Author:
jrrk
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Date:
9/3/2022 7:22:50 AM
Subject:
RE: Coagulated mod?
8-bit color pallets stuck around for quite a bit, at least in FPSs. Granted, that was largely due to quake tech underpinning a LOT of those games. But even when those limitations were lifted, such as with the Unreal or perhaps some bespoke engines - can't think of any examples off the top of my head - I think the industry was just sort of stuck in a limited color palette mindset, though arguably they did suit their games just fine. While it seemed that 3rd party idtech-based games tended to look a little better than id's games, Unreal was the best looking Unreal engine game. Part of the was definitely them wanting to show off all the features (why else would they have implemented them?), but I think more importantly, Epic's texture design at that time was incredible, imo. Speaking of engine features, unless you owned a voodoo graphics card around that time, you were not going to see any of them in a quake engine game even if you card technically supported OpenGL. So they were pretty bland and pixelated looking. OTOH, Unreal had that amazing software renderer, which was a night and day difference between it and say Q2's software renderer. Even though I consider Unreal pretty boring, no game has ever left an impression on me like it had. I think the next big leap in FPS graphics wouldn't come until Doom3.