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/vr/ - Retro Games


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9447549 No.9447549 [Reply] [Original]

Has any hacker tried to do this?
How realistically possible would it be?

>> No.9447560

>>9447549
Playstation has no z buffering. It would have to be incredibly janky plus how would the 10 minute playstation load times work?

>> No.9447584

>>9447560
I don't think it would need to perform well, just be feasible

>> No.9447591

>why would a hacker be enough to beat...
>oh, playing Zelda on PS

>> No.9447604

>>9447549
Why the fuck would anyone want to? Just emulate it, retard.

>> No.9447608

>>9447604
you must be new here

>> No.9447614

>>9447584
I don't think the playstation was technically capable of it.

>> No.9447618

SM64 was ported to the Dreamcast, PS2, PSP, Xbox, and even DOS, but not PS1 as far as I know. seems unlikely OoT would be

>> No.9447693

>>9447549
PS1 can't render environments from OoT

>> No.9447817

It would have to be a ground up remake. It would be just as tough to do as a final fantasy port with a period accurate cart size.

>> No.9447946

>>9447560
It wouldn't load long because ocarina has a small file size

>> No.9447953

Why don't zoomers know how computers work? It's getting silly now.

>> No.9447970

>>9447549
Pretty feasible. Someone was doing some homebrew recreating it even. You'd simply have to implement a number of rendering tricks the ps1 can do to get stable performance. I think it's completely doable with only hyrule field requiring some careful planning.

>> No.9448160

>>9447618
The PS1's way of rendering graphics is probably unique enough that the source code isn't as adaptable, as >>9447970 said you'd have to implement PS1-specific tricks and polish it quite a bit just to even get it going. Most of the Mario 64 ports were very quick proof of concept deals with few revisions unfortunately and while 64 and Ocarina are definitely feasible on PS1 it'd require more actual work.

>> No.9448173

>>9447970
Got any video of OOT on ps1 project?

>> No.9448278

>>9448173
There is, sadly i am on the toilet at work and won't be able to find it until I get home as search results for playstation zelda are now clogged up with results about the decomp. It's simple model stuff, movement, mechanics and a bit of level detail last I saw.

>> No.9448435

OoT on N64 with the same overall fidelity is definitely possible. You'd need a more aggressive LOD like what you see in the Spyro games to run the larger areas and obviously you're going to get load times, but I really don't think OoT does any single thing that's truly never been done on PS1 (not counting load times).

It's not something that would come easy though you'd need a dev team full of real PS1 gurus to pull it off. No single giga-autist is doing a 1:1 port to PS1 singlehandedly.

>> No.9448459

>>9448278
Being on the toilet is a joyous afair, not a sad one. Don't let this website tell you otherwise.

>> No.9448467

>>9447549
what would be the point exactly? it would look like shit with warping textures.

>> No.9448493

>>9447549
I don't think it can be done, maybe by that guy who is porting Tomb Raider to the 3do.

>> No.9448495 [DELETED] 

>>9447549
truly this question finally answers the age old question of which system is the better more powerful system that only chad's who have sex would play and that answer is N64

>> No.9448517

>>9447549
You would have to rebuild the game from the ground up. I'd be surprised if you could even just transfer over all the models and textures without an issue, most would probably need to be remade.

>> No.9448586

>>9447549
Probably yes, but with prerendered backgrounds in more places, cut levels on more parts, and with a top-down view

>> No.9448631

>>9447549
Seeing how the PS1 has the superior version of Mega Man Legends (and the superior ludo: Brightis) I'd say it's very possible.

>> No.9448639

I think it's safe to say nobody's going to port a major console exclusive entirely onto a system with a completely different architecture just to satisfy an artificial pissing contest between idiots who don't understand how computers work.

>> No.9448675

>>9448639
Turbo autists will, you can see Tomb raider or doom resurrections on Sega32x. PS1 is not an interesting enough platform for doing this. I expect a sega dreamcast port.

>> No.9449362

>>9448278
>on the toilet
>clogged up
>results

>> No.9449383

>>9447953
Not all of us are computer science majors, you moron.

>> No.9449395

>>9448435
Overworlds on final fantasy 7 and 8 are pretty big. Maybe having enemies on screen would slow it down a bit, but ff7s all 3d overworld is larger than Hyrule field by a large margin, even flying at hyperspeed on the highwind with weapon doodling about gives no stutters or frame drops. I think it would totally be possible to make oot on playstation.

>> No.9449401

>>9449395
Also invasion from beyond has tons of enemies (with a smallish level design) and you fly around at breakneck speeds, it's actually quite an overlooked game desu and I've never heard anybody talk about.

>> No.9449414

>>9447614
Not only is it capable, the textures and audio would be a million times better.

>> No.9449518

>>9449414
And the 3d and gameplay would be horrific. The playstation was significantly less powerful. The things it had going were data storage. It has no 3d games that run smoothly. They all have to have 0 draw distance, utilize hallways like crash, or they have janky horrible gameplay. I have a psx and a psone and have tried to like them. They are just not fun.

>> No.9449520
File: 79 KB, 638x634, C8EEA6CC-9FF8-401B-9E45-6BF5B4E28D2B.jpg [View same] [iqdb] [saucenao] [google]
9449520

To answer OP's question.

>> No.9449529

>>9449518
>It has no 3d games that run smoothly.
>implying the average N64 game doesn't run at 12 fps at best

>> No.9449538

Babies getting upset about slowdown need to stick to their PCs.

>> No.9449557

>>9448675
Interest with said autists really is the key thing, PS1 barely has a homebrew community at all, nobody really cares about pushing it or figuring out how it ticks. There's probably a better chance of a Saturn port with its community and a very high chance of PS2/Dreamcast ports. But yes, one turboautist could do it, if one that cared enough existed.

>> No.9449583

>>9447549
Lots of ps1 is less powerful comments. Care to explain why psx ports stomp all over n64 games?

>> No.9449708

>>9449583
N64 has 3x faster cpu and 2-4x more ram. Ps1 had cds that could store more data for textures and sounds. Ps1 simply could not run the 3d games n64 could- at least not without the grey ps1 distance fog 10 steps in front of you like siphon filter or silent hill. Ps1 couldn't run OoT.

>> No.9449816

it's not even shameful that the ps1 can't do OOT, it came out in 1994 and the N64 came out in 1996.
Calm down, Sony fans.

>> No.9449820

>>9449708
>Ps1 simply could not run the 3d games
So, are multiplat games like Vigilante 8 actually 2D?

>> No.9449827

>>9449820
>cutting the sentence in the middle to make your dumb shitpost
Anon, you're better than this.

>> No.9449831

>>9449583
Basically better textures, psx having CDs allowed it to store a lot more data.

>> No.9449832

>>9449820
The ps1 version has like 4 polygons so yeah basically

>> No.9449841

>>9449583
>>9449831
Not only that but N64 texture cache is a huge bottleneck and updating it requires wasting cpu cycles. PS1 cache doesn't have such problem.
Additionally, PS1 pushed more polygons per second than N64 with default microcode profile. Writing your own microcode, you could disable some N64 features like Z buffer and push more polys but Nintendo was against that in general.

>> No.9449845

Could PS1 run OOT if it was all pre-rendered 2D backgrounds (like the interior of houses or the castle town)?

>> No.9449850

>>9449841
The z buffer is how they got 1 million polys vs 180k the fuck are you talking about. Crash had to precompile everything to even come close what is this misinformation. They processed "faster" by linear aproximations which is why everything warbles because the thing couldn't do floats and rounded every integer.

>> No.9449851

Soul Reaver is a real feat of engineering on the PSX, with this in mind I don't understand how you lot sperg the way you do about what the PSX can and can't do.

>> No.9449853
File: 118 KB, 600x450, 177237-legacy-of-kain-soul-reaver-playstation-screenshot-the-titular-600x450.png [View same] [iqdb] [saucenao] [google]
9449853

>>9449851
Probably the ps1 fog.

>> No.9449856

>>9449853
Honestly the fog works for the game's atmopshere, might be another story for something that takes place in a brighter setting but for Soul Reaver I never understood why some people didn't like it. The skies are permanently blotted out with smoke clouds according to the story anyway.

>> No.9449872

>>9449851
>>9447549
No bedroom coder knows how the psx works. There is no homebrew for it.

>> No.9449879

>>9449872
Net Yaroze...

>> No.9449882

>>9449518
>It has no 3d games that run smoothly.
Do you even know what FPS OOT runs at on a 64? lmfao

Also you're retarded, play spyro. Stupid faggot

>> No.9449887

>>9449882
based angry console warrior

>> No.9449890

>>9449529
Damn you many of them hit 16-17 fps!

>> No.9449940

>>9449518
>It has no 3d games that run smoothly.
If anything that describes the N64.

