Can a powerful system (Like PS3, Xbox360) still have games with graphics like olds?

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8 comments, last by kburkhart84 13 years, 3 months ago
Okay... a powerful system like an xbox 360, ps3 or more powerful, can systems like that have games made for them that are exacly like games from older systems? Basicly, can there be games with absolutly ANY kind of graphics and sound?

In the future I wanted to build a very powerful system with games with all kinds of past graphics to our current generation.

Is it possible?
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Of course?
I mean, you can run emulators on those systems in order to play many older games. More features and more power just mean you have to do things differently. But all that old tech is definitely possible on new hardware.
e.g.
No, it is impossible. Too much RAM.
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an open source GLU replacement library. Much more modern than GLU.
float matrix[16], inverse_matrix[16];
glhLoadIdentityf2(matrix);
glhTranslatef2(matrix, 0.0, 0.0, 5.0);
glhRotateAboutXf2(matrix, angleInRadians);
glhScalef2(matrix, 1.0, 1.0, -1.0);
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glUniformMatrix4fv(uniformLocation1, 1, FALSE, matrix);
glUniformMatrix4fv(uniformLocation2, 1, FALSE, inverse_matrix);
Quote:Original post by V-man
No, it is impossible. Too much RAM.


How come alot of ram blocks that possibility?

Btw, I don't mean with the state of emulation.

Someday, I just wanted to develop a powerful console but have many games with past graphics and sound. Atati graphics, Nes, Snes, ps1, and todays graphics.
Quote:Original post by bigbadbear9885
Quote:Original post by V-man
No, it is impossible. Too much RAM.


How come alot of ram blocks that possibility?


He was being sarcastic.

Power of the machine has nothing to do with how the graphics look.

In time the project grows, the ignorance of its devs it shows, with many a convoluted function, it plunges into deep compunction, the price of failure is high, Washu's mirth is nigh.

Quote:Original post by KulSeran
More features and more power just mean you have to do things differently. But all that old tech is definitely possible on new hardware.

This is one reason why some of the old things are avoided by industry.

For a 2D game you can have a group of artists that make pixel art. They draw every frame of each actor doing their things. It can be a very tedious job.

When a character design gets changed the artists must modify each image. When an animation needs to change even slightly, every image that uses it must be redrawn. In the worst case that could be tens of thousands of images.


Instead they can use a 3D model which is rigged and animated. Modifying the character design or animation can be done in minutes, allowing the development team to create orders-of-magnitude more characters, each with free-form animations that can be reused between multiple models.




There are a few notable exceptions for images. Some game systems presented graphics in non-pixelized forms that cannot quite be recreated on a television or computer monitor. Others used input devices that aren't readily available.

The Vectrex used a vector monitor. Rather than pixels and scan lines, it used a single beam of light that could be pointed to any location to draw perfectly smooth lines. You can emulate most of the effects, but without specialized hardware it is not completely possible. Several arcade games used similar systems. Games with custom LCD screens have similar effects drawing continuous images without pixelized effects. These can also be emulated but cannot be precisely copied without specialized hardware.

For input devices, many games took advantage of analog controllers. There are many wheels and spinners out there that you can buy, but you can find those if you look hard enough.


Barring a few exceptions, nothing prevents modern games from having the same type of look as the earlier generation consoles.
You can render to a texture of 320x200 and use a linear scaling method to make it full screen.
Pretty much anything you can do in 2d you can pretty do in 3d, but better. In fact, most 2d engines these days do exactly that, rendering quads/triangle pairs on a single 2d plane, with an orthographic projection. This allows the 3d card to hardware accelerate the rendering, and still allows 2d engines to stay 2d, including sprites, tile engines, etc... Even Game Maker uses this technique for rendering. Yes, it is still stuck on Direct3D 8, but the newer versions will hopefully move up the D3D9, but regardless, the technique is the same.


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