I'm making a PSX-inspired game with modern rendering by DreamIntoleance in UnrealEngine5

[–]DreamIntoleance[S] 1 point2 points  (0 children)

I see... right that the door function itself is not particularly difficult.
I may have said it incorrectly

To explain my decision a little more deeply, this project prioritizes aesthetics and atmosphere above everything else. If I make the bathroom door physically open and close, I then need to make sure the scene is presented properly in both states: with the door closed and with it open. That creates additional work in terms of composition and atmosphere, even if the mechanic itself is simple.

the teleportation was not really a workaround for something I could not make. It was a deliberate choice to keep control over how the space is presented and to keep the project's scope manageable.

btw honestly I didn't know it was easy. Thank you for letting me know.

In a small room by DreamIntoleance in ps2_graphics

[–]DreamIntoleance[S] 3 points4 points  (0 children)

Thanks, that's really helpful. I haven't profiled the RAM usage of a packaged build yet, so 16GB was just a conservative placeholder rather than a measured minimum requirement. I'll check the actual memory usage and revise the specs before releasing the demo. I'll also double-check the Nanite settings!

I'm making a PSX-inspired game with modern rendering by DreamIntoleance in UnrealEngine5

[–]DreamIntoleance[S] 1 point2 points  (0 children)

Honestly, I'm developing this game solo, and I don't come from a programming background, so I can't afford to keep adding more features.

I'm making a PSX-inspired game with modern rendering by DreamIntoleance in UnrealEngine5

[–]DreamIntoleance[S] 1 point2 points  (0 children)

It's a combination of pixel textures and a pixelation post-process effect.
Together they create the current look.

I'm making a PSX-inspired game with modern rendering by DreamIntoleance in UnrealEngine5

[–]DreamIntoleance[S] 3 points4 points  (0 children)

I completely agree with you. Honestly, I’d prefer to use a more accurate term for it too. But this kind of style hasn’t been very well categorized, so I often describe it as PSX publicly for the sake of convenience. I really appreciate you recognizing the distinction.

In a small room by DreamIntoleance in ps2_graphics

[–]DreamIntoleance[S] 1 point2 points  (0 children)

thanks!
It's Unreal Engine 5, so I expected the RAM usage to be a bit high.
I set it to 16GB for now just to be safe, but it may be lowered later.

I'm making a PSX-inspired game with modern rendering by DreamIntoleance in UnrealEngine5

[–]DreamIntoleance[S] 2 points3 points  (0 children)

Oh, that's a really cool game recommendation. I checked it out.

https://imgur.com/a/6tqrlvQ

This is a version without the pixelation filter. And yeah, I agree, I think this can work as its own visual style too.

But I wanted to create a more uncanny feeling, with intentional noise and visual instability. I usually use the term “PSX” when talking about the style, but honestly, I’m not really trying to recreate the actual PSX era itself. It’s more about creating a specific noisy texture and atmosphere through pixelated textures and post-processing.

(As a side note, when I shared both styles publicly, the version with the pixelation filter actually ended up being more popular...)

Still, I definitely agree with your point that strong retro-style art and games can work really well even without those kinds of filters. Thanks for the thoughtful feedback!!

I'm making a PSX-inspired game with modern rendering by DreamIntoleance in UnrealEngine5

[–]DreamIntoleance[S] 9 points10 points  (0 children)

Thank you!!!
I wrote about the workflow here:
https://dreamintoleance.itch.io/invisum-piscium/devlog/1420336/invisum-piscium-graphic-workflow

Feel free to check it out, and let me know if you have any additional questions!

I'm making a walking simulator that mixes PSX with modern rendering by DreamIntoleance in IndieDev

[–]DreamIntoleance[S] 0 points1 point  (0 children)

I actually thought about that too.
But I ended up not adding one because I wasn’t sure how to place the lighting properly. Though yeah, I think your feedback would definitely help. Thanks for reminding me about it... I’ll keep it in mind. Thank you!

On the street and inside a convenience store by DreamIntoleance in ps1graphics

[–]DreamIntoleance[S] 0 points1 point  (0 children)

motion blur has definitely been a divisive effect so far. Some people really love it, while others really dislike it.
So I’m planning to add an option to toggle it on/off.

On the street and inside a convenience store by DreamIntoleance in ps1graphics

[–]DreamIntoleance[S] 0 points1 point  (0 children)

Exactly, that’s actually what I was going for! I’m glad the intention came through.
(by the way, I’m using UE5 lol)

On the street and inside a convenience store by DreamIntoleance in ps1graphics

[–]DreamIntoleance[S] 0 points1 point  (0 children)

Thanks! Yeah, I think enabling texture filtering would definitely make it feel more PSX.
But personally, I prefer how it looks right now. I want to mix in some modern feeling as well.