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/vr/ - Retro Games


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File: 574 KB, 1080x1040, N64-Expansion-Pak.jpg [View same] [iqdb] [saucenao] [google]
955439 No.955439 [Reply] [Original]

theoretically if i modded a N64 to handle 1GB of RAM using a modified memory PAK would it be possible to make a game that took advantage of all the new memory?

>> No.955454

yes

>> No.955470

>>955439
No, and by even asking this, you prove that you know nothing about computer engineering or Rambus DRAM.

>> No.955483

>>955439
Only is you oil the contacts with ram lube

>> No.955487

As if RAM was the bottleneck...

>> No.955492
File: 1004 KB, 2048x1536, 0801132051a.jpg [View same] [iqdb] [saucenao] [google]
955492

>>955454
Am i doing it right?

>> No.955495

>>955483
And cheetah blood.

>> No.955496

>>955487
This, enjoy being bottlenecked by the rest of system (even though there's no way you would be able to easily mod an N64 to have any more RAM than the official expansion pak.

>> No.955497

>>955492
Absolutely.

>> No.955502

>needing to buy expansion packs

jewish engineering technique detected

>> No.955508

>>955502
It was only absolutely necessary for like, three games. And one of them came with the pak.

>> No.955513

Just look at Rare's most graphically impressive games like Conker. They didn't even use the exp. pack.

Only shitty programmers need lots of RAM.

>> No.955514

There's actually a fork of Project64 that allows you to "add" more RAM. Its primary use is for bigger ROM hacks.

>> No.955515

>>955508
Why not build a non-shit system from the get-go? Nintendo's always been behind when it comes to technology.

Don't get me started on their networking.

>> No.955519

>>955515
They've never been about the "latest and greatest" tech. Honestly, I really respect them for sticking to their guns the way they have.

Though I will give you that their networking that they've bothered to implement is shit, but then again, so is the networking on every console.

>> No.955521

>>955514
but is it possible to do this on legit hardware?

>> No.955524

>>955515
The same reason Sega made the 32x expansion. Or the Sega CD. It wasn't that the system was shit, it was that they knew adding onto what was already there was cost effective.

Think about buying a computer. You can upgrade your video card, or ram, and even the processor without buying a new computer. But when the time comes to actually buy a new computer, what are you going to do? Lose loyalty to the brand you had before. This way Nintendo had your loyalty and all it took was a thirty dollar expansion. The 32x may have been more expensive, but it's the same principle.

People seem to take brand loyalty for granted nowadays, but it's even more prevalent today than it was in the 90s when the Nintendo64 was new.

>> No.955525

>>955521
Did you read this thread?

>> No.955532

>>955521

Of course not.
And the 14 year old autistic romhack kiddies couldn't care less.

Just like the SMW hack community.

>> No.955543

>>955524
Right. Why would you build an entirely new system within a year of your previous console release when adding more to it will both be cost effective for you and the consumer and not make the consumer buy another two hundred dollar machine?

People will lose their loyalty for your product if you do that. It's what is happening to Apple with their Iphone. It might not seem like it to everyone, but I've seen seven people switch to android devices because they got tired of the faux necessity to upgrade.

>> No.955546

>>955515
>>955519
>Nintendo's always been behind when it comes to technology.

>They've never been about the "latest and greatest" tech.

Bullshit. The N64 WAS all about being cutting edge. They advertised the shit out of it based on its technical specifications and feature set, such as anti-aliasing and texture filtering. In fact, the N64's RDP was the most advanced consumer-grade GPU up to that point prior to the release of the Voodoo a few months later.

Granted, they execution was solely lacking, and all that power got bottlenecked like crazy and was soon dwarfed by the stuff on the PC market, but at release, the N64 was considered a powerhouse.

>> No.955557

>>955546
Yes, right at release maybe, but it was outshined soon after.

And they advertised that way because everyone advertised consoles that way (bit wars and what not). Please tell me you remember shit like "32-BIT BLAST PROCESSING" or, "8MB OF PURE ACTION!". Everyone tossed around "technical" specs because the average consumer didn't know what the hell they meant at the time, but bigger numbers were better.

