Rayman 1

Which version is your favourite?

  • Jaguar

    Votes: 11 4.5%
  • PC

    Votes: 55 22.5%
  • PlayStation

    Votes: 143 58.6%
  • Saturn

    Votes: 15 6.1%
  • Game Boy Colour

    Votes: 4 1.6%
  • Game Boy Advance

    Votes: 7 2.9%
  • DSi

    Votes: 9 3.7%

  • Total voters
    244
Adsolution said:
No, believe me, I'm a graphics designer. There is nothing you could possibly do to make something look HD when your source is a 16x16 sprite.
Yes, but I'm saying it's possible to make it not look like total shit, not that it would look like it is an HD sprite.
 
Well, why not just retrace it then? It would look infinitely better and actually be worthy of the ''HD' title.
 
If you upscale a "320x200" image to "1920x1080" with some sort of effects it will overl blur you picture because on that low resolution there is sinply no detail at all.
 
emshomar said:
If you upscale a "320x200" image to "1920x1080" with some sort of effects it will overl blur you picture because on that low resolution there is sinply no detail at all.
I'm not talking about applying a filter to the original resolution. I'm talking about changing the game's FOV and resolution. The sprites would still look pixelated, so they would need to be upscaled or redrawn. If they are redrawn, I think you should have the option of choosing the upscaled original sprites as a substitute.
 
I remember one Street Fighter game on Xbox Live Arcade had an option for choosing original or redrawn sprites.
 
technology4617 said:
emshomar said:
If you upscale a "320x200" image to "1920x1080" with some sort of effects it will overl blur you picture because on that low resolution there is sinply no detail at all.
I'm not talking about applying a filter to the original resolution. I'm talking about changing the game's FOV and resolution. The sprites would still look pixelated, so they would need to be upscaled or redrawn. If they are redrawn, I think you should have the option of choosing the upscaled original sprites as a substitute.
If you still want them to look pixelated, what's the point of up scaling at all? The point of up scaling is to make things not pixelated. I do agree with the idea of being able to choose though.

By the way, FOV is the wrong word; Field of View takes into account the (usually vertical) angle of the virtual lens, regardless of the aspect ratio, aspect ratio being the word you're looking for.
 
Adsolution said:
If you still want them to look pixelated, what's the point of up scaling at all? The point of up scaling is to make things not pixelated. I do agree with the idea of being able to choose though.
When did I say I wanted them pixelated? I said that was an issue that would still need to be resolved, which is why they would still need to upscale the original sprites to not make them look like total shit on an HD screen.

Adsolution said:
By the way, FOV is the wrong word; Field of View takes into account the (usually vertical) angle of the virtual lens, regardless of the aspect ratio, aspect ratio being the word you're looking for.
As far as I knew, Field of View was simply the amount of the world the camera was allowing you to see, and it both could and could not take other things such as location/position into account. If I just said "aspect ratio", that could be confused with just cheaply cropping out some of the image, rather than changing the amount of stuff the players could see to accommodate an HD screen. On a related note, for some strange reason, PCSX-R's Widescreen hack was not working properly with Rayman 1.
 
Whoops, I misread something you said about the Field of View thing. Sorry about that.

technology4617 said:
When did I say I wanted them pixelated? I said that was an issue that would still need to be resolved, which is why they would still need to upscale the original sprites to not make them look like total shit on an HD screen.
Upscaling such small sprites will, no matter what, look like absolute shit on an HD screen. In fact, adding any kind of blur or anti-aliasing to such a massive extent would look far worse, as it would look like they tried and horribly failed. You expect older 2D games to look pixelised, it's natural, as that's the way the game was made, and that's much nicer to see than a futile attempt at 'upscaling'. Now if you're able to upscale them to maybe double or triple the resolution with it retaining a natural look then that's all fine and dandy, but as said before, upscaling a fucking 16x16 sprite will look awful, no matter what basic or even intelligent smootheners you use.

technology4617 said:
On a related note, for some strange reason, PCSX-R's Widescreen hack was not working properly with Rayman 1.
Almost certainly because it's a 2D engine, which at the time were usually made to not render anything off-screen. In fact, in the PC version of Rayman, there's a black one-pixel strip running down the left of the screen; the tiles and background are not rendered on that strip. However, entities (enemies, Rayman, items, etc) are, but as soon as a graphic is no longer in the world rendering zone (essentially, when only far right column of pixels in graphics would be visible), it ceases to render. This likely means that the game's FoV is hard-coded, which is the case with most games back then. The difference however is that in most 3D engines, there will always be some background space to render behind the world (usually just the entities are cut off at the edge of the FoV in older 3D engines anyway). Due to concept of a 2D engine, if there's nothing to render outsider the Hardcoded FoV, it probably won't work.
 
I've just been sitting back here watching this conversation and I'm simultaneously amused and confused.
 
Skip to 13:00 and wait a little bit and you will see he has some graphical glitches on emulator. Is it because of widescreen hack?
 
The thumbnail reminds me of shibe.


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Ahah, "so limbless". Aw, that picture of Rayman on the back of the manual was gorgeous! Also, I noticed Rayman does some kind of action as soon as he stops moving. I kinda wish he had shown us what sound effect (if any) had replaced the 'getting hurt' sound.
 
OldClassicGamer said:
Skip to 13:00 and wait a little bit and you will see he has some graphical glitches on emulator. Is it because of widescreen hack?
Yeah, most likely. The tailing effect is the result of graphics moving over an unrenderable zone; you'll notice that the same thing happens if you view transparent animated GIFs through a crappy GIF viewer, as it's the same idea. It's also kind of interesting how the hack appears to function (but failed to do so properly):

> Hack tries to expand the viewport's width and increase the engine's field of view
> Engine allows expansion of the viewport, as the size of the viewport is irrelevant to all rendering/processing
> Hack successfully expands the viewport
> Engine does not allow the field of view to be increased, as it is hardcoded and integral to the game's functionality
> Hack fails to increase the field of view
> Engine stretches all graphics to fill the viewport
> Engine's field of view is still its regular size, thus most elements do not render outside of it, cutting into the stretched graphics

This is just a guess based on he way it's behaving, but it's likely something like that.

I lol'd when the guy said "the sprites get stuck".
 
Either the FOV hack or a bad plugin, probably. (Something like this happened when I tried to use an old GPU plugin in ePSXe.) He's also wrong about the Slim PS3; I can play PSX games in mine, just not PS2. (I own a PS2, so it really doesn't matter, though. :P )

The sound is somehow fucked up, too. Probably the CDDA volume is too loud.
 
I like your room and your body. I kinda wish I had a room like that; perhaps a bed next to a window would be cool too.
 
emshomar said:
We all know that the PS2 has PS1 hardware built in so please explain me how Rayman ended up like this:
Dunno, both my PS3 and PS2 have run Rayman 1 with no troubles, have you tried using the disc elsewhere? At least then, you can determine where the source lies.
 
That happened only one time. After reset this issue was gone. But there was something that was quite noticeable: The loading time was way too long; it stuck on the PlayStation logo for 3-5min then it went on.
 
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