.

By the way, the wobbles are kept to a minimum at native res, and only gets worse as you increase the resolution. So the wobbles you get at like like x4 the native res is actually less accurate looking than just using PGXP to remove the wobbles.

But by all means you can play at native with pgxp turned off and the game will look identical to the ps1.
Anonymous No.720323582
>>720323330
>he thinks it's the textures that wobble
Retard.
Anonymous No.720323598
>>720323483
the faces aren't great but I think the environments more than make up for it
Anonymous No.720323608
>>720316549
Quake 2 (1997) had it. Baked radiosity global illumination. And pretty much all the Quake 3 games could easily include it.
Prebaked lightmaps gave many games of the early 2000s bounce lighting
Anonymous No.720323646 >>720326054
>>720323483
ironically enough, while the blurred faces felt insanely dated back in 2001, now I like it. The head bobbing as the characters speak works really well
Anonymous No.720323710 >>720323996
>>720323469
No, I've never had a console and so far the only games I've emulated have been SNES stuff and No More Heroes for Wii
Anonymous No.720323926
not too crazy into editing settings too much. but i did just finish a run of this game once again and it's great as always. was the first time i ever tried extreme mode too. talk about bullshit. i farmed this pissing guy for rations like crazy.
Anonymous No.720323996 >>720324396
>>720323710
oh dude you're missing out, duckstation is a pretty good emulator and there's loads of stellar PS1 games.
Anonymous No.720324065
these threads are kind of annoying. the psx had a reasonable amount of color depth and in the context of pixel art the psx's vram was more than sufficient for a large variety of detailed surfaces. atmospheric hue contrasted with inky blacks is going look pretty good even if the geometry is blocky and you can make out pixels.
Anonymous No.720324181 >>720324331 >>720324389
>>720323532
stop lying dude, you need a bunch of plugins to get that look. Your picture has geometry correction.
I play this shit on ps1 all the time, what is your purpose here? shill for a shitty game when there's a better version on pc and gamecube?
also you're probably black
Anonymous No.720324248
>>720322354
bottom feels like a half life of quake 2 engine map in 1998
Anonymous No.720324316 >>720324574
>>720315554

You are fucking retarded. Close the thread, hide it, and never come back to this board again.
Anonymous No.720324331 >>720324558 >>720326291 >>720329084
>>720324181
>Your picture has geometry correction.
Yes. Every single high res photo I have posted is using geometry correction (PGXP) The top image in the one you quoted is not using PGXP, it's just the game at native res.
>what is your purpose here?
To state that MGS1 is a beautiful looking game.
Anonymous No.720324389
>>720324181
>better version on gamecube
shame this place doesn't know vidya anymore this would've been great bait like 15 years ago
Anonymous No.720324396 >>720324518 >>720324558 >>720348298
>>720323996
I might give it a try, I think my old PC can handle DuckStation.
Got any other PS1 game recommendations?
Anonymous No.720324518 >>720324719
>>720324396
my favorites
>Mega Man Legends
>Breath of Fire 3
>Spyro 1 2 and 3
>Castlevania Symphony of the Night
>Valkyrie Profile
PS1 emulation isn't too intense so you should be fine
Anonymous No.720324558 >>720324632 >>720324690 >>720392342
>>720324331
then stop lying about "this is how it looks on negrostation" because it's not.
>>720324396
play a real console like the sega saturn
Anonymous No.720324574
>>720324316
you wear women's clothing, ride the short bus and your uncle molested you
Anonymous No.720324632 >>720324764
>>720324558
>then stop lying
Read the 2nd post I made in the thread. >>720311941
where's the lie?
Anonymous No.720324673 >>720325242
>>720315554
you can go into first person and look around any time you want
Anonymous No.720324690 >>720324764
>>720324558
This, my fellow gentlemen is how you spot a tranny who never played videogames, and reeks of pajeet botting do derail this thread.
Also
>Sega Saturn
failed attempt at trolling
Anonymous No.720324709 >>720325484 >>720329597
>one set of bathrooms for all of Shell 1

So if you were working in Strut F and had to take a shit what would you do? Sprint all the way?
Anonymous No.720324719 >>720324845
>>720324518
cool, thanks anon
Anonymous No.720324764 >>720324845
>>720324632
>where's the lie?
emulation
>>720324690
stop projecting jamal
Anonymous No.720324836 >>720325673
a lot of old game ugliness can be chalked up to studios that didn't have a legitimate art department. konami had people on staff with the baseline ability to do painterly abstraction. a lot of studios didn't, only capable of touching up photoscans.
Anonymous No.720324840
>>720322170
first day lil bro?
Anonymous No.720324845
>>720324764
And a shartranny too

>>720324719
you should try wing commander 3 or colony wars 1 and 2
Anonymous No.720324947
>>720311893 (OP)
aesthetics, and actual lighting
Anonymous No.720324968 >>720325174 >>720325308 >>720325346 >>720325419 >>720361804
Is MGS nothing but industrial hallways/laboratories? I can see why MGSV is open world.
Anonymous No.720325174
>>720324968
No.
Anonymous No.720325242 >>720325317 >>720325379 >>720325440
>>720324673
isn't that 2 and TTS?
Anonymous No.720325308
>>720324968
There are a handful of outdoor areas but its mostly that, so technically no, but mostly yes.
Anonymous No.720325317
>>720325242
play mgs1 it's a cool game.
Anonymous No.720325346
>>720324968
Its cold war era stuff, and he had to be in a place where they had the metal gear. So yes. Hallways, offices, labs. The sniper fight was outside, the metal gear fight was in the giant hangar or whatever. The car scene was in a tunnel.
Anonymous No.720325379
>>720325242
play the game its really good
they all are
Anonymous No.720325419
>>720324968
it's mostly indoors but that works to the game's advantage, as it's mostly line of sight based stealth so you want hard angles to hide behind. MGS3 is the first Solid game to take place mostly in an outdoor environment
Anonymous No.720325440
>>720325242
>hasn't even played metal gear solid
>posts in metal gear thread
Anonymous No.720325484
>>720324709
well there is a bathroom in the shell 1 core too on B1 you don't have access to because johnny is occupying it. but still, your point still stands.
Anonymous No.720325562 >>720325667 >>720325715 >>720325740 >>720325931
What's the best way to experience MGS1 for the first time in 2025?
Emulation on pc? Master Collection on pc or switch? Some other version?
Anonymous No.720325667 >>720325952
>>720325562
emulation should always be your default unless there's a particular problem with it like pressure sensitivity in 2 and 3. mgs1 doesn't have that issue.
Anonymous No.720325673
>>720324836
interesting.
Anonymous No.720325715
>>720325562
i emulated mgs1 but played 2 and 3 on pc
Anonymous No.720325740
>>720325562
MGS1 on PC is FUBAR
playing emulated is better
Anonymous No.720325931 >>720326080
>>720325562
>What's the best way to experience MGS1 for the first time in 2025?
Duckstation, no matter how you want to play it. Want to play at native res with no enhancements to visuals? still the best option. But you also have the alternative to increase resolution and use things like pgxp and widescreen hacks.