>> No.955568

What if somebody made a new add-on for the N64?

Like that chip they made for the SNES, which can play lossless audio

>> No.955570

>>955519
Sane networking is one of the reasons I consider actual computers master race.

Unfortunately, most modern games seem to do networking the console way. Absolutely, objectively fucking retarded.

>> No.955573

>>955568
You clearly don't understand how hardware works. The short answer is no. The long answer is do some research to arrive at the answer being no, but now understanding why the answer is no.

>> No.955574

>>955524
Sega CD was about a lot more than adding extra memory to a system. 32x horseshit.

>> No.955576

>>955532
>>955521
>>955514

And this is why we need people like Byuu around.

>> No.955578

>>955573
Why would it be impossible?

What about the 64DD?

>> No.955586

>>955557
Indeed. All I was trying to do is refute both those statements, that Nintendo was always behind, and that they were never about the latest tech.

>> No.955591
File: 101 KB, 439x440, 1367993838419.jpg [View same] [iqdb] [saucenao] [google]
955591

>>955570

>Good networking

>Look for a game you want to join
>Join it
>Play

>Modern networking

>enter in parameters for a game you want to join.
>wait 15 minutes. Make a sandwich or fap or something to pass the time.
>Be told that there isn't a game fitting your terms, would you like to widen your search terms?
>Wait another 15 minutes. Still don't know if anybody's even playing at all.
>Still no games.
>mfw

sage for not /vr/ and off-topic

>> No.955593

>>955578
There are hardware limitations that effectively inhibit how much RAM (or speed of a different processor, or whatever) can be used by the system. It would be like taking a motherboard out of a computer from the early 90's and trying to put few sticks of modern RAM in it. It won't work because the board just wasn't designed to handle that type of RAM, and could only handle so much of it to begin with.

>> No.955608
File: 229 KB, 320x448, the-game.png [View same] [iqdb] [saucenao] [google]
955608

>>955591
Whoa man, good networking? With clients and servers and those funky numbers IPs and private hosts we don't control and choice and simplicity?

Clearly our userbase is too stupid for that.

This is the *only* flaw in sonic all star racing transformed.

>> No.955656

>>955593

That's like saying you can't make hamburgers with chicken because burgers are beef. It's entirely true but completely misses the point of asking a hypothetical question.

Also you sound like someone who has never actually touched the inside of a computer. Even using your example is flawed since RAM sticks between the 90s and now are mechanically and electrically incompatible, which does not at all rule out the possibility of modding an older computer (with old memory sticks) to have more memory than it can realistically handle.

>> No.955661

>>955656
>modding an older computer (with old memory sticks) to have more memory than it can realistically handle.
Please let me know how that works out for you. Because you'd be wasting your time.

>> No.955672

>>955546
Master System was more powerful then the NES
Genesis was more powerful then then SNES
PSX was more powerful then the N64
Wii was totally inferior to the 360 and PS3
The only console that they had an advantage in power was the GameCube.

And do I need to talk about the handhelds?

Nintendo was and still is about taking old and cheap tech and doing the best with it.

>> No.955681

>>955672
im sure this tactic is because they are trying to keep the cost down to try and be the console in the familys living room, not to stay consistent with always using low tech

>> No.955683

>>955672
>master system

mah nigga

I still think MS ninja gaiden is the best game in the entire franchise. Love that shit.

>> No.955692
File: 119 KB, 640x960, ps1-vs-n64.jpg [View same] [iqdb] [saucenao] [google]
955692

>>955672
>PSX was more powerful then the N64
You are seriously deluded. Seriously.

I am yet to encounter a game developer who worked with both the N64 and PS1 hardware, who has said the PS1 was more powerful.

>> No.955693

>>955672
>PSX was more powerful then the N64

Literally all it had going for it was the CD interface. The N64 hardware itself was much superior to the PS1, though it was gimped and bottlenecked in several respects, including the texture cache. But overall, the N64 was clearly the more powerful console.

