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kubev

Member
Oct 25, 2017
7,533
California
For some reason, I was just thinking about how weird it was that every player sprite in Madden '97 (on PlayStation and Saturn, anyway) had the number 88 on the back of its jersey (I assume due to memory limitations). This got me to thinking about weird graphical compromises in general. I mean, if you can't put the correct number on a player in a sports game, then why even bother putting a number on the sprite, anyway? I believe that this only happened for one year (although I don't know if it happened with other football series).



What other weird graphical compromises that didn't really make a lot of sense can you think of?
 

low-G

Member
Oct 25, 2017
8,144
That they don't occlude the sun in the Dreamcast version of Hydro Thunder. No attempt at all. The sun flare always shines through everything. Probably a rush job but then they released a revised version of the game months later that still didn't fix it.
 

Jerykk

Banned
Dec 26, 2017
1,184
The original PC port of RE4 was missing world lighting. Like, completely. I'm pretty sure it was a bug rather than a compromise but the fact that they actually shipped with it is pretty amazing.
 

Lady Bow

Member
Nov 30, 2017
11,356
Don't know if this is what you're looking for but the N64 had a built-in implementation of anti-aliasing in the system that blurred every single game. Generally the sprite-based games look a lot better with the AA off while the polygonal ones are hit or miss/subjective really.

Nintendo-64-Anti-Aliasing-Removal-Hacks.jpg


movies-2016-3a18b.png
 

Gestault

Member
Oct 26, 2017
13,475
Doom for the 32X didn't have the backs for the 2D enemy sprites. Made sneaking a heck of a lot less effective.
 
OP
OP
kubev

kubev

Member
Oct 25, 2017
7,533
California
Doom for the 32X didn't have the backs for the 2D enemy sprites. Made sneaking a heck of a lot less effective.
You know, in retrospect, I can't help but wonder how awesome DOOM for 32X could've been with a higher-capacity cartridge or as a CD 32X game (and preferably with more development time, in either case). Also, while the likelihood of it happening would've been slim, regardless of when the game came out, I would've loved for DOOM for 32X to have the music exclusive to the 3DO version. That only even happened for the 3DO version because the developer handling the port (yes, one person) wouldn't have been able to get the pre-existing music working within the required time, and I think the guy in charge of the company behind the port happened to be in a band. XD
 

Azure Wanderer

Alt-Account
Member
Jun 27, 2018
651
Spiderman PS1 didn't feature fingers on its cutscenes.. which is weird because they're CGI and the PC version has them haha.
 

Gestault

Member
Oct 26, 2017
13,475
This is a recent one: Gran Turismo Sport saves on its render budget by just mapping whatever the player's car is currently reflecting on all opponent cars. So if you're driving under a bridge, it reflects nicely for you, but also puts that reflection on cars ahead/behind you that are nowhere near it. I think it's actually pretty clever, because aside from things like bridges, if you're close enough to notice, your surroundings are pretty similar.
 

SleepSmasher

Banned
Oct 27, 2017
2,094
Australia
Lack of temporal anti aliasing in recently released games. Crash is a good example. Unless it's an engine limitation, why have FXAA as an option when TAA is so much better (and for Crash even more so, since it's not that fast paced so blurriness wouldn't even be an issue).

And while we're at it, why isn't SMAA an option instead of FXAA when TAA isn't available is also beyond me.
 

Antitype

Member
Oct 27, 2017
439
Quincunx AA on PS3, that ruined the IQ of so many games. I'd rather they implemented no AA over this.
 

pahlke1

Member
Oct 28, 2017
1,152
Brisbane
This is a recent one: Gran Turismo Sport saves on its render budget by just mapping whatever the player's car is currently reflecting on all opponent cars. So if you're driving under a bridge, it reflects nicely for you, but also puts that reflection on cars ahead/behind you that are nowhere near it. I think it's actually pretty clever, because aside from things like bridges, if you're close enough to notice, your surroundings are pretty similar.
Wow that sounds like a really unique way to do reflections
 

HTupolev

Member
Oct 27, 2017
2,464
This is a recent one: Gran Turismo Sport saves on its render budget by just mapping whatever the player's car is currently reflecting on all opponent cars. So if you're driving under a bridge, it reflects nicely for you, but also puts that reflection on cars ahead/behind you that are nowhere near it. I think it's actually pretty clever, because aside from things like bridges, if you're close enough to notice, your surroundings are pretty similar.
Wow that sounds like a really unique way to do reflections
I think that using the real-time cubemap of the main car for all the cars is actually a pretty common technique. As far as PS4 racers go, for instance, Driveclub does the same thing.
 