Duckstation also lets you "overclock" the ps1 cpu, which means you can get a consistent 30fps without any drops, ps1 version had quite a few drops below 30.
Anonymous No.720325952
>>720325667
>unless there's a particular problem with it like pressure sensitivity in 2 and 3
Can be somewhat resolved by remapping square to the right analog trigger and r1 (I think it was?) to the left trigger. It's not a bad way to play.
Anonymous No.720326054
>>720323646
do you have any upscaled shots of liquid during his speech?
Anonymous No.720326080 >>720326148
>>720325931
ins't the new release also a overclocked emulated ps1 port
Anonymous No.720326148
>>720326080
It's abysmal, avoid it. There's an argument to be made to play mgs2 and 3 on the master collection, there is zero for MGS1.
Anonymous No.720326291
>>720324331
SOVL sovless
Anonymous No.720326545
.......a hind d??
Anonymous No.720327159
>>720311893 (OP)
Scene is unified by a color tint, it makes it cohesive and clean.
I don't think us humans are as complex as we make it out to be, there are lots of situations where simple is better.
Anonymous No.720327307
>>720312115
Actually yeah, it feels like they're trying too hard just for the sake of it.
Anonymous No.720327352 >>720334908 >>720395665
Now do the Twin Snakes version
SOUL
https://www.youtube.com/watch?v=yODvbOY5CXk
vs
soulLESS
https://www.youtube.com/watch?v=OHS2fDLgy5w
Anonymous No.720327364 >>720328052
>>720315554
>it's the same fucking thing retard. it's textures on shit you are only viewing from one angle
Anonymous No.720327424
>>720311893 (OP)
Baked in lighting > natural lighting
Anonymous No.720327576
>>720318415
Phase Zero does a decent job at recreating retro Resident Evil feel.
Anonymous No.720327602
>>720315242
I like this one more, the deepening/darkening of the colors helps emphasize the echoing empty coldness of shadow moses
Anonymous No.720327675
>>720315180
I've watched three streamers playing MGS1 and 2 recently, even if they're around 30 they spent their entire time being salty about the controls.
Anonymous No.720327961
>>720311893 (OP)
>How does a game from 1998 look this good
Cohesive designs are a large part of it. Nothing sticks out or seems out place visually.
Anonymous No.720328052 >>720328207
>>720327364
nice picture of you, idk why you put it with my text, you tranny
Anonymous No.720328207 >>720328460
>>720328052
LMAO dance for me my little tranny monkey
Anonymous No.720328460 >>720328949
>>720328207
turn your monitor on. you are getting confused by your own reflection
Anonymous No.720328626 >>720328679 >>720328826 >>720330161
Why not just play the PC version?
Anonymous No.720328679
>>720328626
looks worse than emulated
Anonymous No.720328826
>>720328626
Shit port, and the re-release is even worse.
Anonymous No.720328927
>>720311893 (OP)
>made for modern systems instead od trying to lazily port the game over from a decade old console in order to sell the game yo as many blacks as possible
Many such cases
Anonymous No.720328949 >>720331545 >>720351806
>>720328460
tranny freak, you even make Kojima gag lmao
Anonymous No.720329084
>>720323532
>>720324331
The native res looks better. Just something very off about having everything smoothed out.
Anonymous No.720329124 >>720331545
>>720315554
retard
Anonymous No.720329597
>>720324709
you simply shit into the ocean below
there's a prize for whoever can make the biggest splash
Anonymous No.720329626
>>720316063
Oh nice, I'm stealing this
Anonymous No.720329838
>>720311893 (OP)
MGS1-V all pushed graphics/art to new levels
Anonymous No.720330161 >>720330726
>>720328626
>whose penis is this?
Anonymous No.720330726
>>720330161
>Penis?
Anonymous No.720331545 >>720332158
>>720328949
again, you need to turn your monitor on, tranny boi. you are obviously a troon
>>720329124
you ride the short bus and wear women's clothing
Anonymous No.720332125 >>720332286 >>720332701
>>720315554
how embarrassing...
pre-rendered means the scene has been rendered. and then physical objects that the player interacts with are inserted.
let's say you have a scene that has a house exterior.
if rendered in real time, the devs model the house and insert it into the scene as its own object. the fact its rendering in real time means more resources are used, so the polygon count is kept low to mitigate this.
if it were pre-rendered, the devs would render the scene in high poly and then use the resulting PNG image (consoles then convert this into a optimised texture format that can be read by the GPU). they would then add invisible object collision to make the house seem like its there in the scene. if it's a house the player can enter, they would also add a collision that triggers a transition at the doorway. it's a 2D texture background with invisible collision objects, nothing more. they may also add rendered objects for things like items, props, or characters, which usually pop out from the background (you can see this clear in FF games) or are interactable and have animations.
Anonymous No.720332158 >>720332286
>>720331545
settle down sperg
Anonymous No.720332286 >>720332497 >>720332772
>>720332158
I don't need to see your dilater, tranny
>>720332125
I ain't readin' all that, tranny boi
Anonymous No.720332497 >>720332657
>>720332286
haha scream into the void tranny, we believe you
now post another cope reply down below
Anonymous No.720332657
>>720332497
why? it won't make your uncle unmolest you
Anonymous No.720332701
>>720332125
one thing i forgot to mention is baked global illumination, reflections, etc. with pre-rendered you can utilise a lot of what the console would not natively be able to support or would considerably impact the performance. because the result is just a 2D texture.
Anonymous No.720332772 >>720333072
>>720332286
i give you an opportunity to learn, and you chose ignorance. pitiful, truly.
Anonymous No.720333002
>>720311893 (OP)
Good textures but the real MVP here is vertex shading. These faces are manually shaded with care to make light look realistic, of course its not as correct as shadowmaps but it gives an artistic effect.