>> No.955694

>>955681
Totally. I was just trying to prove to the guy that Nintendo was never ahead of the curb when dealing with tech. I 100% agree it's a cost/benefit idea and make it so that they can sell to a wider audience with it low cost.
>>955683
I still feel Phantasy Star was one of the best RPG I've played on the 8-bit era. Happy that it seem Phantasy Star Online 2 is doing well over there.

>> No.955695

>>955672
>Genesis was more powerful then then SNES

Only the CPU was faster. The SNES had much, much better audio and graphics capabilities.

>> No.955702

>>955521
N64 games are hard coded to only use the expected amount of ram in the expansion pack. Adding more ram won't work because they won't see it.

>> No.955705

>>955702
>N64 games are hard coded to only use the expected amount of ram in the expansion pack. Adding more ram won't work because they won't see it.
Exactly.

Oh course, if you're a coding guru you can hack games to use extra memory. This is most often done with Mario 64 romhacks, which heavily modify certain aspects of the game, such as the 255 entity limit.

>> No.955715

>>955672
The N64 was a machine capable of pushing actual 3D graphics. The PS1 doesn't even have a Z-buffer, it was created to play 2D SNES games.

>> No.955716

Most of the N64's bottlenecks are in the GPU. No texture cache, extremely small texture size limits, and barely any VRAM. Fix that, and then we'll talk.

>>955546
The N64 was always shit. It looks good on paper, but in practice the PSX was a far more powerful system.

>> No.955717
File: 58 KB, 563x601, d98[1].jpg [View same] [iqdb] [saucenao] [google]
955717

>>955715
>it was created to play 2D SNES games

>> No.955723

>>955716
>Most of the N64's bottlenecks are in the GPU. No texture cache, extremely small texture size limits, and barely any VRAM. Fix that, and then we'll talk.

You're misunderstanding the nature of the N64's hardware. The PS1, like the PS2 and PS3, is based on the somewhat backwards idea of having dedicated ram allocation for textures.

The N64 has a unified memory system similar to that seen in the Xbox 360. The N64 can use as much ram for textures as it wants - the problem being that the 4kb texture cache limits how many it can render onscreen at once due to fill rate limitations.

The PS1's texturing problems were much more drastic. It had a megabyte of dedicated VRAM, but the system had far less ram than the N64, and the PS1 was incapable of natively mipmapping textures in any meaningful way.

>> No.955938

>>955716
Powerful my ass, it had a gigantic advantage with storage no doubt, but in poligon count was severely lacking, thus pre rendered backgrounds became standard in order to give more complex 3d models

>> No.955958

>>955672

>Genesis was more powerful then then SNES
>PSX was more powerful then the N64
>The only console that they had an advantage in power was the GameCube


what the fuck am i reading

>> No.955961

Technically you could OP, but it would be very difficult to do and not a lot of a point to do it.

>> No.955975

>>955439
This is like asking if you adding more floors to your house if you grow bigger

>> No.956012

>>955716
>but in practice the PSX was a far more powerful system.

There's no game on the PS1 that can rival Conker, Banjo, or Majora's Mask on a technical level. There's Spyro and that one Japanese mech game which look really good, but they are not as detailed.

>> No.956057

>>955496
>even though there's no way you would be able to easily mod an N64 to have any more RAM than the official expansion pak

This part would actually be trivial. An RDRAM bus can be as long as you want, within wire length and signaling limitations. You can connect more memory chips serially and then resistor terminate at the end.

1GB is probably out of reach but you could certainly hang a couple dozen more megabytes of memory off the end of the N64's memory bus.

>> No.956143

>>955672
>Master System was more powerful then the NES
1/2 true statements in this shitpost

>Genesis was more powerful then then SNES
Only in terms of raw computing power, but there's more to games than just raw computation power (ie, better frame buffer, a gpu, etc)

>PSX was more powerful then the N64
N64's 90mhz mips was less powerful than the ps1's 33mhz mips? keep smoking that crack, buddy

N64 was that generation's most powerful hardware *by far*

>Wii was totally inferior to the 360 and PS3
and here's the only other true part of this post

>The only console that they had an advantage in power was the GameCube.
Xbox was slightly better

>> No.956161

>>956012
>>956143
He was half right. N64 is indeed more powerful than the PS1.

