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/vr/ - Retro Games


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File: 35 KB, 460x345, sin-and-punishment.jpg [View same] [iqdb] [saucenao] [google]
905918 No.905918 [Reply] [Original]

Are there any games on the original Playstation with 3D graphics as good or better than Sin and Punishment or Conker's Bad Fur Day on Nintendo 64?

>> No.905929

If i remember correctly didn't every ps1 game look better than n64 games because the use of carts crippled texture use?

>> No.905938

>>905929
Not really, without FMV and CD audio N64 and PS1 games are roughly similar in size.

>> No.905943

>>905929
that bullshit.

>> No.905951

Spywo the Dwagon had pretty good 3D. The Wipeout series is pretty solid as well.

>> No.905959

>>905938
FF VII is 250MB if FMV/audio is subtracted. The maximum N64 cartridge size is only 25% of that.

>> No.905961

>>905938
Erroneous. Psx games used their own custom textures. N64 games had to use pre generated texture banks stored in the console and manipulated through zooming and blurring. Anyone who thinks textures on N64 are even close to as good as textures on psx is an idiot. The 3D rendering on N64 was a bit better and the n64 had some built in smoothing and anti aliasing the psx lacked, which cobbler does a good job of demonstrating so if that's what OP meant, then probably not but its a matter of personal taste. Psx games could look more realistic while n64 games were
limited to a particular "cartoony" look.

>> No.905967

>>905959
It also took 3 CDs.

>> No.905971

>>905961
This was a contemporary review of Crash 3 I found on Usenet archive:

"This game really showcases if anything the superiority of the PS1 and its disc format. Check out the shimmering water in the wave ride levels. That kind of detail just wouldn't be possible with the N64's limited space."

>> No.905972

>>905967
Of course. You can't make games that size when you're limited to <64MB.

>> No.905973

>>905959
>FF VII is 250MB if FMV/audio is subtracted

Yeah but FFVII isn't a particularly 3D game. It's basically a massive collection of 2D JPEG images with 3D lego men running around on top of them.

>> No.905976

It seems to me that PS1 games had good backgrounds but shitty character models while it was the reverse for N64

>> No.905978
File: 79 KB, 680x497, 1315686646001.jpg [View same] [iqdb] [saucenao] [google]
905978

>PS1
>good 3D graphics

>> No.905980

>>905961
>The 3D rendering on N64 was a bit better
That's an understatement if I ever heard one. The N64 performed 3D rendering. The PSX did not.

>> No.905981

>>905978
None of the 5th gen consoles have good 3D graphics. The technology matured only with the next gen.

>> No.905985

>>905961
>Anyone who thinks textures on N64 are even close to as good as textures on psx is an idiot
Try playing OOT. Jesus Christ, it's like someone smeared vasoline on the TV.

>> No.905989

>>905971
>"This game really showcases if anything the superiority of the PS1 and its disc format. Check out the shimmering water in the wave ride levels. That kind of detail just wouldn't be possible with the N64's limited space."

But Wave Race 64 had WAY better shimmering water. I heard that when developing those jet ski levels in Crash 3, Naughty Dog had to hack the shit out of the PS1 hardware in order to pull it off because the hardware just wasn't capable of it directly.

>> No.905993

>>905989
>I heard that when developing those jet ski levels in Crash 3, Naughty Dog had to hack the shit out of the PS1 hardware in order to pull it off because the hardware just wasn't capable of it directly
Heck, they did that on the N64 all the time. In fact maybe more often. Half of Rareware's games were made possible by exploiting kewl hax.

>> No.905995

Saturn was here. You're all gay.

>> No.905997

>>905961
>Psx games used their own custom textures. N64 games had to use pre generated texture banks stored in the console and manipulated through zooming and blurring.
What the fuck does this even mean?

Have you ever written a single line of code for either console?

>> No.905998

>>905976
Because the n64 was built with more specialized 3D hardware that could render small clusters of polygons more tightly and with hardware smoothing but there want room on the cartridges for awesome 2D images for textures and backgrounds. A character model on the psx could have real cool textures but when the hardware shrink them down that small it all got lost in signature psx looseness and jaggies.

>> No.906001

>>905993
I was watching that Conker director's commentary, and they said that they hacked the N64's microcode so that Conker could have up to 4 dynamic lights illuminating environments and casting shadows at the same time. That's fucking insane for such old hardware.

>> No.906002

I think we need to look at things in perspective. PS1 was the oldest of the 5th gen consoles, so of course it would have the weakest hardware.

>> No.906005

>>906002
That is the dumbest thing I have read on this board.

>> No.906006

>>906005
PS1 (1994)
Saturn (1995)
N64 (1996)

Duh?

>> No.906007

>>905997
Yes I wrote all of Goldeneye and Final Fantasy Tactics in longhand on college ruled notebook paper.

Seriously though, fuck you. The N64's "texture bank" is not only widely documented its also obvious to anyone who plays a lot of N64 and has any kind of an eye for details. You'll see the same "tree" and "rock" and "grass" and "metal"textures over and over again just zoomed and blurred differently. Open your fucking eyes.

>> No.906008

>>906006
Saturn has the weakest 3D hardware but it's the only one that can do proper 2D sprite gaming

>> No.906010

>>906008
Interestingly, it has 75% more games than the N4 despite half the lifespan and sales

>> No.906012

>>906008
Even so, it has some pretty nice 3D games. Cybertroopers is god tier.

>> No.906013

N64 has no gaems

>> No.906015

>>906012
Saturn games are great, but 3D graphics in them still suck.

On the other hand, if not for the limitations, something like Panzer Dragoon would never have been so goddamn inventive with it's effects.

>> No.906018

>>906006
errr the Saturn came out in 1994 as well. And before the PS1 did.

>> No.906025

>>906018
Yep, that was the point of the surprise E3 launch.

>> No.906035

>>905959
>FF VII is 250MB if FMV/audio is subtracted. The maximum N64 cartridge size is only 25% of that.

they squeezed two discs of RE2 on a single N64 cart

>> No.906041
File: 109 KB, 640x448, BulkSlash_Leone.jpg [View same] [iqdb] [saucenao] [google]
906041

>>906015
Bulk Slash is actually one of the best 3D games on the Saturn, and it looks very good (though this picture might not do it justice).

>> No.906046

>>906035
Most of the content on both discs should be roughly the same though, as it's all the same locations throughout both campaigns.

>> No.906049

>>906046
Well you can visit almost all the same areas on all three discs of FF7.

