https://www.youtube.com/watch?v=OsgDL73PuXYAnd just like that, it suddenly has soul.
>>9929450Saturn games don't look anything like that
>>9929450man thats such a vibe
>>9929450>transparencies>smooth framerates at this speed>this texture quality>this polycountThis isn't even remotely close to Saturn.
>>9929450It always had soul.
>>9929459>>9929498Retards think "hurf durf lower the resolution and it looks like a Saturn/PS1 game" because they weren't alive when those consoles were commercially available.They never take into account texture quality, draw distance, object complexity, framerates, hardware quirks (difficulty with transparencies on the Saturn, or fucked z-buffer warping textures on the PS1), or any number of other things.This is what Sonic Advanture would have looked like on the Saturn.
>>9929459>>9929498>This isn't even remotely close to looking like shitYes exactly
>>9929553It would probably look more like Sonic World, that is to say, more enclosed spaces to account for the lack of draw distance. Sonic would also likely be significantly slower overall. Otherwise, you'd end up with something like Sonic into Dreams, which, while a cool demo, would absolutely suck as a full game.
>>9929553Sonic R is arguably one of (if not) the best technical accomplishments on the Saturn, and it's still got issues like the draw-distance. Some people might not like to hear this, but Sonic R essentially is the defacto Sonic game of the Saturn, and probably is the best thing that could've been done in the time limit. As for Dreamcast, I loathe people who say this is part of the same generation. It's closer in power to the PS2.
>>9929704Sonic R is dogshit, i dont care what ground TT broke
>>9929704In some respects the Dreamcast outclasses the PS2 despite coming before it, but because its early years were plagued by shitty PS1 ports, people like to lump it in to the 5th gen which fucking sucks.
>>9929553A crash style sonic could've worked well on the saturn. And everyone would be happy with that as well
>>9929450Cool video, but Sonic Adventure and the Dreamcast in general was already Soul Overload.
>>9929553>This is what Sonic Advanture would have looked like on the SaturnI’m cool with that.
>>9929780In no meaningful way does it outclass the ps2.
>>9929852Yeah, the few years the Dreamcast was around unironically puts it in the soul pantheon, and from a pure Soul Per Year (SPY) metric I struggle to think of who else competes with it, probably certain years of the 16 bit generation or some PC years in the 90s
>>9929450You know the creator is an autist when he starts doing speed run strategy in a gameplay video. Cool mod but Adventure always had soul anon
>>9931264Anon didn't argue otherwise though.
>>9931264The dreamcast can render alpha transparencies in the correct order. Neither the ps2 or anything else since can do that.
>>9929450>SEGA Saturn AestheticThat's literally just Sonic Adventure with custom player models and rendered at 240p. It looks nothing like a Saturn game
>>9929450That's gorgeous it looks so authentic for the time. I wish I could own a Sega Saturn one day. They should do a video with knights into dreams next so that game can finally get some attention
>>9929450Holy shh--- this changes everything. It's kino now, I--- Just kidding. It's still trash.You made it a bit better I'll admit. That said, I love this fanart
>>9929450looks like a shitty low-res port of the game to the 3ds
>>9929553>or fucked z-buffer warping textures on the PS1Oh I've seen many shitty indie games replicate that, it's almost a standard at this point. Problem is just like "VHS filters" it tends to be cranked way too high to the point where nobody would have found it being that bad acceptable back then. I don't think zoomies making these games realize that VHS tapes weren't a blurry, jittery, staticy mess full of nonstop screen warping and bleeding colors. Nobody would have bothered with VHS if it was that bad. Likewise the PS1 didn't warp textures to the point where walking right up to a wall comically stretches the texture across the entire screen.But yes, you are on point with stuff like aspect ratio, framerate, draw distance, number of sprites/polygons on screen, etc all being ignored even with those shitty filters being applied.
why didnt nintendo make that instead of fucking faggoty nights into dreams, it is like the entire company was smoking crack and actively sabotaging everything
>>9935664>Likewise the PS1 didn't warp textures to the point where walking right up to a wall comically stretches the texture across the entire screen.Oh it's definitely possible, but most games employed a number of tricks to minimize it because it looked like shit, something that a lot of modern indie games trying to ape the "style" don't understand.