But the PS1 often manages to look and play better by virtue of not compressing its textures to ass, better controls, and the major game changer storage size.

Carts hurt the N64 badly when it came to ability. It was like having a V8 in Pento. Combine that with the PS1 being far more easy to tap into and well there you go.

I also don't recall as much fucking obscuring fog in PS1 as I've noticed going back to N64 games...could be a trick of the camera angles though.

>> No.956174

>>956161
indeed, on paper N64 is *vastly* superior to ps1, but in practice ps1 was better because of better design, a better library, and not being constrained by ROM (cart) limitations

>> No.956184

>>956143
>better frame buffer
sprite engines don't have frame buffers

>> No.956185

>>956161
>I also don't recall as much fucking obscuring fog in PS1.
Your memory is playing tricks on you. The PS1's 3D games generally had terrible draw distances.

See >955692

>> No.956187

>>956174
>better design

Simpler and easier to program for, more like. It had its own flaws, like lack of perspective correction, no Z-buffer, etc.

>> No.956189

>>955513
Conker is running in extremely low resolution due to the lack of memory though.

>> No.956190

>>956185
Correction:

See >>955692

>> No.956197

>>955692
Neither the PS1 nor the N64 looked like that, those are shitty emulator screenshots.

The N64 had more advanced video hardware and a way faster CPU, but it was gimped in so many ways that you could barely get it to do the same amount of polygons as the PS1. It's almost like comparing a Megadrive to a SNES, except that the SNES had a shittier CPU too unlike the N64.

>> No.956204

>>956189
>Conker is running in extremely low resolution due to the lack of memory though.
Not true. The game's running in extremely low resolution to compensate for the N64's fill rate problems caused by Bad Fur Day's amazing texture quality.

>> No.956206

>>956197
Doesn't help that even if devs wanted to push more polygons, Nintendo wouldn't let them, since their standards indicated that games had to push visual quality and consistency above all else, even framerate.

>> No.956207

>>955672
>>956143
Wasn't the NES already retardedly advanced for it's time? It had several features that were absent from the SMS, which is a technically more advanced system, such as reliably playing back digital samples and a triangle wave for bass. It could also flip sprites horizontally, vertically, or both, which is VERY important in games. SMS games had to literally redraw duplicate sprites. And the NES ran at 224p, higher than the SMS' 192p.

>> No.956208

>>956204
>Not true. The game's running in extremely low resolution to compensate for the N64's fill rate problems caused by Bad Fur Day's amazing texture quality.

Didn't the actual coders of Conker just mentioned it in a youtube video that the game was running in low res cause they decided to go without the ram expansions?

>> No.956210

>>956197
>Neither the PS1 nor the N64 looked like that, those are shitty emulator screenshots.
You're ignoring the important part, anon - the draw distance. The emulators are handling that much correctly.

According to one of the lead devs at 3DO, the N64 version of Sarge's Heroes was the original, and they had to make some drastic cutbacks to get it running on the PS1. The most noticable one is fog, followed by lower quality models and non-destroyable, non-enterable buildings.

On the upshot, the PS1 version had voice acting and the N64 version didn't. The reason for this was 3DO didn't have the budget to use cartridges larger than 8MB.

>> No.956216

>>956208
No. There was no point trying to get the game running in higher resolutions because the game was fill-rate limited. Adding an expansion pack wasn't going to help the performance.

>> No.956218

>>956206
According to the Bad Fur Day commentary, in order to get the Nintendo Seal of Quality, Nintendo's testers had to be able to play the game for three days without a single bug, crash, or similar.

In the long run, Nintendo's dedication to image quality and bug testing resulted in very polished games.

>> No.956223
File: 20 KB, 320x240, 2.jpg [View same] [iqdb] [saucenao] [google]
956223

>>956185
The PS1 could push long draw distances with careful programming, though.

>> No.956225

>>956208
What was it running at, anyway? I have this shot of it that's scaled to 2x, which shows black borders, indicating it would have been something like 288x213. Which sounds about right, I guess. Most TVs back then would probably have overscanned that anyway.

