>>736884026Everyone is still seemingly stuck making 8-16 bit games ;-;
>Why has no indie dev tried using Unreal Engine 5retard
>>736884194I have seen no unreal engine 5 game use this art style.
>>736884026Because indie devs suck and literally only reuse assets that are already out thereThey are also too stupid to do anything resembling all the great pre-rendered artAnd they are too incompetent to do PS2/GameCube era graphics, it's always just muh PS1 and N64
>>736884290screenspace reflections, pbr, and raytracing? never been used in a video game before definitely. cgi only.
>>736884418>>736884026soma had a 90s prendered scene feel to it
>>736884418>And they are too incompetent to do PS2/GameCube era graphics, it's always just muh PS1 and N64this game rips off wind waker graphics but it for some reason tries to make it look like ps1: https://store.steampowered.com/app/3187650/Jigrift/ it's weird because ps1 jaggies and wind waker aren't even a good fit, wind waker tries to look like an anime
>Why doesn't a team of 4 schmucks on a shoestring budget just make something like the games that had an entire art department spending thousands of man hours?It's a mystery.
>>736884418sure but baten kaitos looks like absolute ass
>>736884290maybe because mario and the artstyle you're talking about is copyrighted
Indies can't even do 2D right.
>>736884606>Goldeneye
>why dont 90s cgi look like real time graphics todayhurr
>>736884026thats not even a game style. thats a nintendo power promo.
>>736884553And Soma isn't exactly very "indie" or what we think when we hear indie games. They publish their own games but it's a relatively sizabloe company founded 20 years ago that makes $5 million USD per yearIt's by all means what we considered a regular AA game producer 20 years ago
>>736884668goldeneye had a literal they them art dept lead that put diverse characters into the gamethey also designed joanna dark in her qipao dress and skintight latex, so I guess starbucks cup hires were less shit back then
>>736884813then people should stop calling expedition 33 indie too
>>736884026I think 500 caliber contractz is kind of going for this
>>736884418hell yeah BK was such a beautiful game
>>736884026not possible with modern tech
>>736885112quite literally. modern gpus dont support older graphics apis anymore. its like op asking why dont games look interlaced anymore? because we moved onto progressive scan.
>>736885217really? I was just saying whatever, it made sense in my head because you can't run older 3d programs like the first blender
>>736885112This. NURBS, vector graphics, Softimage. All died so that PBR, 3D scanning and UE5 slop could live.
>>736884947Yes true, they should. It's a fucking 10 million dollar game by former Ubisoft developers with industry connections to the very top using UE5 lol
>>736884026a lot of what makes that image pop is what they call composition - the way the vertical walls go up the whole picture. makes it look 'epic' to the unconscious. there was someone who made the scene in unreal engine, and while the rendering wasn't quite capturing that dreamy sgi style either, the real gap was exposed when the camera switched to (at the same time) wide screen, and player controlled. immediately all sense of awe evaporated and the area became just another bit of an area in a kiddie game
>>736885557anything before directx9 is basically gibberish to a modern graphics card and requires a translator like dxvk or dgvoodoo.
>>736885903what you guys are talking about is completely irrelevant though because OP image wasn't game graphics... do you not even know that? Am image like that took an hour to render its single frame on a specialized graphics computer workstation. Never used in any game
>>736886126It was rendered on SGI graphics and no modern GPU understands SGI's graphics api because its from the fucking 80s-90s aka before directx9.
>>736886257You don't understand. SGI machines did not have Windows or Intel CPUs or the Intel instruction set. It wasn't a computer with a graphics card and a graphics API. Its a machine that was built without any reference to any of those things. What you're saying is like saying that modern cars can't go to the moon because they don't understand the Apollo guidance computer
>>736884026Play Limbo of the Lost
>>736884631If you are dumb maybe. Made by Honne, a lot of variety, nicely blending pre-rendered with real-time objects, always captures the surreal vibes the game aims for in combination with one of Sakuraba's best OSTs>>736885041Also one of the best turn-based combats ever, the best JRPG card combat and perhaps Sakuraba's best OST. Sadly very overlooked because stuck on an underperforming console and people are plebs
Because making graphics that actually look good takes effort when you can just buy a PS1 or N64 asset pack and slop it together to make a new friendslop game or roguelike.
And then what? What would there be to the game besides the gimmick of looking that way?
>>736884026>>736884418These were cutting edge game for the times, employing teams of experts in specialized fields who commanded six figure salaries, not one guy in his garage working on hist first project part time. It's totally unreasonable to expect indie devs to output professional level work in multiple disciplines.
>>736884026Lots of asset flips look like this.
>>736884026Unironically you would need a rtx 4090 or better, that style requires path tracing only with no rasterization.
>>736884026>subdivided to shit geometry>procedural textures made with like 3 nodes in blender's shader nodes (noise, color ramp, bump map)>super high quality, ray traced lightingintriguing idea
>>736884026Because that image was rendered with ray tracing and nearly all every indie dev wouldn't touch ray tracing with a 10 foot pole for good reason.
>>736884026
>>736890254Go back
>>736884026Its dated zoomie .
>>736884026>they STILL cant make a game that looks this good