>>9935940Because Miyamoto was a hack and sabotaged the creation of Mario X-treme which could have saved the Gamecube.
>>9936497That's more accurate, what's that from?
>>9937387Clearly, it's not from an actual Saturn
>>9929450if they start going the extra mile and lowering poly count for stages and flattening the terrain it will be interesting.i'd keep the dreamcast music though.
>>9929450there are some inconsistencies here and there for this to really look like its a native Saturn game, with things like an extremely high polygon count in the environments when the character models are supposed to have more at the time, the lack of compressed sound fonts in relation to things like the checkpoint, hammer attack and police sirens and the uncompressed sfx from interacting with objects but the antliasing is pretty convincing along with the movements of the main characters.could see it working as a Saturn game uniroincally. not quite there yet but its working so far.
Is there were that webm of Sonic smacking Amy came from? Or was that from an actual game?
>>9929450If that really had any Saturn aesthetics, it would run in 20fps, half the resolution with additive blended lightning, 4-bit textures, have fuck all draw distance, and all transparencies were meshes.
Someone should attempt a Saturn port of SRB2
>>9929450How well do indie games that have the retro demakes/lowpoly aesthetic do in the market anyways? I only ever imagine depressed millenials and xoomers buying them like this can only exist as a passion project which is sad because it's all I ever want to make.
>>9938992This is what I was talking about, is this a fan game or is it a real sega game?
>>9939269that looks like Sonic the Fighters
>>9929473I fucking hate people unironically speak this way
>>9939269>>9939301>no pantsuDamn, Amy
>>9939269Sonic the Fighters, also called Sonic Championship. Was originally an arcade-only fighting game, originally planned to be ported to Sega Saturn but the port was eventually cancelled.In 2005 it was included in the Sonic Gems Collection on PS2 and GameCube.Then in 2012 it was released as a downloadable title on the PS3 and Xbox360.However, that footage you posted might be from a prototype/beta version. That "NO!" speech bubble Amy used is different from the one shown in the video >>9939301 posted.TCRF also confirms that there are alternate versions of the speech bubbles as part of the unused graphics data in the game: https://tcrf.net/Sonic_Championship#Unused_Graphics
>>9939878if you pause them both they're the same no bubble
>>9939935Hmm, you're right. The difference in colors from the footage threw me off.
>>9931264It had twice as much VRAM, native progressive scan VGA out, and hardware AA, all of which are pretty meaningful you doofus.Its the reason why early DC games had higher quality textures and significantly more texture variety when compared to early PS2 games.
>>9940232is there any DreamCast game out there that does brown shooters or even emulates the artstyle of things like FFXI?
>>9940254Brown shooters didn't really begin until after 9/11 and the beginning of the GWOT era, by that point the DC was already abandoned commercially.In terms of artstyle there are plenty of DC games set in fantasy/medieval environments. Mechanically the closest thing it had to an MMO would have been Phantasy Star Online, but only in the sense that is was a multiplayer RPG. Outside of lobbies it had a four player limit, and there was no persistence in the environments.
>>9940282i'm more referring to more grimdark games that would have made consoles like the PS1+PS2 a success, and even an extent the GameCube. Even MegaDrive/Genesis had that kind of thing going with it even though that genre hadn't really existed yet. It might be the reason why DC didn't do great towards the end because people in the market were starting to move away more from that kind of style due to maturity.
>>9939012SRB2 can barely run on the dreamcast. you'd need actual black magic to make it work on the saturn.
>>9940254Soldier of Fortune?
