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/vr/ - Retro Games

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>> No.6319047 [View]
File: 2.21 MB, 640x360, chicago.webm [View same] [iqdb] [saucenao] [google]
6319047

>> No.5539424 [View]
File: 2.21 MB, 640x360, Perfect Dark Chicago.webm [View same] [iqdb] [saucenao] [google]
5539424

>> No.5332828 [View]
File: 2.21 MB, 640x360, Perfect Dark.webm [View same] [iqdb] [saucenao] [google]
5332828

>> No.5002817 [View]
File: 2.21 MB, 640x360, Perfect Dark.webm [View same] [iqdb] [saucenao] [google]
5002817

>> No.4997771 [View]
File: 2.21 MB, 640x360, PD_Chicago.webm [View same] [iqdb] [saucenao] [google]
4997771

I never realised you could destroy that robot by dropping a taxi on it.

>> No.4803839 [View]
File: 2.21 MB, 640x360, perfect dark 4.webm [View same] [iqdb] [saucenao] [google]
4803839

>>4803007
>It may look fine to you, but it doesn't look fine at all.
So what's actually wrong with it? You haven't described the issue.

>Three-point bilinear is bad. Period. It essentially "eats" edges
No it doesn't. What eats edges is the unorthodox way the N64's filtering unit works with its texture mapping coordinate system. If the console did 4 point filtering (which I'm pretty sure it does for trilinear anyway) you would get the same problem because that texture mapping system is NOT directly pc card compatible.

>>4803272
>Factor 5 were literally the best engineers in the industry
Nah, they were no better than Rare. According to a post I saw a while ago from a Criterion Games programmer, he said they were notorious for overhyping the technical aspects of their games.

While they were good, think about how they overhyped their audio driver for N64 as the best thing ever, and yet Battle for Naboo sounds like plinky plonky MIDI, compared to say the older Jet Force Gemini by Rare which actually sounds orchestral and almost CD quality.

>Meanwhile, they managed a locked 60fps with the best graphics on the system when the Gamecube came along.
Gamecube hardware was built around Rogue Leader in the same way that N64 hardware was built around Mario 64. Seriously, look it up. You'd hope their games would run well on that platform then.

But your point is also stupid. What PS1/Saturn games are there which are free-form (not rail) 3D shooters which look and play smoother than RS1 / Naboo? The real reason they slow down anyway is because Factor 5 targeted resolutions higher than 240p, due to over-ambition like I stated above.

>There's also the fact most N64 games are performing coverage checks ... which eats 1/3 of the fill rate.
The reason it eats into the fill rate is because those coverage values have to be read / written from RAM all the goddamn time. The RAM is the choke point again. It's always the choke point on N64, because everything else is literally perfect.

>> No.4280543 [View]
File: 2.21 MB, 640x360, perfect dark 4.webm [View same] [iqdb] [saucenao] [google]
4280543

>> No.3945875 [View]
File: 2.21 MB, 640x360, perfect dark 4.webm [View same] [iqdb] [saucenao] [google]
3945875

fish-eye can be good though

>> No.3761648 [View]
File: 2.21 MB, 640x360, perfect dark 4.webm [View same] [iqdb] [saucenao] [google]
3761648

Runs perfect? No

Looks good? Hell yeah

>> No.3601829 [View]
File: 2.21 MB, 640x360, perfect dark 4.webm [View same] [iqdb] [saucenao] [google]
3601829

>>3601820
You'd be surprised, this video is real console capture

>> No.3478427 [View]
File: 2.21 MB, 640x360, perfect dark 4.webm [View same] [iqdb] [saucenao] [google]
3478427

>>3477562
>Perfect Dark, with the latter looking even dated for its time.

lmao, parts of Perfect Dark looked as good as Deus Ex

MGS isn't remotely comparable

>> No.3402437 [View]
File: 2.21 MB, 640x360, perfect dark 4.webm [View same] [iqdb] [saucenao] [google]
3402437

>>3402394
Not that guy, and yeah I do agree CBFD was technically more advanced, but Perfect Dark does quite a lot of good things too.

It's exquisitely textured, with shitloads of attention to detail (e.g. lots of reflection maps, etc). Also the AI in the single player is surprisingly clever at times and full of reactions.

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