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/vr/ - Retro Games


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File: 252 KB, 640x480, Glide64_CONKER_BFD_09.png [View same] [iqdb] [saucenao] [google]
2306715 No.2306715 [Reply] [Original]

N64 games with excellent texture quality.

>> No.2306808
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>> No.2306831
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>> No.2306838
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>> No.2306849

>>2306715
Rates are N64 games have always looked to busy to me. They have really detailed textures but the limitations mean they can't really do nuanced shapes so you get a lot of glaring stand out and it's very unappealing. The simpler, smoother textures of games like SM64 look a lot better to me.

>> No.2306854

>>2306849
*Rareware N64

>> No.2306964
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>> No.2307023

How did conker and jet force gemini manage to achieve such good looking games without the expansion pack being required?

>> No.2307029

>>2307023
Computer sorcery. Rare always had a real knack for getting the most out of hardware. During their early years, they reverse enginered an NES just to see what it was capable of and that's how we got Snake Rattle 'N Roll and Battletoads.

Conker though is a fucking step above, kind of makes me wonder how far Dinosaur Planet would have pushed the system had it been released in it's original, unaltered form on the N64

>> No.2307071
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>> No.2307074

>>2307023
By having piss poor framerate

>> No.2307258
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emulated, but with original textures

>> No.2307263

>>2307074
>By having piss poor framerate

Oh my...look at these terrible framerates. It's almost unplayable...it's almost...what 30fps?

https://www.youtube.com/watch?v=nek5y4Q0mog

>> No.2307267
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>> No.2307292

I've always heard the RARE piss poor framerate thrown about but it's never really rung all that true.

Except with Perfect Dark. Goldeneye would occasionally stutter a bit if things blew up, even more so in the multi-player but PD took that to whole new extremes even in single player. Multi can easily turn into a slide show if the right options are set.
It's a shame as it does have fantastic customisation however I really have to wonder if the developers had enormously souped up devkits and just programmed a lot of it for their own fun without thinking how it would execute on the console itself.

>> No.2307310
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>> No.2307356

>>2307292
>It's a shame as it does have fantastic customisation however I really have to wonder if the developers had enormously souped up devkits and just programmed a lot of it for their own fun without thinking how it would execute on the console itself.
Apparently Perfect Dark's framerate was a source of tensions. Some devs wanted to go for a smoother framerate, others wanted to keep adding features that slowed the game down. David Doak made sure TimeSplitters ran at a silky smooth framerate at the cost of visuals.

>>2307263
>Oh my...look at these terrible framerates. It's almost unplayable...it's almost...what 30fps?
Conker is erratic. Framerate-wise, it's halfway between Donkey Kong 64 and Banjo Tooie.

>>2307029
>Conker though is a fucking step above, kind of makes me wonder how far Dinosaur Planet would have pushed the system had it been released in it's original, unaltered form on the N64
From what I've read, the version of Dino Planet shown at E3 2000 was in horrible shape. Crashed frequently, and it ran at 15fps. What I'm a bit curious about is which engine Conker (and also DK64) used. Jet Force Gemini and Dino Planet were both running a modded version of the Diddy Kong Racing engine.

>> No.2307358

>>2307292
Fun fact: If you put the game in cropped widescreen mode, the game actually runs at a much smoother framerate because of the smaller rendering resolution. Fucking stupid, but it worked. At least there's the 360 version now.

>> No.2307365

People complain about Rare's N64 framerate?
OoT came out at 20 fps and looked worse than most Rare games. At least Rare could hit 30 most of the time, well, except for their FPS games.

>> No.2307378

>>2307356
I can well believe they had fights over it considering it drops to below 1fps on a rather easy to trigger basis.

I believe Donkey Kong 64 used a modified version of the Banjo-Kazooie engine although I forget my source for that, it may just be chatter.
Conker I've no idea about but it could well be answered in the dev commentary lets play on youtube, I seem to recall them mentioning it.

>> No.2307379
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>>2307071
Bad example.

>> No.2307615

>>2307365
>OoT came out at 20 fps
It's not quite a good example. OoT is a locked 20fps. A lot of Rare games are an unlocked framerate that tends to be extremely unstable.

>> No.2308768

>>2307023
>How did conker and jet force gemini manage to achieve such good looking games without the expansion pack being required?
Lots of clever memory management and culling and such.

>> No.2309583

>>2307023

By selling their souls to the devil..

(Who came in 2002)

>> No.2312380

this thread has no relevant posts

>> No.2312498

>>2309583
lol

>> No.2312527

>>2312380

I agree 5th gen consoles in general don't have "excellent" textures at all. And to be honest, it's 2015 and textures are still kinda shitty on consoles, but >>2306808 looks pretty darn good.

>> No.2312753

>>2307023
Someone told me here in /vr/ many months ago that they were allowed to mess with the microcode of the gpu in the n64 and were actually really good at it. Few devs were allowed to do that by Nintendo, another one being Factor 5.