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File: CrazyTaxi_cover.png (25 KB, 300x298)
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Everything people say about UE5 being bloatware today is 10000000x more true of this piece of shit engine.
>be Crazy Taxi
>driving through an open world NYC with high traffic density
>lots of physics calculations
>pedestrian AI
>insane lighting where the shadowmaps actually occlude onto dynamic objects
>runs at a flawless 60fps on a 200Mhz CPU and modest GPU
Meanwhile:
>be GTA 3
>do everything you do in Crazy Taxi
>except the graphics are horrible, there's even more pop-in, and lower traffic density
>averages 22fps on significantly more powerful hardware
>>
>>12548897
Crazy Taxi is uglier also GTAs have weathers and day night cycle.
>>
>>12548897
Yeah, awesome. I'm sure your rant is going to change the past. Because that's how it works.
>>
>>12548897
>Lots of physics
GTA 3 has better physics
>Open world
GTA 3 has better density and NPC AI
>Lighting
Flat
>>
What a surprise
OP doesn't know what he's talking about again
>>
Renderware was the first slop engine, it existed to facilitate western multiplat shovelware.
>>
>>12549113
I'm sure it wasn't the first...
>>
>>12548897
okay
YA YA YA YA YA
>>
>a short direct port of an arcade game with 1/100th of the content of GTA is more polished in technical specs
Uhhhh no shit, San Andreas and ff12 are the most impressive games that gen and at least one of those prove renderware was fine
>>
>>12549317
San Andreas is a hideous game with a snubnose draw distance that still manages to run at sub 20FPS. It barely even has any sound effects. Pure Eurojank slop.
>>
>>12549320
I agree with you that it's not a good looking game but it ran on a ps2 well enough that it didn't bother anyone too much.
It is the highest selling game that gen and by a mile.
And mostly because how much content was in the game which is the main point
A massive open world game with dozens and dozens of mini games, 10000s of models, 1000000s of audio files, a 40 hour something main story is obviously going to have less time to polish than short arcade ports
>>
>>12548897
I love Crazy Taxi but this ain't it chief.
Looking forward to your topic about how fighting games had better character models than 3D RPGs in the 90s.
>>
>crazy taxi
>less game logic and npc scripting
>lighter on resources
>gta3
>more game logic and npc scripting, weather, time of day, guns, crime, etc
>heavier on resources
>>
>>12549672
Lol I remember all the glazing soul calibur 2 models got as of the game isn't just 2 models with a simple 10 polygon stage
I sure hope the models look good when they make up 90% of the resources of any given scene
>>
File: Spoiler Image (15 KB, 500x500)
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>>12549702
>game logic
>>
>>12548897
The truth is that all game engine platforms suck. A game is fundamentally about how it works and the interaction between the hands on the controller, the eyes, and what happens on screen. All games using the same engine are basically the same game. Crazy Taxi is a really fun game but numerous other games for DC that are clearly using the same underlying foundation (the "engine") are disappointing because they are too similar and it feels redundant.

This is the problem with engines. All games should be built to do what THEY want to do. The spice, magic, fun, etc, of a game is in that foundational layer.

You can speed up the redundant work with good developer tools you don't need to have a basic game which you strip of assets and then swap-in "your game" on top of it.

To get to OP's point GTA are the most overrated games of the century.
>>
renderware is rendering software, and not an engine
the GTA engines, which use renderware, are poorly optimized and struggle to hit 25fps
compare it with the burnout 3 engine, which also uses renderware, yet has some of the best performance on the PS2
>>
>>12549192
Yeah, you'd be correct. Take a look at half the Amstrad CPC's library, it's low-effort Speccy ports all around.
>>
>>12549884
>renderware is rendering software, and not an engine
Yeah it's basically what we would consider directx or vulkan these days, but for lots of platforms. People who got way into source engine games think every engine is just that and it shows.
>>
>>12549846
>GTA are the most overrated games of the century.
Overrated? That's literally capitalism working as intended.
>inb4 commie
Communism sucks even more, but let's stop denying that most modern games are anything more than junk food.
>>
>>12550249
Then how come RenderWare games leveraged DirectX?
>>
>>12550259
we're talking about video game engines you fucking retard
>>
>>12550264
cuz it can do that
>>
>>12550239
[samefag]
Oh yeah, and I also forgot to mention that Europe largely treated the MSX platform as a secondary Speccy LMAO.
>>
You know what else used RenderWare? Burnout 3, bitch. Look me right in the face and tell me that game sucks. You can't. You just can't.
>>
>>12550249
>Yeah it's basically what we would consider directx or vulkan these days,
It's more than that. Vulkan is just a GPU interface, DirectX includes other APIs for sound and game controllers and suchlike but ultimately it's still just an interface between the code and the hardware. Renderware provides most of what you need for everything else like being able to load 3D models with associated textures and animations, dealing with sound, processing, mixing, positional audio, etc. It's not an "engine" the way a Unity/Godot/UE user would expect but it's a LOT more than just DirectX. It's more like Ogre3D I suppose. Here's all the helpers you need now draw the rest of the fucking owl kind of thing.
>>
>>12549884
This is the problem with off the shelf software. In order to use it properly you need staff who are fully capable of making their own engine from scratch but have seen the benefit of using someone else's as a base. Unfortunately they tend to get used as a crutch for teams of newbies that don't have the chops to do it themselves. So they make mistakes constantly that real engine devs wouldn't make because they just don't know any better.



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