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/vr/ - Retro Games


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File: 2.02 MB, 1920x1080, project642012-12-0917jeqta.png [View same] [iqdb] [saucenao] [google]
565498 No.565498 [Reply] [Original]

/vr/, please tell me I'm not the only one who adores N64 grade or N64 grade-esque graphics.

I'm not saying they look great from a technical standpoint or anything, it's just that I find something inherently charming and/or interesting about these graphics. I even love kinda shitty-looking N64 games like Quest 64.

Plus, the technical limitations of the time really allowed for the designs to shine through if the developers knew what they were doing. If someone today were to make a game that looked like this, I wouldn't be complaining.

>> No.565513

You're on your own there, buddy. The vast majority of N64 games are vast polygonal wastelands full of impossibly stretched textures. Blech.

>> No.565517

Ogre Battle 64.

>> No.565523

I grew up with an N64, but I prefer how PSX stuff looks. Much more charming.

>> No.565528

>>565498
Certain games have a charm to them.

I can't stand lots of PSX games though, I don't know how to describe it but the polygons look very jittery and out of place.

>> No.565534

>>565523
>>565528
PSX was usually shit at 3D.

>> No.565539

I was enamored by those graphics back in that generation, now, not so much.
I'm trying to play Ocarina of Time and it's not very good to look at.

>> No.565540
File: 187 KB, 1214x753, quest64.jpg [View same] [iqdb] [saucenao] [google]
565540

>>565513
Maybe I'm just crazy. I really do love how Quest 64 looks, though.

>> No.565541

>>565523
>>565528
charmmind

>> No.565563

>>565540
> dat soundtrack

I loved the game when I was a kid. It's fucking terrible, but I loved it. I still get teary eyed when I hear this: http://www.youtube.com/watch?v=zdNPlQaPt-k

N64 graphics are sort of like a cheesy 80's action movie. Not inherently good, but for reason you can't help but like them.

>> No.565575

Well I can bear with them even now, but that's only because I grew up with them. I much prefer N64 3D graphics to PS1 3D graphics though, the texture warping makes me go crazy.

>> No.565586
File: 1.26 MB, 1280x960, ocarinaoftime.png [View same] [iqdb] [saucenao] [google]
565586

>>565563
Holy shit, yes, Quest 64's soundtrack was fucking godly. And yeah, the game was stupid in a ton of ways, but I really admired how it didn't hold your hand the entire time and actually gave you a good sense of adventure.

>>565539
>not loving OoT's awful textures
Nigga, you got no taste.

Granted, Majora's Mask looks a shitton better.

>> No.565596

>>565498
You're not the only one, I like the graphics too and I prefer the style of OoT and MM to any of the newer zeldas, I think is more beautiful.

>>565528 Agreed with this guy too.

>>565513
lel no one will ever be alone in teh interwebz

>> No.565597

>>565586
I never noticed how out of place those trees look.

>> No.565606

I like the way Zelda 64 looks, but not the N64 in general. But with Zelda, I think its the whole package. Graphics + art direction + music.

>> No.565612
File: 16 KB, 272x408, 051204s2.jpg [View same] [iqdb] [saucenao] [google]
565612

I'm kind of the opposite, I grew up on the N64, loved it, defended it to death, and despised PS1 graphics. Now, I love how jaggy and low poly PS1 and DS games are. The bluriness of N64 textures just isn't as appealing to me today.

>> No.565614
File: 29 KB, 500x375, ssssssss.jpg [View same] [iqdb] [saucenao] [google]
565614

>>565498
Yes, OP. I am 100% with you. I love the way it forced graphic designers to be creative. I loved the graphics on most Dreamcast games as well.

>> No.565618

>>565612
I don't mind DS games because the camera is usually close and the screen is small but PS1 games look really awful. All the texture warping doesn't help either.

>> No.565620

Yeah, it's impressive to see the creativity these guys had to make full worlds with the limitations they had.
Also, playing N64 games on LCDs or big resolution is just wrong. They are meant to be played on CRTs, I look at OP's screenshot and no, I don't remember MM looking that way at all (and it's not nostalgia, I played the game just a few days ago on the actual N64 and using a CRT).
Looking at it with high resolution makes all the gimmicks they did with the graphics too obvious, if you play it on a CRT like it was intended its just great.

>> No.565625

>>565614
Oh god, I miss games looking like that.

>> No.565632
File: 178 KB, 382x1200, JSqtj.jpg [View same] [iqdb] [saucenao] [google]
565632

>>565597
I... never even considered those being out of place. I feel as if my entire world has just been uprooted

>> No.565635

>>565614
>I love the way it forced graphic designers to be creative
Amen.

Nowadays developers have so many polygons at their disposal that they'd rather take the easy way out and just make a tree that looks like a real tree. But realism is so fucking boring. It's too bad designing things takes effort.

>> No.565772
File: 21 KB, 828x457, screenshot.png [View same] [iqdb] [saucenao] [google]
565772

>>565498
I feel you. Low-poly modeling is an interesting challenge in itself.

