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Fazana
เข้าร่วมเมื่อ 16 พ.ย. 2011
iQue vs DKR
spoilers: iQue wins
I got a lot of help from Jynji at iQueBrew with getting DKR running on the super powered device. As you can see, it runs pretty crazy.
The video quality blows ass because my video cable for the iQue is falling apart, but even with batty eyesight you can clearly see how smooth this is running.
We intend to have something publicly playable sooner rather than later, and I finally found a workaround for the nightmare bug that's been blocking a new patch release too. I have one more blocking issue left, and then I think it's good to release another patch.
I got a lot of help from Jynji at iQueBrew with getting DKR running on the super powered device. As you can see, it runs pretty crazy.
The video quality blows ass because my video cable for the iQue is falling apart, but even with batty eyesight you can clearly see how smooth this is running.
We intend to have something publicly playable sooner rather than later, and I finally found a workaround for the nightmare bug that's been blocking a new patch release too. I have one more blocking issue left, and then I think it's good to release another patch.
มุมมอง: 93
วีดีโอ
I enjoy seeing the N64 suffer
มุมมอง 2.4Kหลายเดือนก่อน
this is 560x420 (640x480 wasn't working for me) the fact with performance mode this still runs better than vanilla is really funny
DKR Single Player looks even worse now
มุมมอง 8106 หลายเดือนก่อน
Ok so we have multiplayer without the cutbacks what about single player WITH the cutbacks?
DKR 4 Player looks even better now
มุมมอง 3967 หลายเดือนก่อน
Got unimportant objects to spawn in multiplayer. Peak comedy is knowing that despite having scenery, detailed sky, background music and anti aliasing, this STILL runs better than Vanillas single player. The only cutbacks left to tame are waves and weather.
Diddy Kong Racing Courses Benchmarked [Update]
มุมมอง 6777 หลายเดือนก่อน
Since triple buffering basically ended world hunger I went and made an updated comparison between vanilla and what we have now. Don't believe a word the vanilla RSP says though, it reads way lower than it really is. It's not obvious to me why and I don't feel like investigating rn so I'm just dealing with it. also oops pirate lagoon oh well easy fix
DKR Fake Wireframe
มุมมอง 2977 หลายเดือนก่อน
VISCVG my beloved. It has its uses, but it makes a surprisingly decent wireframe view if you use reduced aliasing, since every single primitive edge is sharply marked
60FPS MK64 was shockingly easy
มุมมอง 2.3K7 หลายเดือนก่อน
no I'm not doing MK64 modding lol I got randomly curious after a convo earlier. I just uncapped the framerate and changed the game logic timing system to account for framerate. For some extra easy boost, I disabled AA and tweaked a few render modes here and there. Course the game won't run this nicely in an actual race, but having 60fps in time trial on some tracks is pretty funny.
SM64 with an AI Mario PoC
มุมมอง 6577 หลายเดือนก่อน
For the lols I started on an AI controlled Mario, who follows the player around to the best of its ability. The key term here is best, because right now its best is pretty bad, but with not much code or processing overhead, it's already capable of following me across some basic platforming. I have some ideas on how to improve it further to prevent it from getting stuck, but this was just some f...
Material batching is magic
มุมมอง 2488 หลายเดือนก่อน
Pay attention to the number next to "Textures:". I added some material sorting to DKR's level geometry, reducing texture loads from a little bit to a pretty ridiculous amount. This has a pretty big effect in multiplayer since it's rendering level geometry four times. While I can't batch the entire four sets into one pass, I did however gain a decent fps across the board. In this video, I swap b...
The State of Diddy Kong Racing Modding
มุมมอง 2.2Kปีที่แล้ว
Regarding performance, one of the big problems has finally been fixed. The game now supports triple buffer vsync and the performance gain is absolutely massive. Huge shoutout to Ryan Dwyer from Perfect Dark's decompilation for figuring this out. Otherwise I've mainly done small tweaks on my end. I added the fast anti aliasing system I made for SM64, to balance speed and visual quality with pret...
This is the audio you hear in creepypasta games
มุมมอง 345ปีที่แล้ว
This is the audio you hear in creepypasta games
Comparing Super Mario 64's Framerate
มุมมอง 2.2Kปีที่แล้ว
This project I started isn't terribly far from a release state now. So here's a bunch of comparison shots between an almost unmodified vanilla SM64, to my modified version, that unlocks the framerate. For fairness, I've kept anti aliasing enabled, but you can turn it off if you like and make it run even better. This will also support 16:10 and 16:9 widescreen modes, that bump up the resolution,...
SM64 Dire Dire Docks at 60FPS Widescreen on iQue
มุมมอง 1.1Kปีที่แล้ว
SM64 Dire Dire Docks at 60FPS Widescreen on iQue
Diddy Kong Racing Optimisation Proof of Concept
มุมมอง 701ปีที่แล้ว
Diddy Kong Racing Optimisation Proof of Concept
Nintendo Nightmare DX Deluxe F3 Trailer
มุมมอง 1.2K4 ปีที่แล้ว
Nintendo Nightmare DX Deluxe F3 Trailer
game feels so much nicer omggggggggggg
does anyone know how much power the ique consumes?
The video signal of your iQue makes it look like you have visited the realm of B3313. I'm waiting for the jumpscare any second now. IT IS DECREED THAT ONE SHALL RECEIVE MORE FRAMES WITH THE IQUE
It's wide-screen.
Crazy impressive! N64 games running at 60fps is so nice to see.