>> No.906050

>>906010
When your console is functionally identical to arcade hardware that's bound to happen

>> No.906053

>>906041
Look how the good parts are all 2D. And how horrible the 3D is.

The player character is 2d, see? That's why it looks good. 3D on Saturn was invariably awful.

>> No.906054

>>906035
With two years of squeezing - although n64 re2 is pretty amazing especially with those 3D control schemes

>> No.906059

>>906007
>Seriously though, fuck you. The N64's "texture bank" is not only widely documented its also obvious to anyone who plays a lot of N64 and has any kind of an eye for details. You'll see the same "tree" and "rock" and "grass" and "metal"textures over and over again just zoomed and blurred differently. Open your fucking eyes.
I don't know where you're getting this information, but it's completely nonsensical. Both consoles have a limited amount of VRAM which is loaded with textures from the game media and then used for rendering. The N64 hits a performance wall if you try to use too much texture data per frame.

>> No.906061

Saturn has shit 3D because they used rectangular polys instead of the normal triangles

>> No.906064

>>906008
>it's the only one that can do proper 2D sprite gaming
PSX can render 2D sprites just fine. N64 can as well, but any scaling will be filtered and look like ass. (I'm almost certain you can turn off the N64's texture filtering, but Nintendo disallowed it.)

>> No.906065

>>906059
There was a huge crippling limitation in the fact that the N64 had only 4k of texture RAM. 8k would have done a great deal to improve things.

>> No.906068

>>906053
>And how horrible the 3D is.
Looks perspective-correct, unlike the Playstation.


The Saturn had a number of relatively fixed-function 3D features (a couple perspective-correct rotating background layers, etc). It was made for 2D games with 3D effects.

>> No.906070

>>906065
Quick! Go back back 20 years and tell Nintendo they're going to make a huge fucking mistake!

>> No.906078

>>906064
>N64 can as well, but any scaling will be filtered and look like ass. (I'm almost certain you can turn off the N64's texture filtering, but Nintendo disallowed it.)

You can turn off texture filtering, and Nintendo did allow it in the later years. Developers kept it on because it actually does make those tiny 4KB textures look better.

Texture filtering is less important the bigger the textures are (because less scaling is needed). N64 textures were very small, so texture filtering was very important.

>> No.906083
File: 42 KB, 350x263, gdarius01xu7[1].jpg [View same] [iqdb] [saucenao] [google]
906083

>>905918

Yes there is. This is the first example that comes to mind.

>> No.906089

>>905995
Saturn had the worst 3-D of the three, so OK.

>> No.906110

>>906002
Thats a dangerous assumption when nintendo exists. The wii was hardly a powerhouse of its generation despite the launch date.

The N64 is in a stange position of being technically superior in most areas and then crippled by being a cart based system. CDs are a revolution compared to carts every edge the N64 offered was only incremental by comparison.

Didn't the neo geo launch before the SNES? I think that was technically superior too?

>> No.906117

>>906110
The NEO GEO kicked the SNES's ass.

>> No.906127

>>905951
neither of those really measure up to N64 games though

>> No.906128

>>906110
The Neo-Geo was $600. Of course it was superior.

>> No.906129

>>906110
Neo Geo couldn't do true transparency, hardware rotation, and some of the advanced "mode 7" stuff that SNES could do. But yes, it was more powerful and came first.

>> No.906132

>>906068
>Looks perspective-correct, unlike the Playstation.
yeah, because all Playstation games look exactly the same

>> No.906134

>>906078
Looking back, it's like both Sony and Nintendo had two ways of doing things and they both picked the worst ways combined. The PSX could do big textures, but the lack of perspective correct rendering meant they had to tesselate large surfaces to make the texture warp at sheer angles less horrendous; plus it could render around twice the polys as the N64 per frame but they had to render more on flat surfaces, gah. The N64 could have a single quad extend miles into the distance with no texture warping, but it was limited to a 64x64 texture so you had horrible tiling or so blurry it might as well be a solid colour. And you were so fill rate limited tesselating with a 4x4 grid of 64x64 to equal the 256x256 that was standard hurt performance badly.
Both platforms had amazing games despite the limitations, but holy fuck those devs must've been looking at the 3DFX and crying into their Green PSX dev kits.

>> No.906135

>>906053
Again, the screenshot doesn't do the game justice. I'd recommend looking up some videos- the game is extremely fun and well-worth emulating (though keyboard control is hard for a game that needs the shoulder buttons to rotate the camera). Though you are right that the animated co-pilot thing is easily the game's hook (it's why Japan loved it, at any rate).

>> No.906139

>>906117
>just makes a generic "IT KICKS ASS" statement that doesn't contribute to the conversation at all.
Why are most Neo Geo fans like this? It's like they become raving lunatics when ever their favorite system is mentioned...

>> No.906142

>>906129
>Neo Geo couldn't do true transparency, hardware rotation, and some of the advanced "mode 7" stuff that SNES could do. But yes, it was more powerful and came first.

It could do sprite scaling though which was probably more useful than having a single rotating and scaled background that could be manhandled into a forced perspective 3D infinite plane.

>> No.906147

>>906132
All Playstation games lack perspective correction because this is a inherent limitation in the hardware.

>>906134
I agree with pretty much the whole of this post except:
>it could render around twice the polys as the N64 per frame

The N64 could render three times the number of polygons as the PSX if it played on even ground with perspective correction turned off, z-buffering turned off, texture filtering turned off and so on.

>> No.906148

no mention of vagrant story?

>> No.906151

>>906135
>if you use emulation you must use the keyboard
why does everyone here assume this? you would think that more people here would use gamepads with emulators....

>> No.906158

>>906151
I casually emulate, meaning I just stick with arrows and keyboard. Since i only emulate 16bit games, it's not really a problem for me. I've considered a saturn usb controller, but I have yet to justify a use for it, since all I own is a laptop and it's not' worth it to play on a laptop when my tv is 4 feet away.

>> No.906164

>>906147
>All Playstation games lack perspective correction because this is a inherent limitation in the hardware.
I always wondered why more games didn't use a column-rendering approach like Doom. The PSX hardware would be very fast at doing the inner loop of the Doom renderer, especially if a little "fudge" was allowed (2-pixel-wide affine stripes, etc).

>> No.906167

>>906158
>Since i only emulate 16bit games, it's not really a problem for me.
do you mean you only play 16bit RPGs?
because anything other than RPGs on a keyboard plays like shit... and some RPGs do as well. I bet you are the type that also goes in every thread emulators are mentioned and say all games play like shit in them just because you have used nothing buy a keyboard.