>> No.9449961

>>9449518
the lack of self awareness is so absurd I'll pretend it's a falseflagging PS1 chad

>> No.9450031

Funny that sonyshitters talked so much cope in the playground yet now they have the opportunity to prove once and for all, complete silence. Zelda on ps will look like piss because it’s a piss console only for poorfags and pirates. The only decent games are using Jewish tricks like crash and not even real 3d fucking retards! Soon as you need real 3d it all looks like shit with fog everywhere. Fucking pathetic sonnynigger poor fucks! 30 years later it is revealed how are you full of lies. I’m going to laugh af when I see these idiots try to attempt a port of Zelda. Hahahaha!

>> No.9450047

>>9447618
they should try porting the game to DS - that would be interesting… maybe a switch port as well, perhaps?

>> No.9450060

>>9447549
Ps1 was not powerful enough to do OoT

>> No.9450061

>>9449856
Lmao just like silent hill and everything else on the console that wasn't prerendered or a hallway sim.

>> No.9450086

>>9450061
It's literally never bothered me.

>> No.9450090

>>9449882
It ran at a consistant 20fps with motion captured animations. The game was absolutely sick. And unlike the warbling fog console it plays consistantly that way with an actual outdoors.

>> No.9450095

>>9450086
It's literally not in the same class.

>> No.9450145

If ps1 can run Spyro games, I see no problem with it running OOT.

>> No.9450170

>>9450145
Look at the amount of polys in each and the draw distance. There is no comparison.

>> No.9450173

>>9447549
Yes.
There is a fan project porting OOT/MM to PSX, made by one guy, but his videos are privated so I can't find it at the moment. Dates back to around 2016, and from what I've seen it has better framerates than the originals on N64.

>> No.9450186

>>9450170
But OOT runs at 20fps. Which means that n64 can't run it good enough either.

>> No.9450223

>>9447953
>Why don't zoomers know how computers work? It's getting silly now.
what do you mean hasn't oot been decompiled someone could probably port it

>> No.9450232

>>9450186
20fps constantly was good for the time. Snes had game slowdown all the time. Back then nobody noticed. Didn't notice when I played mgspo on psp either.

>> No.9450237

>>9449383
I am, actually, not as fancy as it sounds.

>> No.9450239

>>9450237
Based python scriptkiddo someday he will finally understand for loops

>> No.9450241

>>9450232
What percentage of NTSC SNES games run sub-60fps? Spoiler: not much.

>> No.9450272

>>9450241
You probably emulate because snes slows down all the fucking time. Play castlevania 4 or gradius 3 or super star wars or any number of games with a lot of sprites on screen at one time. The fps dips way down anytime too much is happening on screen which is a lot of the time on action games. In a link to the past you pretty much only see it in boss fights with a lot of bullets like the desert snake boss.

>> No.9450312

>>9450272
Actually now that I think about it if you are a ps1 guy and play snes you are probably just playing jrpgs and wouldn't notice regardless because there is no action in final fantasy or secret of mana or chrono trigger to have any slowdown.

>> No.9450319

>>9450095
So? It bothers you but it doesn't bother me? Guess you're also not in the same class.

>> No.9450334

>>9450319
So this is the power of growing up on square enix anime dialog lmao

>> No.9450343

>>9450334
Speak for yourself faggot I know how to be funny online.

>> No.9450354

>>9450223
The N64 and PS1 work in very different ways. Having N64 source code and wanting to run it on the Playstation is like having a recipe for something that expects to be cooked in the oven when all you have is a hotplate

>> No.9450357

>>9450343
Ok final fantasy bro

>> No.9450362

>>9450354
The N64 works better for a renderfarm, the PS1 works better for a game console.

>> No.9450369

>>9450357
Only ever played VII but you do you, 18-year-old-kun.

>> No.9450404

>>9450369
Never played any, not gay bro

>> No.9450450

>>9450404
>~18-years-old

>> No.9450610

>>9450232
>Nobody noticed
Star fox ran like shit and everyone knew.

>> No.9450629
File: 151 KB, 564x1166, 1664252404810576.jpg [View same] [iqdb] [saucenao] [google]
9450629

>>9447549

>> No.9450645
File: 2.36 MB, 3477x2005, n64VSPS.png [View same] [iqdb] [saucenao] [google]
9450645

>>9450629

>> No.9450659

>>9450645
Now move the camera

>> No.9450728

>>9450645
Honestly the blurry textures look better than the pixelized ones to me.

>> No.9450736

>>9450645
his ears are literally 3 pixels in the ps1 version

>> No.9450741

>>9450354
Most ports from that period were just a recreation of the game logic on a different engine.

>> No.9450749

The limiting factor to whether you could have a faithful OoT port to the Playstation would be the level geometry. As everyone keeps pointing out Playstation games usually had smaller boxier environments. Sure the game would look different with high res but jittery textures but it wouldn't make it a different game.

>> No.9450782

>>9449708
>Ps1 couldn't run OoT.
Running with fog isn't the same thing as not running. PS1 could run OoT with fog and 10x better looking textures & prerenders. Not to mention better audio quality (and probably sick looking FMV sequences).

>> No.9450793

>>9450645
Does anyone have back to back capture footage of these two versions in motion on a real crt? Love to see how noticeable the 64's blurryness is vs the ps's jumpy textures

>> No.9450895

>>9450782
Lmao it would be so funny of the dude who is making the unreal engine oot making the 240p prerenders for every would be in engine animated cutscene. Then the actual game sprite models and animations look as bad as spyro.

>> No.9450930

>>9447560
>z buffering
Do you even know what that is? PS1 shits all over the N64

>> No.9450946

>>9450930
What is the majoras mask of ps1?

>> No.9450961

>>9450946
Pretty sure you replied to the wrong guy, mate.

>> No.9450993

>>9450782
When they ported the game to Gamecube, there was such a big difference in slowdown/lag in the end credits that the music desynced and it ended too early. So they put the credits into an FMV on the disc. For the wii version they didn't have the luxury of disc storage, so they fixed the discrepancy and didn't use FMV.

>> No.9451052

>>9450610
you weren't there

>> No.9451096

>>9450993
That always happens to me with emulators too, and I don't know how to fix it

>> No.9451105

>>9447608
you suck dick

>> No.9451110

>>9449529
technically it's still a smooth, albeit low framerate

>> No.9451115

>>9449557
this makes no sense because no one has a Saturn and very few people have dreamcast. ps1s are everywhere, ps classic PS2 and PS3 w backward compatibility etc. you just wish people actually cared about your Jap shit systems

>> No.9451119

>>9451096
>always
Yeah right. Emulation is superior to real HW in at least ten ways

>> No.9451125

>>9451119
Well how do you fix it then? The music was always out of sync with the credits for me

>> No.9451143

>>9449518
The N64 is technically more powerful in some ways, but it also has some awkward bottlenecks that makes exploiting it less easy than it ought to be. Doable, of course.

>> No.9451148

>>9451143
retards say this but all n64 games look worse compared to ps1 counter parts

and the best n64 games look much worse than the best ps1 games

>> No.9451162

>>9449853
>>9449856
I'm not familiar with that game, but they embraced the LOD fog and designed around it for Silent Hill, which I always thought was very neat. It's a viable approach, and it's really not that bad in that screenshot there, it works visually.
If maybe some "deepening" gradient could have been applied to the fog to make it look a little less flat, I think people would have complained less, but that may be resource intensive.

>>9451148
Well yeah, if it's not easy to fully exploit then many devs won't. Look at the Atari Jaguar, it technically has a LOT of power for its time period, but it was an incredibly awkward and bothersome machine to develop for, and most devs didn't want to put up with and learn all the headspinning bullshit, hence why in spite of good potential power, most of the game's library really doesn't look significantly more advanced than SNES or Genesis games (16-bit machines, versus Atari's paraded 64-bit).

The Nintendo 64 isn't as extreme in that regard, but you can think of it along the same lines. If devs struggle with tapping all the power, then maybe the toted power isn't quite all it's cracked out to be.

>> No.9451169

>>9451148
Oot could not run on ps1, let alone majoras mask.

>> No.9451176

>>9450090
20fps is better than most people give it credit for at the time. Few people could get Quake to run at a consistent 20fps on their computers when it hit the scene, hell, that was the case for Doom when that was new (at least if you were insistent on not playing in low detail mode and with a small screen size), but people enjoyed them anyway, and it drove people to upgrade or replace their hardware.
I think if a 5th gen console game with a fully 3D world can reach 20fps most of the time, and not dip too hard for the most part, then it performed well enough.

>>9451169
>>9450060
You could do a game like that on the PSX, you'd just have to do some accommodating and alter the design in some places to make it work well, not that unusual for ports. It wouldn't be an identical experience (that was seldom the case for 5th gen multiplats), but you could make a rather similar one.

>>9450232
Most SNES games didn't push the limits all THAT hard, those that did tended to use the SuperFX chip. Games like Starfox, Wolfenstein 3D, Doom, they ran like shit on the SNES, dear god, but plenty of action games maintained a consistently good framerate most, if not all the time.

