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/vr/ - Retro Games

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>> No.6127114 [View]
File: 524 KB, 1280x982, 13739306043412.png [View same] [iqdb] [saucenao] [google]
6127114

>>6127083
Dunno I don't emulate, but I found this pic.

>> No.2794971 [View]
File: 524 KB, 1280x982, 1373930604379.png [View same] [iqdb] [saucenao] [google]
2794971

>>2794967
Just to add more to this here's another image of how a game with low resolution textures actually looks without the aid of bilinear filtering.

As poor as N64 textures are, they would be FAR worse off without that bilinear filter.

>> No.2591872 [View]
File: 524 KB, 1280x982, 1373930604379.png [View same] [iqdb] [saucenao] [google]
2591872

>>2591045
>negligible improvements
>texture filters
lol

>> No.2565368 [View]
File: 524 KB, 1280x982, 1373930604389.png [View same] [iqdb] [saucenao] [google]
2565368

>>2565046
>R4's AI does make it hard to notice though: cars mostly follow strict paths and stay spaced out, but you can totally get all of the opponent cars on the screen at once
This is what I mean about only one opponent car. I've never seen anything different. I've never been able to reproduce all opponent cars on one screen. To me it seemed as if the AI had been deliberately programmed to keep this from happening. How exactly do you get them all on screen at once, because I've got my copy of R4 right here and I'd like to try it.

> textures outright cannot have nice, sharp lines whatsoever.
You're only describing a (fairly obvious I should add) phenomena with low-resolution textures in general. The same is true in reverse. Without filtering, a low resolution image contains too many high-frequency contrasts.

>> No.2331980 [View]
File: 524 KB, 1280x982, 1373930604389.png [View same] [iqdb] [saucenao] [google]
2331980

>>2331681
>I suppose the reasoning was it could reduce aliasing with extremely sparsely detailed textures
Nearest neighbor looks good with some textures because it can give the faux illusion of detail with aliasing. For texturing done right, bilinear will generally make the textures look much better. Pic related at Conker with nearest-neighbor. Big difference, huh?

>Everyone blames cartridge space limitations for the blur, but since the machine can use plenty of textures at once, it can't be the whole story.
The whole story is simply inefficient use of the texture cache resulting in lower resolution textures. The entire problem with N64 textures is not that they are filtered but LOW RESOLUTION. You can only draw 64x64 pixels at a time. To tile 64x64 to create nicer higher resolution textures you have to put pressure on:

1) The programmer who has to implement the streaming
2) The artist who has to cut his textures into little bits that blend properly with other little bits (make texture seams less visible)
3) The limited storage space of the cartridge

It's not hard to see why most N64 developers called it a day and did not bother to texture properly.

>> No.1207060 [DELETED]  [View]
File: 524 KB, 1280x982, 1373930604389.png [View same] [iqdb] [saucenao] [google]
1207060

This is how Conker's Bad Fur Day might have looked like on PS1 without the bilinear texture filtering that only the Nintendo 64 supports.

>> No.907219 [View]
File: 524 KB, 1280x982, Project64 2013-07-15 18-19-18-40.png [View same] [iqdb] [saucenao] [google]
907219

>>907181
Yeah, I guess OoT isn't exactly the best game for that, considering the wizardry developers like Factor 5 and Rare employed late in the N64's life cycle.

Even with texture filtering turned off, Conker still looks pretty good.

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