If you use Bleemcast it puts PSX almost at N64 level even better at times. It's hard to count N64 ports since the enhanced so much.
I remember owning this for MGS and Tekken 3 IIRC. Worked great too.
If you use Bleemcast it puts PSX almost at N64 level even better at times. It's hard to count N64 ports since the enhanced so much.
Special Edition? Interesting. The Wipeout 3 I own is definitely not producing those visuals. It's 240p.No, Special Edition always runs at 512x256, wether widescreen correction is on or off.
Bleemcast eliminates all of the post processing effects (such as motion blur which was heavily used in MGS) while reducing the sound quality quite a bit. It's neat, but not a great way to play the game.If you use Bleemcast it puts PSX almost at N64 level even better at times. It's hard to count N64 ports since the enhanced so much.
Why do you keep posting that Crash pic with such a narrow environment. Spyro would be a much better comparison imo.
well its subjective, but I cant think of a single psone game that I wanna play. I think most would agree that N64 has a far superior library
Special Edition? Interesting. The Wipeout 3 I own is definitely not producing those visuals. It's 240p.
Now I see where that talk came from.
Oh wow, really?well its subjective, but I cant think of a single psone game that I wanna play. I think most would agree that N64 has a far superior library
That's close, but as you noted, still off. The HUD elements are displayed at a clean 240p on a real N64 with hard pixels. It looks much better than what you see there.There are no N64 emulators that are designed to run the games just as they were, so it's hard to really get a handle on how games actually looked like. I think the N64 had some form of edge AA, I enabled 2X full screen AA and AF to sort of reproduce the perceived IQ. I set resolution to 320x240, which was the norm.
Dat foliage. Naughty Dogs were Gods even back then.
well its subjective, but I cant think of a single psone game that I wanna play. I think most would agree that N64 has a far superior library
Never played a Naughty Dog game until Uncharted came along, but I see that their stuff was very linear even back then.
That's close, but as you noted, still off. The HUD elements are displayed at a clean 240p on a real N64 with hard pixels. It looks much better than what you see there.
The N64 also produces very messy filtering. You might be right about some sort of edge filter going on. I'm not sure how they would have done it but games on n64 are surprisingly clean. The hard polygon edges in Mario 64 are surprisingly smooth rather than jaggy on a real SDTV.
What you get with an emulators does not really resemble the real thing.
Is that suppose to be a knock against their games or something?Never played a Naughty Dog game until Uncharted came along, but I see that their stuff was very linear even back then.
Yup, PAL release only.I think it only came out in PAL regions.
Tekken 3 is 60fps. And ran in one of the PS1's high resolution modes. However, in my opinion it's not even the best looking fighter on the console.
I'm mentioning Tobal 2 again god damnit!
Also 60fps, also high resolution, cleaner image quality and the use of mostly gourad shading on the characters went a long way in making it age really well. The animation is also, of course, incredible. Not graphically related, but it did full 3D movement before Soul Calibur(and did it better too).
This thread is starting to teeter on the edge of insanity. ALL games ran interlaced on the N64 and PS1(and Saturn). And 99% of PS2 games.
There were a few other things that would have helped as well, but yes, it was just shy of something amazing.The N64 was a Fararri with a lawn mower gas tank. Had that thing been CD based, it would have blown the doors off the Playstation technically and would have never lost a single 3rd party franchise.
Asking for high royalties didn't help much either.The N64 was a Fararri with a lawn mower gas tank. Had that thing been CD based, it would have blown the doors off the Playstation technically and would have never lost a single 3rd party franchise.
Anyone knows why Nintendo went for carts when everyone else had moved to CD already??
Was it piracy alone? maybe they considered loadings as immersion breaking or something?
Unfortunately the best looking N64 games all ran at very low framerates.Another thing to consider is that while 3D on the PS1 looked sometimes okay in screenshots, when you saw it in motion compared to the N64 it was night and day. The PS1 was just a mess of swimming pixels a lot of the time.
Anyone knows why Nintendo went for carts when everyone else had moved to CD already??
Was it piracy alone? maybe they considered loadings as immersion breaking or something?
Fear of piracy mainly, and dislike of load times.
Justified... I still remember people pirating Gamecube games even though the small disks where supposed to be a deterrent, they just stripped out the case and put normal disks in
The N64 was a Fararri with a lawn mower gas tank. Had that thing been CD based, it would have blown the doors off the Playstation technically and would have never lost a single 3rd party franchise.