>> No.9451189

>>9450272
>The fps dips way down anytime too much is happening on screen which is a lot of the time on action games. In a link to the past you pretty much only see it in boss fights with a lot of bullets like the desert snake boss.
There's some, like the Super Castlevania and ALTTP examples, but it's really not bad for the most part.

>>9450354
I like how you worded this.

>> No.9451191
File: 2.95 MB, 3507x2865, Brightis643.jpg [View same] [iqdb] [saucenao] [google]
9451191

>>9447549
You should concern yourself with getting picrel translated instead.

>> No.9451280

>>9451115
The fuck are you talking about you dribbling retard? The PS1 being massively successful has nothing to do with it, homebrew scenes are born from how fun/easy/rewarding it is to mess with the console and come from die hard enthusiasts, not mass appeal. Whatever remnants of a homebrew scene the PS1 had died like 20 years ago, it doesn't matter how many units it sold, nobody's making software in 2022.

>> No.9451309

>>9451169
OOT runs at a low FPS, has no large amount of polygons on screen and is mostly gouraud shaded polygons or really shitty low resolution, blurry textures, who the fuck are you kidding here?

>> No.9451316

>>9450645
how come this image is still being used when they're both through emulation and look wildly different than an actual system

>> No.9451324

>>9451316
Because if emulation was capable of making every game render entire levels without any LOD it would be such a breakthrough that everyone would be talking about it. Rendering distance is limited by the games themselves, so that image IS accurate.

>> No.9451331

>>9451324
it isn't, the only thing you can get from this is that the PS1 scales better

>> No.9451334

>>9451309
Based Sony fanboy. Start dumping your ps1 screenshots again. That'll show those pesky n63kiddos

>> No.9451335
File: 194 KB, 1280x720, Texture filtering.jpg [View same] [iqdb] [saucenao] [google]
9451335

>>9451331
shut it

>> No.9451339

>>9451335
what's wrong?
upset that your BS argument means nothing
>X emulator upscaled looks better than Y emulator upscaled

>> No.9451345

>>9451335
Are you fucking demented faggots going to have another autistic meltdown again?

>> No.9451359
File: 55 KB, 228x200, 1466685086341.png [View same] [iqdb] [saucenao] [google]
9451359

Ah, here it is.

Thread:
http://www.psxdev.net/forum/viewtopic.php?t=3499

Initial tests:
https://www.youtube.com/watch?v=h_rO0rhUgIQ
https://www.youtube.com/watch?v=Vfz5rVeg_Qg

Real hardware:
https://www.youtube.com/watch?v=NW6oKWDHTX8

Kiddie shit. Easily achieved.

>> No.9451374

>>9451359
I mean this is just a corridor with a Link looking model

>> No.9451378

>>9451359
>Kiddie shit. Easily achieved.
there's no game there. there's a debug testing room that looks demonstrably worse than the N64 version if only due to the PS1's lack of z buffer. wake me up when hyrule field is rendered at 20fps with time of day and entities. this is dumb and proves literally nothing.

>> No.9451381

>>9451378
I think the best example of this might be MML2

>> No.9451382

>>9451374
>>9451378
OP asked if it's possible, and it demonstrably is. Whatever tard olympics you mongrels are partaking on prior to my post do not matter to me.

>> No.9451383

>>9450946
They will say vagrant story but the maps are tiny as shit compared to the zelda games

>> No.9451389

>>9451382
>and it demonstrably is
oh really? then why are you linking to videos of a fucking empty room with an untextured, motionless link gliding around instead of hyrule field running at 20fps with a night and day cycle, enemies and full effects? oh right, because it doesn't exist, because the PS1 can't do it and even if it could, you have no reason to believe it can based on what you've shown. i hope to god i'm getting baited, please do not be as retarded as you seem.

>> No.9451394

>>9451382
I don’t think you know what demonstrably means
What he showed was a concept, nothing in it was remotely anything to do with OoT
Like I said In the post above yours, MML2 is better proof it can

>> No.9451397
File: 2.52 MB, 500x375, psx-medevil.gif [View same] [iqdb] [saucenao] [google]
9451397

I'd rather play as a cool skeleton warrior than an elf shota, really.

>> No.9451409 [DELETED] 

nigger

>> No.9451419 [DELETED] 

>>9451359
Based.

/Thread

>> No.9451429

>>9451397
Wow you have a whole 20x20ft room there

>> No.9451430

>>9451397
this game was a mixed bag. the platforming is slippery and the way you swing your weapons doesn't feel very satisfying; and there aren't very many weapons/tool items or powerups. the health system wasn't bad but just kind of weird and inconvenient at times. conceptually it's neat, it had cool CGI, the aesthetics are charming, but it was very repetitive. it played a lot like gauntlet legends/dark legacy but with stilted platforming and puzzle elements thrown in, without any of gauntlet's combat depth (fite me).

>> No.9451435

>>9451429
With quality textures and a higher fps

>> No.9451436 [DELETED] 
File: 32 KB, 361x375, Screenshot_20221127_152615_Samsung Internet.jpg [View same] [iqdb] [saucenao] [google]
9451436

>>9451419
>replying to yourself
lol

>> No.9451440

>>9447549
I'm sure we had a similar thread for Mario 64
The technical people expressed that it would be a difficult port IIRC
Considering how this runs on the N64, this probably wouldn't be playable

>> No.9451441 [DELETED] 

>>9451436
>Anyone who has a different opinion than me is a samefag

kys faggot

>> No.9451449 [DELETED] 
File: 703 KB, 320x240, 1668563167924977.gif [View same] [iqdb] [saucenao] [google]
9451449

>>9451441
>and he redditspaces again
it's time to go back

>> No.9451452 [DELETED] 

>>9451449
>reddit spaces
newfag

>> No.9451458 [DELETED] 
File: 63 KB, 800x534, worried-father-measuring-temperature-his-sick-son-concerned-parent-young-sitting-sofa-near-diseased-looking-100117102.jpg [View same] [iqdb] [saucenao] [google]
9451458

>>9451452
>finally learned to stop redditspacing
proud of you, son

>> No.9451463

>>9451429
Better than 300sqft of literally nothing between points of interest.

>> No.9451464

>>9451359
There was another one I saw which was more of an animation test in a forest temple like environment, I think it had a wolfos too.

>> No.9451468 [DELETED] 
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9451468

>>9451436
Wrong, retard.

>> No.9451478 [DELETED] 
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9451478

>>9451468

>> No.9451538

>>9451463
How is that working out now? Consoles still run at 30fps and favor big open worlds. Botw, red dead, gta 5 many such cases.

>> No.9451721

>>9451538
30fps is not the same as 20fps

>> No.9451725

>>9451721
Doesnt oot dip to 15FPS in some sections? lol

>> No.9451728

>>9451721
Movies were shot at 16-24fps with animation at 12fps. If you think glorious nippon care about frames don't watch their animation.

>> No.9451731

>>9451728
Fast paced games are not the same as movies. I'll accept low frame rates only if the game is perfect in every other way. Certain run n guns and fighting games with slowdown are still the best in their genre proving this.

>> No.9451734

>>9451728
Less fps = more control lag. Laggy games are not a pleasant experience even though they may look fine on Youtube.

>> No.9451784

>>9451734
Have you played oot? It is a pleasant experience.

>> No.9451815

>>9451397
>elf shota
Just trying too hard

>> No.9451816

>>9449414
it would have horrible ps1 seizure graphics

>> No.9451827

>>9451816
As opposed to horrible n64 cataracts graphics?

>> No.9451904

>>9451815
How? He's an elf boy.

>> No.9451906

>>9451430
There's 20 levels with a weapon to unlock on each one, how is that not a lot?

>> No.9452197

>>9451906
there's dan's arm (useless), 3 swords that all do the same thing with worse/better damage, club and hammer which are nearly identical, 4 fucking bows that are nearly identical, spear, and chicken leg.

>> No.9452263

>>9452197
Throwing daggers, crossbow, lightning, spear, dragon armour, shield you can recharge. I got plenty of variety out of it, might not be the most balanced but Zelda isn't free from the trap of "later weapon = better weapon".

>> No.9452375

>>9451397
the ground is shaking is there an earthquake going on

>> No.9452384

>>9451538
>Consoles still run at 30fps and
Have shit games, yes.

>> No.9452391

>>9452384
As a child I played consoles, loved consoles, believed in exclusives. But when I became a man I put down my childish things and got a pc for emulation, piracy, and mods

>> No.9452410

>>9452375
You gonna have motion sickness or something you little baby?

>> No.9452415

>>9452391
>I put down my childish things
Clearly not, since you're still complaining about old games that don't have big empty parking lot maps.

>> No.9452439

>>9452263
>Throwing daggers, crossbow
which are almost identical to the other bows and have no special abilities
>dragon armor and shield
not weapons
shit is dumb. just a bunch of variants of the same 3 weapons with minor statistical differences and few or no special abilities/tool function. you kill shit with your sword or a bow, break shit with the hammer, occasionally use club to light something on fire... that's basically the extent of the utility of the game's weapons. gay and lame.