>> No.565850

I really like the N64's look. It was soft. The Wii comes close to replicating that look with stuff like Skyward Sword.

But I must say I prefer the look of, say, Majora's Mask to the look of Ocarina of Time.

>> No.565869

There's very little more disgusting than n64 games upscaled to high resolution. On an old tv, OOT still looks great, but time has not been kind to some things like goldeneye. The lack of triangles to play with made artists be much more creative and careful with how they used them (in the good cases) I suppose. It's the 3d equivalent of pixel art

>> No.565909

>>565869
It's the human faces. They look hideous.

>> No.565921

It would be cool if the next generation of gamers view the N64 as their own "8-bit" style. I can picture the polygon characters in a game much like origami, colorful.

>> No.565939

>>565909
Goldeneye's faces are a tad blurry, but Perfect Dark's are great, even running at ultra high resolution on an emulator.

Turok 3 had the best human faces.

Turok 2 had the best lighting and particle effects. Fuck, that game was beautiful.

>> No.565945

>>565869
> It's the 3d equivalent of pixel art
The thing is, good 8-bit games haven't really 'aged' at all. The original Mega Man games are still as nice sounding/looking as they were when they were released.

3D isn't necessarily the same. The only style that doesn't age horrifically is usually cell-shaded or otherwise extremely stylized stuff.

>> No.565985

>>565939

Turok 3 had the best cutscenes on N64 for technical aspects. Perfect Dark's cutscenes were better directed, but Turok 3 had some beautiful graphics and pretty neat character designs too.

>> No.565998

I'm pretty sure that unless your company was part of the "dream team" your game was going to look inferior. That's just how Nintendo worked.

I like textures. Work with them all the time. But there's more to graphics than textures. And in my opinion, soft focus textures are less jarring than pixellated ones. That's why we filter GBA/DS games. To preserve image quality.

>> No.566045

>>565998
Besides Acclaim, Factor 5, Konami, and Rareware, does anyone know who was part of the Dream Team and who was not? DT members got special access to hardware documentation, I believe, as well as support from Nintendo. Acclaim's status gave them access to the expansion pack, which they used to drive high resolution N64 gaming.

>> No.566062

>>565540
I don't like the combat system but the rest of the game has a nice feel to it.

>> No.566747
File: 214 KB, 1280x1000, Project64 2013-04-22 22-40-10-01.png [View same] [iqdb] [saucenao] [google]
566747

Nigga, the N64 did not look like that. This is much closer to how it actually looked.

>> No.566790

>>566747
Nope.

source: N64 attached to my CRT that was just playing this very fucking game 20 minutes ago.

>> No.566792

>>565498
It's got a nostalgic charm to it, so I guess I'll have to agree with OP.

>> No.566797

>>566747
That's a prerendered background. The N64 was terrible at doing them. Which is why they're the ugliest part of OoT.

>> No.566810

>>566790
Then you have it set on some shitty fucking settings.

>> No.566817

>>565985
YOU'RE TOO LOUD

>> No.566819

>>566747
Dog, you don't got to tell us what an N64 game looks like

Sarcasm aside, OoT is wonderful and YES I do love the shitty graphics, and cannot get into newer games because of over-the-top graphics

>> No.566829

>>565632
saved

>> No.566830

>>566747
>no AA
I played OoT on a real N64 on my bigass HDTV a couple of weeks ago and got to see its big, blurry artifacts in all its glory. The game had AA.

>> No.566832
File: 504 KB, 500x281, 1365814116967.gif [View same] [iqdb] [saucenao] [google]
566832

>>566747
>playing on emulator
>shitty pixels etc
>thinks N64 looks bad all the time

It looks really nice on CRT TV's mostly. Newer TV's etc scale up the resolution, which in turns brings out more little imperfections in the image. Same can be said for ps1, ps2, etc that use AV/RGB cables rather than the more modern component or HDMI.

>> No.566875

>>566832
The OP was on an emulator too and if you think OP looks better than >>566832 you are completely fucking retarded.

>> No.566891

>>565498
You're not alone.

>> No.566926

I can't speak for N64 games but I felt the graphics of the PSX had a certain...charm to them. Like MGS, the blocky and 'muddy' graphics go really well with the environment of Shadow Moses - a cold, manmade place where anybody would rather leave well alone.

>> No.566982

>>566832
I don't even know how he can fuck up that hard unless he's playing on a Win95 machine.
Mine looks fine on an emulator.

>> No.567047
File: 1.44 MB, 1920x1080, Project64 2013-04-17 23-56-17-76.png [View same] [iqdb] [saucenao] [google]
567047

>>566790
>>566830
>>566982
Let me clarify: that shot is OoT at native N64 resolution, but upscaled four times. Indeed, a CRT would display it better, since there would not be upscaling, and an LCD would probably make it blurrier due to bilinear interpolation, giving it faux anti-aliasing, but it's still closer than the OP and this shot, which renders it at super high resolution. It looks "better", but it's not really accurate to how the real game looks like.

