[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

Search:


View post   

>> No.10707432 [View]
File: 64 KB, 638x478, mario64_ntf.png [View same] [iqdb] [saucenao] [google]
10707432

>>10707345
Except that 2D was not something Nintendo liked in that era, same for Sony who cockblocked the release of some 2D games in the west because it didn't show off the system's 3D capabilities.
Adding dedicated 2D hardware is neither needed (system is powerfull enough as it is) nor was it desired by the hardware devs.
Not sure why people are so obsessed with having dedicated sprite hardware, but textured triangles give the same effect
>muh 4kb texture cache!
Doesn't matter, you can load new textures in the cache during frame drawing, same as is done in 3D games. and a 4kb cache still allows for sprites up to 64x64 pixels (and disable texture filtering if you prefer hard texel edges)
Biggest issue is (again) the limited rom storage on carts, although much better than in the 16bit era (and you can use much better compression algorithms) it is still something that developers have to be aware of.

>> No.9787870 [View]
File: 64 KB, 638x478, cz6IJ.png [View same] [iqdb] [saucenao] [google]
9787870

On a merely technical level and excluding texture filtering, what stopped developers from pulling off something on par with it in terms of platforming responsiveness and environments size?

Navigation
View posts[+24][+48][+96]