>> No.9452446

>>9452439
Game's fun bro.

>> No.9452454

>>9452446
nah sorry, it's jank. go play gauntlet dark legacy for an actual good game in the same vein with 10x more to see and do and items that are actually fun to use instead of a doze fucking repeats of the same sword and bow weapons. medievil is a 6/10.

>> No.9452465

>>9452454
I disagree, but you do you.

>> No.9452467

>>9452439
>more = better
Not a good argument. Take your chromossome count for example.

>> No.9452487

>>9452467
>more = better
this is literally the opposite of my point. medievel has tons of garbage and nothing of substance. holy shit you're dumb.

>> No.9452682

>>9452415
You're right I'm going to go clean my kitchen and living room then prepare a brisket cottage pie.

>> No.9452725

>>9451816
Not for me, I emulate

>> No.9453705 [DELETED] 

>itt retards with zero technical knowledge defend their favorite bing bing wahoo machines

>> No.9453865 [DELETED] 

>>9453705
you're welcome to post some mr smarty pants

>> No.9453868 [DELETED] 

>>9453865
Don't reply to console warriors

>> No.9453976

>>9447549
There actually was a PS1 Homebrew dev making an Ocarina of Time Engine a while back. Not sure if he's going to finish it though. He had it running at a higher frame rate and resolution than the N64 games.

https://www.youtube.com/watch?v=T15OY2nK-ps
https://www.youtube.com/watch?v=hVXHiJENBxE
https://www.youtube.com/watch?v=xs8EgS2m1p8

>> No.9455667

>>9453976
Now that’s more like it, very cool
Obviously the physics aren’t there yet but that is very well done

>> No.9455680

Hast O0T been ported to any console yet?
Like Mario 64 is on PS2

>> No.9455685

>>9453976
Based.
Easily achieved, as stated before.

>> No.9455686
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9455686

>>9455680

>> No.9455712

>>9455685
>easily achieved
>a limited and unfinished tech demo
>never accomplished by pro devs at the time
the ps1 had so many strengths why does its inability to run zelda and perfect dark still trigger console war manchildren so much?

>> No.9455724

>>9455712
>a limited and unfinished tech demo
Yeah, like every N64 game ever.

>> No.9455820
File: 520 KB, 500x470, 1669369151854514.gif [View same] [iqdb] [saucenao] [google]
9455820

>>9455680
The 3DS version is more of a port than any other rerelease considering it actually runs in the same engine as the original (and it's really not as modified as you'd expect) and isn't just a rom packaged in an emulator.

>> No.9455956

>>9455724
>Talks about a demo with provably less features than the real game that’s not complete and never will be
>”T-The real games sucked just as much!”
Lol
Lmao even

>> No.9455991

>>9450362
>PS1 works better for a game console
>Loading screen
>Loading screen
>Loading screen
Kek

>> No.9456006

>>9450946
FF8
Gay avant garde sequel to a beloved classic. A title for the essayists. I commend them for trying something completely different, I don't regret playing the game at all really, it's fascinating how weird it is, but it is ultimately fucked

>> No.9456013

>>9455680
I saw Wii U and Switch mentioned in the Shipwright repo

https://youtu.be/nPMr4FXNFpk

>> No.9456015

>>9451538
And are palpably more dense in content than Hyrule Field

>> No.9456018

>>9452454
Jank doesn't mean it's not fun
Usually when people say jank they just mean they're unwilling to get used to it
Whatever, but I am, rofl

>> No.9456025

I swear you zoomers are fucking retarded. There are simply too many polygons in OOT for the PlayStation to render. The entire game would have to be remade from scratch at lower poly counts and played with tank controls

>> No.9456026

>>9456025
This. This so much

>> No.9456027

>>9456025
>the system with a dual analogue controller must be played with tank controls

>> No.9456030

>>9456025
>There are simply too many polygons in OOT for the PlayStation to render.
t.zoomer know nothing about frustum culling

>> No.9456056

>>9447549
Leatherface did. He fail. Zelda got away in the end

>> No.9456060

>>9455820
that's not a port and no it doesn't run in the same engine, wtf are you talking about

>> No.9456062

>>9456056
Where you when Leatherface fail
At home
Mum say Zelda get away
"No"

>> No.9456068

>>9456060
Whaaat? Nintendo didn't want to port shitty mips code to arm and add all these features to a software carcass instead of just using a better game engine that isn't bloated and already has the features they needed?

>> No.9456070

>>9455712
>I-It's just an unfinished tech demo!
>I-It's not the full game!
It's more that it's an in development homebrew engine. You have a player character with animations and textures, enemies and other entities working with animations, collision, physics, etc. implemented. Pretty much all that's missing at this point is combat, menus, and story scripting. Which if you think that's enough to push the PS1 over the edge and make it impossible to run you really need to look at the performance of the game on the N64 and what this engine on PS1 is doing. This engine on PS1 is running at almost double the resolution of the N64 game and at 30fps. The N64 game struggles to maintain 20fps. If implementing those features starts to cause performance issues he can just cap it at 20fps and reduce the resolution like the N64 game to free up CPU resources.

>B-But no pro devs did it at the time!
Did it ever dawn on you that people know a lot more now about 3D rendering than they did back in the 90s? Applying that knowledge can give a lot of significant performance boosts. The hardware is more well known at this point too so compilers produce faster and leaner code, developers know how to get the most out of the hardware as well, etc. So it's only natural that people today are going to be able to get better performance than devs back then.

This isn't something that's just in the PS1 Homebrew scene. It's in all homebrew scenes including the 3DO, N64, and Saturn. While it's probably true that a game on the N64 that is extremely well optimized and pushing the hardware to it's very limit would produce something beyond the PS1's capabilities, the reality is that games like Ocarina of Time or Perfect Dark aren't those games. Those games are instead bottlenecked by the poor libraries, tools, compilers, and limited 3D rendering knowledge of the time.

>> No.9456076

>>9456068
Go to bed dude
You’re drunk

>> No.9456089

>>9447549
I can't be done without major cutbacks that would just change the game so much that's it's not the same anymore.
Ps1 just wasn't very good with fully 3d game environments, which is why most were limited 3d or 2.5d and the ones that were had some major drawdistance limitations and often operated in small cells.

>> No.9456095

>>9451191
What game?

>> No.9456097

>>9456089
Retard alert

>> No.9456104

>>9456095
Congratulations you are the most retarded gorilla nigger in this thread, and this was a munted enough thread before you showed up

>> No.9456106

>>9456097
Point me out these great 3d games with great draw distances that can match OoT.

>> No.9456109

Overworld draw distance would likely suffer, that's about it.

>> No.9456112

>>9456109
no, the biggest problem is the geometry

>> No.9456114

>>9456106
Spyro and Mega Man Legends

>> No.9456119 [DELETED] 

>>9456104
>calling someone a slur for not knowing what a game is
ok chud

>> No.9456132
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9456132

>>9456114
Neither of those games has anywhere near the draw distance of OoT and MML switches out 3d for 2d sprites often while Spyro stops rendering textures past a certain distances and other lod tricks despite never matching the scale of OoT.

>> No.9456134

>>9456112
The models in Ocarina of Time actually have very low polygon counts. Games like Spyro 3 on PS1 actually have maps with significantly higher polygon counts.

>> No.9456148

>>9453976
Holy shit that's soulful

>> No.9456157

>>9456132
Megaman Legends and Spyro 1-3 are also running at 30fps while Ocarina of Time is capped at 20fps and regularly dips below that. Draw distance is purely how many polygons can we draw in a frame, so having a lower framerate is going to give you more time per frame to draw polygons. From a pure polygons per second perspective there's really no reason PS1 shouldn't be able to pull off something like Hyrule Field in Ocarina of time. It's GPU has the fill rate to do it, and the CPU+GTE should be able to calculate that many polygons easily.

>> No.9456175

Enter Zora's domain
*Loading screen*
Run to zora king
*Loading screen*
Go to jabu jabu
*Loading screen*
Enter jabu jabu
*Loading screen*
Go to room two of jabu jabu
*Loading screen*
Go to room 3 of jabu jabu
*Loading screen*

>> No.9456184

>>9456175
You've got to admit, Soul Reaver was very impressive
Probably the closest representation of OoT on the Playstation

>> No.9456189
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9456189

>>9456134
This is the game you're talking about? Also why not compare a late ps1 game to a late n64 game like Majora's Mask instead of a 98 game to a 00 one?

>> No.9456214

>>9456189
> Also why not compare a late ps1 game to a late n64 game like Majora's Mask instead of a 98 game to a 00 one?
Why does that matter when we're simply talking about "Can X hardware run Y Game?"