>> No.956226

>>956218
>In the long run, Nintendo's dedication to image quality and bug testing resulted in very few games.
ftfy

>> No.956227
File: 60 KB, 640x480, conker.png [View same] [iqdb] [saucenao] [google]
956227

>>956225
forgot pic

>> No.956231

>>956223
That's not a very long draw distance, dude. The Spyro games were pretty good visually, and did partially solve the PS1's god-awful texture problems, but the actual poly counts and draw distance are still pretty low.

It looks way better than MGS.

>>956225
According to the commentary, one of the devs mentions "280 by..." pauses, and then says, "200?"

>> No.956236

>>956226
>resulted in very few games.
And that was their plan. Nintendo wanted to discourage inferior games by inferior developers, which is a large reason why they refused to let anyone have the N64 documentation.

Look at the clusterfuck which is PS3 and Wii quality control today.

>> No.956238

Here's the weird thing. People go on and on about N64 games being foggy. But I can think of more NON-foggy games than foggy ones.

>> No.956239

>>956231
Yeah, that's pretty consistent with the screenshot, then. It wasn't the only game that used a lower than normal resolution, either. Star Fox 64 did the same as well.

>> No.956246

>>956185
PSX draw distances were more a matter of optimization than anything. Shit, even the gimped port of Quake 2 manages to run with no fog.

>> No.956251

>>956246
>Quake 2
Quake 2 consists of mostly square environments with lots of corridors.

>> No.956261

>>956246
>>956251
Quake engine games ported really, really badly to the N64. They were like Bethesda games on the PS3.

>> No.956281

>>956261
The original Quake engine was software-rendering only, and so didn't give much thought to texture sizes. They limited themselves to 64x64 textures so that they could render the surface + lightmap + dlights to the surface cache quickly on a Pentium. They didn't care about how many textures needed to be onscreen, though, because they were working from main memory to generate those cached images for visible surfaces.

>> No.956284
File: 83 KB, 640x480, quake 2 comparison.jpg [View same] [iqdb] [saucenao] [google]
956284

>>956261
Left is N64, right is PSX. Disregarding what appears to be a shitty scanline filter, the N64 version actually looks pretty true to the original.

AND THEN YOU ENTER THE NEXT AREA

>> No.956282

>>956246
You can have pretty far draw distances if you're clever. But the framerate tended to plummet if you combined long draw distance with moderate to high polygon counts - Metal Gear Solid was a good example. Anytime you used the 1st person camera in an open area, it dipped into single digits.

>> No.956293

>>956284
That looks like a comparison of software and GL modes. PSX would have affine swim in the textures, and wouldn't be nearly that resolution.

>> No.956295

>>956284
Both of those are on the PC. One is using 3D acceleration with colored lighting and filtering.

>> No.956301

>>956295
this
N64 version is shitty because no music, and the PS1 version is blue instead of orange, and have loading everywhere.

>> No.956306

>>956284
I'm not an engine expert, but I imagine the N64 would have been at a disadvantage running the Quake and Quake 2 engines, since its architecture was so reliant on taking advantage of the RSP co-processor.

That said, they didn't run all that badly. Just not as well as competing games running on engines designed for the N64.

>> No.956312

>>956301
>N64 version is shitty because no music
It has ambiance. And my guess is that the developers ran into a brick wall with the way the Quake engine handled music. The N64's sound capabilities are totally different to PC and PS1 and even Saturn.

>> No.956320

>>956301
>>956312
To explain, running music on the N64 was a CPU overhead. More talented programmers wrote more efficent music engines and sometimes handled the music on both the MIPS and the RSP co-processor.

It just so happens that most Quake engine games fell down in this area. The PS1 cheated by reading regular music straight off the CD.

>> No.956327

>>956312
If by "different" you mean "oh god why make it stop", then yes.

They also ran into some licensing issues apparently; AFAIK the PSX version was the last official release to include the soundtrack. Id has a long, long history of getting shafted by its music guys.

