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Whoa that's really nice lighting. How did they do that? It's not vertex and there's two different light sources. Looks much cleaner than the SH2 and Cold Fear flash lights.
>>
How do you know it's not vertex lit? With enough vertices it's hard to tell, especially with noisy textures like that. You can also software tesselate pretty cheaply to add more vertices if needed to smooth out the edges.
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>>12030974
I don't see it snapping to vertexes at the resolution of the PS2. If you want to check it yourself it's Haven Call of the King, should take about 30 mins to get to this point of the game.
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>>12030985
>vertexes
>resolution
? Those are unrelated concepts. PS2 games weren't low poly, you wouldn't necessarily notice snapping like that with the way lighting fades around the edges. And like I said, you can software tesselate, it's cheap, plenty of game engines implemented tessellation before it was hardware accelerated.

Anyways, there are tons of techniques for shit like that, even ways to "fake" it. Don't know why you're asking here, either google search or use your emulator's debugger to figure it out yourself.
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>>12030993
>Those are unrelated concepts
Let me clarify,
I don't see the lighting moving between vertexes because the PS2's 448 line resolution may make it too difficult to see the separation between neighboring polygons.
>you wouldn't necessarily notice snapping like that with the way lighting fades around the edges
It is apparent in some games like SH2 and Cold Fear, which is why I mentioned them.
>Don't know why you're asking here
To create discussion and enjoy PS2 graphics and perhaps someone can find the answer to how it was done.
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>>12030962
Looks like bootleg Ratchet & Clank meets an early 2000s 3DMark test.
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>>12030962
The webm looks like its a screen shader effect with the torch, but then theres area lighting coming from the bullets and lava too. Really well done lighting.



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