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/vr/ - Retro Games


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File: 91 KB, 854x480, butt ugly.jpg [View same] [iqdb] [saucenao] [google]
9065581 No.9065581 [Reply] [Original]

Why was it acceptable to use sprites on a console that was supposed to push polygons?

>> No.9065589
File: 224 KB, 1280x1353, lying ads.jpg [View same] [iqdb] [saucenao] [google]
9065589

>> No.9065594

because you touch yourself at night

>> No.9065596

>>9065581
All fifth gen consoles mixed sprites and models, and they would blend in well on a CRT. You're just a shit-stirring zoomer who's only played these games on a flatscreen.

>> No.9065618
File: 84 KB, 642x480, real game.jpg [View same] [iqdb] [saucenao] [google]
9065618

>>9065596
Diddy Kong Racing came out virtually the same year and used full polygonal models as you'd expect from an SGI machine.

Is Nintendo EAD just inept?

>> No.9065619
File: 94 KB, 642x480, a game that isnt lazy shit.jpg [View same] [iqdb] [saucenao] [google]
9065619

>> No.9065714

>>9065619
those tires are sprites

>> No.9065723

>>9065581
Technically this isn't a sprite even though Mario's flat.

>> No.9065745

>>9065618
and that's why it runs at 20 fps or less the entire time

>> No.9065760 [DELETED] 

>>9065723
This. So much this. Sprites are pixel are like undertale

>> No.9065771
File: 495 KB, 1820x1292, greenthwomp.jpg [View same] [iqdb] [saucenao] [google]
9065771

thwomps are fulyl rendered

>> No.9065773
File: 160 KB, 854x480, lol.jpg [View same] [iqdb] [saucenao] [google]
9065773

Hilariously enough, when looking up evidence for the common cope about MK64's frame rate, I found a test in which it dipped into the low 20s rendering a scene where over 50% of the screen's real estate consists of 2D sprites. How do you fuck up this badly?

>> No.9065775

>>9065723
I didn't know Mario owned a flat

>> No.9065785

>>9065773
Oh yeah, that stage always lags like crazy, particularly around that part.

>> No.9065792

>>9065581
because it was a fun game

>> No.9066675

>>9065618
Mario 64 had tons of really fucked up coding design decisions and inefficiencies. Meanwhile Rare was talking about how they were designing levels in CBFD in such a way that they would utilise the entire texture cache while streaming textures off the cart to maximise visual quality.

Nintendo has never really pushed the envelope visually with first party titles anyway.

>> No.9066678

>>9065773
MK64's decomp authors are constantly aghast at the programming decisions Nintendo made with that game.

>> No.9066765

>>9065581
Why do you ask loaded questions without establishing your assertions?

>> No.9066772

>>9066678
What I want to know is why that's the only game with a data decompression AND compression algo present in the ROM.

>> No.9066794

>>9065618
Even Diddy Kong Racing doesn't use polygons for everything. Balloons, bananas, even the tires of the karts are all 2d sprites.

>> No.9066798
File: 766 KB, 1376x904, 1650715121218.png [View same] [iqdb] [saucenao] [google]
9066798

>inb4 this guy decides to come in and make 3d karts+characters a reality in a couple years from now

>> No.9066950

>>9065619
That tree in the back is also a sprite.

>> No.9067034

>>9065775
Mario owns an entire block of flats, retard. He was literally Shigeridoo’s landlord.

>> No.9067037

Back then you could barely tell that MK64's racers were sprites because the N64's resolution was so tiny. That's why when people emulate it they say it looks worse than they remember.

>> No.9067145

>>9065581
>>9065773
Mario Kart 64, Super Mario 64, and Ocarina of Time were in development at the same time. Most of the work was done on SGI Indy workstations because it had a similar processor (the N64 has two CPUs just one with extra bits for doing graphics and sound) and the Indy would be doing most of its 3d rendering in using the CPU.

All three games have weird jankyness. Mostly because there is a shit load of inefficient code all over the place. The inefficiencies wouldn't have slowed down an Indy workstation (the CPU was a beast in its day) but on a real N64 were resources are limited and really annoying timing issues come into play shit can get a bit janked up.

>> No.9067163

>>9065773
I don't think you know what a sprite is

>> No.9067257

>>9067145
>jankyness
>janked

>Suspicion: 100.0000000%

>> No.9067328

>>9065589
Aw hell naw they killed toad

>> No.9067356

>>9065773
The only 2D sprites are the racers what are you talking about?

>> No.9068002

>>9065619
>>9065618
Sprites take more effort to make than 3D models and depending on the game are magnitudes more efficient, but since you've never created either you wouldn't know that.