>> No.567164
File: 109 KB, 404x386, 1359771760222.png [View same] [iqdb] [saucenao] [google]
567164

>>567047
How did you get two zeldas.

>> No.567206

>>565612
I will never stop raging about the lack of filtering on the DS.

>> No.567237
File: 17 KB, 426x284, durr.jpg [View same] [iqdb] [saucenao] [google]
567237

>>567164

>two zeldas

>> No.567248
File: 1.42 MB, 1920x1080, Project64 2013-04-17 23-47-57-18.png [View same] [iqdb] [saucenao] [google]
567248

>>567164
I dunno lol

>> No.567276

>>565498
I agree with you. These graphics are also perfect for horror games because a part of your imagination is used trying to figure out what it is you're looking at a bit longer.

>> No.567378

>>567206
Ugh yes

>> No.567396

>>567276
Horror games will never be as good as the original Silent Hills/Resident Evils merely because the graphics are too good now.

>> No.567892

>>566819
The thing I don't like about new games is that they try to look ultra realistic but where they fall flat just looks like garbage.

>> No.567931

>>567276
>>567396
To illustrate that point play LSD The Dream Emulator.

>> No.568292

>>567396
>Horror games will never be as good as the original Silent Hills/Resident Evils merely because the graphics are too good now.
Really? Because Silent Hill 2 and Silent Hill: Shattered Memories are both scary as fuck. Alan Wake is scary, too.

>> No.568347

>>565539
Play it's remake on the 3DS. The graphics are great, and once you finish the game you gain access to the Master Quest.

>> No.569998

The n64 zelda's still have my favorite overall style. I think the 3DS remake did OoT justice though. Would love a MM remake.

>> No.570008

>>565498
I wonder if I'm the only one who would like to see "DLC" for older N64-era games like the zelda games. I know "DLC" has a bad connotation, but I really want to go on more adventures with Link and Navi, doesn't matter if they're big journeys or small quests.

>> No.570164

>>569998
Noooooo, stop asking for remakes, we don't need more remakes.

>> No.570281

>>565563
http://www.youtube.com/watch?v=4WX58CZwyiU

>> No.570292

>>565498
do you enjoy the DS and 3DS graphical styles too? 3DS being slightly better mind

>> No.570475
File: 1007 KB, 1280x1000, oot.png [View same] [iqdb] [saucenao] [google]
570475

>>566747
This is probably closer still to how it looked.

>> No.570489

>>566747
>1280x1000
Found your problem.

Only fully 3D games look fine on higher internal resolutions than normal.

>> No.570504

>>570489
You're a retard. That's its native internal resolution upscaled by a factor of four.

>>566830
>The game had AA.
It probably had COMPOSITE. Look at it through and RGB and try saying that again.

>> No.570507
File: 14 KB, 320x240, BattleTanx.jpg [View same] [iqdb] [saucenao] [google]
570507

I played this a while back after having not touched it in 15 years.

I still fucking love it.

>> No.570624

>>565614
I always found something about 6th generation graphics so charming. They're not that high poly or shiny, the textures are pretty muddy, but there's just some vibe about them that I didn't find any 7th gen game to recreate.

On that note, I always found the PS1 Tomb Raiders to be scary as hell and utterly fascinating due to the blocky graphics. Perhaps it's that your brain tries to fill out the blanks in what you're seeing on the screen?

>> No.570682

>>570504
No one plays games at their internal resolution. They scale to a 4:3 screen.

>> No.570731

>>570682
>No one plays games at their internal resolution.

Except the ones with the original hardware? That was the point the guy was making, by the way. Also how do you know some people don't play it at the internal resolution? Did you check on every single person having a N64 emulator?
And what does 4:3 have to do with resolution at all?

>> No.570794

>>565498
I'm with you. N64 graphics are my favourite console graphics. Sure, a lot of it's down to nostalgia, but I think they're great.

>> No.570865

>>570504
Forgive my ignorance, but if it's the composite that caused the edges to blur, why do SNES and Gamecube games, both also connected by component, still display blocky pixels on the edges?

>> No.571148

>>565517

what about it?

>> No.571167

>>565498
I genuinely miss how the old n64 polygons used to do a better job at conveying horrible creatures such as redeads when compared to modern graphics though that my be due to the artstyle of the game.

>> No.571170

>>571167

horrible creatures such as redheads

>> No.571193

>>570865
Because component is not composite. There's less signal compression to deal with on 3 cables. It's almost RGB quality, except it does the sync on the green cable and the actual green is found from the red and blue's. Also, when using RGBs (the scart cable) the signal is both sharp and clear at all times, while component cables need to be really high quality if you don't want noise. Of course the noise becomes less noticeable on CRTs.

>> No.571323

>>567248

he's now wearing a zora tunic! he's going to drown!

>> No.571448
File: 30 KB, 480x360, blu stinga.jpg [View same] [iqdb] [saucenao] [google]
571448

I find 3D Graphics up until about 2001 to be really charming. It's interesting to look at how devs struggled to create their first 3D games, since no one really had any idea what they were doing.

But I don't think anyone could argue that most early 3D games have aged well visually.