>> No.9456220

okay but why havent they ported this to the ps2 yet? there's sm64 already available on literally everything yet oot and majora's mask and a bunch of other games got their source code leaked too with nothing, only now oot has a native pc port worked out of it with MAYBE retro console ports in the future
come on man

>> No.9456234

>>9456132
MML is easily the best 3d game on the psx and it's all flat planes, boxes, and standing sprites. I love the games but that anon trying to compare it to OoT is laughable. On emu with increased resolution and anti-aliasing it looks absolutely incredible, but zoomers don't seem to realize that emulating psx is superior to what the hardware itself was capable of
>>9456027
You just outed yourself as a zoomer that never played psx outside of emulation. The og dualshock had terrible analog. It wasn't until DS3 that Sony surpassed niggertendo 64 in that regard
>>9456030
zoom zoom cope. The absolute BEST the psx was capable of was mega man legends and even that masterpiece is all flat planes and boxes. Not to mention the fucking PORT ran smoother on n64. The PlayStation was simply too weak to run something with as high a poly counts as Mario 64 or OoT. No amount of coping will change this

>> No.9456240

>>9456220
Because many of those "ports" are still emulating parts of the N64 hardware to run the original code. Until they get those parts of the code to not be tied to the N64 hardware, doing ports to platforms that aren't powerful enough to run that emulation layer isn't feasible.

>> No.9456245

>>9456240
uhhh no they aren't, the SM64 ports are completely native ports made using the source code

>> No.9456258

>>9456220
>Available on literally everything
Not psx. It's too weak to run all them polygons

>> No.9456259

>>9456245
A lot of the graphics are simulating the RSP shit through OpenGL, or if not available (like on the PS2/DC/DOS), rendered in software.

>> No.9456260
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9456260

>>9456234
>The absolute BEST the psx was capable of was mega man legends and even that masterpiece is all flat planes and boxes
Not him but Megaman Legends looks boxy because that's its artstyle. Don't be disingenuous and don't push your luck.

>> No.9456267

>>9456234
>The PlayStation was simply too weak to run something with as high a poly counts as Mario 64 or OoT.
Have you actually looked at the polygon counts for either of those games? The polygon counts are actually very low. Hyrule Field in Ocarina of Time for example is maybe 2000 Polygons. One of the hub worlds in Spyro 3 for comparison is 12000 polygons.

>>9456245
>They use the source code!
Have you actually looked at it? Here's a hint, go take a peek in the graphics part of the source code:
https://github.com/sm64-port/sm64-port/tree/master/src/pc/gfx

This is mimicking the N64's GPU running it's Fast3D microcode through DirectX/OpenGL/SDL/etc.This layer is effectively mimicking the N64's GPU so the original game's rendering calls can just work. They did this so they didn't have to completely rewrite the original game's rendering code to get it to work on other platforms. If the target platform can't run this abstraction layer fast enough, you're going to get bad performance. This is why when it's been ported to systems like the Dreamcast it runs like crap even though the hardware is more than capable of running the game at full speed.

>> No.9456271

>>9456267
This. In practice the N64 was so bottlenecked that it actually outputs less polygons than the PSX at any given time.

>> No.9456280

>>9456271
There's also the fact that how it renders is different, so how you approach modeling is different. N64 can get away with drawing very large polygons, can tile textures, etc. and not have to worry about warping/distortion. On PS1 if you tried to draw the model for Hyrule filed it would be able to do it fine, but it would be a warpy mess. So the model would have to be subdivided into smaller polygons to reduce the warping.

That said, PS1 should still be able to handle a properly converted and optimized model of something like Hyrule Field.

>> No.9456306

>>9456267
okay so if you're arguing right above the reply to my post that the ps1 would be able to run sm64 or oot why isnt the ps2 or original xbox (the latter of which can already run full emulation decently) able to emulate just the graphics part buddy?

>> No.9456309

>>9456306
and sm64 already runs on my ps2 with extremely good performance

>> No.9456317

>>9456306
Because the code that's emulating the RDP functions in the SM64 PC port clearly wasn't made with porting to old consoles in mind. It was made with newer platforms in mind and is made to be accurate, not fast.

>> No.9456321

>>9456317
okay but sm64 runs on the xbox and ps2 with perfect performance already

>> No.9456323

>>9456306
https://www.youtube.com/watch?v=3nZ1WlI2zrQ

>> No.9456325

>>9456323
yep deniers pwned
now when should we expect the OOT port to come out? 2023 maybe? the windows port was done earlier this year

>> No.9456330

>>9453976
It's really cool, with decompiled logic it might be a real port.

>> No.9456349

>>9456321
And the Xbox and PS2 are an entire generation a head of the PS1 and N64. They have the CPU brute force and Memory resources available to run that emulation layer. Dreamcast almost has it too, but every now and then slows down when it can't keep up:

https://www.youtube.com/watch?v=bLpfdeLk3rI

PS1 doesn't have that luxury. It would need to have the rendering pipeline completely rebuilt from the ground up to work with the PS1 hardware and work in a way that's optimal for the PS1. The existing PC source code wouldn't work as-is.

>> No.9456389

>>9456349
okay but my original post was about the ps2

>> No.9456420

>>9456389
And this thread is about the PS1, so I assumed you meant the PS1. My bad if you truly meant the PS2.

As for why Ocarina of Time hasn't gotten a PS2 port, it's simply because the decompilation just finally reached a workable state within the last year. None of these projects use the leaked source code because that's just asking for Nintendo to sue the crap out of you. They instead use a clean room decompilation through reverse engineering. That takes a lot of time to get to a working state, and it takes even more time to get it readable and usable state for other platforms.

As stated Mario 64 kind of cheats with an emulation layer of the graphics hardware. There are some PC ports of Ocarina of Time doing that, and there are others trying to rework it to not require an emulation layer.

>> No.9456441

>>9453976
>>9455685
>>9456330
>>9453976
what is this supposed to prove? that the PS1 could render Medievil-size environments with Zelda art style? the question of "could PS1 run OoT?" is not answered here because none of these demos attempts to recreate the environments which would actually be taxing on the hardware. where is Hyrule Field? where is outside Spirit Temple? where is Kakariko Graveyard? where is Lake Hylia? where is Hyrule Castle grounds? nobody attempts these larger, more complex environments because they can't be done. every single demo posted thus far is a barren, empty, small area with a stilted looking Link and nothing else going on outside of maybe 1-2 entities. it blows my mind that anybody could be stupid enough to think that rendering these tiny rooms means anything at all.

>> No.9456454

>>9456441
>NOOO IT DOESN'T COUNT
Shut the fuck up. God damn. Know when to stay down.

>> No.9456467

>>9456454
>i rendered a small room and textured a model to look like Link, PS1 can run OoT lol!
you have a low IQ.

>> No.9456506

>>9451435
>Quality textures
This is bait, right?
>>9456260
No, it looks boxy because it's all boxes and flat planes just like every other 3d game on the system. Any more and the games turn into a jittery mess that plays like jank ass
>Posts 20x20 room that shakes like an alkie going through withdrawals
Kek

>> No.9456531

>>9456325
I'm not sure if there's enough interest. OoT isn't that popular anymore.

>> No.9456551
File: 1.70 MB, 2136x794, PolyCount-OOTvsSpyro3.png [View same] [iqdb] [saucenao] [google]
9456551

>>9456441
>none of these demos attempts to recreate the environments which would actually be taxing on the hardware. where is Hyrule Field?
Next time, actually look at the model data before you make another emotional fanboy post.

>> No.9456563

>>9456551
I love it how they keep evading your posts.

>> No.9456592
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9456592

>>9456070
>It's more that it's an in development homebrew engine
ok? you're saying the same thing so the point still stands
>Applying that knowledge can give a lot of significant performance boosts
add the same thing could be said about the n64, putting it back in the lead. if anything sony's policies allowed developers more freedom with the machine's hardware than nintendo's did

again the ps1 is incredible and already won its respective generation, why does this topic cause console war manchildren like you to meltdown so hard?

pic related, it's (you)

>> No.9456594

>>9456551
the viewing angles in Spyro's map are much more narrow, notice all of the obstructions. not all of those polygons are being rendered at once. conversely, OoT has massive draw distance with wide viewing angles, so more polygons are rendered in a visible frame.

>> No.9456612

>>9453976
This is like some alternative reality where Sony and Nintendo created a console, dynamic lights and additive blending with actual textures that aren't blurry, would have been amazing.

>> No.9456618
File: 261 KB, 1056x594, 0_E1eNateTiDThGcYI.jpg [View same] [iqdb] [saucenao] [google]
9456618

>>9456594

>> No.9456626

>>9456592
>add the same thing could be said about the n64
Which I said in the same post you're quoting. This thread was simply asking "Could PS1 run Ocarina of Time?" to which people are giving their thoughts and opinions. It wasn't about console warring at all. The only people making this a console war are the N64 fanboys like yourself who for some reason feel threatened by this kind of discussion.
>>9456594
>not all of those polygons are being rendered at once
The same is true for Hyrule Field in Ocarina of Time.
>so more polygons are rendered in a visible frame.
No, not really. The polygons density in Hyrule Field is much lower. If anything less Polygons are being rendered at any given time.