>> No.956346

>>956327
>If by "different" you mean "oh god why make it stop", then yes.
That's not fair. Look at all the god-tier N64 OSTs like Goldeneye and Turok and Mario 64 and Ocarina of Time and Perfect Dark and Bomberman 64 and so on and so forth.

The N64 handled its music on the CPU, with no sound chip. Some developers couldn't handle this. But the N64 was fully capable of doing high quality music.

Strangely enough, the Daikatana music is pretty decent on N64.

>> No.956349

>>956320
>The PS1 cheated by reading regular music straight off the CD.
...just like the PC version.

>> No.956350

The N64's graphics hardware is actually so complex, N64 emulators are only just NOW beginning to finally emulate it in software as opposed to just approximating its functions through HLE, which has been the approach even since UltraHLE.

>> No.956354

Why didn't Nintendo put a Ethernet port on the Wii or Wii U?

Anyway OP, N64 emulation is extremely dodgy, what makes you think you can even scratch the surface of modifying this system.. you just can't

>> No.956362

>>956349
It works in Half-Life, too.

>> No.956364

>>956349
>>956362
>install Quake 2
>insert Quake 1 disk
>this is the greatest thing ever

>> No.956365

>>956350
>N64 emulators are only just NOW beginning to finally emulate it in software as opposed to just approximating its functions through HLE

Are you talking about that Softgraphic plugin that requires newer CPUs to get good speeds on? Fudge, I need a new motherboard

>> No.956372

>>956346
I'm talking from a developer's perspective.

N64 music was a fucking nightmare to code.

>> No.956375
File: 453 KB, 160x120, 1351010407059.gif [View same] [iqdb] [saucenao] [google]
956375

>>956365
Yep, that one.

>mfw it takes a god-tier CPU to make N64 games look like ass (just as the devs intended!)

>> No.956376

>>956350
I wish there was as much interest in the N64 as the SNES.
The N64 emulation community needs a figure like byuu, because anything utilising microcode (rareware titles, rogue squadron, etc.) sucks absolute dick. And many of them are amongst the greatest games the system has to offer.

>> No.956380

>>956376
*sucks absolute dick to emulate.
Oh, and I'm aware how much of a faggot byuu is, but his contributions cannot be ignored.

>> No.956386
File: 1.50 MB, 1280x960, mupen64plus 2013-06-17 05-31-08-43.png [View same] [iqdb] [saucenao] [google]
956386

>>956376
Well, on the upside, Rogue Squadron works with nary a hitch now. You just need a good CPU to run it at full speed.

Indiana Jones, World Driver Championship, and Gauntlet Legends are still kinda fucked, though.

>> No.956409

>>956376
>The N64 emulation community needs a figure like byuu

No, the N64 emulation community needs the complete opposite. Somebody who's extremely dedicated and keeps his fucking mouth shut

You know there's a problem when people bring up his antics all over the internet.

>> No.956417

>>956409
MarathonMan is working on a cycle-accurate "simulator". He claims it already runs less complex games like Namco Museum at good speeds.

>> No.956427

>>956375

From the short time that I used it, I was really impressed with how the visuals looked.

In my opinion it made things look more like a DS game. I'm a huge fan of low poly graphics.

>> No.956435

>>955515
>Nintendo's always been behind when it comes to technology.

Yeah since the Wii. That's such a long time.

>> No.956439

>>956427
That's without the "filter", right? Because the N64 applied some kind of post-processing that was used for anti-aliasing and blending and some other things, but it makes the image look even blurrier. This filter is part of the reason the N64 is infamous for having blurry graphics, along with the texture filtering.

Anyway, you can choose to disable it and thus display what would have been the N64's framebuffer image, which IMO looks much better, though it's technically not "accurate", since you were never meant to see it.

>> No.956471

>>956386
>Emulating Rogue Squadron
why

>> No.956479

>>956471
It's more of a "you FINALLY do it now" kind of thing rather than "you should do it". Obviously, you can just play the PC version.

>> No.956526

>>955439

1GB might be a stretch but increasing it with a say 10MB might be feasible. It is probably not worth the work though.