Dem fingers.

>> No.571449
File: 974 KB, 1920x1080, are you taffing me.jpg [View same] [iqdb] [saucenao] [google]
571449

I think the filters really worked against the n64's geometry. The artists created pleasant bitmaps that were blurred and fucked with by the n64's bilinear filtering, and it hurt the games. a lack of detail maps and a reliance on low res textures resulted in just a regular mess of graphics.

PS1 games are more aesthetically pleasing because of the better texture resolution and texture presentation.

PC games are better looking because of the higher graphical fidelity. blocky geometry works better in them when they can be exploited with appropriate lighting and better texture resolution to compliment filters.

>> No.571493
File: 2.77 MB, 1920x1080, what matters.png [View same] [iqdb] [saucenao] [google]
571493

>>571449
This is what ruins the n64's visuals. The lighting is so shitty on that system, and the way it renders graphics - it NEEDS good lighting.

>> No.572020

Probably due to nostalgia, but I adore the N64's look. The bilinear filter, although making textures blurry, was an elegant solution to the limited texture size the system had. It looked better than squares of color up close. And it looked better than the PS1, with polygons that jittered around. I love Spyro but the N64 was much smoother-looking.

>> No.572039
File: 315 KB, 312x256, in theeee deeee.png [View same] [iqdb] [saucenao] [google]
572039

>>565498
I just love low poly in general

>> No.572072

>>570475

Those scanlines are misaligned and far, far too dark.
Try again.

>> No.572096

n64 graphics fuck with your head for a second. Then you adjust.

Also playing it on a CRT with an actual console makes a difference. The low polygons just create a weird mysterious feel. Everything seems ambiguous. It can be really unnerving

>> No.572115
File: 221 KB, 500x400, tumblr_mk37xxw4DL1s51c1mo1_500[1].png [View same] [iqdb] [saucenao] [google]
572115

Spyro The Dragon is a really beautiful game.

>> No.572506

>>567047

What this guy said.

That being said, I'm a bit new to the N64 emulation scene and I'm still figuring out how to get it to look like pic related >>566747

Guess I'll go ask at emulation general at /vg/

>> No.572661

>>572115
I agree.

>> No.572924

>>570731
Well, to be fair, there is a grand total of two plugins (z64gl and Jabo 1.7 in software rendering mode) and one emulator (MESS) capable of internal resolution display, and they all have issues, although z64gl is at least playable while the other have a ton of problems. I'd wager only a very small percent of people play this way.

>> No.573014

>>572506
It's a bit of a pain to get it like that, actually. You need the z64gl plugin, which you then need to configure in its .conf file to display at native N64 resolution. I believe the setting is lowres = 1. If you're using Project 64 2.0, however, because of a stupid bug, it will not read this config file unless it's in the Screenshot directory, and even then you also need to create a folder called Plugin, THEN put the config file there.

I won't lie, it's a pain in the ass, and there are minor glitches anyway. If you want native N64 graphics, your best bet is to wait until Cen64.

>> No.573064
File: 26 KB, 640x480, 3spooky5me.jpg [View same] [iqdb] [saucenao] [google]
573064

The early 3d gave the games an eerie, empty feel to them. I miss those days.

>> No.573509

>>571448
>since no one really had any idea what they were doing.
So many early 3D games are stuck in concepts of 2D games.

Crash Bandicoot for example, while fun is totally just a 2D platformer with some added horizontal depth.

>> No.573535

>>565513

I preferred 2d to 3d in any platform (PC, console, whatever) until about 2005. Because the polygon stuff looked terrible, and only redeemed itself if you could see it moving. I actually still kind of like 2d better, or 3d games that use bright colors and cel-shading to resemble 2d.

So no, I think you're full of shit.

>> No.573538

>>573535

I meant OP, not you.

>> No.573748
File: 46 KB, 460x612, 6611024_460s.jpg [View same] [iqdb] [saucenao] [google]
573748

>>567047
Please tell me please HOW.
>filename
but what kind of romhack magic is that? I'm so curious, my soul is burning in desire of knowledge.
pllllzzz

>> No.573984

>>573748
It's just the OoT Debug ROM. You can cancel cutscenes, and sometimes hilarious things happen.

>> No.573998
File: 1.46 MB, 1920x1080, Project64 2013-04-17 22-23-08-73.png [View same] [iqdb] [saucenao] [google]
573998

>>573984
There's even a couple alpha/beta maps you can visit with it.

>> No.574313

>>570008
Yes you are.

>> No.574336

>>570008
I think there are hacks/mods out there to help you.

>> No.574408

>>570008
Check out the Zelda OOT hack, "Zelda's Birthday," it was released around one of OOT's anniversaries too I think.

>> No.574412

>>565498
I think they are a pretty cool guy who doesn't afraid of anything OP

>> No.574456

>>571167
>>570624
Yup

>> No.574489

>>571449
Hmm what game is that anon?

>> No.574497

>>571170
I read it like that too.

>> No.574514

>>574313
So you don't want to go on more classic Zelda adventures? Just me?