I wish the game had better character models with attached arms. But the environment art in MGS is goat
Anonymous No.720333064 >>720333432 >>720333690 >>720350641 >>720372968
>>720311893 (OP)
everybody keeps doing ps1 graphics, and never coming close. meanwhile, i'm the only sick freak that wants to see psp graphics with gay tracing.
Anonymous No.720333067 >>720333582
>>720312115
This is not a fast a process to light things like this, it's all done manually face by face. In modern engines you just place lights and bake shadow maps and call it a day
Anonymous No.720333072
>>720332772
don't care, troon
Anonymous No.720333173
>>720311893 (OP)
By having one of the best artstyles in gaming
Anonymous No.720333294 >>720333523
>>720315554
lol retard
Anonymous No.720333305 >>720333523
>>720315554
do zoomers really
Anonymous No.720333327 >>720333523
>>720315554
>>720315039
i came here to laugh at you
Anonymous No.720333349
>>720316013
As the camera pans, you see everything from different angles.
Anonymous No.720333432 >>720333667
>>720333064
PSP tier graphics don't get enough love
Anonymous No.720333523
>>720333294
>>720333305
>>720333327
you wear a dress and your uncle molested you
Anonymous No.720333562
>>720322354
What does 4x native look like?
Anonymous No.720333582 >>720369421
>>720333067
Even back then they could have easily created tools to place lights and then bake them to vertex colors as a starting point. You could also cheaply compute approximate shadows by raycasting to each light from each vertex during the precomputation process.
A few thousand vertices x a dozen lights and you get something computationally tractable for 1995 editor tools (click 'bake lights to verts', wait 2 seconds, see the result)
Then of course they'd manually touch things up, add bounce lighting, etc.
But I'd love to know what their process was like, it's certainly possible the vertex colors were fully hand-painted
Anonymous No.720333667 >>720350641
>>720333432
i know. crazy good texture work in peace walker.
Anonymous No.720333690
>>720333064
psp graphics are basically the point where you run into diminishing returns with the ease of generating assets. you actually just need to be a competent artist that can paint straight up unless you photoscan literally every asset, you can sort of fake it with ultra low resolution.
Anonymous No.720333730
That technique of adjusting the lighting for each polygon produces a very pleasing result, but nobody uses it anymore because it's outdated.
Another advantage is that the guys were doing it by hand, and since it wasn't a bunch of Indians working for $15 a day in some shithole, the result was very artistic and decent.
The artists and programmers were all side by side too, they knew each other and knew what needed to be done to make the game more beautiful and also more playable at the same time. It's not like today where you have 30 outsourced companies creating assets and levels, and they don't even know what game they're working on.
Anonymous No.720333742 >>720333857 >>720365090
>>720322354
Weirdos on /v/ believe 3D has a native resolution (it's always whatever their poorbox ran it at when it came out). No matter how muddy the textures, 3D always looks better at a higher resolution. The only things you have to worry about are 2D shit like HUD elements or (in the case of RE and shit) prerendered backgrounds. The former doesn't really bother me, and the latter is one of those cases where I'd rather run native.
Anonymous No.720333857 >>720334356
>>720333742
abysmal retard. texture work always accounted for hardware of the time.
Anonymous No.720334356 >>720334879
>>720333857
But what was the target resolution? $10 I was running at substantially higher.
Anonymous No.720334418
>>720312115
It requires talent to make it look good, normalfaggot cocksuckers want hyper realistic graphics, and modern workflows built around PBR and GI don't lend themselves to visuals like this.
Anonymous No.720334617 >>720335214
we have to go back
Anonymous No.720334879 >>720335138
>>720334356
For Half-Life? 640x480.
Anonymous No.720334908 >>720335559
>>720327352
Twin Snakes is baffling, because some scenes work way better, and some work way worse.
That ninja hallway scene is an example of the former, while the Ninja's first appearance at the end of the Ocelot fight is the latter.
Anonymous No.720335138 >>720335615
>>720334879
Everyone had a Voodoo2, though. 800x600-1024x768 was the white person norm.
Main Character No.720335162
>>720311893 (OP)
Because you have bad sight
Anonymous No.720335192
>>720311893 (OP)
colors
Anonymous No.720335214
>>720334617
damn. emulated mega man legends 2 looks sick
Anonymous No.720335375
>>720311893 (OP)
I wish I could relive playing MGS for the first time as a kid during those years, at night in the super comfy pjs and the blanket over my head, on the big old TV with that texture that doesn't exist anymore. It was just perfect. Everything was perfect. Even the startup sound of the playstation at night had something magical. The way this game did snow was incredible.
Anonymous No.720335559
>>720334908
Kojima ordered all the scenes to be spiced up, so it works with some, but not all.
Anonymous No.720335615 >>720335730
>>720335138
The majority of players used software mode. Even if that weren't the case, 640x480 is still the intended resolution.
Anonymous No.720335730 >>720335945
>>720335615
White people had Voodoo2s and were playing 800x600-1024x768 depending on model and SLI.
Anonymous No.720335945 >>720336413 >>720336826
>>720335730
Then the game looked like ass for those guys. It looks a lot better in software mode at 640x480 - the intended resolution and renderer.
Anonymous No.720336413 >>720338834
>>720335945
>better is worse
>that keeps me from setting my entire favela on fire
Anonymous No.720336826 >>720338834
>>720335945
>retard zoomer never played a 3dfx game in its native res and CRT Monitor
Anonymous No.720337486 >>720357561
>>720312115
>woah omfg why aren't there any games with ps1 grafix!?
There are hundreds of games exactly like that on steam. How the fuck do you not know this? What the fuck happened to this board?
Anonymous No.720338572 >>720339563
god, remember video game graphics? those things were cool
Anonymous No.720338834 >>720339510
>>720336826
>>720336413
I did. But that doesn't change the fact that Half-Life looks best in software mode at 640x480. Cope, seethe, dilate, etc.
Anonymous No.720339161 >>720361606
>>720315554
fucking moron, take the L and learn from it
Anonymous No.720339316
>cant get mgsi launcher to work
im going to kill myself
Anonymous No.720339510 >>720340713
>>720338834
>shartranny zoomer spews wrong shit
many such cases
Anonymous No.720339563
>>720338572
damn is that some gta2
Anonymous No.720339964 >>720361606
>>720315554
hehe merely pretending
Anonymous No.720340046
>>720312115
Because these type of levels take a lot of revisions, reviews and re-dos, modern game engines do a lot of the work for you with textures and object shapes, back then it had to be crafted by hand. I want you to google development snapshots of Metal Slug games, the art department people were nuts.
So to summarize
>Most of the work already is automated
>Art style development makes things much more time consuming.