>> No.956654
File: 333 KB, 2560x960, 1375440179887[1].png [View same] [iqdb] [saucenao] [google]
956654

Kind of related, and it's probably not the fairest comparison, but here's a shot of Tony Hawk's Pro Skater 3 on both PS1 and N64. Both are running on emulators using extremely accurate software rasterized graphics in comparison to the real hardware, and the shots have been enlarged by a scale of four (nearest neighbor).

Things to note: The PS1 version actually runs at a high resolution than normal, 512x240 to be exact, which has been aspect corrected here. The N64 version, meanwhile, has black borders, which means it runs at less than 320x240.

>> No.956665

>>956654
Of course, not shown in that comparison are the PS1's trademark polygon jitter and textures dancing around during movement.

>> No.956667

>>956654
>The PS1 version actually runs at a high resolution than normal, 512x240 to be exact, which has been aspect corrected here.
AFAIK, the PS1 can run at horizontal resolutions of:
>256
>320
>512
>640
...and at vertical resolutions of either 240 or 480i. Most games went with 320x240 because it gave square pixels and wasn't too demanding. It wasn't all that uncommon to see 512x240 or more, if the game's texture budget was small. (The PSX used the same memory space for the framebuffers and the texture memory, so you could trade one for the other.)

>> No.956671

>>956665
Polygon jitter is typically not noticeable at the actual TV resolution - with a little math, it's simple for a developer to calculate how much precision you need and scale things appropriately. Lazy ports from PC/N64 (where floating point was common) or emulators at high resolution expose the problem.

>> No.956703

>>956295
This.

>> No.956771

>>956654
Why play those when the ps2, xbox, and master race ports were the true versions?

>> No.956786

While this thread is up I thought I'd ask
I need an Expansion pak for my N64 and I'm wondering if anyone has any experience with this unofficial expansion pak
http://www.ebay.co.uk/itm/NEW-Retro-Bit-N64-Memory-Card-4MB-RAM-Expansion-Pack-Pak-/181177013732?pt=Video_Game_Memory_Cards&hash=item2a2efdd5e4
Is it worth buying or should I just get an official one.

>> No.957085

>>956184
>>956143
Do you people even know what a frame buffer is?

>> No.957102

>>957085
never heard of it

>> No.957108

>>957102
>these are the people discussing the technological aspects of consoles

>> No.957110

>>956786
I hear tell that the unofficial jobs get hotter than the official ones, so perhaps leaving your expansion port cover off would be prudent.

>> No.957130

Imagine if you had a perfect, cycle-accurate N64 emulator. Imagine you just doubled the specs. The console would have better performance, but most games would probably be wonky, run too fast, have timing issues, possibly crash or have glitches because of that.

>>955692
I like both.

>> No.957159

It'd be nice if Perfect Dark actually ran at more than 25fps.

They couldn't even get that shit going at 30.

>> No.957551

>>956771
Never said you should play them. It was a graphical comparison, nothing more.

>> No.957832

>>956185
Oh yea I figure they both had horrible distances.

Ultimately it was the texture difference and storage space that often had the weaker hardware looking better.

>> No.957921

>>957159
>It'd be nice if Perfect Dark actually ran at more than 25fps.
>They couldn't even get that shit going at 30.

It'd be nice if today's gamer wasn't so insatiable

so much fucking whining it's ridiculous

>> No.957956

>>957921

Expecting quality performance for the hardware isn't a bad thing. Further, it's not "insatiable" to ask developers to step up.

>> No.957985

>>956364
What does it do exactly?

>> No.957990

>>957159
You could try using it on 1964 Ultrafast, which lets you overclock the N64's CPU, netting you much better framerates.

>> No.957994

>>957956
>Further, it's not "insatiable" to ask developers to step up.

You're asking a lot from those dusty old circuits, and you sound like you've never lifted a finger on anything EVER. If everything was good from the start, there's be no room for improvements

>> No.958934

guys, I just wanted to say, with a few exceptions early on, this thread is actually pretty informative, fascinating, and shockingly civil. some good stuff in here.

pat yourselves on the back, anon!

