Those images are probably possible on an N64 cart. Problem is it will be 4 slides of HD images and that's it.
Those images are probably possible on an N64 cart. Problem is it will be 4 slides of HD images and that's it.
Those Nintendo are doomed news and discussions are actually propagated by a resistance group that's trying to break everyone out of the matrix, otherwise known as The Nintendo Dojo.What are you talking about? I've been living in project reality for the past 23 years and counting...
What? Literally anyone that was alive at that time should share that point of view. Nintendo was passing off SGI workstation graphics as their games. Like "Hey this is our mario footage" at CES or whatever and then EGM lifted the tablecloth and there's a fucking silicon graphics station.I read an interview from some ex-Rare guys who made Goldeneye 007 saying the N64 was actually as good or even better than what they expected.
And, yes, Mario 64 was really something visually when it came, like Wow. Special mention to Pilotwings 64 and Wave Race 64. I am sorry you have being disappointed as a teen but I think few people will share your point of view.
The blunder was saying Killer Instinct and Cruisn USA would be like the arcade hardware, which is dramatically different from the SGI based tech on the N64.
Nah, advertising is very different. This was literally every gaming rag of the era coming back from every trade show showing pictures of what Nintendo was showing off. This isn't 'back of the box showing a CG cutscene' this is more like showing a CG render of gameplay like you'd see in a high budget movie faking a VR game or something back then.I don't think it's really a fair comparison. I would argue that going into the 5th generation/3D era, there were new standards and etiquette which were yet to be established in terms of how a product is presented.
The industry was coming off 20 years of putting beautiful hand-drawn art and pre-rendered imagery in product promotions and packaging with no expectation that this would reflect the appearance of in-game visuals. A lot of games in the PS1/N64 era were still advertised in ways that had nothing to do with how the in-game graphics looked.
These days the developers seem to understand that they should stick with showing something close to what's physically possible to avoid being called out.
Amen.
N64 was unmatched by any commercial hardware until the likes of the Voodoo 2 PC graphics card came out, about 1.5-2 years later.
Pretty sure the first 3Dfx Voodoo blew the N64 out of the water already.
Nintendo got quite burned with the N64 development. SGI couldn't deliever the promised hardware.
It's quite visible how the N64 wasn't that powerful as you would expect from a console released in 1996.
Pretty sure the first 3Dfx Voodoo blew the N64 out of the water already.
Yeah, and Voodoo cards came before in europe thanks to the then-mandatory delay in hardware release.
In fact, iirc we got the first working N64 emulator by december the same year as the console release, performing better than the original hardware, thanks to the 3DFX. xD
I started Ocarina of Time on N64 and finished it in emulation, with some hickups for sure but much clearer graphics.
Damn, my memory is fuzzy... thanks for the correction.UltraHLE didn't arrive until 1999. You're thinking of the Voodoo 2.
Damn, my memory is fuzzy... thanks for the correction.
Anyway, GLQuake using minigl and MotoRacing using directx (3?) looked much better than anything the N64 could produce to me, even though the voodoo hardware didn't have programmable microcode.
I know i know, my P75 with a Tseng Labs ET6000 struggled keeping 400x300 at playable framerate before i got the voodoo (i think only the Matrox Millenium could make 640x480 playable) . The first glquake version didn't have transparent water either, that came later, but seeing it running at a lan party made me take my car and buy the voodoo right away, it was out-of-this-world performance boost.Remember that Quake didn't have hardware acceleration support initially, it was (slow) software rendering only on launch. The Quake you see now is not the Quake it was back then.
That was so infuriating. The PS2 figures were so theoretical it couldn't even draw them, only calculate plain vectors.They went so far out to the opposite direction with GameCube that most of the public thought it was weaker than the PS2.
I remember Sony would release numbers saying the PS2 could do like 75 million polygons per second and to counter it Nintendo would release their numbers with a count of like 12 million per second, although they stated this was a real situation number. It just led to magazines putting the two numbers side by side and the less knowledgeable people just thinking the PS2 was superior.
They went so far out to the opposite direction with GameCube that most of the public thought it was weaker than the PS2.
I remember Sony would release numbers saying the PS2 could do like 75 million polygons per second and to counter it Nintendo would release their numbers with a count of like 12 million per second, although they stated this was a real situation number. It just led to magazines putting the two numbers side by side and the less knowledgeable people just thinking the PS2 was superior.
And Criterion dev says PS2 was more powerful than GameCube.That was so infuriating. The PS2 figures were so theoretical it couldn't even draw them, only calculate plain vectors.
And the Gamecube ended up having by far the highest in-game polygon counts of the generation (far above PS2 and Xbox) in the Rogue Leader games.
SGI workstations with the right hardware could display that in real-time. The graphics shown are not ray traced either. It is possible that prototype Ultra hardware could run a demo like this but demos and games are different things.Wouldn't be surprised if all that CG WAS rendered on a real SGI workstation. Just, like, frame-by-frame over the course of weeks or months, which is pretty much what people used them for.
