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300 points LaserDiscMan | 1 comments | | HN request time: 0s | source
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Larrikin ◴[] No.46222319[source]
Are there any pictures or video of it running? I understand why they are not on the GitHub page
replies(2): >>46222338 #>>46222969 #
platevoltage ◴[] No.46222969[source]
here's another video that showed good gameplay shots that I happened to see last night.

https://www.youtube.com/watch?v=kscCFfXecTI

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ginko ◴[] No.46223146[source]
The distorted textures and weird triangle clipping issues are exactly what you'd expect from an unoptimized port to a platform that doesn't support perspective correct texturing or depth testing.
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bluedino ◴[] No.46224353[source]
It looks pretty decent but seeing the texture warping and glitching reminds me of why I was team N64
replies(4): >>46225124 #>>46226611 #>>46227141 #>>46231464 #
01HNNWZ0MV43FF ◴[] No.46225124[source]
The N64 definitely has the nicer GPU of the two. An N64 with a CD-ROM drive would have been amazing.
replies(3): >>46226246 #>>46230823 #>>46234770 #
klipklop ◴[] No.46226246[source]
And a bit more texture memory!
replies(2): >>46226999 #>>46227453 #
president_zippy ◴[] No.46226999[source]
The whole thing about the texture cache being the worst design decision in the N64 just gets parroted so much, but nobody can cogently explain which corner should have been cut instead to fit the budget.
replies(3): >>46227456 #>>46228349 #>>46228364 #
indigo945 ◴[] No.46228349{3}[source]
The N64's CPU, with pretty much every single game released on the platform, is just sitting there idling along at maybe 30% load tops, and usually less than that. It's a 64 bit CPU, but Nintendo's official SDK doesn't even support doubles or uint64!

Of course, Nintendo clearly cared about the CPU a lot for marketing purposes (it's in the console's name), but from a purely technological perspective, it is wasteful. Most of the actual compute is done on the RSP anyway. So, getting a much smaller CPU would have been a big corner to cut, that could have saved enough resources to increase the texture cache to a useful resolution like 128x128 or so.

It should be noted, though, that the N64 was designed with multitexturing capabilities, which would have helped with the mushy colors had games actually taken advantage of it (but they didn't, which here again, the Nintendo SDK is to blame for).

replies(2): >>46228379 #>>46231176 #
pezezin ◴[] No.46231176{4}[source]
> So, getting a much smaller CPU would have been a big corner to cut, that could have saved enough resources to increase the texture cache to a useful resolution like 128x128 or so.

How? The texture RAM (TMEM) is in the RSP, not in the CPU.

replies(1): >>46233818 #
indigo945 ◴[] No.46233818{5}[source]
How is that relevant? "Resources" really just means money, which can be allocated between different items on the BoM at-will. The N64's chips are all (more or less) bespoke, so the functionality of each individual part is completely under Nintendo's control. Spend less on the CPU, and you suddenly have money left to spend on the RSP. (And on the RDP, which contains the TMEM -- it lives on the same chip as the RSP, but is a distinct thing. I assume you know this, but just to add to the discussion for readers - the RSP is the N64's SIMD coprocessing unit, which most games use to perform vertex shading, whereas the RDP is the actual rasterization and texturing hardware.)
replies(2): >>46237545 #>>46240303 #
1. mrguyorama ◴[] No.46237545{6}[source]
Realistically it wasn't even "We only have X dollars to spend". They needed the console to have a final budget and they really could have "just" added more transistors dedicated to that texture unit without significantly altering prices or profit.

But hardware was actively transitioning and what we "knew" one year was gone the next and Nintendo was lucky to have made enough right choices to support enough good games to survive the transition. They just got some bets wrong and calculated some tradeoffs poorly.

For example, almost everything Kaze is showing off, all the optimizations were technically doable on original hardware, but devs were crunching to meet deadlines and nobody even thought to wonder whether "lets put a texture on this cube" needed another ten hours of engineering time to optimize. Cartridges needed to be constructed by Christmas. A lot of games made optimization tradeoffs that were just wrong, and didn't test them to find out. Like the HellDivers 2 game size issue.

Sega meanwhile flubbed the transition like four different ways and died. Now they have the blue hedgehog hooked up to a milking machine. Their various transition consoles are hilariously bad. "Our cpu and rasterizer can't actually do real polygon rendering and can't fake it fast enough to do 3D graphics anyway. Oh, well what about two of them?"