I want fake 3D graphics to make a return on today's console hardware

onQ123

Member
Something about games like Outrun & Hang-on that you just don't get from this new games & a part of me always wanted to see what the devs from the old-school era could do with today's hardware.



 
I mean, there's very little need for a mode7-like approaches to faking 3d by rotating and flattening a sprite. One could easily do it all in 3D and then add 2D sprites and textures to make it look like the OG OutRun
 
I mean, there's very little need for a mode7-like approaches to faking 3d by rotating and flattening a sprite. One could easily do it all in 3D and then add 2D sprites and textures to make it look like the OG OutRun
But I'm not talking about it looking like the original. I want to see what it would be like if they made a game in this way today using new hardware.
 
Lots of games like that around. A couple recent ones are Victory Heat Rally and Caesar's Revenge. Outrun is probably cloned the most via Slipstream, Overdrive and full 3D stuff like Horizon Chase Turbo (but I'd rather play the original to be honest, none of the indie stuff are as charming to me).
 
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I don't know if it counts but Doom 2 with pathtracing and HDR looks pretty phenomenal. There's obviously been some changes (like turning the bitmaps into voxels) but it's fundamentally the same game at its core.

 
Something about games like Outrun & Hang-on that you just don't get from this new games & a part of me always wanted to see what the devs from the old-school era could do with today's hardware.





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Those games have the old school look but what I'm talking about is what would happen if the devs cheated the new systems like they did back in the day lol. Like if they faked 3D today while pushing the hardware we have now.
 
Lots of games like that around.
Yea the retro stylings are limited to 2d-pixel art scrollers anymore.

Personally I'm partial to how Horizon Chase did it though - as it takes a page from all the sprite scalers but vectorizes the graphics to get a unique visual identity - it's a really neat way to modernize the visuals:


Those games have the old school look but what I'm talking about is what would happen if the devs cheated the new systems like they did back in the day lol. Like if they faked 3D today while pushing the hardware we have now.
See above.
 
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Those games have the old school look but what I'm talking about is what would happen if the devs cheated the new systems like they did back in the day lol. Like if they faked 3D today while pushing the hardware we have now.

I'd like to see something like DKC for Snes, but with modern power. I think it could be bananas if done right!
 
Yea the retro stylings are limited to 2d-pixel art scrollers anymore.

Personally I'm partial to how Horizon Chase did it though - as it takes a page from all the sprite scalers but vectorizes the graphics to get a unique visual identity - it's a really neat way to modernize the visuals:



See above.

Ok that gives the exact feeling that Hang-on & Outrun gave. But I was thinking of what it would be like if they was using this as a cheat to push higher details on the screen.
 
We should have had more Super Scaler type games on the PS1/Saturn. But everyone chased the polygon dream.
Been pondering the viability of making an arcade'y Golf game using scaling bitmaps/billboards rather than 3d. Think Neo Turf Masters taken to the next-gen.
 
Yea the retro stylings are limited to 2d-pixel art scrollers anymore.

Personally I'm partial to how Horizon Chase did it though - as it takes a page from all the sprite scalers but vectorizes the graphics to get a unique visual identity - it's a really neat way to modernize the visuals:



See above.

Horizon Chase looks amazing. Just bought it!
 
OP is describing sprite scaling, including sprite scaling backgrounds. A lot of the replies are full 3D background games with a colorful "16bit" art style or a DOOM engine clone.

Having said that, i don't think there are many modern games like this OP. At least i'm not aware of them. But i do think the System 32 came close to what the peak of that technology can offer, when it comes to the smoothness of the effect. With a modern system you probably wouldn't get more sprites, just higher resolution ones and a lot of crappy post-processing effects on top of that to reduce your visibility. But otherwise i think this system offered everything sprite scaling can offer, after that you get into diminishing returns and it makes more sense to use 3D.

 
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OP is describing sprite scaling, including sprite scaling backgrounds. A lot of the replies are full 3D games with a colorful "16bit" art style or DOOM engine like clones.

Yes but I'll also accept them using different techniques to pull it off today.
 
Yes but I'll also accept them using different techniques to pull it off today.
Sure. Some 3D games do give you a similar art style that is reminiscent of this. But for me, there's something about real sprite scaling that can't be replicated in 3D polygons. Think of it like how CGi in movies can't really replicate real stop motion practical effects, like the ones in the old Jason and the Argonauts movie. It's a different feeling IMO and these new 3D games don't do it for me when i look for this particular thing.
 
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So not fake 3D but 2D sprites with scaling and rotation.

I would luv to see games using this tech with today's tech.
 
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The game I posted is exactly that.
Not sure why everyone is overlooking it.
It's precisely what OP was asking for.
It's not "precisely" what OP is asking.

Scaling sprites are not the same as 3D polygons.

The art style may be similar but the effect is different.
 
Yeah Fake lol but yes I know that it's called Pseudo 3D .

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Yep, i was told by lead game designer, when i said that beat em up 2D 3D 🤣 he said pseudo, i know its fake 3D. Anyway, I sometimes carving for that as well. Recently i replay panorama cotton in mega drive emu. Its rawking solid. I understand with Your carving as well, i really want to make 2D FPS with anime character as artstyle. Akin to ghost in the shell or jinroh. But, yeah, still have no time to develop another game recently...
 
Do what I'm doing; go back and play all the late 80s arcade games you probably missed.
 