That's why everyone uses realism slop instead. It just takes more time than usual if you try this type of things
Anonymous No.720340713 >>720359813
>>720339510
I play the game, in current year, on a CRT. I compare the game in OpenGL at 1600x1200 to software mode at 640x480. Textures look better. UI/HUD look better. Water effects look better. You are a retard.
Anonymous No.720340891
>the zoomer is still going
retrogaming is something these retards doesnt understand
Anonymous No.720340974
>>720312115
Because majority of game developments studios cannot afford their games not to sell. If they tried something like this, they wouldn't make a return on the investment. It might be a good looking or possibly fun game, but that doesn't make gangbusters because what keeps Studios afloat is Investors.

Investors see a well-published game come out and make millions of sells, the studio gets back in interest what they made AND Investors funnel more money to the studio which is used for the next project.

When games don't sell well, they not only get burned because the amount of return to use in the next project is lower, but they also lose investment money. Leading to staff layoff and downsizing.

You should know this /v/
Anonymous No.720341306
>>720311893 (OP)
Game developers used to know that it helped to make their games look unique due to limits in console hardware. At some point because these limits don't really exist anymore they instead want to gloat about hair follicle counts despite their games largely all looking the same otherwise. Things were a lot better when game developers strives to make their games look unique and standout from the rest. Maybe that is partially why Silksong is successful despite the cheap price tag.
Anonymous No.720342279 >>720344563
>>720312115
shareholders hate risk.

you can make a dozen unique low-budget games that each have a 1% random chance of blowing up like among us or something, but it's more likely they nobody buys them and they all become obscure footnotes in video game history that get 2 hour video essays about hidden gems.

instead you can just shovel money into an established IP, give it le epic AAA graphix and a huge marketing campaign, and it's basically guaranteed to make a profit even if the upfront costs were higher.
Anonymous No.720342337
>>720314837
>enabling true color makes it even brighter
that's because you should set dithering to scaled, not disable it
Anonymous No.720344563 >>720346764
>>720342279
But why do shareholders associate graphical fidelity with safe investment?
"AAA" is a ranking for how likely the shareholders are to make money off of any given investment, so what makes
>le epic AAA graphix
le epic triple A graphics?
Anonymous No.720346764
>>720344563
it's the easiest thing to sell to normies as an "improvement"
you can show graphics in a screenshot or 30 second trailer, you can't show good gameplay
Anonymous No.720347489
>>720311893 (OP)
Well for starters the resolution is several times larger than it actually was in your image.
Second, its limited colors greatly reduced VRAM usage.
Third, industrial areas tend to be "boxy" by nature thus you can focus on the textures over models to make it look good.
Anonymous No.720348298
>>720324396
Mega Man Legends 1 & 2
Mega Man X4
Valkyrie Profile
Castlevania Symphony of the Night
Final Fantasy VII
Kings Field II
Klonoa
Anonymous No.720348413 >>720351495
>>720316063

It freaks me out how epic scenes like these were when I played it for the first time all the way back in 1998 on a real PS1. It didn't matter how low res the textures were and the lack of any facial movement beyond simple head motions. The way the characters pantomiming the actions. The PS1 was really great with coloured vertex lighting. MGS1 makes great use of the frame buffer for motion blurring as well. Konami really made good use of the PS1 hardware.
Anonymous No.720348576
>>720312115
It requires talent and skill to actually make these assets, and then present them in an artistic manner.

Something devs who just want to use premade assets don't want to deal with.
Anonymous No.720348647
>>720311893 (OP)
Because it wasn't made by ai software used by trannies blacks and all the rest of the die hires by jews.
Anonymous No.720348684
>>720312115
https://www.youtube.com/watch?v=ocq3gcpgxVY
Anonymous No.720348878
>>720311893 (OP)
Best most coolest setting but worst gameplay and worst use of a setting in any of the classic MG games. Even the MSX games made better use of their setting.