>>574336
Hacks are nice but take too long and feel sorta unpolished.

>> No.574510

>>571448
>Dem fingers
The good devs didn't even try fingers. You ever see anyone move their fingers in OOT?

>> No.574520

What if Zelda was a girl?

>> No.574529

>>573998
Looks like a crazy disco map

>> No.574526

>>571493
Not really. It was up to the art directors to know what they're doing. Take the Fire Temple in OOT for example.

>> No.574592

>>574520
What if metroid was a boy?

>> No.574604

>>574592
nothing would change?

>> No.574628
File: 318 KB, 1200x900, DSCN1299_resize.jpg [View same] [iqdb] [saucenao] [google]
574628

>>565498

Hm.. I remember Majora's Mask looking more like this

>> No.574984

>>574628
Gross.

>> No.575214

>>574628
I want a filter that makes it look like I'm playing games in that screenshot.

>> No.578914

>>575214
There's an interesting device you can buy that has it, It's called a Nintendo 64.

>> No.578929

>>570507
Always rented this one.

>> No.578936

There haven't been any large mods of OoT yet right? I mean something like Star World for Super Mario 64.

>> No.578953

Did they do anti aliasing in these games because the scalenes on a CRT would make it appear like the graphics were a little bit more smooth than they actually were?

>> No.578960

>>578953
The softness of CRT causes the image to appear smoother. It's not anti-aliasing.

>> No.579196
File: 1.07 MB, 1600x1200, Project64 2013-04-30 12-37-10-54.png [View same] [iqdb] [saucenao] [google]
579196

>>571493
>The lighting is so shitty on that system,
Were you born that stupid or did your parents beat you that way?

>> No.579203

>>572072
>too dark
You zoomed out didn't you? Subtle fucking scanlines are not too fucking dark.

>> No.579217
File: 1.27 MB, 1600x1200, Project64 2013-04-30 12-33-04-00.png [View same] [iqdb] [saucenao] [google]
579217

>>579196

>> No.579219

>>565498
Most people don't like it too much because it is kind of an awkward transitional style.

I like it, though.

>> No.579259

The textures on the N64 have always been blurry. I don't see what adding scan lines does to fix it.

>> No.579304
File: 263 KB, 431x300, Wave_Race_64.png [View same] [iqdb] [saucenao] [google]
579304

I don't know, there's just... "something" about the N64 graphics that really makes them feel like they look better than current games.
Especially reflections, holy shit.
Pic related. Just look at that fucking water.

Or look at the way Steelix is animated and styled. All them fucking reflections. https://www.youtube.com/watch?v=DmLplWZ3_Ss

It's sad current games can't reproduce that. I really like these graphics.

>> No.579352
File: 1.22 MB, 1600x1200, Project64 2013-04-30 12-56-11-17.png [View same] [iqdb] [saucenao] [google]
579352

>>579217

>> No.579358

>>574984
>Gross.
Die.

>>574628
Aah, I nostalgia'd so hard right now, it's truly beautiful, I want to experience these times again.

>> No.579363
File: 1.53 MB, 1600x1200, Project64 2013-04-30 13-13-45-74.png [View same] [iqdb] [saucenao] [google]
579363

>>579352

>>579259
Who the fuck are you even talking too?
Who said shit about fixing textures with scanlines?

>> No.579372

>>579304
>like they look better than current games.
They don't.

>It's sad current games can't reproduce that.
If they don't of course they can't. If they did they would. Why would you assume that modern games couldn't if they attempted to? Last I checked they have no problems shitting on graphics and making it look worse, but generally don't do that for a reason.

>> No.579385

>>579358
It's not really beautiful, it's not really how the screen looks. It's difficult as fuck to capture screens, and that shot is way too bloomed out, at an angle, has the typical moire patterns that comes from scaling patterns.

>> No.579390

5th gen, with a few rare (2D) exceptions on PS1 and Saturn, is the generation of graphical failure. Every N64 game looks worse than an average SNES game.

>> No.579405
File: 611 KB, 1037x290, udh.png [View same] [iqdb] [saucenao] [google]
579405

>>579372
>They don't.
I prefer me the left one.

>> No.579406

>>579358
>Die.
Reasonable.
You handle all differing opinions like that?

>> No.579410

>>579405
Why's that?

>> No.579429

>>579390
"Graphically" the system was more capable than the SNES ever was.

>> No.579426

>>579410
I don't know, I just have a hard-on for N64 graphics and visible edgy polygons everywhere.

Of course, that's just >opinions.

>> No.579432

>>565498
>N64 grade graphics
>posts a screen shot of one of those highres texture packs
why am I the first person to point out the irony of this?

>> No.579438

>>579426
You could go into the appeal regarding the beauty of simplicity. Geometric attraction. The strangeness of it's uncanny nature.

It's good to know how to express why you like something.

>> No.579447

>>579432
...because it's not a high res texture pack.

He's just got it at a weird resolution, AA on, and correct filtering for 2D objects off.