>> No.958946

>>957159
Funnily enough, PD is one of the few N64 games to achieve 60FPS. It is only during empty rooms, but that's better than most.

>> No.958948

>>957085
why don't YOU tell us what a frame buffer is, professor

>> No.958962

>>958948
A framebuffer is what stores the frame that is about to be displayed on screen. The person who said the SNES had a better frame buffer is right though; the SNES could handle higher color depth which requires more memory to do so.

>> No.958967

>>956654
>The N64 version, meanwhile, has black borders, which means it runs at less than 320x240.

No it doesn't; the N64's regular resolution is 640x480..

>> No.958972

>>958962
Neither the SNES nor the Genesis has a frame buffer, though. They're sprite engines - they have line buffers. They never store the entire picture in memory at once. To do so would have required too much RAM. They composite a line at a time, right ahead of the raster scanout.

>> No.958976

>>956190
You just proved that guy's point.

>> No.958980

Even if it could handle one gigabyte of RAM, no n64 game was ever developed to run at 1 gigabyte of RAM.

This on top of the fact that the video encoder circuit and produces fuzzy video at a low resolution. And don't forget that slow CPU and bus.

OP just emulate like every other casual faggot does.

>> No.959140

>>958967
The hell it is. Only some games actually ran at such a resolution during normal gameplay, such as Turok 3 and Rogue Squadron. A few like Pokemon Stadium employed it for menu screens and such, but for the most part it wasn't a very common resolution on the console.

>> No.959318

>>958967
>>956654
Something to note, guys - Tony Hawk 3 acknowledges the presence of the expansion pack.

Does this make any difference to the graphics? Some N64 games, such as Hybrid Heaven, would bump the resolution up to 640x480 automatically.

>> No.959321

>>958980
>no n64 game was ever developed to run at 1 gigabyte of RAM.

Really? Are you sure?

>> No.959340

>>959318
THPS3 does bump up the resolution to 640x480, but ONLY during the menu screens. During actual gameplay, it goes down to sub-320x240.

>> No.959439

>>959321

100 percent. No n64 game was ever developed to take advantage of 1 gig of ram.

>> No.960440

>>959140
this. The standard resolution of the N64 is not 640x480. Very few games play at this resolution, and many of them require the ram expansion

Castlevania: Legacy of Darkness
Hybrid Heaven
Indiana Jones and the Infernal Machine
Perfect Dark
Resident Evil 2
Star Wars Episode I - Battle for Naboo
Star Wars Episode I - Racer
Star Wars Rogue Squadron
Turok 2: Seeds of Evil
Vigilante 8: 2nd Offense
World Driver Championship

>> No.960464

>>959321
The N64 is a late-90s piece of hardware. In the consumer world, 1 gig of RAM was unheard of at the time.

>> No.960465

>>957985
Presumably he means playing Quake 2 with Quake's music.

>> No.960478

couldn't you have games load larger textures with more ease by expanding thr expansion pak or would the systems bottleneck negate this?

>> No.960487

>>957985
If you insert a disk that Quake doesn't recognize, it plays the first sound on the disk in place of the soundtrack. Since most games keep the music in /music/ and the sounds in /sound/, the other game's sountrack is usually selected.

It also works with Half-Life.

>> No.960493

>>956187
i think its safe to say n64 had some games leaps and bounds ahead of playstation1 (conkers bad fur day was amazing for its time) but the ps1 has a much bigger library with quite a few gems in it

>> No.960494

>>960440
>Perfect Dark

Its hi-res mode actually only increased resolution horizontally, so it was more like 640x240.

>> No.960497

>>956346
the gameboy had some alright tunes on it, it doesn't mean the hardare was all that impressive

>> No.960627

No, the Nintendo 64's bottleneck was the GPU's fill rate.

The reason why Conker's Bad Fur Day did not take advantage of the expansion pak was because there would have been no benefit - the game was already maxing the system's fill-rate.

Adding more RAM was pointless because of this bottleneck - the system just couldn't render any faster.

If you increased the N64's texture cache on the other hand, that is an entirely different story. That would improve the GPU's fill rate which could certainly improve system performance (but of course, merely to a point).