I would totally be in favor of a remake that expands the size of the original game and implements less back tracking and puts the rooms to better use with more guards and actual stealth gameplay. MGS1 would have been better as a movie or anime more so than any other MG game.
Anonymous No.720348987
>>720311893 (OP)
>How does it look so good?
>Pic is blown up to HD, filled with filters
lol
Looks much better on CRT by the way
Anonymous No.720349247
>>720316549
>bounce lighting
retard
Anonymous No.720350626
>>720311893 (OP)
Anonymous No.720350641 >>720369116
>>720333064
>>720333667
I literally researched Kojima's PS2 and PSP games' 3D models when I was studying game art some 10 years ago.

Absolutely amazing handcrafting, all of it!
Great topology, amazing texture work. It's crazy to think that this MSF grunt is just 2K triangles, with the gun included!
I wish this sort of art would still be taught at schools.

I did love MGSV's intepretations of MSF's sneaking suit and the overall art design. I found its ~50k tris + simple 512^2 to 1024^2 texture work to be the perfect middle ground between "modern" visuals and the stylized, well optimized Kojima Productions vibe.
Anonymous No.720350685
>dude, cubes
Anonymous No.720350698 >>720351048
Why did Liquid need one BILLION dollars anyways? Was he having a Dr Evil moment? He already had Rex and that colonel grolukovich guy backing him up hence the hind d he could’ve just swapped the dying genome soldiers for the Russian guys if they succumb to their mutating defects
Anonymous No.720350779 >>720351043
>>720311893 (OP)
>How does a game from 1998 look this good
Baked colored lighting. It's why Mirror's Edge also looks better than any new AAA game even though it came out 17 years ago
Anonymous No.720350936
>>720312115
For whatever reason, shareholders believe that if they just keep on hammering away with these fuckheug projects that take like 6 years, they'll eventually win the lottery with some super epic genre defining must-have title.
Anonymous No.720351043 >>720352102 >>720359083
>>720350779
I'm not sure if PS1 even SUPPORTED lightmaps as we know them. At worst, the devs had to MANUALLY "fake" the lighting via textures or vertex colors.

Which brings me to the next subject:
Too many Youtube era people skip the basics, and don't appreciate the stellar texture and 3D mesh work in these games. It's maybe easier to demonstrate with the MGS2:
those straight lines in structures and textures meant no weird blurring and jaggies, resulting a very crisp visuals. This was further accentuated by the hand-rendered shading that made things "pop out".
Anonymous No.720351048
>>720350698
Playing some long con. He intended to fire it and have the world face the consequences for the weapon even existing.
Anonymous No.720351349
>>720312115
more difficult to launder money when the budget is smaller.

> have one million dollars for budget
> type out $100,000 ten times on one line

> have a ten million dollar budget
> copy/paste ten times, that one line of $100,000

> have 20 million dollar budget
> copy paste the entire text document once.

now, delete one of the $100,000 amounts.
big numbers = theft/laundering made easy.
Anonymous No.720351495
>>720348413
old games were also designed for and around the limitations of CRT screens so they look different on modern screens
Anonymous No.720351806
>>720328949
dirty Kojima`
Anonymous No.720351926
>>720311893 (OP)
This looks like absolute shit by modern standards. Low poly models, low res textures, prebaked lighting. Every game today looks better. You're blinded by nostalgia, or conflating art style with graphics quality.
Anonymous No.720352102
>>720351043
>At worst, the devs had to MANUALLY "fake" the lighting via textures or vertex colors
That's exactly what they did
Anonymous No.720352104 >>720361606
>>720315554
Retard
Anonymous No.720352312
>>720312115
>Are they retarded
Worse, they are women
Anonymous No.720352478
>>720312410
>Turning DLSS to Ultra Performance to achieve 60 FPS
>Squinting through the blur to make out enemies and objects
>Luckily there's yellow paint on everything important, it's even visible through the anti-soul gas
Modern games are so much better thoughbeit
Anonymous No.720352610
>>720311893 (OP)
Dramatic lighting does miracles for this shit.
>literally just a crate warehouse
>but with high and low light contrast, and dramatic colors
>suddenly it's the coolest place in the fucking world
Anonymous No.720352689
>>720312410
>would get boring fast
ok friedbrain zoomie
Anonymous No.720353207
>>720315554
Anonymous No.720353269
>>720311893 (OP)
fukushima did it
he was the genius behind la creatividad
Anonymous No.720353317 >>720353568
>>720312115
I’ve seen quotes from devs saying that they literally don’t know how to anymore. At least not with modern techniques and technology
Anonymous No.720353386
>>720311893 (OP)
Miss games with this look. There's nothing worse than an indie game trying to reflect PSX era graphics, only to put the laziest and blurriest pixel post-processor over top.
Anonymous No.720353537
>>720311893 (OP)
MGS1? NO THAT GAME IS BAD BECAUSE ITS OOOOLD!!
Anonymous No.720353568 >>720356728
>>720353317
That is a very likely scenario. Hand-crafted game graphics and even low-level programming are starting to become forgotten art, bit like old Apollo space rocket tech.

What people these days don't realize is that the old industry veterans were not "game artists". They often had REAL art background, and just ended up working with games at some point. All the tech they had to figure out on their own, and during the early days, the very strict technological limitations put many restrictions on them as well. This all ultimately just fueled creativity, helping cut the fat and focus on the fundamentals, like clear color and shape language.