Close to 480i at stable 30 FPS is also nuts imo. iQue makes it a fair bit easier as well though- it's 60 FPS on the original N64 that's ought to blow minds, which Fazana made happen for Mario 64 in spots! Mario Kart 64 too as a one off thing.
@@ChromiusMixin I’d love to see others do this with other N64 games! Dinosaur Planet is one that needs a lot of frame rate love!
Diddy Kong Racing at 60 FPS on sorta-real hardware is one heck of a flex no doubt. Looking forward to next patch! And honestly, if you had something like Kofi, I'd definitely tip you for your incredible work on N64 games
It's real-real.
@@mirabilis Not if you're a purist and only count the original N64. 60 FPS on iQue is impressive, but 60 FPS on N64 is just outright flexing your software engineering master's degree imo
@@ChromiusMixin Which one are we talking about? There are a few different hardware revisions. ;)
And all it really took for this boost to happen was better RAM. Insane, it's like going from EDO to SDRAM on a Socket 7 machine.
the cpu being twice as fast might help as well
@@spaghetto181 Any boost helps, although going from 93 to 140Mhz isn't quite 2x. Besides, the CPU itself was rarely a bottleneck on N64, it's in many cases poor uCode and/or RAM congestion between it and the RCP. Take a gander at all the previous DKR benchmarks and you'll notice that the RDP generally needs a lot more time to finish it's tasks than the RSP and the CPU, and that's generally because of the slow and congested memory.
How did you make this
I bet you could pull this off with Perfect Dark
DDR memory + CPU twice as fast does wonders.
This is dope
How did u even manage this
Love seeing what you are doing with DKR optimisation - Diddy Kong was one of those games that graphically looked sharp on real hardware at 240p. I was lucky enough to play it on a HDMI modded N64 with no AA patched out and deblur on and it looked like it was running in the N64's hi-rez mode as it was coined by Iguana, just shows much much filtering the N64 was doing.
is this a native progressive output from the n64 or is it just an interlaced image being upscanned by an external device? i know the n64 is more than capable at rendering such high resolutions, but i'm trying to figure out how you would output such a high resolution when all the n64 really can output by default is a 15khz image (normally a maximum of 240p or 480i). is it just some sort of direct tap from the internal n64 RGB signal or is it some other trickery i am unaware of
Who drives automatic, gotta drive manual so you get the boost when you drift
This game doesn’t have manual transmission
I love the asriels hitting the dab in the borders
Were the scan lines from the recording/capture card supposed to represent an issue with the N64? This never happens on actual hardware. Then again I had the expansion pak for dk64 so it's possible that's why I never saw it
It's the video interface in the N64 not quite able to keep up. Turns out trying to output unreasonably high res with a constantly moving picture upsets the system that struggles to run games at 320x240
@@FazanaJ iirc the n64 never really had the proper encoder hardware (or whatever converts the video data from the RDP into something a tv can understand) to output at such a high resolution as a progressive scan, only ever interlaced (i know the actual graphics rendering hardware should be able to do 640x480p however it can't really output it to a tv without modding the console in some way)
@@windowsxpnt2347 yeah, going past 240 lines means you have to interlace. I have a HDMI mod which has its own deinterlacing so it looks considerably less crappy here than it would through analogue video. The N64 just cannot keep up with really high resolutions, hence the artefacting
How hot must that N64 be?
rips and tears until it's done. rips and tears but at least it's fun.
This is awesome.
Oh my god it's progressive scan too, I think anyway. Runs better than vanilla too? I'm calling garbage optimization on Rare's end at this point
Medium-Res Gaming 😎
This is actually cool Now I'm curious how Perfect Dark performs on iQue
I hope there is a mod where Timber marries Banjo
I'd better grab everything I can.
I need this patch...
The true power of N64 compared to PS1 and Sega Saturn
No
It isn’t faster than a vanilla SM64
Diddy Cone Racing
i have a code that does this for dkrds sort of.
How does "fast anti aliasing" work?
the N64 has two kinds of anti aliasing it can do, AA and RA, reduced aliasing. RA is a lot faster but also a lot uglier when used with complex shapes, so I use AA for objects and RA for level geometry, and the end result is an image that looks almost as good but better fps
Tbh, I can pass on unimportant objects and effects like smoke. No music and no AI racers was always the big buzzkill for me when I was young.
Will you fix the culling issues on wide-screen?
Running this on my Mister right now. Please continue working on it! I love you.
Could you please share a link? Thanks
It's crazy to think with a little optimisation and knowledge that N64 games could easily have been running double their original framerates on the console.
Huh
can you release these new features they aren't on 1.0 and the game has issues
It would be funny if during every race, every racer instead of using the same vehicle, uses a random one, like.. 4 using hovercrafts, 3 using the kart and one using a plane or similar
If i ever made a Spiritual Successor to Dkr, that would be for a special Mode called All Track yet Wack!, where every kart is Randomised each track.
I coomed
Would love to see you recreate the DKR beta hubworld and add it back into the game th-cam.com/video/OHSCLcA74ao/w-d-xo.htmlsi=kf9PU1levLeZnx4Y
The N64 homebrew dev scene is really taking off - from optimising SDKs, advanced custom microcode writing which Nintendo banned, ever increasing programming knowledge and development racing forward, can't wait to see what kind of optimisations can be made to it's back catalogue of games and new games going forward.
can i download that
how to i do this?
Man you are a party pooper
59 FPS? If the RSP was just a tiny bit lower, it would actually hit 60. I think I can actually agree with this despite it being a joke
Are the 2D scenery objects' TMEM fetches really that expensive? Wow
Looks fine to me
Looks a bit empty
That jump to 50FPS felt extremely smooth.
fully playable now
Holy crap