IbizaPocholo
NeoGAFs Kent Brockman
Work in progress mod for the community-made Super Mario 64 PC Port.
First time you see a Mario after the 16bit gen?What are those sounds?! Yahooo fuck that
Yes, I guessFirst time you see a Mario after the 16bit gen?
They you should probably avoid the later ones. Especially 3D world. Trust me on this.Yes, I guess
RTX Voice.What are those sounds?! Yahooo fuck that
How is that even possible?Yes, I guess
I was on PC, jumped on X360 back when Mirror's Edge came out.How is that even possible?
Maybe I'm in the minority, but the addition of RTX here, while impressive, doesn't look good with the art style. It looks really disjointed.
I'm gonna have to agree with this. Everytime I see these RTX added videos it generally just looks bad. Like when everybody was posting ENB videos and everything was just soaking wet. Or when people make Zelda in Unreal Engine, just no.Maybe I'm in the minority, but the addition of RTX here, while impressive, doesn't look good with the art style. It looks really disjointed.
that would justify a replay for meWonder if they can ever get the game to look close to the renders.
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There could be a chance for OoT.Beautiful, love this! With some ambient occlusion (bounce lighting) it would be chefs kiss.
Now hopefully it will eventually come to Zelda oot and mm, fzero, Diddy kong racing... but unlikely coz theyre not ported to pc like mario64.
Mario 64 ported to PC with real Ray Tracing running better than I expected on my Radeon RX 6750 XT
I did I had to roll my Radeon drivers back to 24.4.1 (from 2024!) to get it to render properly but other than that it works surprisingly well. It never crashed on me once while playing for over an hour and if I turn off RTGI and denoiser it runs over 30 FPS at 1440p.
Honestly this is impressive once you get it all figured out. But getting it running (using SM64PCBuildler2) can be very confusing at first. You'll need to install MSys2 before you can even start and there's a lot of options you'll need to know including what distro (port/fork) to choose, what renderer to use, what options, cheats, models and texture packs to install all before providing your own SM64 N64 ROM file and compiling an exe to run. One miss-checked option could spell disaster and you'll need to recompile (takes 3-10 minutes or more depending on your CPU) so having a good guide is key. The website for SM64PCBuilder2 has virtually no information to help you. I didn't even know what distro to start with and if you want the Ray Tracing you have to use a very specific one and the right renderer too. Not to mention some of the important options that are buried in sub menus. Luckily I found a video to explain it all.
Watch the video below for step by step instructions on how to compile your own version today!
You're not alone. RTX in older games always looks strange and clashes with the art style.Maybe I'm in the minority, but the addition of RTX here, while impressive, doesn't look good with the art style. It looks really disjointed.
That would be a dream come true. Same with the art for the DKC games.Wonder if they can ever get the game to look close to the renders.
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Many of them have a freecam option, yes. Right stick.Has any unofficial port of Mario 64 featured an improved camera?
I know what you mean. That "dry/dull" look often happens when low detail assets are rendered in high resolutions. It's f.ex. a common issue when vectorizing pixel art, it just ends up looking "off". That's why many of us prefer using old-school filters when playing ports like these.It looks alright, but kind of stale. Dull, even.
Yeah, exactly, trying to improve something and it ends up looking worse instead.I know what you mean. That "dry/dull" look often happens when low detail assets are rendered in high resolutions. It's f.ex. a common issue when vectorizing pixel art, it just ends up looking "off". That's why many of us prefer using old-school filters when playing ports like these.
Also, SM64 is "tuned" to look like it does in the absence of "lighting", with f.ex. hard painted speculars on textures. The charm just evaporates when something else is glued on top of it...
Makes a lot of sense. Odyssey to me as a broad snapshot looks a mess. Too many textures and too much going on visually.Looks surprisingly good. Reminds me of old school 3d tech demos. It looks impressive in the way that N64 games looked impressive to me back then when I first saw them 25 years ago. Does that make sense? I actually prefer this weird clash of low poly/RT over the visual style of Odyssey( Which is not to say that Odyssey looks bad.).
IMO Odyssey just looks odd to me because it has a very inconsistent art style. Like how Mario is a human but still doesn't look like he is from the same universe as the other humans in the city level. Or how some objects use realistic textures and some look more cartoony. And also, the realistic T-Rex.Odyssey to me as a broad snapshot looks a mess. Too many textures and too much going on visually.
Yep. I don't know if they just had too many polygons to play with or there was too much pressure on them to make it look 'HD' but the simplicity of the N64 trumps it visually. Now 3D World I thought was better at maintaining an overall coherent artstyle throughout, unlike Odyssey, but it's just a bit too sterile. Very hard position Nintendo is in to innovate graphically on 3D Mario.IMO Odyssey just looks odd to me because it has a very inconsistent art style. Like how Mario is a human but still doesn't look like he is from the same universe as the other humans in the city level. Or how some objects use realistic textures and some look more cartoony. And also, the realistic T-Rex.
It's like the mix of random assets you see in some fan made projects, but with the skills and budget of Nintendo.