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>> No.4280585 [View]
File: 133 KB, 800x500, Lake_Hylia_OoT.jpg [View same] [iqdb] [saucenao] [google]
4280585

>>4280573
>It's pathing, hearing/vision, is still at the level of doom dudes.
Haha no, it's basically a buggier and more exploitable version of what got put into PD. You literally cannot complete 00 Agent in Goldeneye without knowing what the AI can and can't do. The stealth system is a part of that. But please, go on and keep showing everybody how little you know about the game.

>Yeah, and they canned it because Unreal eventually reached a point of development where it were put on a n64 it would not be able to run.
Except it was still announced as in development after the PC version came out. Wasn't canned until ~early 1999. It was being developed for the 64DD, so there's your reason.

>the n64 can't even handle very far draw distance to handle the Unreal enviroments.
really makes you think

>> No.3202120 [View]
File: 133 KB, 800x500, Lake_Hylia_OoT.jpg [View same] [iqdb] [saucenao] [google]
3202120

>>3200931
>Should elaborate on this: a flat plane, that on any other system would be just 2 polygons, could be 10 or 20 on certain PS1 games

This is pretty much the reason that something like Hyrule Field would be impossible on the PS1. To texture such a large landscape without eye cancer warping you would need a ridiculous amount of tessellation.

I always find it a bit strange that people are critical of draw distance in N64 games when the affine texture issue literally makes large textured landscapes a physical impossibility on PS1?

>But they were on every console up to the Xbox, too.

In theory, as both Gamecube and N64 have a color combiner unit they can hardware accelerate per-pixel lighting. But you are right that the first console that saw a fair bit of it was Xbox, everything before that was per-vertex.

The problem for PS1 is that setting good quality (i.e. actually dynamic) per-vertex lighting for so many polygons is extremely expensive. GTE is a fixed function T&L unit that is significantly better at the transform part than the lighting part. Not to mention it puts more stress on the PS1's anemic CPU by enlarging display lists.

>> No.3096965 [View]
File: 133 KB, 800x500, Lake_Hylia_OoT.jpg [View same] [iqdb] [saucenao] [google]
3096965

>>3096952
The N64 has hardware support for large polygons (PS1's coordinate system goes nuts if you make individual polygons too large, also texture perspective will go haywire) and mipmap texture LOD, so that immediately makes it far more suitable to rendering outdoor areas than the PS1.

There's a reason OoT was able to do what it did without fogging, although there were some compromises (engine locked to 20fps). On PS1 doing this would just be plain impossible. You would need 50 times the polygons to do the same thing because they would have to be sufficiently small.

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