To further drive this home, a game like Tekken 2 on PS1 has about 1300 Polygons per player model. The game draws 2 of these models at once, so that would be about 2600 polygons per frame. But let's assume half of them are culled, bringing us back down to 1300 polygons per frame. The game runs at 60fps so that would be about 78,000 polygons per second. If we were to target 20fps like Ocarina of Time, that would give us about 3,900 polygons per frame to work with. That's enough to draw all of Hyrule Field more than 2 times.

In short, the PS1's GPU has more than enough fillrate to handle something like Hyrule Field, and the CPU+GTE are more than capable calculating it. Is the N64 capable of outperforming the PS1 when pushed to it's limits? Sure, but games like Ocarina of Time aren't examples of doing that.

>> No.9456629

The N64 is better at action games, the PS1 is better at JRPG. Nothing has changed in 30 years you retards. Nothing on the PS1 plays anything like F-zero GX, just like nothing on the N64 plays like Suikoden. Quit derailing the topic

>> No.9456632

>>9456629
> Nothing on the PS1 plays anything like F-zero GX
Well that would be kind of impressive if the PS1 pulled off a 1:1 port of a Gamecube game...

>> No.9456634

>>9456618
and yet again, you're being disengenuous and retarded. you use Spyro's higher poly map as some kind of proof that PS1 can run OoT, but when countered with a perfectly reasonable explanation, you immediately drop any semblance of an argument. if a map has 10k polys but walls on the map only allow me to render 1000 of them in a given frame, then you aren't rendering 10k, you're rendering 1k. this is to say nothing of other factors you've overtly ignored like the fact OoT has a night and day cycle, or the fact that Link's model itself is higher poly than Spyro. we can't have an actual discussion if you're going to be an ignorant pseud.

>> No.9456643

>>9456325
Windows port was a side effect of the astonishing effort of making save randomizers. Maybe I don't understand something but do they really so popular?
Any other dev team is concentrated on modding, code portability, fixing bugs, etc but the ship of harkanian is different.

>> No.9456665

>>9456634
Ok let's do some more math then. So let's say we only see 1000 of the polygons in the Spyro 3 Map, + Spyro's model at a given time. Let's assume half of Spyro's model is culled so that brings us to about 1200 Polygons per frame. Spyro 3 runs at 30fps which would be about 36,000 polygons per second.

Now in Hyrule Field we're never going to see the entire thing at any given moment. At most we'll see maybe a 1/3. But for fun let's say we can see half of it. So that's about 800 polygons at a given time. And we'll assume we see half of Link's model due to culling. So that comes to about 1168 Polygons per frame. The game runs at 20fps so that's about 23,360 polygons per second. If we were seeing 3/4 of Hyrule Field + Link we'd be at 1568 polygons per frame which would 31,360 polygons per second.

So even with those assumptions, the PS1 game is pushing more polygons per second.

>> No.9456668

>>9456626
good post, unlike the other faggot who can't bother to formulate a decent reply.
>The game runs at 60fps so that would be about 78,000 polygons per second. If we were to target 20fps like Ocarina of Time, that would give us about 3,900 polygons per frame to work with. That's enough to draw all of Hyrule Field more than 2 times.
the problem here is that this hinges on FPS only being effected by poly count. OoT has vastly more going on at any given time than a game like Tekken. in a given area of Hyrule Field, you might have a full view of a good 40% of the map, multiple enemies onscreen, trees, running water, moving sky, Link's animations, item/spell animations, and the time of day changing, all at oncs. this is going to impact performance, and OoT manages this at a stable framerate while still retaining a high polycount. it's easy to say "PS1 could theoretically push the same polys" and make some demo where you recreate a slightly lower quality and static version of the environment, but the PS1 could simply not create an environment as large as OoT with the same level of complexity, and thus could not run OoT.

>> No.9456669

>>9447618
>SM64 was ported to the Dreamcast,

damn, dreamcast finally has a decent 3d platformer other than rayman 2 then

>> No.9456683

Using something like the spyro engine?

It's possible

>> No.9456698

>>9456668
See >>9456665
What do you think Ocarina of Time is doing behind the scenes that's so demanding? The models for the game aren't nearly as complex as you think and the stuff you've listed isn't that complicated either. having entities, animations, etc. are all common things that tons of 3D games have on all platforms. Ocarina of Time isn't special for having them and the ones it has aren't that complicated or more demanding than any other game of the time period. The Night and Day system isn't that complicated either. Have a variable that you iterate at certain interval and when it's at certain values cycle your color palettes to make it look like different times of day. The guy making the PSX Demo did that already:

https://www.youtube.com/watch?v=k5Kop5snUAI

>> No.9456702

>>9456665
And they keep evading your posts. It's sad really.

>> No.9456708

>>9456454
Why did you not address his points?

>> No.9456769

>>9456626
no one's threatened lol, i play more ps1 than n64, but ive never seen a ps1 game with the draw distance of oot and i doubt its ability to do so. and while the incomplete tech demo is impressive its still not pushing anything super demanding looking, on top of missing physics, proper character animations, enemies, npcs, etc. theoretically, it sounds possible, but ive played a lot of ps1 games and it seems unlikely based on my experience

>> No.9456789

>>9456708
>>9456551

>> No.9456813

>>9456769
> while the incomplete tech demo is impressive its still not pushing anything super demanding looking, on top of missing physics, proper character animations, enemies, npcs, etc.
Can you explain why any of those things would suddenly make the demo drop to 0fps and thus be considered impossible? Especially when it already has them implemented in some form or another?

The only thing the dev hasn't done with it is make a map like Hyrule Field, probably because debating N64 fanboys isn't high on his priority list. The only real challenge with that is Polygon count which the PS1 should be able to handle.

>> No.9456819

>>9456260
What game is this??

>> No.9456867

>>9456813

n64 would have a super fast framerate if there was fuck all on screen as well. cope sonynigger. probably takes just one enemy or house on screen and it will slow to a crawl. that probably explains why he dropped the project

>> No.9456901

tank controls for the fucking retarded sonyshits!

>> No.9456907

>>9456813
its more stuff for the processor to to crunch, which might limit the ability to fully render and run the game. imn not dating i know this 100% im explaining my thoughts and logic.
but i don't think he made that tech demo to debate anyone, it's just a cool project. you're still console warring. holy fuck grow up
>>9456867
shut up faggot

>> No.9456943
File: 386 KB, 610x480, Threads-of-Fate-Square-2000-Sony-PlayStation-PSX-PSOne-Action-RPG-Xtreme-Retro-5.png [View same] [iqdb] [saucenao] [google]
9456943

Can N64 run Threads of Fate? Spoiler: it will choke on those crispy graphics

>> No.9457231

>>9456234
>The og dualshock had terrible analog
Worked fine for moving in FF8 and 9, sorry you bought a shit aftermarket controller

>> No.9457285

All this thread has taught is that the soulless can't handle the PlayStation.
>j-j-jitter!
>f-f-fog!
>f-f-framerate!

>> No.9457346

>>9457285
This works both ways.

>> No.9457396

Is there anything on the ps1 like even the Great Deku tree? A 60 foot tree model.

It's simple but massive. When I think of ps1 games I think of small rooms.

>> No.9457404

>>9457396
The bosses in the Mega Man Legends games are massive, but size isn't taxing cause 1ft and 60ft are the same if they're the same shape; rather, polycounts. On that front, any boss from FF8 or 9 is extremely impressive

>> No.9457405

>>9456943
Based tekken3 spammer

>> No.9457406

>>9457396
Did you ever play Tomb Rider?

>> No.9457407

>>9457405
You mean n64 can't run tekken 3?

>> No.9457416

>>9457407
Not a chance.

>> No.9457428

>>9457407
Only very downgraded but why would anyone want to do this? Technical polish was its major selling point. Look at various N64 fighters, they all are technically compromised in one way or another

>> No.9457459

>>9456813
Problem is not the polycount (which the PSX could do in similar numbers) but the lack of perspective correct texture mapping. It forces psx games to tesselate the geometry to hide that limitation somewhat. I.e the n64 can use fewer but larger triangles to render outdoors.
PSX would struggle with that as a result.

>> No.9457460

>>9457459
This is the only correct answer in the whole thread.

>> No.9457470

>>9457459
>>9457460
I mean, this could be alievated by force making the camera in large outdoor areas top-down without visible horison, Alundra 2 style, and switching to a standard camera in towns and dungeons. PS1 version could also improve other things, like texture resolution and framerate. But that would feel like a different game, especially with losing the soulness of day-night cycle outdoors.

>> No.9457473

>>9457459
Oh no, draw distance, lack of perspective correct texture mapping...
https://youtu.be/dixx8iTREMg?t=12524

>> No.9457476

>>9457473
>Very small character model in outdoor sections, probably a lowpoly version
>No visible monsters, nothing else entirely
I guess there is exactly enough spare polygons to waste them on ground tessellation here.