>> No.579451

>>570624
>Tomb Raider
>scary
maybe in the fact that they help to start the whole over-sexualization of female game characters thing

>> No.579458

The Nintendo 64 had the first modern GPU of any gaming console. It was more powerful than any GPU available for PC until the release of the Voodoo (which came out 6 months after the launch of the N64). The graphics programming API was an early version of OpenGL.

The GPU supported a wide-range of hardware supported features (trilinear texture filtering, mip-mapping, z-buffering, environmental mapping, anti-aliasing, light-sourcing, alpha blending) that were unavailable on its contemporaries the Playstation and the Saturn. It also supported programmable vertex shaders through microcodes. It wouldn't be unfair to call the GPU ahead of its time.

Unfortunately, it had one infamous weakness. Nintendo saw fit to equip the GPU with only 4KB of texture memory to save manufacturing costs. This imposed a size limit of 4KB per texture. If you wanted to make a high-resolution texture (let's say 32KB), you had to clump 8 lots of 4KB textures together. The renderer could only process each 4KB one at a time, so this would have a negative impact on the GPU's scene fill-rate.

There's a bit of nonsense around on this board that the use of texture filtering was a bad thing on the N64 and this was somehow soley responsible for the textures being bad. People need to remember that the textures were extremely low-resolution. The shapes shown in textures would be practically unrecognizable without the use of filtering due to extreme pixelation caused by scaling.

Also that shiny effect that the N64 did that some people like (water in Wave Race, many objects in OoT), that's called environmental mapping. A feature only hardware supported by the N64 of all the consoles in that generation.

>> No.579492

>>574604
Nothing would change if Metroids were in fact males.

Since there is/was a Queen Metroid. They are not all male.

>> No.579998

>>565540
that game was everything you could do wrong with a vidya gaem.

>> No.580008

>>565632
>dat pic

shit, that's awesome.

>> No.580083

>>579385

True. It does, however, accurately capture more of how the graphics look, instead of that awkward "crisp" emulators give these days.

>> No.580113
File: 376 KB, 1280x960, mupen64plus-ui-console 2013-04-10 18-09-29-82.png [View same] [iqdb] [saucenao] [google]
580113

>>579458
Case in point.

>> No.580212

>>579458
SO does anyone know of a person with a ramped up 64.
Would this cause the current textures to look godlike?

Or just crisper.

I like older graphics since they felt.
videogamey.
You could tell and feel that you were playing a game.
Many new games feel very well not videogamey.

>> No.583048

>>580212
Unfortunately, the textures in N64 games were implemented with the 4KB limitation in mind. An overclocked N64 would pretty much just give you a better framerate in the more ambitious games (Perfect Dark for example). The funny thing about Perfect Dark was that Factor 5 that developed Rogue Squadron told Rare after the release of Perfect Dark, that the game would have been possible on the N64 as it was with a good framerate if only they had put more work into improving the microcode.

>> No.584764

you're crazy OP

>> No.584913
File: 321 KB, 1600x1200, Project64 2011-12-01 14-56-12-80.jpg [View same] [iqdb] [saucenao] [google]
584913

>>583048
If you could manage to boost the internal resolution of games, it might see an improvement to the textures. They aren't actually all that bad.
How often do your really notice the tie on the shirt or the knuckles on the gloves or the or the buckles on the boots.

>> No.584934

>>583048
Note that when Factor 5 says "good framerate", they mean 30fps, better known as "shit framerate".

>> No.584959

>>584934

Fun Fact: Ocarina of Time ran at 20fps.

Low framerates were kind of standard for n64.

>> No.584965

>>584959
And movies are still filmed at 24fps. Doesn't make it acceptable.

>> No.585004

>>584965
I wouldn't want to watch a movie where all the motion was smooth. It wouldn't look like a film.

>> No.585009

>>585004
See the Hobbit bitchfit over it running at 60 fps.

>> No.585016

>>585009
It ran at 48fps, and that's a huge improvement over 24fps but still not enough.

>> No.585036

>>585004
"Film look" fanboys are retarded. You literally can't show fast action at 24fps. Go watch some Showscan (60fps) and see what we've had the technology for since the 70s. People like you are the reason movies look so terrible.

>> No.585046

>>585016
60, 48... Close enough.

I never saw it, I only read the one odd article forever ago that said 60.

>> No.585065

>>585016
Do you know why they used 24 fps? Because in the early days, film stock was expensive and they figured that that was the lowest framerate that still allowed a decent picture.

tl;dr we were confined by the limitations of 1920s technology for many, many decades

>> No.585102

>>585046
It was 48 FPS. And it looked great for motion. Though it did have a problem with 3D that pretty much all 3D video has and is the same problem that depth of field on video games have. It doesn't work well for anything but the target subject. So if a person wants to glance at the sides of a scene it'll look out of focus. You need to pretty much use an infinite focal range and capture everything in as much focus as you can so that it looks like the people are actually looking at a scene through the window. You lose all ability to use dramatic focusing when you do that though and you need to be mindful of your placement as that's where you'll have to direct all your effort.

>> No.585165

>>584934
30fps is more than acceptable for console hardware from 1996. If you wanted 60fps Quake in 1996 at a good resolution, it cost an enormous amount of money.

