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/vr/ - Retro Games

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>> No.6535514 [View]
File: 2.46 MB, 640x360, wdc2.webm [View same] [iqdb] [saucenao] [google]
6535514

>>6535174

>> No.5775175 [View]
File: 2.46 MB, 640x360, wdc2.webm [View same] [iqdb] [saucenao] [google]
5775175

>>5775171
And here's normal mode.

>> No.5550456 [View]
File: 2.46 MB, 640x360, World Driver Championship (N64) [04].webm [View same] [iqdb] [saucenao] [google]
5550456

>> No.5541342 [View]
File: 2.46 MB, 640x360, World Driver Championship (N64) [04].webm [View same] [iqdb] [saucenao] [google]
5541342

>> No.5458361 [View]
File: 2.46 MB, 640x360, World Driver Championship.webm [View same] [iqdb] [saucenao] [google]
5458361

>> No.5457880 [View]
File: 2.46 MB, 640x360, wdc2.webm [View same] [iqdb] [saucenao] [google]
5457880

>>5457876
yep

>> No.4682807 [View]
File: 2.46 MB, 640x360, wdc2.webm [View same] [iqdb] [saucenao] [google]
4682807

>>4682803
lmao

>> No.4569515 [View]
File: 2.46 MB, 640x360, wdc2.webm [View same] [iqdb] [saucenao] [google]
4569515

>>4569504
>So uhhh, basically what I just said. Okay.
No, you said it runs at 25 - 30 FPS. I pegged that at 15 to 25.

> The human models in PD are some of the highest poly of the gen, that's not including the levels which are often extremely intricate by 5th gen standards and the guns which are very detailed as well.
If you look carefully at your screenshot, everything here is very angular. Lots of straight lines. The N64 can draw large polygons, so for example, each of those 90 degree pillars could be drawn out of only 16 polygons.

Also, the human models in Perfect Dark aren't that detailed, wtf? Out of all of the graphics in the game they are what have always received the most criticism.

>Yes, the cars are high poly, because most of the tracks are literally a tiled road texture with some 2D trees sprites and a few wall models/textures on the sides. There's literally nothing impressive about that.
Except the cars in WDC are actually really really nicely curved, indicating their extremely high polygon counts. And if you think WDC only has simplistic roadside stuff, you've got another thing coming.

And it can hold 30 FPS, 99% of the time. To be fair, there is a trick to how this was achieved. The developers of WDC wrote their own custom microcode for N64 that didn't require a z-buffer.

>> No.4523165 [View]
File: 2.46 MB, 640x360, 1491320264893.webm [View same] [iqdb] [saucenao] [google]
4523165

>>4435454
is that pink fish hard or something? he jumps around it a lot

>> No.4324350 [View]
File: 2.46 MB, 640x360, 1485537955920.webm [View same] [iqdb] [saucenao] [google]
4324350

>>4324348

>> No.4291893 [View]
File: 2.46 MB, 640x360, World Driver Championship.webm [View same] [iqdb] [saucenao] [google]
4291893

>>4291870

>> No.3875238 [View]
File: 2.46 MB, 640x360, wdc2.webm [View same] [iqdb] [saucenao] [google]
3875238

According to Brian Fehdrau (lead programmer of World Driver Championship, also Secret of Evermore), World Driver Championship on N64 pushes a higher polygon count than any PS1 game ever released. He actually checked this by opening a whole bunch of good-looking PS1 games on emulators like R4 and checking their polygon counts.

The game can render eight high-polygon vehicles simultaneously at a solid 30 FPS. On top of that, it's still has the usual N64 effects. With one exception: z-buffer (per-pixel sort) is disabled to free up memory bandwidth. Instead, the game does PS1 style sorting of polygons, except with higher precision. WDC does real per-polygon sort, while most PS1 games do per-mesh sort.

>> No.3763384 [View]
File: 2.46 MB, 640x360, wdc2.webm [View same] [iqdb] [saucenao] [google]
3763384

>>3760908
>>3760940
The artstyle isn't even have as good as R4 but World Driver Championship looks very good and is smooth as fuck even with shitloads of high polygon cars visible at once

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