>> No.906169
File: 26 KB, 320x181, 2.jpg [View same] [iqdb] [saucenao] [google]
906169

Come to me Dark Warriors, battle awaits us

shut up, I know it's not REALLY 3D

>> No.906170

>>906167
No, I only play action games, platformers, and shmups, which play just fine. Games that make heavy use of the shoulder buttons though, don't work for me E.G. Assault Suits Valken (so I just bought Cybernator instead).

>> No.906194

>>906167
>because anything other than RPGs on a keyboard plays like shit
Only if your keyboard is crap.

>> No.906218

>>906054
It also has more content, go figure.

>> No.906435

I don't think the PS1 ever reached the kind of graphics Sin and Punishment displayed, that's not to say PS1 couldn't do good 3D, some devs were really creative and did impressive stuff, but while the N64 was hard as all fuck to develop for, also some devs were skilled enough to come up with really impressive shit as well, S&P is one example, another game I also like how great it looks is Evangelion 64, the game may be shit, but god damn it looks good.

http://www.youtube.com/watch?v=M6eRS9VQ8Ms
(bear in mind this video is from using an emulator and as such has some graphical errors, mostly on backgrounds and stuff, obviously it looks much better on actual hard, but you can still appreciate the 3D models and their animations)

>> No.906671

>>906050
This is a myth. You can say it for the Dreamcast because of NAOMI hardware's success, but the Saturn's ST-V hardware counterpart had nowhere near the amount of games NAOMI had. Saturn had a lot of arcade ports that were just plain rewritten for Saturn hardware.

>> No.906693

>>905967
The only real diff in the CDs were select scenes and the FMVs. If there were no FMVs at all, it would easily fit on a single disk.

>> No.906695
File: 376 KB, 1280x960, mupen64plus-ui-console 2013-04-10 18-09-29-82.png [View same] [iqdb] [saucenao] [google]
906695

It's interesting to see the results of kinda sorta reversing the roles of the PS1 and N64 when it comes to textures.

This is OoT with texture filtering forcefully turned off. You can see why it was very necessary to have it on. Fucking 4KB texture cache, man.

>> No.906704

>>906148
The character models and their animation look great, but everything else is average. All the areas are tiny in scope and graphically unimpressive.

>> No.906770
File: 2.52 MB, 1920x1080, pcsxr 2013-07-13 04-46-04-73.png [View same] [iqdb] [saucenao] [google]
906770

On the other hand, here's FFIX with texture filtering. It's obviously not the most accurate thing to do, and it does expose polygon seams, but some textures do look better this way.

>> No.906784

>>906770
Filtered high-res PSOne is much better looking than fitlered high-res N64, because N64 has bad textures etc.

Ordinary 3D often looked better on N64, but not always. Vagrant Story was in no way worse than Conker, final fantasy VIII and IX battles, Chrono Cross battles and such all had amazing 3D.

>> No.906887

>>906784
The problem with hi-res PS1, however, is the polygon wobbling becomes much more pronounced the higher you raise the internal resolution. Even on that still shot, you can notice the symptoms of it. Zidane's head is deformed, Steiner's sword is crooked, etc.

>> No.906986

>>906887
>the polygon wobbling becomes much more pronounced the higher you raise the internal resolution
Unless you're using that one magical early version of PCSXR with an experimental GTE hack. It breaks some games that use internal position hacks on their own (Psygnosis games come to mind) but it totally recreates the depth buffer for the games that work with it.

>> No.906993

>>906986
>Unless you're using that one magical early version of PCSXR with an experimental GTE hack

Uh, that got integrated into mainline development long ago, only it was made an option in the bundled OpenGL plugin.

>> No.907074

>>906993
No, the hack that got integrated is somewhat cut down, probably for the compatibility reasons I mentioned. It uses the GTE accuracy but doesn't have the option to recreate depth info as well. I use both emulators and I can tell the difference.

>> No.907181

Firstly, Ocarina of Time is not a valid example of the N64's texture capabilities. We always knew it looked terrible. The game was a very early N64 game - like Goldeneye.

The N64 is a LOT like the PS3. In order to code effectively for it, developers had to work out how to spread the processing load over the main MIPS processor and the RSP coprocessor. The RSP was supposed to be for graphics, but it could be used for anything the devs wanted.

Also, devs had to work out how to take advantage of the unified memory structure.

Also, the PS3 and N64 share a design mentality designed to exclude "inferior" developers - basically, if you couldn't code effectively for the N64, Nintendo didn't want you making games for it. The PS3 unfortunately backfired - devs insisted on making games for it despite poor understanding of the hardware - hence the chuggy shovelware and chuggy ports.

And another thing. Vagrant Story? Seriously?

Vagrant Story compresses down to 120MB. Remove the intro FMV, and it'd be smaller. I've no doubt Vagrant Story would have worked just fine on a 64MB cartridge. And while VS is a decent looking PS1 game, the texture quality is HORRIBLE. The only reason the game looks so good is art design.

You see how the castle is made of bricks? Those are PIXELS. BROWN PIXELS. The polygon counts on the models can't be very high considering their pants are square.

>> No.907219
File: 524 KB, 1280x982, Project64 2013-07-15 18-19-18-40.png [View same] [iqdb] [saucenao] [google]
907219

>>907181
Yeah, I guess OoT isn't exactly the best game for that, considering the wizardry developers like Factor 5 and Rare employed late in the N64's life cycle.

Even with texture filtering turned off, Conker still looks pretty good.

>> No.907224
File: 735 KB, 1280x982, Project64 2013-07-15 18-24-44-75.png [View same] [iqdb] [saucenao] [google]
907224

>>907219
The texture work in Conker beats the shit out of most of the stuff that came before it. Though it does need filtering, but more to enhance the texture work rather than to hide how small and low-res the textures really are, like in OoT.

>> No.907259
File: 217 KB, 800x600, Glide64_CONKER_BFD_22.png [View same] [iqdb] [saucenao] [google]
907259

>>907224
The significant difference between OoT and Conker is that Conker takes multiple small textures and clamps them onto larger objects, instead or trying to stretch a single texture over a single object.

I took a screenshot myself. As you can see, the texture filtering makes a big difference. And here's the thing - the filtering is valid technical function. For a start, it's crucial for blending texture layers. I don't get why people are so upset by filtered textures. All modern games perform texture filtering to some extent.

>> No.907263
File: 226 KB, 800x600, Glide64_CONKER_BFD_23.png [View same] [iqdb] [saucenao] [google]
907263

>>907259
And here, of course, is one of Conker's many idle animations, fetched rapidly thanks to cartridge streaming. Whether he's drinking something, playing Killer Instinct, or reading magazines, he's always got his squirrelish charm.

