Non-PhotoRealistic Quake (2002)
One of my favorite parts of writing emulators is getting to mess with the internals of the console to change the way the games look or feel. Widescreen hacks, palette swaps, visual enhancements and/or deterioration.
Here are a few random examples I've collected while experimenting:
Playstation upscaling: https://svkt.org/~simias/mednafen/ffix-1xvs2x.gif
OpenGL debugging gone wild that turned Spyro into LSD dream emulator mode: https://svkt.org/~simias/mednafen/disco.webm
Metal Gear Solid without textures: https://svkt.org/~simias/mednafen/RetroArch-0131-170156.png
Crash Bandicoot in Wireframe: https://svkt.org/~simias/rustation/crash-wf.png
Metroid II "widescreen" hack: https://svkt.org/~simias/metroid-ws.webm
Super Mario Land with fixed background (and terrible audio): https://svkt.org/~simias/mario-warp.ogv
The possibilities are endless and it sometimes lets you discover some clever tricks the devs used to work around the limitations of the time, such as Spyro's skybox being made entirely out of non-textured polygons: https://svkt.org/~simias/rustation/spyro-moon-bg.png https://svkt.org/~simias/rustation/spyro-moon-bg-wf.png
A similar trick is used in Crash Team Racing and the Homeworld PC game (or was it Homeworld 2? I don't remember).
Here's a video of all the shaders:
https://www.youtube.com/watch?v=PMpx3pupMKg
My reaction was, that is really cute, seriously. Let me feel happy to see this:)
My other favorite Quake experiment was PanQuake http://strlen.com/gfxengine/panquake/ and FisheyeQuake http://strlen.com/gfxengine/fisheyequake/index.html. Running through the world with 360° view is quite trippy.
I prefer Quake on an oscilloscope: https://www.youtube.com/watch?v=GIdiHh6mW58
This is refereed to as Stylized Rendering is well supported by modern engines quite easily. Usually you just drop in plugin and you get stylized version of the game:
https://docs.unrealengine.com/en-us/Resources/Showcases/Styl...
This reminds me of using neural style transfer on the surfaces of 3D models.
That's pretty awesome, and I like that there are people still doing interesting stuff with Quake.
Years ago I used to love ttyquake. Even played a couple of (fun) deathmatches in it. With the xterm font-size turned way down and res way up of course...
A game called Valkiria Chronicles uses a hand drawn style similar to this: https://youtu.be/p-0RY4TTNwE
no screenshots?
I love the look of the still images, but I don’t like how everything is shaky because things get stylised differently from one frame to the next. Has there been work on this sort of thing that maintains consistency between frames?
Game project based on NPRQuake engine: https://github.com/klaussilveira/doodle
you could make a nice story driven game with that shader
Quake was never anything close to photorealistic, so it is an absolute crime that this is called "Non-Photorealistic Quake" and not "Quake On Me."
It wasn't ever photo-realistic. Why bother with realism at all? This looks awesome btw http://www.quelsolaar.com/love/screen_shots.html? There was also a gory black and white and RED game that I can't find right now.