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Full Version: Vector images in 2D fighting games: Why not?
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Something is bothering me: Why don't modern 2D fighting games use vector data to draw the 'sprites' instead of raster images? Vectors use much less space and developer kits for consoles include libraries for drawing vectors (OpenVG for PS3, not sure what 360 or Wii uses), and they're less prone to the blurriness (due to smooting) and resolution mismatch that sprites face. Is it a technical reason? A security reason (developers fear vector rips)? What logic is precluding the usage of vectors in 2D fighting games?
more difficult to animate? more processing power required to render? will look like a shitty flash game instead of the retro 2D fighters their customer base has grown to know, love, and expect?
(04-12-2011, 07:34 AM)at0m link Wrote: [ -> ]more difficult to animate?
Doesn't make sense when the source material itself is coming from vectors (Blazblue is a primary example. KoF is pretty much the only series which uses hand-drawn sprites throughout).

Quote:more processing power required to render?
I do want function times on this. It can't be so hard to render vectors that it would put even polygonal models to shame, and there are APIs available for hardware rendering of vectors.

Quote:will look like a shitty flash game instead of the retro 2D fighters their customer base has grown to know, love, and expect?
Quite a few problems with this one. I've answered it partially above, but the idea that vectors make things look 'shitty' is completely opinion. Hardware vector rendering also opens options to better antialiasing and post-processing effects than raster sprites have available (motion blurring on vector sprites of dynamic bodies is much more convincing than with a raster, as the artist can minute modifications between 'frames' which would smooth out the blur without compromising the image itself). On top of that, a pure-vector sprite should not aim to imitate 'retro 2D' but to evolve 2D artwork, as it has already in various CG works.
I'm not arguing with you, just putting forth a few suggestions as possible explanations. I don't even like fighting games.
I think the older fighting game crowd would rage.  A lot of ppl like the throw back graphics that look like the games they played when they were younger.
Quote:Karrde link=topic=5558.msg202672#msg202672 date=1302631352]
I think the older fighting game crowd would rage.  A lot of ppl like the throw back graphics that look like the games they played when they were younger.

But it has never been done professionally before, as far as I can find. There's a literal void of data on this subject, and someone with experience in the area has to jump the line.
Quote:Karrde link=topic=5558.msg202672#msg202672 date=1302631352]
I think the older fighting game crowd would rage.  A lot of ppl like the throw back graphics that look like the games they played when they were younger.

uh

like SFIV/MvC3's styles are more like sprites than sprites created from vectors would be
Quote:Karrde link=topic=5558.msg202672#msg202672 date=1302631352]
I think the older fighting game crowd would rage.  A lot of ppl like the throw back graphics that look like the games they played when they were younger.

Blazblue isn't even sprite art and people still like how it looks. And even KoF is more or less rotoscoped off a 3D model
(04-12-2011, 02:56 PM)Versus-pwny- link Wrote: [ -> ][quote author=[fr31ns]Karrde link=topic=5558.msg202672#msg202672 date=1302631352]
I think the older fighting game crowd would rage.  A lot of ppl like the throw back graphics that look like the games they played when they were younger.

uh

like SFIV/MvC3's styles are more like sprites than sprites created from vectors would be
[/quote]
THE SFIV GAME FOR THE IPHONE IS SPRITES, DUMBASS. d:B

But seriously, yeah. The issue that fighting game communities can't handle this is pretty much bunk.