>> No.907264

>>906035
Nigga that is what I call Good porting.

>> No.907265

>>907263
Yeah Rare always did squeeze the N64 to its limits.

>> No.907267
File: 660 KB, 1280x982, Project64 2013-06-26 17-44-58-31.png [View same] [iqdb] [saucenao] [google]
907267

>>907259
Texture filtering on the N64 is only given a bad rap because it supposedly makes textures look smudged to fuck, but as has been demonstrated in this thread, it's not texture filtering that's to blame, but rather the abysmally low resolution of textures on most N64 games, and the fact that a lot of textures are, as you said, just a single texture being blown up tenfold or more.

I have one personal gripe with texture filtering, but it's exclusively an issue with N64 emulation, namely that it looks terrible on UI elements and text, sprites, etc. Just look at this shit. The text is absolutely ruined. But you gotta live with it, because the alternative is no texture filtering at all.

>> No.907268

>>907264
The key behind the N64 port was more efficent texture compression for backgrounds (even if they did come out a bit blurry) and sequenced music which used higher quality samples than the PS1 original. The FMV quality took a hit, but in my opinion that doesn't detract hugely from the game. Most of the game's storytelling is ingame.

>> No.907272

>>907265
Not surprising since they probably made more good games for it than even Nintendo did.

>> No.907273

>>907267
Press Backspace dummy. That's not how it's supposed to look.

>> No.907276
File: 73 KB, 640x480, Glide64_CONKER_BFD_24.png [View same] [iqdb] [saucenao] [google]
907276

>>907267
>>907273
Na, dude. He's probably running automatic filtering, which obeys what the devs wanted. Here's how it looks with point sample filtering.

To be honest, using textures for text is a really shitty idea. I can't imagine why they did it, beyond convenience.

>> No.907279
File: 242 KB, 1280x600, CAN&#039;T LET YOU FILTER THAT.png [View same] [iqdb] [saucenao] [google]
907279

One other thing people don't realize about the N64 that also contributes to the whole "blurry and smudged" reputation it has is that the real hardware, on top of texture filtering, also employed full-screen anti-aliasing, blending, and combining, which removes a lot of visible dithering and jaggies, but also makes the image look more blurry.

Using a certain plugin, you can enable or disable this filtering, resulting in more PS1-esque graphics, as shown on the left. The right is very close to how the real thing actually looks like. Note that conventional N64 plugins do not accurately capture how the real hardware looks.

>> No.907280

>>907276
That's close to how it looks on my tv. Needs to be a bit blurrier though..

>> No.907285
File: 182 KB, 1024x768, conker text.png [View same] [iqdb] [saucenao] [google]
907285

>>907280
Here you go.

>> No.907289

>>907285
Wow, did you do that with an emulator or did you take a screencap from a real N64? =)

>> No.907290

>>907279
A real N64 has much lower contrast than an emulator.

>> No.907291

>>907290
Go compare it to the real hardware. Trust me, the right pic is the more accurate one. For whatever reason, disabling the "filtering" makes it look darker.

>> No.907293

>>906695
god damn the grass is really just a steps away of looking like a minecraft block

>> No.907296

>>907289
Emulator, using a highly accurate plugin that properly reproduces the N64's graphical output. It requires damn near a NASA computer to run it at full speed, though.

>> No.907297

>>907291
That's what I mean - a real N64 is brighter, and has a more washed out look. I wasn't contradicting you.

>> No.907303

>>907296
To be honest, I think a lot of the issues with glitchy text in emulators.

*lowers voice*

ARE BECAUSE THE EMULATORS ARE KINDA SHITTY.

>> No.907309

>>907303
Well that's what happens when coders begin to think they are entitled to some form of reimbursement for their emulators. They decide that they're going to get lazy unless people donate or something.

>> No.907312

>>907303
They are, but in regards to the text, it's because almost all the plugins use high-level methods to approximate the N64's graphics, using features built into PC hardware rather than simulating what the N64 actually used. So when a game used filtering on text, it's done using techniques familiar to your graphics hardware, which doesn't always translate well to the game's graphics. The N64's texture filtering is a bit different to that used in conventional PC games.

>> No.907313

>>907309
It's not entitlement, it's greed.

>> No.907320

>>907313
>>907312
>complaining about something that took thousands of man-hours to make having optional donations
Stay classy 4chan.

>> No.907321

>>906695
>OoT with texture filtering forcefully turned off
do you have anymore screenshots on this, or how to do this?
I findmyself enthrealled

>> No.907324

>>907320
>optional
Fuck no. Zilmar ran his closed Project64 1.7 beta donation scam from 2004 until a few months ago.

>> No.907326

>>907321
Install Glide64.
Press Backspace twice.
Witness as all the blending effects stop working.

>> No.907328

>>907320
>>907324
Not to mention the fact Jabo quit PJ64 for undisclosed reasons, then released Project 64 1.6.1 on his own, being sure to remind everyone that PJ64 1.6.1 was better than the 1.7 beta.

>> No.907334

>>907320
What? I wasn't complaining. I was pointing out that filtering on conventional N64 plugins kinda sucks because it's using PC filtering techniques on console games, which doesn't translate well on some cases. And I understand this was the road people chose to follow because even today in 2013, very few computers are capable of running a truly accurate implementation of the N64's RDP at a good speed. The HLE approach basically was THE approach to take back in the early days of N64 emulation, and to a good extent that remains the case even now.

>> No.907337

>>907324
What Zilmar forgot is that most of Project 64's problems are related to Microcodes and AV plugins. And he's not able to fix either of these things himself.

>> No.907338

>>907326
thank you

>> No.907340

>>907334
It's interesting that in the early days, it turned out that the Voodoo cards were really, really good at N64 emulation because things like framebuffering were handled in an almost identical manner to real n64 hardware. That's where Glide64 originated - now it's run via wrappers. And frankly, modern video hardware simply isn't that great at emulating the N64 framebuffer.

>> No.907408

>>907181
The N64's lifespan was roughly 1996-2001. Ocarina was released in 1998. It's right in the middle of the N64's lifespan. And speak for yourself because I thought the game looked great.

>> No.907440

what's the best emulator for sin and punishment? and is there any good way to play it with a keyboard?

>> No.907457

>>905961
That's completely false about the "texture banks". Though, there may have been default textures available within a dev kit maybe.

