Because by the time real time graphics evolved enough to match that look the actual art styles moved toward realism. The plastic sheen of those SGI Workstation renders has a whimsical fantasy to them but once the PS2 nobody wanted games looking like cartoons anymore. Personally I think it'd be great seeing an alternate universe where technology kept improving as it did except the stylistic choices stayed the course and we just kept getting better and better versions of what the PS1 and N64 were putting out. I remember thinking to myself how awesome it would be once we got games that could look like FFVIII FMV in real time. But now that something like that is possible, nobody wants to make it look like FFVIII FMV.
>nobody wants to make it look like FFVIII FMV
false. also, they can't make it look like the pic you posted nor FFVIII fmv. the lighting and polycount in the pic you posted can't even be matched by ray tracing. it would require a super powerful computer even by today's standards to render such images in real time. ray tracing alone requires tons of computing power, you'd have to have a mega computer to render that in real time, also the polycount in the image you posted is super high beyond what you realize. look at modern games, they don't have poly counts as high as your pic.
if anything, textures in CG look better these days, but that doesn't mean that the rest of it is "easy" to generate. you have tricked yourself into believing that high res textures are all that CG is.
i have conflicting feelings about this because it looks like shit but it also looks just like most 90s renders, also i hope they fixed the audio mixing because everything is incredibly unbalanced
What exactly looks like shit about it? I'm not being facetious, genuinely curious what the gripe is.
8 months ago
Anonymous
textures look like plastic and I'm not a fan of the color palette at all, dirt in general looks yucky. again this is how a lot of 90s renders looked and it's not my cup of tea
That does look good. Unfortunately they still seem limited by the geometry. The hard corners and straight edges end up breaking the illusion that it's the promo renders come to life. But as proof of concept they're very close.
We've reached a point where we can have exactly this in real time but the thing is even though it was technically impressive 25 years ago, it kinda looks like shit when you ignore the 90s CGI nostalgia. Hell, even PS2 games like Silent Hill 3 are more aesthetically pleasing than this
>even though it was technically impressive 25 years ago, it kinda looks like shit when you ignore the 90s CGI nostalgia.
I don't think that's strictly true. The CGI of the era was crude by today's standards but it's also a kind of artform of it's own. It'd be like saying expressionist paintings are crude by today's standards. That'd be ignoring the idea that the style can invoke feelings that can't be duplicated by a different style. Everyone understands that Van Gogh's Starry Night isn't just a rudimentary version of a photograph of a literal starry night. We do tend to think of computers just getting better and so CGI just happened to get better, too. But I think this particular style of CGI happened to accidentally exist as it's own thing and it's sad that it's been forgotten. Like if suddenly nobody used oil paints anymore because the world moved onto some new formulation that, while it has benefits, doesn't really look the same. I know I'm not explaining it well. It's hard to put into words.
The rigging back then was rudimentary. You can see it in that pic. Yuffie's hands aren't properly gripping her weapon and if you watch a few FFVII FMVs where the characters walk around they move like action figures.
>90s CGI nostalgia
redditoid betas cannot accept that anything has any organic value on its own. it makes them insecure that anything could be judged objectively and outside of "progress" dogma such that something is "good" if it's contemporary/new and "bad" if it was invented previous to either.
by their logic Citizen Kane is only heralded as one of the greatest films of all time "because 104 year olds have nostalgia."
because the visual appeal comes from the framing, if you watch the webm where someone remade the scene, starting from this exact view, the magic is lost the moment the screen goes wide
> the visual appeal comes from the framing
lmao. redditoid logic. the aesthetic appeal comes from the specific era of GC technology (not that it can't still be used today).
(pic related. so, only fixed angle games can look as good as OP)
>shows screens from a video game, not CG, acting like it's the same as CG
wow
well since we've been over this 198 times and the only part of OP pic that's not realtime doable is that it has extremely high polycount scanline rendering: when that comes effectively into real time with unreal engine nanite or whatever, I just hope you remember what i said when you're playing retro-styled games with this exact shading, to-the-pixel, and you still don't feel good
>well since we've been over this 198 times
since you've been wrong 198 times.
this is actually more reddit logic, aking to when a redditor will dump a wall of text and claim that it's evidence by volume alone.
I see that you've acknowledged polycount. you've not acknowledged that power that'd be required to render that lighting in real time.
also, these CG images are ultra high resolution. rendering such mega high res in real time wouldn't even be possible on most contemporary computers.
8 months ago
Anonymous
>these CG images are ultra high resolution
You only think that because I used to post that explanation. But I was wrong, it's 'effective' high resolution because they did full, maybe 8x, SSAA, but only around edges. You didn't actually need to do the whole image at 8000p like I said before
whip that chrome piece out and get to work
I render.
Why don't graphics look like this nowadays?
They never looked like that. It's a one-off concept art pic.
yeah he knows that. he means why didn't they ever get to this 'level' or look.
