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:''This article is about features of the game engine, not the levels. For screenshots showing old level design vs. new level design, see the [[Pre-beta content]] page.'' | :''This article is about features of the game engine, not the levels. For screenshots showing old level design vs. new level design, see the [[Pre-beta content]] page.'' | ||
Below, we discuss features that were cut from Oni before release. Features that were mentioned in interviews, but for which there is no evidence that they were actually ever worked on, are not listed here. Only features for which there exist evidence in visual or textual form are documented below. | Below, we discuss features that were cut from Oni before release. Features that were mentioned in interviews, but for which there is no evidence that they were actually ever worked on, are not listed here. Only features for which there exist evidence in visual or textual form are documented below. | ||
When contemplating why the graphical effects below were removed, it's important to keep in mind that VRAM on graphics cards often ranged from 8-32MB at the time of Oni's release, and RAM was often 32-64MB during the period of Oni's development. As [[Alex Okita]] [http://www.glixel.com/interviews/oni-bungies-classic-inspired-by-ghost-in-the-shell-w474297 later recalled], "we had one thing in mind when we were going into it, thinking that video cards would catch up. But then halfway through, Apple hands us this iMac, and our bar just sort of dropped on top of us. We're trying to figure out how we're going to get anything to run on it. They had this, I don't know – eight-megabyte video card or something? It was pretty miserable." An anecdotal report [http://carnage.bungie.org/oniforum/oni.forum.pl?read=1612 here] from a forum member indicates that Bungie may have had frame rate troubles as well. | |||
==Multiplayer== | ==Multiplayer== | ||
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[[Image:ManPlant4.JPG|640px]] | [[Image:ManPlant4.JPG|640px]] | ||
It may be hard to believe that this image is in-game, but the jaggies on edges mean that it is unlikely to be a product of the 3D Studio Max renderer (like [[:Image:TCTF0.jpg|this anti-aliased rendering]]), and if one looks closely (click the picture to view it full-size), blockiness is evident in some shadows. Up close, it would be much more noticeable, as in [[:Image:ManPlant2.JPG|this image]], if one looks at the shadow on the metal piece leading down to the tank. Other clear examples of lightmaps can be found in these pre-beta screenshots of Musashi Manufacturing: [[:Image:ManPlant14.jpg|1]], [[:Image:ManPlant3.JPG|2]], [[:Image:ManPlant11.JPG|3]] ([[:Image:Ch. 2 dynamo room.jpg| | It may be hard to believe that this image is in-game, but the jaggies on edges mean that it is unlikely to be a product of the 3D Studio Max renderer (like [[:Image:TCTF0.jpg|this anti-aliased rendering]]), and if one looks closely (click the picture to view it full-size), blockiness is evident in some shadows. Up close, it would be much more noticeable, as in [[:Image:ManPlant2.JPG|this image]], if one looks at the shadow on the metal piece leading down to the tank. Other clear examples of lightmaps can be found in these pre-beta screenshots of Musashi Manufacturing: [[:Image:ManPlant14.jpg|1]], [[:Image:ManPlant3.JPG|2]], [[:Image:ManPlant11.JPG|3]] ([[:Image:Ch. 2 dynamo room.jpg|here's]] the same area from 3 now). | ||
Perhaps one of the most striking before-after shots illustrating the effect lightmapping had on the game is found in the Man. Plant lobby: | Perhaps one of the most striking before-after shots illustrating the effect lightmapping had on the game is found in the Man. Plant lobby: | ||
{| | |||
!1999 | |||
!2001 | |||
|- | |||
|[[Image:Ch. 2 lobby before.jpg]] | |||
|[[Image:Ch. 2 lobby after.jpg|320px]] | |||
|} | |||
The wall in the lobby down to Konoko's right used to have illumination from two point lights on the wall, as well as some sort of dappled light which seems to be coming through the glass windows at the entrance. Now we simply have rectangles for light fixtures, with lens flare sprites slapped on top of them, and no light falling on the wall. Lightmapping was replaced by vertex shading in the final product. | |||
The wall in the lobby down to Konoko's right used to have illumination from two point lights on the wall, as well as some sort of dappled light which seems to be coming through the glass windows at the entrance. Now we simply have rectangles for light fixtures, with lens flare sprites slapped on top of them, and no light falling on the wall | |||
==Rigid body physics== | ==Rigid body physics== |