>> No.907468

>>907408
Its development began much earlier than the release date - same as Goldeneye. Goldeneye was developed before real N64 hardware became available. OoT was designed for the N64 Double Drive, before being scaled down for the N64. The drastic jump in quality with Majora's Mask is a clear indicator of this.

>> No.907474

>>907440
PJ64 1.6.1 + Glide64 plugin.

There is also a HQ Texture Pack with translated subtitles floating around somewhere.

I recommend playing with Mouse + KB.

Bind the stick to the mouse, A and B to E and R, Z to LMB, and C-buttons to WASD. Maybe bind R shoulder button to Q.

>> No.907512

>>907474
Is 1.6.1 really better than the actual latest Project64? I doubt that, 2.1 runs a ton of things better for me than 1.6 and 1.7 did.

>> No.907517

>>907512
2.1 fixed a few games and broke others. If you use it, do NOT use the bundled plugins.

http://www.mediafire.com/download/61dvb4n9xk25oo6/Project64.rar

This has both 1.6 and 2.1, along with a bunch of plugins.

>> No.907557
File: 202 KB, 500x337, crash.gif [View same] [iqdb] [saucenao] [google]
907557

this game

>> No.908403
File: 1.04 MB, 1095x1415, real_n64.png [View same] [iqdb] [saucenao] [google]
908403

I took some REAL N64 captures from GameShark Pro connected to PC through parallel cable.

>> No.908519

>>908403
*stares*

You know, those look bloody good. Goldeneye especially.

Be nice to see how Perfect Dark, Majora's Mask, Turok 3, Bad Fur Day, and Indiana Jones and the Infernal Machine look.

>> No.908523

>>907557
Crash 1,2,3 are bloody good looking games. Yes, the games have low polygon counts and a lot of technical trickery, but the games look beautiful - Crash 3 is visually better than anything any other developer created for the PS1.

>> No.908931

>>908403
Interesting. It seems this device bypasses the N64's anti-aliasing and blending for those shots.

>> No.908975

>>905918
>Are there any games on the original Playstation with 3D graphics as good or better than Sin and Punishment or Conker's Bad Fur Day on Nintendo 64?

Overall PS1 graphics were so much better. N64 had blurry ugly textures and graphics.

However, Sin and Punishment and Conker's Fur Day are better looking than anything in the PS1 library.

>> No.908978
File: 37 KB, 640x480, vagrantstory0103.jpg [View same] [iqdb] [saucenao] [google]
908978

>> No.908980

>>908519
They look pretty much exactly like the SoftGraphic plugin on N64 emulators looks, with filtering disabled.

>> No.908997
File: 76 KB, 900x675, gfs_50218_2_226.jpg [View same] [iqdb] [saucenao] [google]
908997

Chrono Cross

>> No.908998

Ridge Racer Type 4 and Vanark.

>> No.909029

>>908403
>I took some REAL N64 captures from GameShark Pro connected to PC through parallel cable.

This looks really good. Do you think this could be used as some kind of hack to the n64 systems to produce higher image quality?

>> No.909032

http://en.wikipedia.org/wiki/World_Driver_Championship

"One of the last racing simulations to be released for Nintendo 64, this graphically intensive title used custom microcode optimization and high polygon count modelling. The development team was able to optimize the usage of the various processors within the N64 to allow far draw distance (reducing the need for fog or pop-up), high detail texturing and models, Doppler effect MP3 audio, and advanced lighting and fog effects for realistic weather conditions. Impressively the game has a high resolution 640x480 mode that does not require the add-on N64 RAM Expansion Pak. Additionally, unlike many other games of its type on the platform, the game runs high resolution at a sufficiently playable pace, undoubtedly due to the use of a reduced screen area letterbox mode that lessens the number of pixels needing to be displayed."

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

>> No.909083

>>909032
>>908998

So the answer is that the N64 could produce more graphically impressive games than the Ps1 or Saturn, but only did in a few examples because of how difficult the N64 was to design for. On the average the ps1 had better visuals.

>> No.909108

The Nintendo 64 was difficult to program for, but powerful in the right hands (i.e. Rareware, Factor 5, Boss Studios, etc).

The 4KB texture memory meant that no individual texture could be larger than 4KB. Also it meant you could only stream in 4KB of textures at any one time. If they were all that big they had to load in one at a time. If not texture loading was not managed properly, it would bog down the GPU's fill rate (which was VERY easy to do without careful programming).

Texture filtering is there to LITERALLY cover up the very small texture size. It works somewhat - filtering can aesthetically improve how detailed textures appear through computational prediction, but it's not a magic bullet (looks blurry close up). Additionally, texture filtering also hits the GPU fill rate.

TLDR: N64 programming was a careful balancing act to ensure the GPU's fill rate wasn't overwhelmed. Only the best programmers could get it just right.

Yamauchi, the old Nintendo CEO, admitted around the time of the Gamecube launch that he purposefully made the N64 hard to develop for in order to weed out the bad developers.

>> No.909119

I'd say the best-looking N64 games look better than the best-looking PS1 games.

>> No.909127

>>909108
>Yamauchi, the old Nintendo CEO, admitted around the time of the Gamecube launch that he purposefully made the N64 hard to develop for in order to weed out the bad developers.

He should have been fired for that.

>> No.909129

>>909127
He stepped down shortly afterwards.

>> No.909132
File: 89 KB, 1024x819, 1373995316471[1].jpg [View same] [iqdb] [saucenao] [google]
909132

>>909119
>I'd say the best-looking N64 games look better than the best-looking PS1 games.

Cheating because of emulation I know.

>> No.909138

>>909132
Not to mention CC battles run at like 10fps on the real hardware.

>> No.909146

>>909127
He was a little bit too high up for that. Also like somebody said he stepped down not long after.

What really happened was probably something like this:

Silicon Graphics Engineer: If we reduce the amount of video memory we embed on the GPU, we can save a lot of money, but it will make the machine very difficult to develop for. Developers will be sweating hard in order to carefully mange the RAM!

Yamauchi: Perfect.

>> No.909150
File: 48 KB, 620x400, hokutonops1.jpg [View same] [iqdb] [saucenao] [google]
909150

Never got a US release but Fist of the North Star on PS1 was one of the best-looking games from that gen.

>> No.909152

>>909138
That simply isn't true.

Nothing like CC's battles is possible on the N64. The textures are simply too good.

>> No.909158

>>909150
http://www.youtube.com/watch?v=BF_IvMpMAt8

>> No.909209

>>909152
>Nothing like CC's battles is possible on the N64. The textures are simply too good.

Errr....not quite. You can make up detailed textures on N64 by clumping lots of little textures together (see: Conker).

