I want to try pulling off the “low-quality” or “blurry” rendering you see in some games, though I’m namely referring to Pressure. Certain monsters or entities will render on top of everything at a lower resolution to the rest of the game. I was wondering how I’d go about pulling this off.
Below are some examples from the Pressure Wiki. This “blurry” look is what I’m trying to achieve. These are 3D models that are physically in the world, they just have this different rendering to them.
My assumption is that it uses ViewportFrames somehow. I think I’m getting somewhere by making a full-screen ViewportFrame in a ScreenGUI that uses the current Workspace camera as it’s camera, though from there I don’t know how to lower the resolution.
In the 3 examples you’ve provided, the red and blue ones look like they’re using SurfaceGui’s with their PixelPerStud set to extremely low values giving it a pixelated effect, and the jumpscare looks like it’s using ColorCorrection with the contrast and saturation cranked all the way up.
This seems to be the trick. I set it up so that a part with a surfaceGUI stays a certain distance away from the camera using BindToRenderStep and some CFrame shenanigans, and it seems to work how i want it to. Thanks!