Necros
#13006 posted by mankrip on 2015/12/25 08:49:32
By "normal filtering" you mean bilinear RGB filtering? The renderer in Retroquad is limited to 8-bit color and doesn't use hardware acceleration, so I can't do a direct comparison.
Well, I could use a savegame to get the same camera position in another engine, but I didn't care enough to do that�
Anyway, the main differences are:
� This filter has a hexagon shape instead of a square shape. This means some diagonal lines gets smoother than others, which is kinda similar to how the Nintendo 64 filtering works (e.g. half of the diagonals of the octagonal gratings in Turok 2 are rendered as smooth lines, while the other half is rendered as blurry squares).
� The lightmap uses some different filters, to prevent loss of detail in areas where the colormap would usually cause loss of detail, and to generate slightly higher-res details where possible (the first screenshot demonstrates this).
� Texturing and lighting are calculated separately, and combined in real time.
So, it's not as smooth as bilinear RGB filtering, but it's more faithful to the original 8-bit indexed colors, and in some situations it is more detailed.
#13007 posted by Spirit on 2015/12/25 11:13:43
That looks awesome.
#13008 posted by JneeraZ on 2015/12/25 11:55:53
I just don't understand why people want to mess up all that gorgeous pixel art. :-/
But it looks like a good algorithm, yeah ...
#13009 posted by Kinn on 2015/12/25 13:15:26
I just don't understand why people want to mess up all that gorgeous pixel art. :-/
This.
It's like taking Quake's monster models and running a meshsmooth on them.
I can see it being interesting from a coding point of view. But...the art, man :/
Because It Sells
#13010 posted by mankrip on 2015/12/25 15:40:58
The general public doesn't care about pixel art, and I need not to take pride on such technical limitations. Such advancements are optional, of course.
Also, I'm aiming for specific technical challenges, and for a specific visual style to use in games made with Retroquad.
#13011 posted by Lunaran on 2015/12/25 16:53:49
what message board does the general public post on?
#13012 posted by JneeraZ on 2015/12/25 16:57:00
"The general public doesn't care about pixel art, and I need not to take pride on such technical limitations."
I guess that explains the complete lack of interest in retro gaming.
Oic
#13013 posted by necros on 2015/12/25 17:05:34
Didn't realise it was software rendering there. Very cool you got modern he filtering look with software, although as others have said, I prefer the pixel look because it's clean and sharp.
#13014 posted by Rick on 2015/12/25 17:10:16
Lol, here we go again with the pixelated crap vs. realistic graphics thing.
#13015 posted by JneeraZ on 2015/12/25 18:06:17
Vasoline smear isn't realistic.
WarrenM
#13016 posted by mankrip on 2015/12/25 18:10:11
It's not a lack of interest, it's about giving people options.
And retro doesn't mean pixelated. By your standards the SNES isn't a retro console, because it uses true translucency instead of a pixel grid like Genesis games does.
Also, the Nintendo 64 is a retro console, and Quake 64 is a retro game. But whatever, have your opinion.
#13017 posted by JneeraZ on 2015/12/25 18:19:40
It's just a personal preference thing. I prefer the pixel graphics in Quake and I generally dislike anything that messes with it. Smearing, blurring, high-res texture packs, fancy shader effects, etc.
On Retro Artistic Style
#13018 posted by mankrip on 2015/12/25 18:25:13
One thing I agree is that the filtered look isn't perfect for Quake, because Quake's assets were not created with filtering in mind.
However, Mario 64 would look like ass without filtering, because its assets were created with filtering in mind.
Both are different retro artistic styles, made for different retro technologies. My style will mix some different retro approaches into its own thing, with new assets made specifically for it, offering a different vision about retro gaming.
And, well, if this is giving people some food for thought, that means I'm in the right way. Some disagreement is normal.
This Old Argument...
As long as the option to switch blurring off is present then who cares?
Lunaran
#13020 posted by mankrip on 2015/12/25 18:37:25
Retroquad will remain compatible with Quake, although my main focus now is on developing this engine towards creating a commercial indie game.
Quake-specific improvements aren't a priority now, but I'll also work on them from time to time.
#13021 posted by JneeraZ on 2015/12/25 18:37:31
People are expressing opinions. It's OK. You don't have to try and shut it down.
#13022 posted by JneeraZ on 2015/12/25 18:37:43
That was for Fifth.
I Prefer The Pixelated Look For Quake
#13023 posted by SleepwalkR on 2015/12/25 20:28:40
But that filter sure is impressive in its own right.
Warren
#13024 posted by adib on 2015/12/25 20:40:37
I generally dislike (...) high-res texture packs
I'm surprised, because you seemed to like those I made for Cepheus.
I like that the filter is skewed like N64 mipmapping
#13026 posted by JneeraZ on 2015/12/25 20:48:16
adib
Hence the word "generally".
Funnily Enough.
#13027 posted by Shambler on 2015/12/26 13:58:50
The world being made up of lots of little visible squares isn't fucking realistic either you shitcunts.
As long as the option to switch pixellation off is there, who cares tho??
#13028 posted by JneeraZ on 2015/12/26 14:01:07
It's existence is an abomination unto the Lord. THAT'S the problem.
LOL
#13029 posted by mankrip on 2015/12/26 14:54:22
#13030 posted by babgo on 2015/12/29 02:38:43
I don't understand the fascination with writing software renderers with "modern" features. I mean, this has been done in the Unreal 1 and Unreal 2 engine, and also done in that old Pixomatic thing from RAD Game Tools:
http://www.radgametools.com/pixo/PixoWithUnreal2004.txt
Unless, of course, you like heroic coding:
http://blog.codinghorror.com/i-happen-to-like-heroic-coding/
But it's not innovation in any way.
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