>> No.909220
File: 183 KB, 960x540, slightly less corrupted.png [View same] [iqdb] [saucenao] [google]
909220

>>909209

I extracted Joanna's model from Perfect Dark using an emulator, the textures are fucking tiny but there's a lot of them. You should try it some time, it's really interesting to see how the models were constructed. It makes it a fucking pain in the ass to reconstruct the UVs though, since extracting the models basically destroys the texture mapping data.

>> No.909228
File: 78 KB, 1024x768, 1373934175635[1].jpg [View same] [iqdb] [saucenao] [google]
909228

>>909220

Can you do the same with character models from RE3, Dino Crisis and other later era PS1 games? I think these character models look so much better than most N64 games.

This one is from google image search.

>> No.909232

>>909228

No reason why not, but I didn't do anything fancy. I just downloaded a tool that somebody else made.

>> No.909251

>>909228
> I think these character models look so much better than most N64 games.

Yes, because these are games where the GPU doesn't need to do anything except render the character models - everything else is a 2D background.

In N64 games the entire world is 3D and requires real-time rendering.

>> No.909254
File: 618 KB, 1440x1080, PSOGL2_009.jpg [View same] [iqdb] [saucenao] [google]
909254

I like how clean Mega Man Legends can look.

>> No.909259
File: 574 KB, 2560x960, SHAROL.png [View same] [iqdb] [saucenao] [google]
909259

>>909254
That's emulated, though. I can't recall if this is the case on that particular game, but many 3D PS1 games have dithering out the ass, making them look nowhere near that clean. Boot up Silent Hill with a software renderer or with an emulator like Xebra, and compare it to Pete's plugins. You'll see what I mean.

>> No.909261

>>909254

>Those misaligned textures on the white building

I'm nitpicking, but it really stands out since the characters look so good.

>> No.909269

>>909251
>Yes, because these are games where the GPU doesn't need to do anything except render the character models - everything else is a 2D background.
>In N64 games the entire world is 3D and requires real-time rendering.

Dino Crisis is fully 3D tard. I think there's a couple of rooms that are an exception.

>> No.909271

>>909269
>fully
>exception
That's like saying something is completely flawless, except in this one area, which is completely broken.

>> No.909280

>>909259

Thank you. I actually needed a Cheryl screenshot for the Emulation Wiki. It's used to demonstrate some of the problems of PS1 emulation.
http://emulation-general.wikia.com/wiki/PlayStation#Emulation_issues:

>> No.909281

>>909259

And on a real system with composite cables and a CRT TV, the dithering would be highly blended. In SH most of it is used for shading.The game looks so much brighter and paler without the dithering.

>> No.909282

>>907321
>i find myself enthralled
You're remind me of that asshole that is "enlightened by his own intelligence".

>> No.909312

>>909259
I can't really take posts like this seriously because the smoothing you get running the game at PS1's native res on actual hardware on a normal TV cleans up a lot of those issues. I remember when I first bought a VGA adapter for my Dreamcast so I could play Dreamcast games on my computer monitor, I was in shock when I first loaded a game up and could see every imperfection.

>> No.909324

>>909312
I'd take imperfection over distortion in most cases, honestly.
Especially cable distortion. The only real use of that was to turn dithering into translucency or shading through blurring. And that can be done so much better through shaders.

>> No.909325

>>909312
>smoothing

You mean blurring due to shitty cables. Regardless, that is what the console's output actually looks like. The high res shot looks absolutely nothing like the PS1's real output.

>> No.909358

>>909271
He's saying most areas of the game are fully 3D. Some specific rooms use CG, just like Ocarina of Time has some CG environments even though it's mostly fully 3D.

>> No.909361

>>909358
Mostly fully is a contradiction of itself, which was being pointed out. If there's an exception to something, it's not fully that.

>> No.909376
File: 51 KB, 480x359, dinocrisis_1.jpg [View same] [iqdb] [saucenao] [google]
909376

>>909361
If a scene is fully 3D it's fully 3D.

>> No.909387

>>909376
>X game is fully 3D
>Most scenes are fully 3D
There's a distinct difference. Either way, the game is not fully 3D.

>> No.909426

>>905918
No.

>> No.909449
File: 7 KB, 689x462, n64utilities.png [View same] [iqdb] [saucenao] [google]
909449

>>909029
I don't think so, it can only be used for screen shots. It halts the system and takes a few seconds to transfer one frame. You can also make your own ROM dumps for archival, but kind of pointless since every game is already on the internet.

>> No.909517

>>908931
Do N64 games really use anti-aliasing or does it only appear to on a TV because of something on the blurry output? AA is traditionally very computationally expensive and I doubt the 93Mhz/62Mhz CPU/GPU on an N64 could handle AA, since it wasn't even out in PC's until 2000 on the Voodoo5.

>> No.909531

>>909517
The output was simply blurred, which gives an effect similar to AA. I'm pretty sure it was an FXAA of sorts. Definitely post processing regardless.

>> No.909623

>>909531
Well, I guess I can see it working ok on TVs with shitty composite cables, since it was gonna look blurred anyway, but on emulation? Fuck that shit. Gimme the dithering all day erryday.

>> No.909668
File: 44 KB, 800x520, Composite_rca_cables.jpg [View same] [iqdb] [saucenao] [google]
909668

>>909029
You mean hacking the hardware to use VGA as video output instead of RCA?

>> No.909673

>>909108
>Texture filtering is there to LITERALLY cover up the very small texture size. It works somewhat - filtering can aesthetically improve how detailed textures appear through computational prediction, but it's not a magic bullet (looks blurry close up). Additionally, texture filtering also hits the GPU fill rate.
You are still confusing filtering of 2D spritework in NES and SNES era with modern filtering of textures to create effects.

>> No.909686

>>909517
What if you assume you can do some very simple edge AA when you render? And its a fast fixed hardware function? Its not that hard.

>> No.909705

>>907219
>>907224
>>906695
all these unfiltered N64 shots are giving me a boner

>> No.909721

>>909668
I think he was referring to bypassing the N64's post-processing effects that blur the shit out of the image in favor of the raw output.

>> No.909840
File: 1.80 MB, 1352x977, n64capture.png [View same] [iqdb] [saucenao] [google]
909840

Here's some screen shots running on a real N64 using S-Video connected to a capture card. It looks like it has anti-aliasing on some edges but not others? It's hard to tell with the blurriness.

>> No.909842
File: 1.60 MB, 1306x973, n64capture2.png [View same] [iqdb] [saucenao] [google]
909842

Goldeneye. Cradle is blurry as shit.