These days, the modern tools like UE and Blender make it waaay too easy to just half-ass things without giving it a second thought. I have also witnessed literal Universities start teaching "Unreal 5 game design", aiming to make more UE5 content creators instead of actual coders and artists. The professors are some literal Epic shills that keep repeating "lol you don't NEED to know that old and stinky stuff any more in current year! :^)"

That being said, every once in a while we do get an indie dev or two who go out of their way to deliver the goods. The Legend 64 project guy for example indeed uses vertex colors and all that jazz to really capture the N64 looks.
Anonymous No.720353673
>>720312115
indies try it
AAA cant do it because they have to do what the retarded businessmen have to say and the hardware mafia would ruin their business if they didn't increase the hardware requirements with every game
Anonymous No.720356728
>>720353568
never heard of this mod before, looks neat
Anonymous No.720356880
It's always impressive when you up res 5th and 6th gen games and you can see how impressive the model work is

However I don't like Upressing 5th gen stuff 90% of the time since they're designed to be viewed at low res on a CRT so I just use filters instead since upresing usual destroys the games intended visual style
Anonymous No.720356916
>>720312115
Because Unreal 5 would make it look like shit
Anonymous No.720356961
Man, I fucking love low poly nice crisp pixelated textures. I think it's funny at the time everyone wanted blurry filtered textures, but that shit is disgusting in retrospect.
Anonymous No.720357350
>>720311893 (OP)
this is the first game that impressed me on PS1 especially when you could knock on walls and it would make a different hollow sound when it could be destroyed with an explosive
the next game that really impressed me was the 2004 soldiers heroes of ww2 RTS game
it was really amazing at the time that you could blow everything into bits and pick up weapons and equipment individually for every troop like an autist and the fact that you could take a tank and just drive through buildings with nice destructibility at the time
nowadays games are just bunch of pretty shaders with static worlds, it sucks
Anonymous No.720357561
>>720337486
Hardly any of them actually look good, they're poor imitations of the 'ps1 grafix' style made by hacks that don't understand how to capture the essence of it. If the average indie ps1 grafix game looks indistinguishable from mgs1 to you then you're simply retarded and blind and gay.
Anonymous No.720357568
>>720312115
I am playing voice of cards rn really pretty style rpg fun game and v's never once metioned it
Anima: Gate of Memories is a fucking ps2 game on the ps4/5 and v never talks about it
I could go on
Anonymous No.720357815
>>720312115
depending on the scope of the game it would still end up being pretty expensive. and the game would be relegated to discount eshop game status.
Anonymous No.720357987 >>720358279
>>720311893 (OP)
>>720311941
>>720312014
>>720312238
ok i'm at work atm, so besides upping the res, what other mandatory settings or plugins to have on duckstation to achieve this feat?
Anonymous No.720358279 >>720358321 >>720360385 >>720360463
>>720357987
here you go, these are all the settings used.
Anonymous No.720358321
>>720358279
danke veri mach
Anonymous No.720359083
>>720351043
I always thought the bilinear filter in MGS2 was ugly as fuck. I breaks my heart that they didn't go unfiltered at least for the environment because that looks super clean.
Anonymous No.720359320 >>720360940 >>720361950
>>720311893 (OP)
baked and textured lights with conservative use of geometry, mgs1 was very square shaped which is simpler to render, one of the reasons phantom pain was able to run on ps3 was for the same reasons, the shapes were deceptively simple and the lighting was carefully crafted, shit you don't see modern devs doing mostly because they are offshore pajeets
Anonymous No.720359445 >>720361606
>>720315554
ps5 audience summarized in a poost
Anonymous No.720359813
>>720340713
>playing at 1600x1200
Do poors really play in postage stamps?
Anonymous No.720360223 >>720360385
>>720311941
>9x native res with pgxp and widescreen hack and the soul is still intact
How do you set this up?
I only have duckstation and the psx version
Anonymous No.720360259 >>720360385
>>720314837
HOW DO YOU SET THIS UP BASTARD
Anonymous No.720360318
>>720311893 (OP)
Doesn't really look good desu.
Anonymous No.720360385
>>720360223
>>720360259
see this post >>720358279
Anonymous No.720360463 >>720360602
>>720358279
does gaystation here have profiles so you can swap between settings?
Anonymous No.720360602 >>720360813
>>720360463
I don't know about profiles, but duckstation does have game specific settings to where you can set these settings for just MGS
Anonymous No.720360813 >>720360931
>>720360602
where do I find that?
Anonymous No.720360923
>>720312238
better lighting than any game today
Anonymous No.720360931
>>720360813
Anonymous No.720360940 >>720362041 >>720395920
>>720359320
TPP looks that good because it had developers who knew what they were doing. the custom maps for TPP show this off perfectly. the games visuals approximate the way illumination works in reality near perfectly.
Anonymous No.720360991 >>720396016
>>720312319
vertex lighting looks kinda shit on such regular surfaces

compare it to the ceiling lights which look much more belieavable
Anonymous No.720361016 >>720361141 >>720361849
>>720318415
Beta Decay is an upcoming game with similar kind of graphics
Anonymous No.720361049 >>720361346
>>720314837
>>720311893 (OP)
>how does it look so good
>tons of filters and changes to the actual game

It doesn't look this good
Anonymous No.720361141 >>720361849
>>720361016
>beta decay
https://www.youtube.com/watch?v=t_hModaWaAg


Looks like fucking shitsmeared fog
no soul or lighting direction
Anonymous No.720361346
>>720361049
>tons of filters
just one filter, and it is mostly to compensate for the true color setting, that filter just makes it look closer to how the game actually looked on televisions. The point was that the art holds up as you increase the resolution, a lot of games don't have the art to back that up and you just end up with a game that looked better at low res. MGS1 is one of those games that looks excellent scaled up.

I wasn't claiming that this is what MGS1 looked like on PS1.
Anonymous No.720361405 >>720361471 >>720361505
>>720311893 (OP)
is this game good to play with a keyboard?
Anonymous No.720361471
>>720361405
It was made for pre-analog PSX pads. It should work more or less fine.
Anonymous No.720361505
>>720361405
duckstation keybindings makes me wanna kys so no
Anonymous No.720361606 >>720362115
>>720339161
>>720339964
>>720352104
>>720359445
you've never played the game, you dickless tranny
Anonymous No.720361739
Funny thing you can do is you can backtrack throughout most of the entire game to the starting helipad. However, you're clearly not meant to do this, as the time of day changes wildly based on your location, and the timeline only makes sense when you play it normally by moving forward. You're just not meant to notice.
Anonymous No.720361804
>>720324968
>Is MGS nothing but industrial hallways/laboratories? I can see why MGSV is open world.