>> No.9068012

people back in retro times
>let's play mario kart, it's fun
people in non-retro times
>let's complain about stretched screenshots from emulators and digital foundry framerate dissection videos

>> No.9068029

It simply wasn't time to start pushin p

>> No.9068038

>>9068002
peak /v/intendo post

>> No.9068069

>>9067356
The trees.

>> No.9068080

>>9068038
>console /v/arrior tries to foist his lineage off onto someone else
a tale as old as time itself
back to /v/ kid

>> No.9068089

>>9068080
peak /v/intendo post

>> No.9068132

>>9065581
> n64
> sprites
everything on the n64 was a polygon. are you stupid?

>> No.9068137
File: 175 KB, 469x469, dk_.png [View same] [iqdb] [saucenao] [google]
9068137

>>9068002
>he thinks the MK64 sprites aren't just 3D renders they've turned into a spritesheet

>> No.9068176

>>9066798
what language is this?

>> No.9068203

>>9066675
>2001 game is better at pushing its hardware to the limit than 1996 game
Hmmm...

>> No.9068225

>>9068069
You really have no idea what you're talking about and your youtube zoomer eceleb videos won't teach you, retard.

>> No.9068264
File: 1.61 MB, 630x480, 1599168432656.webm [View same] [iqdb] [saucenao] [google]
9068264

>>9065581
Early versions of the game seem to have run better, is there a reason why? I assume because the videos weren't actually running off a n64, but I also seen comments about excessive smoothing filters Nintendo added to the final build

>> No.9068289

>>9068225
peak /v/intendo post

>> No.9068294

>>9065581
On a CRT, the sprites look better than the models from DK racing

>> No.9068297

>>9068289
back to /v/, projecting console /v/arrior

>> No.9068516
File: 33 KB, 450x347, skiing.jpg [View same] [iqdb] [saucenao] [google]
9068516

Who gives a shit

>> No.9068526

>>9065775
He means Mario's chest is flat

>> No.9068542

>>9068137
They are rendered with far more detail than real time 3d, and need to be cleaned and retouched to look good as low-res sprites

>> No.9068543

>>9065581
Because it looks good?

>> No.9068547

>>9068264
There's hardly any geometry there. Almost no polygons on screen.
I don't know that the classic N64 blur has much effect on performance. Quake lets you turn it off, and the game doesn't really perform any differently.

>> No.9068552

>>9065581
It looks pretty good on real hardware at 320x240, arguably better than what polygons could depict, and does not affect the gameplay.
Unfortunately they couldn't predict dumb zoomers playing it at high-res resolutions with inaccurate high level emulation and texture filters on LCD screens

>> No.9068571

>>9068547
ackshully turning it off has a pretty big impact on input lag for some reason

>> No.9068680
File: 244 KB, 1193x900, kart_character.jpg [View same] [iqdb] [saucenao] [google]
9068680

>>9068264
>is there a reason why
majikoopa's magic

>> No.9068914

>>9068264
That's just a tech demo not an early version. Look how Mario and Bowser do not collide. No game logic. No AI, drivers just follow preset paths. Graphics are also unfinished and ultra simple, and the camera is looking at some external void instead of the rest of the circuit.

>> No.9069146
File: 967 KB, 640x480, 1622767034037.webm [View same] [iqdb] [saucenao] [google]
9069146

>>9068547
>Almost no polygons on screen.
maybe I should've used another course like this one for my initial webm, but I guess this one doesn't have that many polygons either.
>>9068914
>Look how Mario and Bowser do not collide
Character collision is shown later in the clip, but I do agree that it's most likely a tech demo.

>> No.9069747

>>9068176
>can't recognise a couple of the oldest languages in programming

>> No.9069793

>>9068552
It didn't back then and it doesn't look good now on a LCD screen, this revisionism is all made up by people who have no idea of how it was really like back in the day.
Diddy Kong Racing, Mickey and CTR all looked better with actual polygonal karts even if the wheels were sprites.

>> No.9069832

>>9069793
a sane poster on MY /vr/intendo?

>> No.9071282

>>9068552
this.
>>9069793
no one bat an eye at the time it came out. We didn't even realize they were 2D sprites, we were too busy having fun. It looked good and played well and that's all that mattered.

>> No.9071824

>>9071282
>We didn't even realize they were 2D sprites,

Well come on now let's not be too hasty, it was really obvious. But yeah I agree that it looked fine and that nobody should care about it very much except historians trying to analyze Nintendo's decisions out of historical interest.

>> No.9071836

>>9069793
The racers in Mario Kart 64 looked better than Diddy Kong Racing when it was new, and they look better now.