>> No.909857
File: 2.54 MB, 1024x1984, n64.png [View same] [iqdb] [saucenao] [google]
909857

heres animal crossing on the n64 and gamecube
dont know if it means much since i used an emulator for the screenshots

>> No.910321

>>909840
>>909842
Now THAT is what an N64 really looks like. First accurate screen shots in this whole Nintendofest of a thread.

>> No.910339

>>910321
see
>>907279

Compare the right screenshot to the Star Fox 64 shots in >>909840. They're almost identical.

>> No.910362

>>909840
Keep in mind those screenshots look like they've been upscaled from their native 320x240 to around 640x480 or so, which makes them look more jaggy.

>> No.910367

>>909840
>>909842
Psh, I can tell you're not even playing them properly. There's a complete lack of scanlines and no filters.

Do you even know what the developers intended?

>> No.910378
File: 195 KB, 640x479, world driver championship.png [View same] [iqdb] [saucenao] [google]
910378

>>910367
Oh boy, here we go!

>> No.910439

>>910378
Here's a fun fact.

LCD TVS DON'T HAVE SCANLINES.

And only elitists play N64 games on a CRT.

Okay, so I'm exaggerating, but my point stands. 3D graphics aren't reliant on "what the devs intended" the way 2D graphics are.

>> No.910451

>>909842
I'd like to see Turok 3 and Perfect Dark captured properly, as well as some high quality captures of Indiana Jones.

>> No.910457

>>910439
It was a joke.

>> No.910470

>>905981

Saturn's Panzer Dragoon games had pretty sweet 3D.

I would put it up against the best N64 titles.

>> No.910476

>>910439
>>910457
I know, dude. I was joking, too. Those scanlines are laughably thick. But some people are probably salivating over them.

Honestly, my PAL TV never had noticable scanlines with N64 games.

>> No.910479

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

The best 5th gen grafix
Nintendon't

>> No.910492

>>910470
The 3D on Panzer Dragoon was decent enough. However, it didn't have a lot of 3D. The draw distance was short, and the game used a lot of sprites. Also, the game doesn't actually have any sort of realtime lighting that I can see - I was just watching YT videos of the game.

>> No.910497

>>910362
Well I tried capturing at 320x240 and but 640x480 showed slightly more detail, even though the source inside the N64 is only 320x240. My guess is, when the N64 encodes the 480i S-Video signal, going BACK to 320x240 in the capture card loses some detail.

>> No.910515
File: 184 KB, 656x560, purrfect dork.png [View same] [iqdb] [saucenao] [google]
910515

>>910451
I don't have a capture card, so here's a shot using that super accurate plugin. This is with hi-res mode enabled.

>> No.910527

>>910515
z64, I assume? I seem to recall z64 not emulating the framebuffer. Doesn't matter, though, since the framebuffer isn't used that much in multiplayer. Except for, you know, the motion\poison\punch\n-bomb blurring.

>> No.910534

>>910439
>3D graphics aren't reliant on "what the devs intended" the way 2D graphics are.
Neither are and if you really believe that shit you're a faggot.

>> No.910536

>>910527
>z64, I assume?

Nope, SoftGraphic. Much more accurate than z64. Also much slower. Note the VI/s at the bottom. And I'm on an i7.

>> No.910538

>>910534
2D graphics were often build AROUND scanline\CRT issues, is what I meant.

>> No.910539

>>910538
>often
Try "rarely".

>> No.910545

>>910536
Ah, I see. I'll keep that in mind.

>> No.910547

>>910515
Can you link to that plugin?

>> No.910549

>>910536
Wait. Nevermind, I found it.

>> No.910552

>>910547
http://forum.pj64-emu.com/showthread.php?t=3739

I used version 1.3 for that shot, though, since 1.4 doesn't have the N64's accurate fullscreen anti-aliasing and filtering, opting instead for generic Direct3D fullscreen bilinear filtering.

>> No.910554

>>910552
Also, you guys better be running OC'd Haswells or something. This plugin is seriously demanding.

>> No.910558

>>910515
>>910536
I was reading this thread, and some people were reporting that the plugin is blurrier than its supposed to be sometimes.

http://forum.pj64-emu.com/showthread.php?t=3739

Worth bearing in mind.

>> No.910563

>>910558
It's only blurry if you enable the "filtering". If you disable it, you get more pixelated, PS1-esque graphics. But the "blurry" look is the accurate one, in so much as that's what's sent to the TV.

>> No.910565

>>910563
Ah, fair enough.

>> No.910580
File: 252 KB, 656x555, STAY ON TARGET.png [View same] [iqdb] [saucenao] [google]
910580

Here's Rogue Squadron, though I'm thinking it's not handling the hi-res quite right.

>> No.910586

>>910580
>t
Hrm... No, that doesn't look quite right. 640x480 should look MUCH crisper than this.

Does Indiana Jones boot past the intro sequence on this new plugin?

>> No.910590

>>910451
>>908519
I would but the only games I have out of those is Majora's Mask.

>> No.910593

>>910586
Yes, but it's absolutely broken once you get in-game. Might be a core emulation issue, actually, as only on Mupen64Plus have I been able to get the game to look somewhat correct, but there's still issues with level geometry warping all over.

>> No.910602

>>910593
Indiana Jones had the most extensive microcode rewrite of any N64 game in existence, I believe. That's why emulating it has proven so difficult. Hopefully this new plugin will see progress of some sort.

>> No.910868

>>910539
Try always or do you think those pixel artist drew everything with rectangular pixels?

>> No.910884

>>909127
Similar to Sony who made the PS1-3 hard to program for so over time developers would learn to use it better and create more impressive games.

>> No.910915

>>910884
>made the PS1-3 hard to program for


I love the PS2 and all but it has a fuckton of shovelware

>> No.910937

>>910915
>this

>>910884
You're pretty dumb unless you're comparing PS2&3 to Xbox. PS1 was the easiest of the three big 5th gen systems to develop for, which was Sony's intention from the start.

In Generation 8 everything is going to be so easy to develop for that most of developers' energies will be put into tying up the licenses. I don't think it'll work.

>> No.910985
File: 196 KB, 1064x800, dosbox 2013-07-17 03-25-29-31.png [View same] [iqdb] [saucenao] [google]
910985

>>910868
Well, sometimes they did, actually. A lot of old DOS games that ran at 320x200, despite the fact that they were supposed to be shown in 4:3, still have objects that look rectangular or ovaled when you correct their aspect ratio.