>> No.585170
File: 1.20 MB, 964x719, Capture.png [View same] [iqdb] [saucenao] [google]
585170

>>585065
>tl;dr we were confined by the limitations of 1920s technology for many, many decades
I wish that were the case, less than actually since those films were shot on some pretty nice stock. Old 1920s films were effectively HD, and it wouldn't be until many decades later that everyone else got to see it.
This is from a 1923 film 'Our Hospitality' released on bluray. Sometime between the 20s and the 40s there was a jump and the quality of film stock got far better. But even with this lower quality film it's easy to see how it's a step up above the standard broadcast quality we've gotten on SDTVs, VHS and DVDs. Not quite bluray hd, but by the 40s they had at a least a few really good quality ones, casablanca looks amazing on bluray.

>> No.585172

>>585165
> If you wanted 60fps Quake in 1996 at a good resolution, it cost an enormous amount of money.
But if you wanted Duke3D at a good resolution, it costed nothing but a normal computer with VESA support.

>> No.585179

>>585172
That's because Duke3D wasn't particularly 3D.

>> No.585203

>>585179
Yeah? Who the fuck cares? It still had better framerate than Quake at the time. It had similar enough effect of being 3D. It played better at the time.

>> No.585213

>>585203
But surely you can understand why by 2000 and the release of Perfect Dark they were trying to target better quality graphics than Duke?

>> No.585215
File: 139 KB, 512x384, Tingle.jpg [View same] [iqdb] [saucenao] [google]
585215

there is charm in that devs were tasked with making the most with what they got hardware-wise. you have to be an artist to build with restrictions

>> No.585219

>>585203
Quake only got really good in early 1997 with GLQuake. 3DFX Voodoo cards were amazing back then.

>> No.585249

>>585203
Also, given that Quake plays like shit at that resolution you could say, yeah yeah people played it still, but it's definitely not 'more than' acceptable. It's hardly even acceptable. Also so long as you fine with lower resolutions you could do okay with a faster machine in Quake. The voodoo 3D card cost another 450 bucks.

>>585213
>and the release of Perfect Dark they were trying to target better quality graphics than Duke?
Fully 3D? Sure. Better graphics? Not really. Duke3D was higher resolution, at least 800x600 if I recall, I believe there was also 1024x768 support if you had external app for it.
So it looked nice despite it being technically inferior. Honestly. I avoided Quake because of it's shit framerate back in the day anyway and stuck with duke. So I'd say it made a fairly big difference since it noticeable on older machines.

> 3DFX Voodoo cards were amazing back then.
They were shortly overtaken and underpowered.

>> No.585273

>>585249
Duke had some limitations on gameplay as well. I don't think the engine could handle room-over-room.

>> No.585284

>>585273
>I don't think the engine could handle room-over-room.
It could handle room over room, but not seeing room over room. You had to finagle the map so that they couldn't see each or build a 'room' out of sprites in the same way that bridges were made of sprites.

>> No.587405

>>565528
>polygons look very jittery and out of place.

That's because they are.

Fucking Z-Buffer.

>> No.587420

>>565586

In my opinion Texture replacements should be limited to HUD and really noticable low res textures.

Small stuff like eyes can be replaced for example, but don't add fucking crazy hirestextures to small models.

If only I could get some hiresHUDs and the widescreen hack.

>> No.587438

>>585273
>>585284

It also let you build rooms occupying the same "space" as other rooms, allowing for fun stuff like 720-degree circles.

>> No.591087

>>584959
>Fun Fact: Ocarina of Time ran at 20fps.
>Low framerates were kind of standard for n64.
OoT was locked at 20fps for timing reasons. The game itself could have run at a higher framerate, but they needed a stable framerate over an erratic, if sometimes high, one.

>> No.591103

>>587438
>It also let you build rooms occupying the same "space" as other rooms, allowing for fun stuff like 720-degree circles.
The Goldeneye Engine was capable of a lot of this stuff, too.

http://www.youtube.com/watch?v=iWBki8JhE1s

>> No.591112

>>571449
>showing a picture of Theif the Dark Project.

A PC only game.

>> No.591141

The objectively best-looking game and probably just best game on the N64.

Because all 3d looked shit before about 2005 and was only redeemed by amazingly fluid movement. The younger ones often don't know this.

>> No.591148
File: 60 KB, 640x444, 197950_81711_front.jpg [View same] [iqdb] [saucenao] [google]
591148

>>591141

Forgot the fucking image.

>> No.591157

>>591148
>The objectively best-looking game and probably just best game on the N64.
I'd argue that honor has to go to Bad Fur Day, Perfect Dark, Rogue Squadron, or Turok 3.

That said, the 2D\3D hybrid of Mischief Makers with smooth animation do make it a worthy rival.

>> No.591164

>>591157

I'll admit to Turok 3, but that's the only contender.

