Cranking Up The Detail In A Flight Simulator From 1992 (hackaday.com)
from setsneedtofeed@lemmy.world to games@lemmy.world on 05 Dec 15:28
https://lemmy.world/post/22800188

#games

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Gingerlegs@lemmy.world on 05 Dec 15:58 next collapse

I grew up on that shit

BangelaQuirkel@lemmy.world on 05 Dec 16:15 collapse

Yeah I would’ve been impressed

catloaf@lemm.ee on 05 Dec 18:11 next collapse

I would expect hackaday to go into more detail. Ironic.

It looks like all they did was uncap the render distance, to let the game render the high detail level at ranges that would have crippled the original hardware. They didn’t actually hack higher quality resources into the game. Same resources, just all on screen at once.

addie@feddit.uk on 05 Dec 20:14 next collapse

A shame that all the really early 3D games use their own software rendering engines, and aren’t so amenable to being “cranked up” like later games when accelerators became common.

Get some of the early freescape games like Total Eclipse or Castle Master, early cyberpunk games like Interphase, or even Frontier: Elite II running in big resolutions with silky framerates and insane draw distances, I’d be so pleased.

Wahots@pawb.social on 05 Dec 23:16 collapse

I’d love to play Elite II, though I’m glad that the contemporary franchise is so flipping good. It’s up there in my top games of all time.

catalyst@lemmy.world on 06 Dec 05:17 collapse

Oh wow. I played the hell out of this game as a kid. Knew it from the thumbnail immediately.