Jett I swear we must have grown up in the same neighborhood or something. Tobal 2 is the fing KING BABY!
Fear of piracy mainly, and dislike of load times.
Justified... I still remember people pirating Gamecube games even though the small disks where supposed to be a deterrent, they just stripped out the case and put normal disks in
Everything can be pirated. It may take some time for the protection to be bypassed, but eventually someone will find a way to crack it open. I think the PS3 may actually be the console that has gone the longest before getting cracked open to piracy. Didn't it take 2-3 years before CFW was available?
dat texture
My theory is that Yamauchi liked playing hard ball with other companies (who had to buy all the carts from Nintendo and couldn't make more soon enough if the game sold particularly well due to the nature of the used games industry in Japan).Anyone knows why Nintendo went for carts when everyone else had moved to CD already??
Was it piracy alone? maybe they considered loadings as immersion breaking or something?
My theory is that Yamauchi liked playing hard ball with other companies (who had to buy all the carts from Nintendo and couldn't make more soon enough if the game sold particularly well due to the nature of the used games industry in Japan).
Is that suppose to be a knock against their games or something?
Jak & Daxter wasn't linear, you should give it a try.More of a comment on their style, which admittedly isn't my cup of tea but clearly has appeal for other people. I've always thought ND had come up with linear Uncharted-like level designs just recently.
If you can't print more copies of a game soon enough to cover demand, people will just buy the games used. Games lose value fairly slowly over time so a person who buys a new game and sells it a week later will end up paying a reasonable amount for the experience. It makes up for game rentals not being allowed.Can you expand on this, I dont understand the "nature of used games in Japan" part.
Speaking of great N64 racers
http://www.youtube.com/watch?v=km3kUtZvq00&feature=related
Beetle Adventure Racing desperately needs a sequel.
I still work with the guy that implemented that effect (Richard Baker.) If I remember right, it worked by scaling the previous frame down into an N64 sized texture, probably 32x32, then generating UV coordinates for the reflection pass ala. environment mapping. Like many image based effects it is a ridiculous fake, but looked awesome.I've been saying this for years.
One effect in Beetle Adventure Racing that was really impressive at the time was that in-game objects would be reflected off of the cars' surface. No it wasn't technically correct, but it still looked cool.
Btw, talking about Turok, Shadow of Oblivion was a looker. First game I played with lip-sync in real-time cutscenes.
http://www.youtube.com/watch?v=bZ_4NKSraaQ&feature=player_detailpage#t=308s
http://www.youtube.com/watch?v=A-UvK3zxfNE&feature=player_detailpage#t=122s
I still work with the guy that implemented that effect (Richard Baker.) If I remember right, it worked by scaling the previous frame down into an N64 sized texture, probably 32x32, then generating UV coordinates for the reflection pass ala. environment mapping. Like many image based effects it is a ridiculous fake, but looked awesome.
This thread is starting to teeter on the edge of insanity. ALL games ran interlaced on the N64 and PS1(and Saturn). And 99% of PS2 games.
There were a few other Saturn games that ran in that higher resolution, though. Dead or Alive, Decathlete, Winter Heat, Last Bronx, Anarchy in the Nippon, All Japan Pro Wrestling... A good chunk of games use it exclusively in menus, and some even mix low-resolution and high-resolution elements in-game (Toshinden URA, Fighters Megamix).
You would be incredibly mistaken.
Interesting read, thanks! Reading what you are saying about triangle polygons vs. quads I wonder; did the developers have to remodel every 3D model for the Saturn version to models with quads? Or am I not understanding this right?
Jak & Daxter wasn't linear, you should give it a try.
I wonder what could be done with a chipset with the transistor count and power draw as the n64 chipset but with greater knowledge of how graphics chips should be built. Like, what could it do with a redesign.
Yeah, even back then I could tell how it was done, but it still looked cool and was something I hadn't seen in other games. I guess you can tell him it was such a neat effect that some people still remember it.
Btw, talking about Turok, Shadow of Oblivion was a looker. First game I played with lip-sync in real-time cutscenes.
http://www.youtube.com/watch?v=bZ_4NKSraaQ&feature=player_detailpage#t=308s
http://www.youtube.com/watch?v=A-UvK3zxfNE&feature=player_detailpage#t=122s
How was this game?
I only have the first two
Why do you keep posting that Crash pic with such a narrow environment. Spyro would be a much better comparison imo.
How did the anti-aliasing on the N64 work anyway? Was it a primitive form of MSAA?