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>> No.6203841 [View]
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6203841

>>6203771
Ah yes, uni-dimensional metrics, the favorite tool in the arsenal of every console and PC warrior.

An easy game to play. You just take a single measure, and then rank-order every version of a game by that measure, irrespective of overall quality.

The most used and abused uni-lateral measure is, of course, resolution. If version of a game displays at 1280x1024 but the other one only displays at 1280x720, then the first one is better even if it runs at half the framerate, because I say that resolution is the most important, nay, the ultimate infinite measure of all for quality.

Even the lowest IQ bacteria in my ass would know that no matter what an N64 game (released 1996) wouldn't be able to compete in terms of resolution against a PC game designed for Nvidia TNT2. It's simply not a possibility. Nor in terms of audio bitrate with a cartridge system.

But for things like T&L processing, the N64 still had a fighting chance because it was still being done in software on PC. That's why Factor 5 improved literally everything that they could improve. The N64 version might not have resolution up its sleeve, but it introduced a dynamic lighting and particle engine which the PC version didn't have. By including sequenced audio, they couldn't have the audio fidelity, but could do dynamic music and include a larger range of tunes.

Oh and who can forget that Factor 5 actually refined the gameplay? But let's throw that all into the trash cause we're only at 480i and grug think more pixel good.

>> No.6125224 [View]
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>>6125183
>>6125187
>>6125191
Mipmaps aren't filtering you goddamn drooling imbeciles. Wikipedia isn't an accurate source, it's edited by literal brainlets.

All mipmaps are is scaled down versions of the original texture. They are just small copies of the texture. If the mipmap is a filter, then the original source texture is a filter (which is obviously a completely incoherent argument).

What mipmapping does is provide an accurate set of texel to pixel mappings without filtering being required, assuming the camera is positioned at just the right distance from that mipmap. Really, mipmaps are used in conjunction with filtering to produce trilinear filtering, but mipmaps are not *themselves* filtering.

>> No.6103769 [View]
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>>6103762
>Nightfire is better than Goldeneye
It's a proto-COD game with linear set pieces and no gameplay depth whatsoever. In other words, the perfect game for dumb zoomers.

The multiplayer's alright though.

>> No.5373374 [View]
File: 82 KB, 645x729, 1506656526143.png [View same] [iqdb] [saucenao] [google]
5373374

>>5373369
>listed first under 1998's hottest new games even above OoT
>six page previews
>not crazy hype

>> No.5360526 [View]
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>>5360523
>those were cartridges only
Right, and cartridge hardware is totally free which is why the N64 had significantly cheaper games than its CD based competitors

>> No.5264727 [View]
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>>5263543
Why wouldn't it? More RAM doesn't make the system go faster. The bandwidth stays exactly the same, so if the resolution is increased the RAM bandwidth just gets pounded harder. All the Expansion Pak does is give the game data (including the framebuffer) more room to live inside of your console.

This "more RAM = more vroom vroom" shit is literally technically illiterate garbage. Either the game data fits into RAM or it doesn't. I think this misunderstanding comes from older PCs which would run several tasks simultaneously and would start paging to the hard drive if they ran out of room to handle all of the applications so doubling your RAM from 32 MB to 64 MB actually did make a positive difference.

Games that were actually properly optimized for the Expansion Pak run properly in high-res mode without a negative effect on the framerate. An example of some of these games are Shadow Man, Quake 2, Battle for Naboo and Indy Infernal Machine.

>>5263643
>implying Turok 3 runs at single digit FPS
It runs pretty badly at times but your ability to estimate FPS is about as good as most females abilities to work out the length of something in inches just by looking at it.

>> No.5220130 [View]
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5220130

>PS1 only succeeded due to piracy!
>Dreamcast failed only due to piracy!

Segafriends can't have it both ways. This guy is the correct one >>5219194

>> No.5190475 [View]
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>>5190457
>Obviously the microcode is there to deliver upgraded performance, that doesn't make it like drivers
Then what IS it like you fucking moron?

You know programming microcode isn't like equivalent to just clever use of GTE on PS1 right? It's actually lower-level than that and most definitely comparable to drivers (although different because drivers are there for interfacing between devices and operating system).

>> No.5036718 [View]
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>>5036702
>durr not a good comparison huh, drools
Don't you know the difference between a streaming source and a sequenced/synthesized source?

>how convenient (and false)
Modern emulators reproduce the PCM sampling system at maximum fidelity, which is possible since they can just read the sample data directly and play it back with modern superior hardware.

FM instruments on the other hand has to be generated by hardware itself (there's no existing audio data to read other than the program), which is highly dependent on emulation software accuracy (and if it's even slightly off, as it usually is, then the instruments sound distorted and shitty).

>FM audio synthesis was still cutting-edge for a home system for 1988
>no
Yeah so what was "cutting edge" home game audio technology then in 1988?

>> No.4953409 [View]
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>>4951634
>It would have worse music.

>> No.4889689 [View]
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>>4889674
bravo team

>> No.4761548 [View]
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>>4761532
>lower resolution, you poorly educated faggot. you have less lines per field compared to pal.

That's what I meant anon. PAL runs at slightly higher resolution.

>what are you talking about? nonsense. games made in pal land have to be optimised to be run on ntsc consoles.

I never said they didn't have to be optimized for NTSC displays. I "ASSUMED" that PAL games made in PAL regions were all optimized for PAL displays, but apparently according to the anons above I'm wrong.

>> No.4685942 [View]
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>>4684958
>hurrr what is the difference between RDRAM and ROM i don't know

>> No.4678691 [View]
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>>4678682
>There is no set length for a paragraph.

http://www.bristol.ac.uk/arts/exercises/grammar/grammar_tutorial/page_39.htm

>> No.4591843 [View]
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>>4591837
He kind of did it all in 3 seconds, but here's what it is boiled down into a form your little brain can understand

>Hostage situation
>Bomb timer
>Have to cut the floor with your laser before the time goes off
>Story sequence of Natalya working out where Boris and co are going.
>Tension of having to wait for Natalya to finish what she is doing vs timer rapidly ticking down
>Have to quickly exit train before it blows up

It's like a goddamn movie you fuckhead. I suppose the beginning sequence of Half-Life with the physics experiment wasn't a set piece because all you do is climb a ladder, push a button, and then push a trolley.

>> No.4569313 [View]
File: 82 KB, 645x729, 1506656526142.png [View same] [iqdb] [saucenao] [google]
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>>4569290
>BUT MY BARGAIN BIN CRT MAGICALLY MAKES COMPOSITE NOT PURE SHIT!

>> No.4556998 [View]
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4556998

>SNES is more powerful than Genesis because it has [insert enhancement chip here]

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