Because by the time real time graphics evolved enough to match that look the actual art styles moved toward realism. The plastic sheen of those SGI Workstation renders has a whimsical fantasy to them but once the PS2 nobody wanted games looking like cartoons anymore. Personally I think it'd be great seeing an alternate universe where technology kept improving as it did except the stylistic choices stayed the course and we just kept getting better and better versions of what the PS1 and N64 were putting out. I remember thinking to myself how awesome it would be once we got games that could look like FFVIII FMV in real time. But now that something like that is possible, nobody wants to make it look like FFVIII FMV.
the PS2 couldn't produce anything like the OP's pic. also great job conflating style with technology.
>nobody wants to make it look like FFVIII FMV
false. also, they can't make it look like the pic you posted nor FFVIII fmv. the lighting and polycount in the pic you posted can't even be matched by ray tracing. it would require a super powerful computer even by today's standards to render such images in real time. ray tracing alone requires tons of computing power, you'd have to have a mega computer to render that in real time, also the polycount in the image you posted is super high beyond what you realize. look at modern games, they don't have poly counts as high as your pic.
if anything, textures in CG look better these days, but that doesn't mean that the rest of it is "easy" to generate. you have tricked yourself into believing that high res textures are all that CG is.
silicongraphics is gone 🙁
Good
Too Human is garbage
?si=k-zokMqp6plCwYSx
We're getting there, anon.
>2021
this project is dead isn't it? i remember they released bob-omb battlefield and it looked like shit
it looks kino
i have conflicting feelings about this because it looks like shit but it also looks just like most 90s renders, also i hope they fixed the audio mixing because everything is incredibly unbalanced
What exactly looks like shit about it? I'm not being facetious, genuinely curious what the gripe is.
textures look like plastic and I'm not a fan of the color palette at all, dirt in general looks yucky. again this is how a lot of 90s renders looked and it's not my cup of tea
That does look good. Unfortunately they still seem limited by the geometry. The hard corners and straight edges end up breaking the illusion that it's the promo renders come to life. But as proof of concept they're very close.
We've reached a point where we can have exactly this in real time but the thing is even though it was technically impressive 25 years ago, it kinda looks like shit when you ignore the 90s CGI nostalgia. Hell, even PS2 games like Silent Hill 3 are more aesthetically pleasing than this
>moronic reddit dickhead enters the thread
Please tell me what reddit has to do with anything in that post
>even though it was technically impressive 25 years ago, it kinda looks like shit when you ignore the 90s CGI nostalgia.
I don't think that's strictly true. The CGI of the era was crude by today's standards but it's also a kind of artform of it's own. It'd be like saying expressionist paintings are crude by today's standards. That'd be ignoring the idea that the style can invoke feelings that can't be duplicated by a different style. Everyone understands that Van Gogh's Starry Night isn't just a rudimentary version of a photograph of a literal starry night. We do tend to think of computers just getting better and so CGI just happened to get better, too. But I think this particular style of CGI happened to accidentally exist as it's own thing and it's sad that it's been forgotten. Like if suddenly nobody used oil paints anymore because the world moved onto some new formulation that, while it has benefits, doesn't really look the same. I know I'm not explaining it well. It's hard to put into words.
What do you mean "was crude"?
The rigging back then was rudimentary. You can see it in that pic. Yuffie's hands aren't properly gripping her weapon and if you watch a few FFVII FMVs where the characters walk around they move like action figures.
>kind of artform of it's own
>kind of
you don't have to cuck, this isn't reddit. it certainly does produce its own uniquely valuable aesthetic.
>90s CGI nostalgia
redditoid betas cannot accept that anything has any organic value on its own. it makes them insecure that anything could be judged objectively and outside of "progress" dogma such that something is "good" if it's contemporary/new and "bad" if it was invented previous to either.
by their logic Citizen Kane is only heralded as one of the greatest films of all time "because 104 year olds have nostalgia."
because the visual appeal comes from the framing, if you watch the webm where someone remade the scene, starting from this exact view, the magic is lost the moment the screen goes wide
(pic related. so, only fixed angle games can look as good as OP)
Post the actual webm
this was the source
> the visual appeal comes from the framing
lmao. redditoid logic. the aesthetic appeal comes from the specific era of GC technology (not that it can't still be used today).
>shows screens from a video game, not CG, acting like it's the same as CG
wow
well since we've been over this 198 times and the only part of OP pic that's not realtime doable is that it has extremely high polycount scanline rendering: when that comes effectively into real time with unreal engine nanite or whatever, I just hope you remember what i said when you're playing retro-styled games with this exact shading, to-the-pixel, and you still don't feel good
>well since we've been over this 198 times
since you've been wrong 198 times.
this is actually more reddit logic, aking to when a redditor will dump a wall of text and claim that it's evidence by volume alone.
con't
I see that you've acknowledged polycount. you've not acknowledged that power that'd be required to render that lighting in real time.
also, these CG images are ultra high resolution. rendering such mega high res in real time wouldn't even be possible on most contemporary computers.
>these CG images are ultra high resolution
You only think that because I used to post that explanation. But I was wrong, it's 'effective' high resolution because they did full, maybe 8x, SSAA, but only around edges. You didn't actually need to do the whole image at 8000p like I said before
i feel like thats actually EXACTLY what all those dumb 4k texture packs for daggerfall look like
it just looks ridiculous
mario if he steel
sleep
Mario if he Sleep
mind your mummy mommy mario.
i hate tiny beds!
>all that Soul
We didn't deserve it, brehs.