>> No.910996

>>910884
The "intentionally hard to program for" argument is BS. It's just a side effect of massive cost cutting. When they intend to sell millions of units, they buy chips and technologies from the lowest cost source. When they're up against a competing console, intentionally stressing the developers would be stupid.

>> No.911028

>>910996
But it is totally the kind of thing Nintendo would actually claim to have been their intent.

>> No.911031

>>911028
It's one thing to claim that was the intention years after the fact. It's quite another to actually make that part of your business model.

>> No.911043

>>911031
Yeah that would be dumb as hell but look at how dumb Sega's business model was in the 90s.

>> No.911059

>>911043
One could swear their business model was based around fucking over Sega of America as much as humanly possible due to jealousy over the baka gaijins being more adept.

>> No.911079

>>910476
>my PAL TV never had noticable scanlines with N64 games.

this, I never noticed scanlines of any kind.

Although last time I tried to play N64 on an LCD I stopped in disgust because the tv scaling was beyond awful, I'd play on an old TV but just because it looks good, not certainly for scanlines which don't exist anyway

>> No.911082

>>910580
how did you get the game to play?
Did you use some weird plugin?

>> No.911087

>>910476
>Those scanlines are laughably thick
My CRT monitor's scalines are that thick too. Exact 1:1 with the pixels at 240p resolutions.
The difference is the sheer brightness output on the visible lines. It's enough to cover twice the space.

But of course, they wre "designed" for shitty low end TVs, CRT or otherwise.

>> No.911098
File: 899 KB, 3264x2448, DSC05270.jpg [View same] [iqdb] [saucenao] [google]
911098

>>911079
There are several factors that go into whether scanlines are noticeable or not:

1. CRT mask type. Shadow masks were used in the vast majority of TVs, with Sony using aperture grilles instead, which tended to be sharper and more defined up until the late 90's/early 2000's, thus showing more noticeable lines.

2. TV size. The bigger the TV, the more likely you are to see scanlines.

3. TV calibration. Poor convergence or focus could often cause scanlines to blend together, thus obscuring the gaps in between.

4. Region. PAL TVs could display more lines per total TV area than NTSC TVs could, so obviously scanlines were closer together on PAL TVs, thus making them less prominent.

So if you had a 14" shadow mask PAL TV that was poorly calibrated, chances are you saw no lines at all. Meanwhile, my 27" Sony NTSC TV displays them quite prominently.

>> No.911103

>>911098
and why would "poor" calibration be an issue really looks like it actually helps?

>> No.911112

>>911103
It's simple. A properly calibrated display will be sharper and have less issues with convergence. The side effect will be that phospohors will actually stay within their scanlines instead of bleeding towards others. Of course, this means more prominent black lines. That's just how it is. I guess for you, a blurrier, more imperfect picture is more desirable.

>> No.911123

>>911082
If you really want to play it emulated, I recommend Mupen64Plus with the z64 plugin. It plays it faster and better than Project64 does.

>> No.911132

>>911123
How does it compare to the PC version?

A few years ago I booted up my old win98 voodoo2 PC just to play it

>> No.911139

>>911132
Never played the PC version. I've heard it's mostly the same. Honestly, you might be better off playing it that way. Being able to emulate it is more of a novelty than anything.

Now, if only we could emulate Rogue Leader.

>> No.911151
File: 47 KB, 320x240, NEC PC-9801FA2(1993年).jpg [View same] [iqdb] [saucenao] [google]
911151

>>910985
>they were supposed to be shown in 4:3
Not true. They were often letterboxed instead. I remember that from when I was a kid.
It's also the same with a lot of Japanese computers from around the time. 320x200 and 640x400 were popular.

It really is extremely game dependent though. Games like Popful Mail seems designed to be letterboxed, while games like Lolita Syndrome were clearly designed to be stretched.
http://www.mobygames.com/game/pc88/lolita-syndrome

I'd say developer perspective doesn't matter there, since end users often used both.

>> No.911162
File: 19 KB, 288x192, mischief-13.png [View same] [iqdb] [saucenao] [google]
911162

>>910497
>the source inside the N64 is only 320x240
Hate to break that bubble, but they used just about everything under the sun. There was no standard whatsoever for internal resolution on the N64.
That's probably why Nintendo themselves decided to go with higher resolution for the VC. Because at least 480p makes sense.

>> No.911168

>>911151
Forgot Popful Mail link. Ah well.
http://www.hardcoregaming101.net/popfulmail/popfulmail.htm

>> No.911294

>>910996
At the very least, Nintendo made life difficult for developers they didn't consider worthy of being members of the "Dream Team". In a nutshell, they didn't give them much documentation.

Acclaim was a Dream Team dev. That's why they were allowed to do stuff like run Turok 2 at 640x480. They asked Nintendo to allow high resolution N64 games, showed Nintendo the output, and Nintendo said okay.

>> No.911301

>>905918
That game really looks like shit. I could swear it comes from a Ps1 if you hadn't said otherwise. N64 graphics were much better imo. Personal preferences I guess

>> No.911306

>>911301
Sin & Punishment sacrifices polygon counts so it can have massive numbers of enemies onscreen. Some of the battles are insane. When the game's running, it's pretty clear it's not a PS1 game.

>> No.911315
File: 276 KB, 800x600, Glide64_TSUMI_TO_BATSU_11.png [View same] [iqdb] [saucenao] [google]
911315

Sin and Punishment is an odd game, visually. It's not amazing, but the game is smooth. Unlike most PS1 rail shooters I've seen, it has far more lighting effects and such.

>> No.911338

I remember quake 2 looked pretty good back the on ps1

>> No.911375

>>909387
>Implying OP ever specified fully 3D games.
The mention of Dino Crisis was about extracting the character model as well. You sound so desperate trying to get this game removed from the conversation. Dino Crisis' 3D graphics looked pretty good otherwise.

>> No.911398

>>911375
>Dino Crisis is fully 3D tard
It's not "fully" 3D. That's all the point was. Simple as is. The game does look fine and I've nothing against it.

>> No.911407

Dino Crisis 1 is over 90% 3D, and is a worthy contestant, if you ignore the fact the character models jiggle all over the place.

Dino Crisis 2 is 3D characters against 2D backgrounds. This means the models can be far more detailed than normal.

No need to get worked up, guys. The cold fact is that the N64 is far more powerful than the PS1. But there were some bloody fine looking PS1 games - Crash Bandicoot 3 being a prime example.

>> No.911472

>>911315
>Unlike most PS1 rail shooters
Good thing S&P is not a rail shooter then.