>> No.9457537

>>9456819
N64 destroyer #57, brought to you by PlayStation™

>> No.9457538

>>9447560
are the ps1 loading times really that special? i remember other consoles having loading times too

>> No.9457546

>>9457538
It's a non-issue that is being used by fanboys as an counterargument to n64 cart size

>> No.9457551

>>9457537
One of the top rated games actually

>> No.9457552

>>9457538
Compared to contemporary CD based consoles, no. Compared to carts, yes.

>> No.9457582

>>9457546
You only think it's a non issue because you weren't there and you don't have to sit through every second of loading in emulation
Load times were a significant headache back then

>> No.9457596

>>9457582
Stop projecting zoomie, I got my psx in 1996. You could see problematic loading times in specific cases of shitty programming like KoF 95 port. Major releases from the likes of Namco and Capcom loaded fast enough.

>> No.9457702

Infestation on the PSX had gigantic maps that you can traverse at high speed.

https://www.youtube.com/watch?v=INXLM8eEe4E

Nevermind the framerate, it's a PAL exclusive.

>> No.9457739 [DELETED] 

>>9456629
that's not really true. PS1 has the games. It's just nintendo games are better

>> No.9457743

>>9457582
>Load times were a significant headache back then

I literally just thought they were part of the process, they never bothered me.

>> No.9457765

>>9457739
Nintendo games are across the board, worse and simpler game for casual players. Always have been.

>> No.9457770

>>9457582
Yeah loading was annoying. Thanks to modern emulators, PS1 games load as fast as cartridges. But back then, I would mash buttons hoping the loading would go faster (obviously had no idea how technology worked as a 10yo).

>> No.9457771

>>9457770
ADHD.

>> No.9457791

>>9457702
Draw distance of 100meters tops...

>> No.9457802
File: 584 KB, 800x600, file.png [View same] [iqdb] [saucenao] [google]
9457802

>>9457791
Are you really advocating "draw distance" as a strength of the N64?

>> No.9457820

>>9457802
We are talking about large outdoors, have fun posting screens of Turok but we all know it can do much more than that.
My response was on someone trying to show off the PSX using some shit racer with poor drawdistance

>> No.9457832 [DELETED] 

>>9457791
Oh so it's not about "muh wobbly large maps" all of a sudden? Circling back to the fog discussion that you've already lost before, huh?
Dumb niggermonkey.

>> No.9457834

>>9457820
Large outdoor with good draw distance*

>> No.9457835

>>9457832
No, it's about drawing outdoors with good draw distance, always has been. Check the thread title.

Stop feeling so butthurt

>> No.9457858

>>9457802
turok is rendering more than ps1 ever could

>> No.9458143

>>9450930
>PS1 shits all over the N64
How are you still this clueless about two almost 30 year old consoles? The N64 came out like two years later and is obviously a bit stronger, mainly when it comes to processing polygons and huge areas. The latter alone is the reason OoT wouldn't work or look the same on PS1 and the wobbly Tetris textures would drive you crazy

The PS1 would melt trying to run Conker

>> No.9458280

>>9458143
And yet the N64 still lost against the PS1 and had a worse catalog.

>> No.9458310

The funny thing is kids in the 90s didn't have these arguments.

>> No.9458313

>>9458143
>a bit stronger, mainly when it comes to processing polygons
>N64
It's been proven time and time again that the numbers are roughly the same. Why do you bring it up again?
N64 requires less polygons than PS1 for big areas because PS1 has to tesselate. PS1 can use untextured polygons for some areas which increases available polycount. Both are very specific cases. In general cases, N64s 160,000 is sligtly less than PS1s 180,000 polygons per second but not critically so.

>> No.9458352

>>9457702
The problem with the PS1 is the physics, the CPU can't do anything sophisticated like Wave Race 64 waves and mechanics.

>> No.9458371

>>9458352
The waves are just moving ramps??? Tony Hawk was on PS1

>> No.9458393

>>9458352
WR64's waves weren't some kind of crazy water simulation, they were fairly simple and prebaked. It's just executed very well.

>> No.9458407

>>9458280
Ps1 catalog is all shit with 2d backgrounds because it struggles to render large environments. it only sold more because it was cheap and easy to pirate. n64 was highest in quality metrics

>> No.9458414
File: 2.71 MB, 400x280, 34.gif [View same] [iqdb] [saucenao] [google]
9458414

>>9458407
>Ps1 catalog is all shit with 2d backgrounds
As opposed to the N64's state of the art 2D sprites right in your face?

>> No.9458426

>>9458313
>slightly less
That difference of 20K is a lot, esp. when you don't have a lot of polys to through around.

>> No.9458432

The level of console warring here is unreal, I would excuse it if it were full of rational debate and facts but it's instead full of retards lying, cherrpicking retarded examples that don't actually help their case, and retards in general being entirely disingenuous. The most recent posts are just the tip of the iceberg:
>>9458407
You are a retard for thinking this is true
>>9458414
You are a retard for thinking a large 3D environment somehow isn't worth it when a tree is drawn as a sprite – an object that in Mario 64 is metaphysically one-dimensional. You are doubly retarded for conceding that your opponent's false
and retarded statement is actually true & heterosexual. You are triply retarded for attempting to double down on this double retardation and present your retarded case as being the lesser of two retards when it palpably is not.

>> No.9458440

>>9458432
Take your head out of your own ass for once and go check the sheer abundance of elements in Mario 64 and even MK64 that are fully 2D, you troglodyte.

>> No.9458443

>>9458432
In summation, how people can be pathological liars and generally retarded in their tribalism over 30 year old video games is asinine. Move on with your lives

>> No.9458459

>>9458440
Truly a shame the coins in Mario 64 are sprites, if only Nintendo made the call to make an entirely 2D game or otherwise cleared up enough bandwidth to make an entirely 3D but unambitious game—rendering Mario 64 as an experiment entirely moot in either case

>> No.9458491

>>9458426
This is ~666 polygons per frame in a 30 fps game to compensate for the tessellation and the lack of z buffer culling.

>> No.9458492

>>9456551
Next you'll be trying to use Crash levels. Please stop being retarded.

>> No.9458506

>>9458440
>>9458459
I am team ps1 here but 2D graphics in MK64 are sovl, especially with a deblur mod. Love this game.

>> No.9458681

>>9457538
Some games, absolutely

>> No.9458846

>>9457459
I actually mentioned this previously. >>9456280 Unfortunately it got buried by the N64 fanboys console warring and going down a rabbit hole of which game technically is drawing more polygons.

Really what this boils down to is 2 simple questions. Could the PS1 run an engine with similar features to Ocarina of Time? Secondly, could it draw areas similar to Ocarina of Time? The Homebrew demos posted earlier I think are proof enough to answer the first question with a Yes.

The 2nd question keeps getting confused and buried in nonsensical discussions. The answer to could PS1 draw Hyrule Fields model as is, I think is a yes. It's not a very high poly model after all. It would be a warping mess, but it could draw it without breaking a sweat. Now to get it to look good on PS1, you'll need to subdivide the polygons. This isn't a deal breaker, as after all we just need to hit 20fps to match the N64. We also don't have to have the entire high poly model being drawn at once. We can use LOD systems to only draw the higher polygon models as they get closer to the camera and draw lower polygon models that are farther from the camera where the warping isn't yet noticeable. Again I think the Sypro games are more than a good enough example to show that this can work on PS1.

>> No.9458915

>>9457538
Nah, they were on par with the rest. The N64, for all the drawbacks of sticking with cartridges brought it, did have the advantage of only like a second of loading time at worst (often less), which did feel particularly noticeable with some games.

>>9458432
Yeah, some fucking unbearable autist has been having a meltdown for days over not everyone agreeing with him that the PSX is wholly superior to the N64.

>> No.9459304

>>9457702
It's barely drawing 5 feet in front of the vehicle. Bad choice of game to show off the PS1's strengths.

>> No.9459413

N64 pros
Faster CPU and GPU (almost 3X as fast)
Fast access to cartridge
Program runs off of cartridge, saving ram space
More ram than the PS1 in general. Especially with the expansion pak
Superior polygon rendering with Z buffer support etc along with some filters and post processing stuff to pretty up the final image
Overall a simpler architecture than the PS1. Though might be a con because the ps1 was still easier to work with

N64 cons
Carts were expensive to manufacture
Carts were limited in size. 4-64 MB
Tiny texture buffer. Meaning low res textures. Helped a bit by filters.
More expensive dev kits that were harder to use
Required more low level programming (machine language, assembly) to get good results from the system. Compared to PS1 where you could mostly work in just C


PS1 pros
CDs are cheap and big.
Dev kits were cheaper, and easier to use.
Faster parallel ram access for addressing individual ICs

PS1 cons
Flaws in the hardware result in texture warp age and polygon snapping
CD drive was slow (2x speed maximum) game data had to be carefully arranged.
Less ram than N64 had by default, with no way to expand it. Game program data also has to fit in that ram as opposed to running directly off the cart

As cool as ocarina of time was for the time, and it definitely plays to the 64’s strengths, oot doesn’t really do much that the PS1 straight up can’t do.