>>9929450https://www.youtube.com/watch?v=BeZytFpIQDYIt always had soul.
>>9931974You have excess chromosomes.
>>9929450Looks a too good, and theres not a fuckton of texture warping.I like the style however, some indie games could look good like this.
>>9940593Original is bargain bin lookin ass
>>9931974wut? the z buffer has been in a thing since like forever. Most devs are just too lazy to use it.t unity dev that writes my own hlsl shaders to specify transparency orders.
>>9942265The z-buffer is the most useless thing ever conceived of. It is completely incapable of handling alpha transparency.
>>9942292Has anybody told you you don't know half a word about how 3D graphics works, you fucking retarded faggot?
>>9942260>and theres not a fuckton of texture warpingThat was an issue with the PS1, not the Saturn or N64.But yes, it has a lot of other issues with trying to re-create the Saturn look. Runs far too smooth, far too much of a draw distance, way too high a polycount, 3D transparencies, and several other issues.
>>9942304I know enough to know that rendering semi-transparent geometry requires horrific contortions such as depth peeling, or straight up giving up and using meshes a la saturn.
>>9942329So you don't know shit. Thanks for the admission.
>>9942731If such a method exists to render transparent geometry then why don't you present it.
>>9942760What kind of transparency solution are you looking for? Because there's lots of ways to handle it, depending on the hardware you have.1) Sorting. Slow, CPU based and doesn't efficiently use any hardware with multiple cores2) Alpha buffering. Fast, memory hungry and not necessarily accurate.3) Depth peeling. On old hardware, slow, on modern hardware fast but only useful if you have complex arrangements of transparency.4) Deferred tile rendering. The technique of the PowerVR as used in the Dreamcast and still in use today in some chipsets. Intel Xe I think still uses it.5) Span buffering. Like deferred tile rendering you choose to render only once you've figured out what you need to draw. Really only good for software engines in most cases. You could pull it off with mesh shaders but it's a bit overkill6) Post-processed mesh rendering. This is your modern TAA thing. Render the transparency as a mesh, post-process with FSR/DLSS to restore the soft fuzziness. Best used with hair, foliage rather than glass and such.I'm sure there's others but I can't think of any off the top of my head.
>>9943550Most of these are impractical or terrible. Post-processed mesh rendering being particularly terrible due to TAA blur. The only proper solution is Deferred tile rendering, but of course modern 3d hardware can't do it.The end of rasterization can't come soon enough, because with ray tracing we will finally be able to render transparencies in the right order.
>>9943612Yes, the heralded arrival of ray tracing got here just in time for Cinematic Slop Requiring 4090 Complete With Lebron James Battle Pass, I’m so excited for all the promising titles on the horizon that will utilize it
>>9943612>Deferred tile rendering, but of course modern 3d hardware can't do it.Nvidia could do it since 700. AMD could do it since Vega. ARC does it on first try. Consider crawling out from under the rock where you live.
>>9940232And it also had native texture decompression, which the PS2 didn't have. Honestly, I can't understand how someone who actually played these consoles back in the day doesn't have any level of admiration for the DC. If anything, when the PS2 came out I lamented that games didn't look as sharp as they used to on the DC, and it made sense as PS2 games generally were not made to run at 480p (which is more demanding in terms of hardware and art direction), if only because companies like Square were using every possible cheat in the book in order to make their games look they way they did. For sure certain things like SH2 would've been uncompelling on the DC, but every single DC to PS2 port looks dramatically worse, whereas they consistently look better on GC and Xbox.
>>9940289nta, but can you give examples of ones you like? Genuine question btw, do you mean stuff like Metal Gear? Because I suppose in that regard Shenmue, Maken X, Headhunter, D2, etc. would probably fit what you're asking for, but then again, the whole edgy thing is more of a Sony thing.
>>9944108NTA as well, but if I'd describe it in a game, it would be Silent Hill. Dreadful, oppressive, intense.