Black Falcon fighting the good fight against the nonsense in that thread.And Criterion dev says PS2 was more powerful than GameCube.
http://www.sega-16.com/forum/showth...mcast-Graphics&p=645458&viewfull=1#post645458
http://www.sega-16.com/forum/showth...mcast-Graphics&p=645473&viewfull=1#post645473
For what it's worth, Soul Calibur was an Arcade > Dreamcast port. In San Francisco Rush 2049's case, it was an Arcade > N64/DC port. It's interesting to note that you only saw non-Japanese arcade to N64 ports. Games from Midway and Atari, primarily. This means that when comparing how games fared being ported from arcades to the N64, DC, and PS1, you've only got stuff like Hydro Thunder to look at. (You get none of the graphically ambitious 90s Japanese arcade games.) Looking at Hydro Thunder, I think the root of the "Some N64 games can pass for Dreamcast games" is pretty obvious. Does it match the DC version? No it doesn't. But there's a huge gulf between the PS1 version and the N64 version, but a smaller gap between the N64 and the DC. If you squint, it looks like a muddier version of the DC version.Your posts are correct, the games you listed are not that far ahead in terms of visuals, but could you please use examples of games which were built from the ground up for the console? I agree with your point@Soul Calibur is a fighting game, but at least meet halfway. Cross gen ports are always not a good representation of the consoles abilities.
iirc the 'rogue leader polygon count' claim is just fanboy garbage with no basis that I've seen floating around for years that nobody ever has a source for. In and of itself it's a BIZARRE statement, since it both means nothing and is incomplete in regards to what it's saying. Like, does it just have the most random models with the most total polygons on the disc? Why does that matter, and who is measuring it? etc. Are you talking about triangles on a screen at once? What other effects are going on, what resolution what framerate, etc, these are all relevant if so. It's just a worthless stat even if you fill out the questions surrounding it.That was so infuriating. The PS2 figures were so theoretical it couldn't even draw them, only calculate plain vectors.
And the Gamecube ended up having by far the highest in-game polygon counts of the generation (far above PS2 and Xbox) in the Rogue Leader games.
The claims were made by Factor 5, in an EGM interview. Up to 20 million triangles per frame. 60fps fully bump mapped. The top number claimed on Xbox was 13 million in Rallysport challenge. Of course it was a game created around the limitations of the Gamecube so played to its strengths, and poly counts are not everything, but polygon counts are the topic of discussion.iirc the 'rogue leader polygon count' claim is just fanboy garbage with no basis that I've seen floating around for years that nobody ever has a source for. In and of itself it's a BIZARRE statement, since it both means nothing and is incomplete in regards to what it's saying. Like, does it just have the most random models with the most total polygons on the disc? Why does that matter, and who is measuring it? etc. Are you talking about triangles on a screen at once? What other effects are going on, what resolution what framerate, etc, these are all relevant if so. It's just a worthless stat even if you fill out the questions surrounding it.
The GC was an impressive bit of hardware, but to pretend it was more powerful in general than the xbox that gen is ridiculous. It had a few little tricks you could do, but so did the other machines. It's pretty safe to say in general Xbox>=GC >>> PS2
Is the raw polygon fill rate linked to the power of the programmable vector processing units? As in you could fill the screen with stupid amounts of plain polygons *if* you were skilled enough at writing microcode for the VPUs (and you didn't want to do anything fancy to said polygons)?That's not the only measure of power, and nobody said it was. Xbox>=GC >>> PS2 was clearly reflected in games overall, though even the clearly weakest PS2 had advantages in some cases, primarily max potential fill rate.
I'm pretty sure that the OP just used that as a comparison to how graphics were hyped up. Sony's Motorstorm and Killzone 2 early demos were believed to be real time at first (although it was confirmed rather quickly that it wasnt from what i remember, at least with Motorstorm).Did you really need to make this thread to defend Sony's honor or something?
btw those demos were made using actual silicon graphics workstations, The Nintendo 64 wasn't even the Ultra 64 back then this was all just very early conceptual stuff
Are you saying the first person shooter and racing game footage which they presented as tech demos were realistic for the mid nineties? Come on.
The console wouldn't have made an appearance until the fall of 1997 at the earliest, so I don't think the raw rendering technology is out of the ballpark of what should have been possible. I'm less convinced that developers had the tools or saw the market potential necessary to invest in building games for it, and evidently Matsushita felt similarly. It would have been much more interesting if Sega had decided to go ahead with a partnership.
Whether the silicon design was actually in good shape or not is something I'm not in a position to speculate about. It could have been buggy, or too expensive to manufacture, or failing to hit clock speed targets – but it was certainly plausible.
Good times :)
I'm pretty sure that the OP just used that as a comparison to how graphics were hyped up. Sony's Motorstorm and Killzone 2 early demos were believed to be real time at first (although it was confirmed rather quickly that it wasnt from what i remember, at least with Motorstorm).
Black Falcon fighting the good fight against the nonsense in that thread.
Gamecube got the best actual in-game polygon counts of the generation by far, that's the end of story when it comes to polygon counts.
I understood some of those words ;)Is the raw polygon fill rate linked to the power of the programmable vector processing units? As in you could fill the screen with stupid amounts of plain polygons *if* you were skilled enough at writing microcode for the VPUs (and you didn't want to do anything fancy to said polygons)?
Yeah, now maybe just F5 were crazy wizards, but in the end, that console had the best in-game poly results and in an extremely high performance game to boot. If we're talking polys, Gamecube won.while using one of the best lightning systems and using f5 custom bump mapping technique every where.
other titles have no business being compared considering it was employing light scattering.
Yeah, now maybe just F5 were crazy wizards, but in the end, that console had the best in-game poly results and in an extremely high performance game to boot. If we're talking polys, Gamecube won.
Well PS4 had Deep Down and Wii U had that Zelda tech demo, both was much more advanced than any of the consoles could handle
N64 had AA and filtering. PSX looked terrible by comparison. Not sure what exactly you're talking about.Nintendo got quite burned with the N64 development. SGI couldn't deliever the promised hardware.
It's quite visible how the N64 wasn't that powerful as you would expect from a console released in 1996.