Yep, that's a very good idea. Something like a soft Gaussian blur effect that gradually lessens intensity to guide the user with progressive clarity. You could maybe combine aspects of a vignette and diorama effect in there as well and it could lead to some interesting things, depending on if it fits your visual style ...
That blurring you speak of won't be possible in here, because this will require
much more shades, i.e. true color mode, usually. If blurring, you would need
do to it out of an 8-bit color palette, an entirely different beast. Sure, one
could make the blur in 24-bit and quantize down, but the fine shades would
require massive dithering from 32-float to 24-bit to 8-bit to get rid of the
(more or less fullscreen) bands. The many shades would keep the dither patterns
quite active on the screen to counter the bands which requires them to change
state often while trying to reproduce the missing shades, which leads to many
pixel transitions and as such to an uneasy image.
The up-res feature would work in another fashion. See below.
... (it would depend on just how low-res the models are). ...
Not only the models, but also the screen will be pretty low-res, like it's 1982
or something xD, like 320x180 or 160x90. With such low resolution the models
needs to be low-res as well. One would need at least some many flat surfaces
where the normal remains constant to not produce too many shades upon (diffuse)
shading the object. Imagine a perfect round and well lit sphere. You will get a
different shade for each pixel on the screen. Upon color quantization you are
left with some bands which needs to be covered (to a given degree, a few bands
are ok) via dithering. However, to cover the bands you need some bigger dither
patterns. The bigger patterns aren't the problem. The problem come in when the
object (or the light source for that matter) starts to move. In this case the
dither patterns covering the sphere would work hard to counter the bands,
producing many pixel transition, which isn't a problem if the object's extend
is small on the screen. However, if it coveres many screen pixels, then a huge
amount of (low color-bit) pixels will change state quite often. Given that the
screen is low-res, you will be left with some sort of pixel/confetti rain all
over the place. xD
So it's better to keep the surface of an object flat and the object itself
angular shaped more or less. The dullness that usually results from such models
when simply shaded will be countered by an improved lighting/shading model,
enhanced depths cues, etc. All these enhancements will populate the surface
color/shades of the object again. However, some of these shading effects are
only local in nature while having a strong effect, like specular lighting.
About the up-res feature. Instead of rendering at a higher resolution with
blurring/de-rez huge parts of the screen afterwards, one could also render at
low-res (standard) resolution while increasing the resolution for some given
objects or parts of the screen. Guess for example the game has sort of an up-res
lens. Looking through that lens will show you the world at higher resolution
with more shades, more detail etc. Whatever. Just an idea.
... Particularly interested to see where your progress with it as at now given it's clearer what type of stuff can be done without polygons (Media Molecule's Dreams, for instance). ...
I haven't looked into MM's technique (there is a huge paper about it somewhere),
because I don't want to get influence/distracted by it. I want to develop my
own techniques and learn from those. But I think I know how they've done it. My
low-res rasterize should also allow for some constructive solid geometry (CSG)
further down the road. However, one problem with CSG is to compute all the
geometric properties of such objects if needed. For example, it would be cool to
recompute the volume / mass distribution of such objects/models per frame and use
it with the inertia tensor to compute a proper angular momentum to make the
object spin according to its mass distribution. Looking at some of the MM
videos, I think they did something like this. There are some method to do so,
some of which I have studies a couple of years ago. Many of these methods are
"just" computational bound, but not in memory. Given that the PS4 is pretty
fast, I think such techniques come into reach. If you put some pretty good
programmers and people who know about optimizing behind such things, I'm pretty
sure it can be realized today. And I bet MM has done so. Their engine is way
cool, but doesn't help me the slightest. xD
... I'm doing more
art these days and try posting more frequently now, but I should set up an Instagram or Pixiv at some point too, preferably when I have more illustrations up. Mostly digital but veering into a more loose/impressionistic style 'cuz I want to get better with colors, contrast, and finishing these quickly (fits my patience levels better xD), but trying to learn 3D modelling and animation (2D and 3D) as well. ...
Pretty good stuff up there! I wish I could draw like this. Are there some games
out there based on an impressionistic style?
... Most interested in learning visual techniques from 5th gen type of games regarding 3D since that'd be very manageable with my (outdated) setup. ...
I think manageable is a keypoint. This is also one point of my low-res endeavor.
Stripping things down to a bare minimum and going from there sound pretty
enticing to me. Question is, how much can be stripped away before it becomes
trivial? xD Btw; if you are interested in low-poly design, I'm always looking
for someone able to make some nice looking low-poly (air-, hoover-,
anti-gravity-) crafts further down the road. Something like this, yet even more
simpler but likewise as cool;
(Artist:
www.89a.co.uk)