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/vr/ - Retro Games

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>> No.6337018 [View]
File: 1.67 MB, 640x360, spyro2.webm [View same] [iqdb] [saucenao] [google]
6337018

>>6337000
There's no black fog in this video. The landscape is fully visible at any distance, but gouraud shaded unless you are closer then it gets textured. Exactly like Spyro, though the LOD switch-over points are set in closer to the camera.

>> No.4147490 [View]
File: 1.67 MB, 640x360, spyro2.webm [View same] [iqdb] [saucenao] [google]
4147490

>>4147476
>just the technical aspects.
Yes, wow. Such detail. Such polygon counts. Look how the textures don't disappear when you move away from them. Such draw distance. Beautiful lighting effects.

>> No.3875259 [View]
File: 1.67 MB, 640x360, spyro2.webm [View same] [iqdb] [saucenao] [google]
3875259

The largest reason some PS1 games looked sharper is because they ran in "high-res" mode of 512x224, while virtually all N64 games targeted 320x240. Of course, this was only a portion of "top" games, basically the usual suspects: Crash, Spyro, Soul Reaver, etc. N64 games that ran in high-resolution mode usually were 480x360 and looked sharper than pretty much all PS1 games.

The vast majority of PS1 games also ran at 320x240 (notably, the Squaresoft games). These don't look significantly sharper than N64 games. They also looked "clouded" but rather than by blur, they look clouded in a mess of pixels.

Other reasons for the N64's so-called "blur" is that the console does significantly more aggressive dither filtering. Basically, both the PS1 and N64 internally render 8bpp (24 bit color) but downscale output to 5bpp (15 bit color). If you just lop off 3 bits off each color, you'll get serious banding. Both consoles run their framebuffers through a dither matrix to prevent banding, but the N64's version is more aggressive in eliminating banding and dither artifacts. The trade-off is more blur though. Fun fact: the 3Dfx Voodoo's dither matrix is almost identical in operation to the N64's one. Only looked sharper cause games were 640x480.

Also the N64 does some special hardware upscaling of the framebuffer to offset CRT artifacts particularly on shitty CRTs. This also makes image a bit more blurry, but less flickey.

>> No.3267837 [View]
File: 1.67 MB, 640x360, spyro2.webm [View same] [iqdb] [saucenao] [google]
3267837

>>3267831

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