Something about games like Outrun & Hang-on that you just don't get from this new games & a part of me always wanted to see what the devs from the old-school era could do with today's hardware.

I think what you're asking for is too conceptual and wouldn't really make sense as an end result.

This is why it's difficult to picture for people and why this conceptual game has just turned into more examples of pseudo 3d racing games that don't look that much different to games of that era.

If you think about it beyond a surface level you will come to the realisation that the fully 3D amazing graphics that we have today are the equivalent of the pseudo 3d games of the old era on new hardware. The limitation in hardware was what gave them a particular 'style'. So asking what we can achieve on todays hardware? that would be todays games. otherwise you would just be asking devs to go back to the same style mostly.

It's similar in concept to 'steampunk'. The 'style' was born from limitations in technology but the people creating it were not intentionally aiming for a given style, only the end result of what they were aiming for. limitations in technology set that 'style' to begin with. So what they can achieve today is todays results and if they limit themselves to steam power and copper pipes they will end up with something that is no different to what was available back then.

It's the same with the evolution of games. They wanted to create the 3D games that you see today and that limited pseudo 3d was the best attempt at it back then due to the hardware. The style was just a byproduct of the evolution of the tech. Asking them to go psuedo 3D is asking them to limit themselves today and just recreating a similar 'style'. It would just be like the steampunk of the gaming world.
 
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I think one thing people are forgetting about super scaler technology is how exaggerated it makes things appear. Since nothing is always perspective correct, they just tend to have a different sense of scale than if they would have been rendered in traditional 3D. I'm still hoping for someone to make a proper new game using this old tech.
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I think one thing people are forgetting about super scaler technology is how exaggerated it makes things appear. Since nothing is always perspective correct, they just tend to have a different sense of scale than if they would have been rendered in traditional 3D. I'm still hoping for someone to make a proper new game using this old tech.
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Jurassic park arcade was the shit. Loved that game.




probably the pinnacle of this tech in 1994, just before polygon graphics really took off.
 
Something about games like Outrun & Hang-on that you just don't get from this new games & a part of me always wanted to see what the devs from the old-school era could do with today's hardware.




Some of the indies do this.

Horizon chase turbo.
Bolt gun
Prodeus come to mind.
Midori
Horrace
 
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You get games that look like this
^ At first, I thought the screenshot was fake but the game actually looks like that. whoa.

*edit*
LOL post 12 was thinking the same thing as I!
 
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not sure if it count, but i definitely want fix camera horror game back
I was gonna post this. Definitely needs to make a comeback. Wishful thinking Capcom would ever go back to it though. I was watching a mod for RE2 remake with fixed camera and it brought me back to nostalgia again. There are things you just don't see unless it's a fixed camera. I miss it.
 
Something about games like Outrun & Hang-on that you just don't get from this new games & a part of me always wanted to see what the devs from the old-school era could do with today's hardware.




Not much? if you are talking about sprite scaling I think that already got to a point where there is nothing left really. Jurassic park above is a good example, its just scaling sprites, it doesnt need massive amounts of hardware to do anything using that technique so what you now have is using proper 3D textures to fake the sprite scaling technique instead just to get that look so instead of scaling sprites the traditional way they just use a vector billboard with pixelated art on it, its just quicker doing it that way using modern engines. I just cant see anything using sprite scaling that could be done on modern hardware now that wasnt done on potato hardware back in the day (you could use much larger sprite sizes now I guess to eliminate pixelisation, but isnt the pixelised look part of its charm?) , it just got to a point where traditional sprite scaling just wasnt needed any more (once sprite scaling hit its peak that is).

What I think would be more interesting would be recreating something like Outrun but instead of pixels use voxels for everything, keep the same viewpoint, and I mean go completely overboard with it, zero textures (hmmm, I wanted a new game project, I was working on a samurai mech thing, but thats going to take a while as its all hand drawn art, recreating Outrun using voxels only could be fun)
 
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Ok that gives the exact feeling that Hang-on & Outrun gave. But I was thinking of what it would be like if they was using this as a cheat to push higher details on the screen.
Nothing much. These types of technique existed to bypass hardware limitations and have tons of limitations themselves. Using them today in overdrive won't get you any more than common modern rendering techniques would, without the limitations. There is no reason to revisit them other than explicitly trying to recreate their feel.
 
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I think one thing people are forgetting about super scaler technology is how exaggerated it makes things appear. Since nothing is always perspective correct, they just tend to have a different sense of scale than if they would have been rendered in traditional 3D. I'm still hoping for someone to make a proper new game using this old tech.
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And they did this with little processing power , memory & storage , I really wonder what would have happened if some devs would have stayed on this path , I guess the tech in Dreams is close to where they would have ended up.

Sidenote: The Unreal Engine 5 demos like the car chase scene in The Matrix & the girl flying through the canyon at the end of Lumen in the Land of Nanite are 3D modeled but something about them reminds me of the workarounds devs used to pull off on low spec hardware.
 
I don't think it is.
Looks retro but with polygons.

From the developer website:
Slipstream is a racing game influenced and inspired by the OutRun series, SEGA games in general, Initial D, Vaporwave & Synthwave aesthetics and the spirit of 90s arcades. It uses a real pseudo3D engine to provide an authentic retro experience in a modern shell.
The link they provide is to a page explaining the type of engine they use.
 
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