It's a PlayStation game, and they intentionally chose those blocky locations to better fit the limitations of the console rather than the jungle locations of the first two games. They also chose firearms that were blocky for the same reason.
Anonymous No.720361849
>>720361141
>>720361016
I know, I have the test build on my PC. It's fun but I don't think the devs can pull it off.
Anonymous No.720361903 >>720361981
>>720312115
Because "saving money" means hiring low-value workers who only know how to use UE5 and put games together like lego pieces. It's fast, it's cheap, it's efficient, but it does not create good games. That's what marketing is for.
Anonymous No.720361950
>>720359320
a big problem with modern graphics is that teh ydont use realistic real life textures that include small lgihtning/texture details from real life

now everything is made ingame and it ends up looking very bland. as a result even soem textures from fuckin mgs ONE look better than this here in MGSv, because modeling, texturing and doing the lightning of very small details is extremely time consuming

so that fckin ps360 games with real life photographs in game look better than raytraced shit. and because the lowe rlevel of graphics allowed to add stuff that might not look as coherent in modern visual. real life lightning from textures is mroe exciting than handcrafted stuff and nothing can top fucked up wallpaper and paint from photographs

basically photographs > 3D most of the time

in fact im wondering if some of these "pixel art" textures from MGS1 arnt derived from real life pictures, they look almost too good
Anonymous No.720361981 >>720362016 >>720371182
>>720361903
Where are the sparkle ponies and the pretty princess to galavant around that little girl's garden?
Anonymous No.720362016
>>720361981
that pic ain't bussin fr,no cap, ong
Anonymous No.720362041 >>720362482
>>720360940
custom maps? dafuq? did people figure out how to make custom levels? I'd dire for more bases to infiltrate and mure jungle
Anonymous No.720362115 >>720362302
>>720361606
I finished it when I was 6 so you're wrong and cringeola department
Anonymous No.720362302 >>720362362
>>720362115
nope, you got no dick and you are retarded
Anonymous No.720362362 >>720362502
>>720362302
you sound mad desu
Anonymous No.720362445 >>720362636
2 has the best music of the series. Fact.
Anonymous No.720362482 >>720362559 >>720362629 >>720362721 >>720395920
>>720362041
the game has had map editing tools for awhile now. but only a small amount of people have publicly released maps. the ones that are out there though, like the one you see in that picture. show off the games lighting system a lot better.

you can see that the denser the foliage gets, the more absent the light is. this is something that you never see in MGSV due to it having nearly everything cut when it came to be too graphically demanding for ps3/360.

no other game has even come close to achieving this visual accuracy with light/shadow. and it's doing all of this in a huge open world with a 24h day/night cycle. not some small baked linear map where time is frozen.

there's so much more this engine can do, and you can all see it for yourselves just by making your own lil map to test stuff in.

konami truly robbed the entire world of this unfinished masterpiece.
Anonymous No.720362502
>>720362362
nah, I just hate trannies, like you
Anonymous No.720362559
>>720362482
will there be some kind of mod on PC to play with the better ligthning?
Anonymous No.720362629
>>720362482
rent free
Anonymous No.720362636 >>720362897
>>720362445
Yes it does. But only the Norihiko Hibino tracks (The majority of the music, and 100% of the gameplay music)
Most of the Harry Gregson tracks have aged like milk, just sounds like generic hollywood shit from that era.
Anonymous No.720362639
>>720312115
>>720311893 (OP)
Artists knew about art like cinematography/photography and how to shoot a scene
Anonymous No.720362721
>>720362482
>had map editing tools for awhile now
>but only a small amount of people have publicly released maps

well they did a terrible job advertising these tools because I never saw anyone discussing this shit ever until today, game is like 10 years old I want more medul geer
Anonymous No.720362798
>>720312115

>why dont more modern devs have graphics like this to save money?
because they don't have people on their team that know how to do it.