>> No.591181

>>591148
As much as I adore that game, I definitely think starfox is the most impressive 64 game visually

>> No.591190
File: 75 KB, 640x480, Panzer-Dragoon_2.jpg [View same] [iqdb] [saucenao] [google]
591190

Is it weird that I'm buying a Sega Saturn JUST because I adore old 3D graphics so much?

I think the Saturn always had that sharp, colorful, arcade-like aesthetic.

>> No.591209
File: 49 KB, 800x600, thief_2_guards.png [View same] [iqdb] [saucenao] [google]
591209

>>571449
>Thief
I like you.

>> No.591245

>>591181
>I definitely think starfox is the most impressive 64 game visually
Dude... Really? Starfox, aka Lylat Wars, has low resolution textures and low poly models. If we're talking fast rail shooters, Sin & Punishment looks better.

>> No.591249

>>570507
10/10 game.

>> No.591268

>>570507

Man, I love this game so much. Global Assault is a pretty good sequel too. Leveling buildings, POV homing missiles that can go on forever, nukes that wipe out half a map... aw yeah.

>> No.591285
File: 48 KB, 576x324, Left 4 Dead Witch Looking Sad.jpg [View same] [iqdb] [saucenao] [google]
591285

Is there any reason why my OoT ground looks fucked up? Mainly the grass? I'm emulating by the way.

>> No.591296

>>591285
Are you using Mupen64Plus?

>> No.591297

>>591285
Uh, if you would post a picture, along with what emulator and plugin, we might be of better help.

>> No.591301

>>591296
>>591297
>Project64 1.6

Gimmie a sec for a pic

>> No.591304

>>591301
Well I don't know about N64 emulation but the emu wiki says to use Mupen
http://emulation-general.wikia.com/wiki/Recommended_Windows_Emulators#Nintendo_64

>> No.591305
File: 1.70 MB, 1600x900, Untitled.png [View same] [iqdb] [saucenao] [google]
591305

>>591301

>> No.591309
File: 1.54 MB, 1600x900, Untitled.png [View same] [iqdb] [saucenao] [google]
591309

>>591305

>> No.591312

>>591305
Your software choices burn my eyes.

>> No.591318

>>591304
I'll look into it and see if maybe I can transfer my saved games.

>>591312
Don't hate. I don't browse /g/.

This is the first time I've used an N64 emulator so I'm pretty in the dark here. I noticed most of the grass looks fucked up and some other minor issues here and there but I don't know enough to fix it or if it's even ficable.

>> No.591316

>>591305
>>591309
Use the Glide64 plugin. Or upgrade to Project 64 1.6.1, which come with upgraded versions of Jabo's plugins.

>> No.591334

>>591305
>CBR Reader
>AIM
>Adobe Reader
>VLC
>Winamp
>Chrome
>Bittorrent
>WinRAR
Jesus christ why.

>> No.591350

>>591334
>not commenting on daemon tools lite

>> No.591537

>>579451
>failing to realise that Lara Croft is as much a hyperbole of female sexuality as Duke Nukem is of male sexuality.

But who cares because no-one wants to discuss gender issues in video games here. Leave that shit on /v/, please.

>> No.591545

>>574510

Yeah. Ganondorf.

>> No.594804

I'm s hocked how many people bitch about how OOT looks. I didn't think it looked amazing as a kid, it was just immersive and well-colored, going back it looks exactly how I remembered, and I have no problems with it. I think some PSX games aged much more poorly, MGS for example, they don't have fucking eyes and all the textrues are kind of crooked and wet looking.

texture bitmaps should be illegal anyway

>> No.595805

I agree with OP.
Realistic graphics just don't seem very creative to me.

>> No.595834

>>595805

One of the reasons for this is the rise of popular middleware such Unreal Engine, Unity, Havok and the like being used in almost every single game with few being made from scratch. This is mostly to combat the insane rising cost of video game development but it does leave many games feeling and looking rather alike.

>> No.595863

I do appreciate old 3D graphics in a kitschy way. It seems a lot easier to make a generally creepy atmosphere with them than with more modern graphical power.

>> No.595924

>>595834
>One of the reasons for this is the rise of popular middleware such Unreal Engine, Unity, Havok and the like being used in almost every single game with few being made from scratch. This is mostly to combat the insane rising cost of video game development but it does leave many games feeling and looking rather alike.
Most Unreal 3 games look the same due to generic shader libraries being used.

>> No.595953

>>591103
Goldeneye was a proper 3D game engine. It could do anything at all. As Duke's engine was somewhat 2D you required magic tricks even for some basic functionality.

>> No.596002

mostly the fact that old games, even 3d ones had a lot of room for your imagination to fill in the gaps

with technology, those gaps are being made so minimal that you don't have to fill anything else in

>> No.596006

>>587438
Those are basically specialized teleporter lines like the SM64 infinite staircase. Or even like some of the newer Doom engine linetypes.

>> No.596090

>>565772
sega was god-tier at that in my book. Fucking Virtua on and Gunblade. I still think they look good to this day.

>> No.596097

>>566045
Capcom maybe? they did release megaman legends and Resident Evil 2 for the 64 and those games arguably pushed the console to its limit.