Your biggest hurdle outside of the porting of machine code would be getting the game to play well with limited memory

PS1 has 2 megabytes of RAM and 1 Megabyte of Vram
The N64 stock has a shared pool of 4 MB for normal memory and VRAM

ocarina of time specifically already rides around the memory limit for an N64 game without an expansion pak.

If you’d like to read about it, here
https://wiki.cloudmodding.com/oot/RAM_Map

Even just the addition of enabling disc functions for the N64 DD requires a separate memory map setup that requires the use of the expansion pak

Cont

>> No.9459457

>>9459413
To minimize memory usage, my first steps would be as follows:

#1 simplify actor routines.
Random guys wandering around kakarioko? Cut em. Or at least just have them stand in place. Keep enemies idle when out of range. Yes it’s less immersive, but does it really change the game THAT MUCH if the dodongos on the other side of the room are doing their walk, stop, fire, walk cycles? Or that you can see the bats and guays fly around on their own while you’re nowhere near them??

#2 ocarina of time works really hard to cut down loading times by buffering in whatever area you’re traveling towards, or even just looking at. That way the loading screen doesn’t need to take more than the fade out, fade in. The graveyard was already loaded by the time you walked past the cuckoo lady.

This eats a LOT of memory. And unfortunately would probably have to be very scaled back, if not just cut in most cases.
I don’t think load times would be unbearable, the average area in oot is a pretty small amount of data. It’s just that trying to get 2,3, or even 4 of the them ready for an instant transition is probably just too much for the ps1
On the bright side, most sequential areas share a lot of textures anyway. So Vram wouldn’t need a ton of cycles anyway.

I think by structuring the data on the disc well, so that there isn’t a lot of skipping the drive head, it would be pretty bearable.

Cont

>> No.9459463

>>9459457
The third (lesser) thing I’d do away with is all the particles
Technically these also just count as actors too. They’re all over the game- and look cool but don’t do much for gameplay usually. Think the fireflies and stuff in kokiri forest.

As for things like how controls are handled; oot actually plays pretty alright with a Dpad I think. And that’s without any fancy programming to smooth out the 8 way movement like Spyro has.
The most in depth parts of movement in the game are during fights, which you’re locked on for 90% of anyway. Locking on already very much limits motion, but you don’t really need to do more than circle strafe and move in and out.
I could imagine wanting to have a bit of a “smart camera” for some of the few platforming segments.
Parts of the game where you would be expected to point the stick in the direction of a ledge, center the camera, and jump forward; aren’t gonna be easy if that ledge you’re pointing to isn’t a straight 90° or 45° turn. Having a camera that lines those jumps up for you might be helpful.

I imagine the rotating ice platforms outside the ice cave being hell with 8 way movement especially…

Aiming might also be a bit harder on a Dpad. But usually you aren’t expected to be both accurate and fast at the same time with aiming. (Outside of the shooting ranges lol, those might need some changing)

But all in all, I think if enough thought and care went into it, ocarina of time would be quite doable. If with a few minor cuts and changes

>> No.9459486

>>9459463
You wanna talk a game that COULD NOT be done on ps1 though, majoras mask is just that.

The entire game revolves around a mechanic that absolutely demolishes memory: the time system. To the point where it’s pushing the boundaries of what the expansion pack is capable of. That’s 8 megs of memory total. PS1 is stuck at a grand total of 3.

Majoras mask would have to be fundamentally changed to work with that much of a cutback in memory. Just cutting out auto loading and simplifying actors wouldn’t be the half of it…

(Not to mention, could you imagine Majoras mask with simplified actor routines?? The people wandering around in Kakariko don’t matter a ton when it’s oot, but in majoras mask, characters walking around on their own daily schedules is like the whole point of it.
And damn with as much going in and out of buildings as you do in that game, constant loading WOULD get pretty irritating I think.

>> No.9459534

>>9447549
No one can relate to it.
OOT is a nostalgia game. If you don't played it as a kid, then you can never enjoy it

>> No.9459564

>>9459534
Extreme cope. A good game can be played whenever. OoT was never anything special. Finding all skulltiras was never fun and I never even bothered completing it.

>> No.9459650

>>9458371
Was a dynamic mesh, although simplistic by modern standards it was still very (CPU) heavy for the time

>> No.9459653

>>9458310
Correct, we didn't care and had fun either way.

>> No.9459803

In the end a lot of the game would need to be rewritten, but that's a given for something so closely tied to the N64's hardware (and I mean that in a structure sense, not like there's some kind of epic soul magic being done. It was only ever going to be on the N64 so they didn't bother designing it in a way that was portable.)
As for Hyrule field, I don't know what kind of occlusion system OoT used (if any), but you might be able to make a new one that takes in a precompiled visibility list to cull whatever triangles can't be seen from the current position. Then you could use the various rolling hills as soft 'walls' to cut down on the triangle count.
But really, I think a Spyro-style LOD system would be good enough. The vertex-colored far-off geometry makes for graceful anti-aliasing anyway.

>> No.9461564

>>9459413
>>9459457
>>9459463
>>9459486
neat write up

>> No.9461626

>>9457231
>Controller worked fine
>In an RPG
Kek. Is this bait?

>> No.9461809

>>9461626
>"the analogue stick was really bad for manoeuvring yourself!"
>counterexample
>"n-no that doesn't count!"
You can plug a DS1 into your PS2 and see it plays fine

>> No.9462098

>>9461809
OoT is an action adventure game, anon. Please tell me about all the platforming and delicate movement you had to do in Final Fantasy

>> No.9462708

>>9447549
Load times alone would ruin this
[/spoiler]Snoyboy

>> No.9462782

>>9462098
It's theoretically sound that if I can move around without issue, then I must also be able to move around without issue whilst pressing a "jump" button. Play a PS2 platformer with your DS1

>> No.9462812

>>9459486
>You wanna talk a game that COULD NOT be done on ps1 though, majoras mask is just that.
Mizzurna Falls says hello.

>> No.9462839

>>9456006
This poster is a Sega fanboy angry that big boy consoles were popular enough for their games to get sequels.

>> No.9462863

>>9461564
It would take a team of professionals or powerful autistics to do it.

>> No.9462906
File: 22 KB, 418x242, 1553297521.jpg [View same] [iqdb] [saucenao] [google]
9462906

>>9447549
You tell me...

>> No.9463135

>>9456104
I hope you're replying to the wrong poster, because if this is how you feel when someone asks what game a screenshot is, consider complete eremetism, douchebag.

>> No.9463140

>>9463135
Batrachian Wars

>> No.9463961

>>9452375
Should be from boulders nearby constantly rolling down, the level's main gimmick

>> No.9464220
File: 1.85 MB, 720x404, _TkhWR.gif [View same] [iqdb] [saucenao] [google]
9464220

>>9449583
The N64 got lots of ports of games specifically made for PS1 like the Tony Hawks games, Gex 2 and 3 , RE2 , Mega Man Legends , Hell The N64 even got PC games like Star Craft 64 and Even Indiana Jones Infernal Machine with a better lighting Engine.

Now tell me one single N64 to PS1 port that didn't get butchered like Rayman 2, Shadow Man and even Space Station Silicon Valley.

The PS1 could never rendee Hyrule Field Seamless, neither all Links animations, the twisted corridor due to its poorly 3D precision coordinates architecture .

Turok 2 characters model had as much polys as an entire scene from Metal Solid

Also even Naughty Dog admitted they couldn't do Mario 64 alike game on PS1 mainly due to lack of z buffer , RAM constraints and high latency read disc speed.

Also some games on N64 used the cart as RAM to stream things directly from the cart, also dynamic music :

https://youtu.be/-JAcswUJAFE

>> No.9464225

>>9464220
>N64 used the cart as RAM
Some of them used RAM expansion just to avoid a bug that wasn't presented on a devkit

>> No.9464239

>>9462906
https://youtu.be/NbGYdjwF0NI

Swap the CGs to real time cutscenes , use the Musyx audio driver solution and it could fit on a single 64mb cart just like RE2 did

>> No.9464240

>>9459564
>Finding all skulltiras was never fun
It was fun until you get some bullshit such as bobmbchu instead of a unique reward. Also unlimited money for finishing the quest is even more disappointing

>> No.9464245

>>9464239
https://youtu.be/4Ro5DK6-vfA

>> No.9464248

>>9464239
What kind of nogames forced nintendokids not only to mod console games but also to re-create games from a rival console?

>> No.9464252

>>9463135
Read the filename you illiterate tit

>> No.9464697

>>9457231
I always thought every ds from 1-3 had bad analog sticks because they were convex, slippery, too close together, had too wide of travel, were too loose feeling, but I never thought they were COMPLETELY unusable. They just weren't comfortable or good.

>> No.9465857

>>9462906
Videos aren't a game