>are they retarded?
yes, they are slow. but more importantly, and more accurately, they are imbeciles.
Anonymous No.720362820 >>720363497 >>720397223 >>720397412
>>720311893 (OP)
What are you talking about? this looks like shit for 1998 graphical standards. Metal Gear Solid was a console game. So it was running on bad hardware not capable of anything more complex like PC games releasing at that time such as Unreal. Look at detail textures, in 1998. Now this is impressive, not whatever bad looking shit you think looks good here.
Anonymous No.720362897
>>720362636
I still listen to some of the strut music during night walks, fucking incredible
Anonymous No.720363497 >>720364420
>>720362820
It's bigger and has more detail, but it's uglier than MGS' art direction.
Anonymous No.720364420
>>720363497
Outdoor stuff in Unreal looks amazing both technically and designwise, despite being attached to a shitty game.
Anonymous No.720364791 >>720368245
>>720319142
It kinda needs a sourceport. Just to have 60 fps and to eliminate an Input lag.
Anonymous No.720364826
>>720311893 (OP)
pseudorealistic texture art
Anonymous No.720364907
>>720312412
ugh i'm going to die
Anonymous No.720365090 >>720373027
>>720333742
>3D always looks better at a higher resolution
I'm not sure about this. Silent Hill heavily relies on dithering, which just doesn't look right on modern monitors or with no CRT-filter. You can disable It and replace with true color, but It'll mess up with some vfx.
Anonymous No.720367214
>>720315554
kek
Anonymous No.720367749
>>720311893 (OP)
Boy did the gameplay age like fucking milk though. I had to put a stop last night, i thought running back and forth doing the pal keys was frustrating enough, then i had to fight Rex, then i had to fucking fight Liquid, then i got the shitty car chase.
Holy fucking shit.
Anonymous No.720367904
>>720312115
Because they'd actually have to learn how to develop software instead of using premade UE5/Unity assets to make their games. This is mostly due to demographics and companies not wanting to pay for benefits so they can use jeet contractors.
Anonymous No.720368245 >>720369053
>>720364791
I wonder if it'll ever happen. MGS fans aren't the most tech savvy and it doesn't even really have a mod scene. But I'd love to see it recompiled and given an actual proper pc port.
Anonymous No.720368451
>>720312115
>are they retarded?
Yes
Anonymous No.720369053
>>720368245
It's kinda happening
https://github.com/FoxdieTeam/mgs_reversing
Anonymous No.720369116
>>720350641
Neat.
KojiPro has some very talented people. Also I totally agree, that render looks sick.
Anonymous No.720369421
>>720333582
>(click 'bake lights to verts', wait 2 seconds, see the result)
i think this is the key distinction though. baking lights depends entirely on what kind of radiosity algorithm you're running. for example, a game like mirror's edge had one so demanding that it needed a renderfarm with like 80 cpus right? obviously this isn't ME so the requirements are way different, but i do wonder how important the lighting method is for older games when the hardware wasn't as strong, but they still wanted to get proper shadows in place, even with an offline setup to generate them.
Anonymous No.720371182
>>720361981
>he hasn't played spyro
piss off zoomer
Anonymous No.720372968
>>720333064
I really like Peace Walkers visuals, the only thing that stands out in a bad way are the completely static faces.
Anonymous No.720373027
>>720365090
id honestly rather just nix the dithering because even back in the day with decent cables on a newer crt you would ruin the effect
Anonymous No.720373397
>>720323096
>be me, a mechanic on Shadow Moses c. 2005
>doing routine maintenance on one of the tanks
>sudden terrorist attack!
>I'm fucking killed before I can reassemble the tank. Sad!
>forty years later some fat retard on an australian basket weaving forum asks why I did my job poorly
>mfw
Anonymous No.720376514
bump
Anonymous No.720379038
>>720323532
From the old times when I took a screenshot.
Anonymous No.720380885
Shadow Moses was never topped by any of the subsequent games. It is by far the best setting they ever did
Anonymous No.720381937
>>720323404
Playing it in duckstation with some nice texture mods is a pleasure.
Anonymous No.720382795
>>720315554
I'm not even that shocked anymore.
Anonymous No.720383989
psx 1998 as kojima intended.
Anonymous No.720386170
I can't wait to play Beta Decay
Anonymous No.720388748
Anonymous No.720389025
The latter half of this game is utterly fucked.
>first the Hind D boss fight
>then the elevator ambush
>then Sniper Wolf
>then another elevator ambush
>then Vulcan Raven
All within 15 minutes of one another. Calm the fuck down game, I literally have 10% HP left and no rations left to fight Vulcan Raven.
I think I softlocked myself.
Anonymous No.720389208
>>720312115
all the replies are retarded stating devs are too lazy or its too risky. there's tone of research done on this and the reality is that nobody likes that style. /v/ is a loud minority on this.
Anonymous No.720389416
>>720311893 (OP)
art direction
no auto generated light
no raytracing
no lumen whatever bullshit
Anonymous No.720390162 >>720390338 >>720390378 >>720391002 >>720391706 >>720391745
How do you deal with the pressure sensitive inputs in 1-3 if you are emulating?
Anonymous No.720390338
>>720390162
You don't.
Anonymous No.720390378
>>720390162
I remap square to the right analog trigger and I think R1 or whatever turns on first person view to the left trigger.
Anonymous No.720391002
>>720390162
DsHidMini + Dualshock 2/3
Anonymous No.720391615
>>720311893 (OP)
It looks good BECAUSE it's from 1998.
Anonymous No.720391691
nice thread. widescreen hack is the only gay thing desu.
Anonymous No.720391706
>>720390162
Get a real PlayStation.
Anonymous No.720391745
>>720390162
1 doesn't have pressure sensitive inputs
Anonymous No.720391749
>>720312412
If you look at each individual objects, it looks blocky and low res, but the overall scene looks really good. The lighting helps a lot too. MGS1 has the best atmosphere
Anonymous No.720392342
>>720324558
Hey retard, emulating Dreamcast is the same scenario. Nothing is puritan with emulation unless it's OG hardware.
Anonymous No.720395029
>>720311893 (OP)
Soul kino
Bravo kojima
Anonymous No.720395665
>>720327352
i dont know why but the twin snakes version of every environment always ends up looking way flatter
Anonymous No.720395920
>>720360940
>>720362482
looks oddly like a mod for Crysis 1 with those pitch black shadows in a jungle
Anonymous No.720396016 >>720399456 >>720399927
>>720360991
the ceiling lights must be a repeating texture. no way they added a hundreds of vertices to the ceiling to get those smooth circles.
Anonymous No.720397223
>>720362820
Unreal looks great but even though it was an fps and mgs a top down game you have a lot more visual design in mgs. You can compare to here >>720312412 , you can see a lot of ridges and border, panels, thin edges... while in Unreal everything was in big shapes. You can see in your example that you have these big areas of repeating texture, and then you close up is a method that was first introduced in Unreal that basically blends two textures, one macro and one micro. Its cool and still used but it just serves the purpose of not having a blotch of color as texture when seeing upclose (perfect for an fps), otherwise in the general view it doesnt add much and you still end up with a blurry result (the bed for example, at the player distance its still just an orange blurry and flat texture).
Anyways, at this time dev teams tried a lot of varied methods so all of them were suprising in their own ways and innovations. Great times
Anonymous No.720397412
>>720362820
it's extremely retarded and low iq to argue about hardware limits. what is achieved within the limits is what's important. stupid homo.
Anonymous No.720398752 >>720399927
Anonymous No.720399456 >>720399927
>>720396016
yeah i'm thinking texture as well
Anonymous No.720399927
>>720396016
>>720399456
Pretty sure it's baked into the texture, same as the torches on the right or the reflections of the ceiling lamp on the left in >>720398752.
Anonymous No.720400089
Because the 90s were kino and the last good decade before everything started going to shit after 9/11
Anonymous No.720402114
>>720318919
>t. erf
Anonymous No.720402205
>>720323330
>Autist doesn't know about wobbles