@EliasDaler Just had another thought; Maybe you could decrease distortion via increasing tessellation density not just by distance but by priority. Priority could be assigned per-face or by something like a 1-bit texture that corresponds with the displayed texture.
@EliasDaler Ah, thought it may be ok since afaik PS1's much faster at rendering untextured triangles then textured ones. Out of curiosity, is it the lack of a z-buffer that makes it not feasible, or maybe it just can't sample the texture and/or update the frame buffer array quickly enough?
@EliasDaler Basically you render the screen without textures and then apply them per-pixel afterwards, instead of during while rendering the triangles. Here it is on N64: https://t.co/hZdEiTq5TC
@zocklabs I just now realized the red part of the characters face isn't a face mask, but their mouth!? Thought they were supposed to resemble a bandit or something. It covers their face so completely that I never realized until now.
@GungHo_America Nice. Just make sure to give us an option to turn off the ridiculous blur filter you added to the top and bottom of the screen in the trailer. If you insist on blurring the image in some way, add an optional CRT filter instead.
@RepugnantBounty If you ever decide to re-launch on Steam, try and make an effort to support the customers. You've never responded to a single post in the games discussions forum. Also, you basically priced yourself out of the market, this would have done fine at $1.99 or $2.99, but not $10.99.
@kurohouou Interesting comparison pic. You can tell the left is the authentic CRT because of how the color pattern is different per-color (vs the universal 'threading' pattern on the right images filter), but at a distance they look very similar.
@BynineB The characters movement speed should drop a lot after jumping out of the water, go faster when falling, and slow down a bit again when breaking down through the waters surface. Speed is way too consistent atm. Beautiful level though.