Azure Wanderer

Alt-Account
Member
Jun 27, 2018
651
Lack of temporal anti aliasing in recently released games. Crash is a good example. Unless it's an engine limitation, why have FXAA as an option when TAA is so much better (and for Crash even more so, since it's not that fast paced so blurriness wouldn't even be an issue).

And while we're at it, why isn't SMAA an option instead of FXAA when TAA isn't available is also beyond me.
You mean the Switch port or all versions?
 

Pottuvoi

Member
Oct 28, 2017
3,068
Lack of temporal anti aliasing in recently released games. Crash is a good example. Unless it's an engine limitation, why have FXAA as an option when TAA is so much better (and for Crash even more so, since it's not that fast paced so blurriness wouldn't even be an issue).

And while we're at it, why isn't SMAA an option instead of FXAA when TAA isn't available is also beyond me.
UE only has FXAA and TAA as default options.

MLAA and SMAA apparently have quite variable performance depending on scene. (Amount of edges found.)
It might be part of the reason.
 

Clay

Member
Oct 29, 2017
8,194
Weird might not be the right word, but I hate it when developers have faraway enemies run at a lower refresh rate than the rest of the game. Enemies in games like Halo 5 and the 3DS RE: Mercenaries running around at half the frame rate looks ridiculous and I never get used to it, I'd prefer they do anything else to hit their performance goals, including just dropping everything to the lower refresh rate so everything is consistent.
 

Xiaomi

Member
Oct 25, 2017
7,237
Quake used a weird hexidecimal constant to do less taxing lighting and reflection angles by approximating an inverse square root without fully calculating it. It was made famous by the comment that accompanied the code:

Code:
i  = 0x5f3759df - ( i >> 1 );  
 // what the fuck?

Not the kind of thing you can screenshot, but still a little weird.
 

DanteLinkX

Banned
Oct 27, 2017
3,730
Those ugly as fuck gifs (same 2 or 3 images looping) they used on the titatrons on wwf games on n64 lol.
 

rawhide

Member
Oct 28, 2017
3,003
The GBA was full of original games and SNES ports that used a Joel Schumacer-esque color palette to compensate for the awful non-backlit OG GBA screen, with Castlevania: Harmony of Dissonance perhaps being the most noteworthy in that regard.
 

Rlan

Member
Oct 27, 2017
832
Wellington, New Zealand
In Rayman on PSOne there are several save points where you take a photo as a checkpoint.

vJDCFpE.png


The GBA version of Rayman is pretty spot on in terms of remaking the game, but oddly these now use blown up versions of them at half their original size. It just looks bizarre.

CP9Mqba.png
 

Adamska

Banned
Oct 27, 2017
7,042
Spiderman PS1 didn't feature fingers on its cutscenes.. which is weird because they're CGI and the PC version has them haha.
I'm pretty sure the models used in the PC/Dreamcast versions were created long after the PS1 version came out, since these versions only came out in 2001. It's not a compromise of the PS1 version, it's an improvement for a late port.
 
Nov 23, 2017
4,302

Railgun

Member
Oct 27, 2017
3,148
Australia
Lack of temporal anti aliasing in recently released games. Crash is a good example. Unless it's an engine limitation, why have FXAA as an option when TAA is so much better (and for Crash even more so, since it's not that fast paced so blurriness wouldn't even be an issue).

And while we're at it, why isn't SMAA an option instead of FXAA when TAA isn't available is also beyond me.
Yep, I thought by 2018 all games would be using TAA and aliasing would be a thing of the past but nope.
 

Mhj

Attempted to circumvent ban with alt account
Banned
Oct 30, 2017
879
Quake used a weird hexidecimal constant to do less taxing lighting and reflection angles by approximating an inverse square root without fully calculating it. It was made famous by the comment that accompanied the code:

Code:
i  = 0x5f3759df - ( i >> 1 ); 
 // what the fuck?

Not the kind of thing you can screenshot, but still a little weird.

Read an article about that constant once upon a time. I believe it was possible to pick an even better constant, though the difference was minor.
 

HTupolev

Member
Oct 27, 2017
2,464
Read an article about that constant once upon a time. I believe it was possible to pick an even better constant, though the difference was minor.
It's bizarre that nobody seems to know who came up with the technique.

At it's core it's weirdly simple: take advantage of exponent-mantissa format to do exponentiation operations via simpler operations on the exponent. The nuances get kind of crazy, though.
 
OP
OP
kubev

kubev

Member
Oct 25, 2017
7,533
California
Weird might not be the right word, but I hate it when developers have faraway enemies run at a lower refresh rate than the rest of the game. Enemies in games like Halo 5 and the 3DS RE: Mercenaries running around at half the frame rate looks ridiculous and I never get used to it, I'd prefer they do anything else to hit their performance goals, including just dropping everything to the lower refresh rate so everything is consistent.
Yeah, that bugs me, as well. It's less noticeable in some games, to be fair, but I'm with you in the sense that I'd prefer for other compromises to be made first.

The GBA was full of original games and SNES ports that used a Joel Schumacer-esque color palette to compensate for the awful non-backlit OG GBA screen, with Castlevania: Harmony of Dissonance perhaps being the most noteworthy in that regard.
Yeah, this was really unfortunate. Did any of the official re-releases of these games account for that by having the color palettes darkened for use on Wii, Wii U, etc.?
 

MoonlitBow

Member
Oct 25, 2017
4,896
Yeah, this was really unfortunate. Did any of the official re-releases of these games account for that by having the color palettes darkened for use on Wii, Wii U, etc.?
3DS did, and the games looked way better for it, but "brighter is always better" is a pretty popular sentiment especially for colorful games so not many agreed.
 

Pottuvoi

Member
Oct 28, 2017
3,068
Quake used a weird hexidecimal constant to do less taxing lighting and reflection angles by approximating an inverse square root without fully calculating it. It was made famous by the comment that accompanied the code:

Code:
i  = 0x5f3759df - ( i >> 1 );
 // what the fuck?

Not the kind of thing you can screenshot, but still a little weird.
It's still used in games, even in GPU code.
 

rawhide

Member
Oct 28, 2017
3,003
Yeah, this was really unfortunate. Did any of the official re-releases of these games account for that by having the color palettes darkened for use on Wii, Wii U, etc.?

From memory, GBA games on Wii U were calibrated so they'd always be darkened when viewed on the gamepad.

It's not even a GBA game but the developers of the original Shantae for GBC programmed an entire alternate color palette specifically for GBA and it'll switch to the brighter palette if it detects GBA hardware. I want to say some of the later GBA games like the Final Fantasy ports had manual palette toggles in the options, too.
 

.exe

Member
Oct 25, 2017
22,350
Console games that doesn't use 16x trilinear filtering. I don't get it. It costs practically nothing in terms of performance.
 

ThreepQuest64

Avenger
Oct 29, 2017
5,735
Germany
Lack of temporal anti aliasing in recently released games. Crash is a good example. Unless it's an engine limitation, why have FXAA as an option when TAA is so much better (and for Crash even more so, since it's not that fast paced so blurriness wouldn't even be an issue).

And while we're at it, why isn't SMAA an option instead of FXAA when TAA isn't available is also beyond me.
I'm not a big SMAA fan like many others because I prefer the minor blurring of FXAA compared to some taxing scenes with SMAA enabled. TAA on the other hand... Fallout 4, Deus Ex: MD (with a sharpness option), Dishonored 2 (even with a sharpness slider!!) and AC: Origins (even on 'low' it's brilliant and only cost minor performance) totally ruined any other AA technique for me. I want TAA as an option. In. Every. Single. Game.
 

Vintage

Member
Oct 27, 2017
1,305
Europe
According to developers, in Mass Effect 3 you cannot holster your weapon because there wasn't enough memory left to put in that animation.
 

degauss

Banned
Oct 28, 2017
4,631
The Quake 3 railgun being a tacky straight beam of light, and not a beautiful spiral of particles like in Quake 2. One of the nicest graphical flourishes in the game downgraded for technical reasons, particles apparently being a problem in the new engine or something.

Many years later, in Quake Champions it still looks like shit, but then that game looks like a gaudy mess overall.
 

Lukemia SL

Member
Jan 30, 2018
9,391
The original PC port of RE4 was missing world lighting. Like, completely. I'm pretty sure it was a bug rather than a compromise but the fact that they actually shipped with it is pretty amazing.

I don't think it was a bug, it was most probably because they ported the PS2 version which belongs in this thread.
They amount of compromises to get that version running on PS2 with lots of cutbacks and no hardware lights, bump mapping and terrible replacement shaders or lack thereof is crazy.
 

Buff Beefbroth

Chicken Chaser
Member
Apr 12, 2018
3,060
The item pickups being brightly colored icons rather than 3D models in splitscreen Quake 3 on the Dreamcast.
 

Dark1x

Digital Foundry
Verified
Oct 26, 2017
3,530
Don't know if this is what you're looking for but the N64 had a built-in implementation of anti-aliasing in the system that blurred every single game. Generally the sprite-based games look a lot better with the AA off while the polygonal ones are hit or miss/subjective really.

Nintendo-64-Anti-Aliasing-Removal-Hacks.jpg


movies-2016-3a18b.png
That's the hardware blur - which always looks better disabled. There's another AA pass which can be disabled which does tend to result in super pixelated and dithered 3D games. You can disable the first with a hardware mod and the second with an Everdrive.

Deblur is such a great feature.