Follow the mod progress through any of the links below!: linktr.ee/Rend... Raytracing done by the legendary Dario! / dariosamo Everything shown is subject to change and are possibly outdated.
@@JackAttack64 Because the apostrofe before the s right before another noun indicates possession. If it was followed by an adjective it would be short for "is" or if it was followed by a verb un participle form it would be short for "has" A single s added to a noun with no apostrophes indicated it's a plural And that's why. Hope this helps c:
The one thing that's unfortunate with disabling the draw distance, is that you can hear the Chain Chomp throughout this whole level. While playing the original version on either an emulator or compiling the unofficial PC version with draw distance enabled, the Chain Chomp can only be heard if you're reasonable close to him.
@@gamecubeking You can, but to go against popular opinion I don't think SM64 benefits in any way from these draw distances. I feel it's more of a "because we can" thing. The original SM64 gave you the illusion of vast open levels with the limited draw distance. It just feels like a toy set when you make it like this. It's pretty clear it was never meant to be played like this.
@@TheDalekCaan_ This entire project is a "because we can". Improving the draw distance comes with vastly improving the fidelity of the game. Cutting it off at draw distance is pretty arbitrary. It does change gameplay, but extra work can be done to put stuff in the distance in a kind of "sleep mode" if the player is too far away. That way there's no pop-in. And it can always be an option.
This is mental. It looks like a mock up CGI trailer for the game from the 90s, but it's HD and actually a game lol, it captures it pretty damn perfect. It looks like a ground up remake at this point, really incredible work. Such a sick project, imagine the whole game looking like this.
I won't lie, i always thought remakes nowadays would use the old graphics of how it was supposed to look than ingame from the promotional material renders :D
@@alvallac2171 of the '90s= the 90's.. or do you want people writing '90's? both options you gave a wrong... the '90s is a plural and there's only one being referred to.. which of them?
Fun fact: this level was called Bob-omb Battlefield because of this very reason (regarding the graphics/test area). In an interview with Famitsu magazine in 1994, series designer and producer Shigeru Miyamoto said: When we created this play area, it was mainly as a way to test the graphics engine. We knew that in the future people would download the source code for our game and add Ray Tracing to it. All of those plebs who can't run RT will find that there computer will explode and thus we came up with the name "Bob-omb Battlefield". Miyamoto then reportedly jumped up on to the table and did a backflip.
I really like how enclosed this map feels until you get to the top of the mountain. It's like the world opens up and you can really see all that stuff in the background. No wonder King Bob-omb spends so much time up there, eh? I do think the background could use some things added in, like maybe some trees or something? Nonetheless, this is super impressive work, and I look forward to seeing more from y'all. This is great stuff!
now here’s an hd rendition of bob omb battlefield that looks aesthetically pleasing yet still captures the feel of the original. i was originally skeptical but not anymore
The feel of the original was a battlefield. This version replaced the dirt paths and barbed-wire trench fences with a beautifully lain brick path and a fence that looks like it belongs in a park.
The odd decision to make taller mountains kinda makes the whole level feel weird. Completely changes the feeling of climbing the mountain to be so high.
I love how you guys gave the outer limits of the level some more land mass. It really looks like the level can keep going on and on. Like it's forever expanding. 🤩🤩🤩 It's so cool! 🤩🤩🤩
@@WHOAITSTHEINTERNET I'm not saying to go full Mario Odyssey, but it's weird for a mountain to be surrounded by mountains that are taller than it is. And its depressing to not be able to see the blue sky in the first level. There is a middle point between the two extremes.
I remember back in 1996, they said it was impossible for the time to render the game at such quality, that the computers that generated the renders took several hours. Almost 30 years later, we finally are able to see the game as the renders looked like.
I guarantee you, that if this was the version that released back in 1996 (given that a way more advanced Nintendo 64 powered it), people would’ve crapped their pants! This project is really that awesome!
the back drop map needs some work, you can see where it's missing connections, and the chain chop should probably have a sound radius, seems strange you can hear him all the way at the top of the mountain. The heart that you ran into should also not be as transparent. But other than that this level looks dang near perfect.
This is insane, it reminds me of a TV Show from the 90's. Like ReBoot, Beast Wars or that infamous Donkey Kong Show. :O You guys are truely impressive 10/10.
The amazing 3D models and texture world makes that old 240p UI stick out like a sore thumb. But honestly this is truely impressive. You sucessfuly met your goal of making this game looking like the 1996 promotional renders of this game. It looks basically like a full on remake of this game.
If we could tweak the ray tracing to be closer to something like Bryce 3D or 3DS max (or early SGI renders), that would be fantastic. Hell, I've only got a 1060 6GB, and I would still like to see if it can be done just out of curiosity.
pbr textures, smooth shading, beveled edges and raytracing do a lot for a modern look. its also crazy how sm64 is probably one of the most analyzed and modded games of all time.
I'm sure people give this comment a lot, but in 1996 this is how the game looked to me. Like I didn't see the jagged edges, the low quality textures; Mario 64 blew my mind. My sister and I wanted a Nintendo for Christmas. I didn't know I was getting an N64. I didn't know anything about the N64, as I didn't watch much television at the time. I was expecting an NES or a SNES, like friends and family had. Then we became the family on the block that had the N64.
You guys have to do Donkey Kong 64 next!!!! 🍌🍌🍌🍌 I’ve been playing through this and utterly blown away. It 10000% matches the box art / aesthetic they were aiming for but obviously couldn’t render at the time. Incredible
The only thing I think is left is to iron out those really unnatural looking seams between spots with grass and spots with dirt, round off some of those corners and it will look a lot better
Is there going to be a BLJ button option in the final game? If not, could you add that? It would be so fun zipping around, and not having to worry about breaking your controller on the staircase
FINALLY super mario 64 "HD" version which doesn't look completely souless :P much better than those mario in unreal videos that were all the rage a few years back
i swear to god i have dementia or some shit i was gonna comment on this video and be like "man this is so much better then those old mario in unreal videos" only to realize i myself beat myself to it.
Hmm, if I'm completely honest I've got to say: I really like the character/item models and I appreciate this effort in general, but I'm not a fan of how this level looks. Many of the textures, while clearly higher rez, still look rather muddy and the level geometry still looks pretty low poly. Some areas that I think where clearly envisioned to be round are still very angular looking for example. This might be intentional to keep the level authentic to the original, but at the same time I think the goal was to achieve a look that matches the original promotional renders and the few levels that where shown in the high poly promotional art back in the day IMO went for a rounder / more detailed aesthetic. That is not to say that I don't appreciate the effort though. The newly added details in the background are great for example and very much appreciated.
Looks great, although I feel adding so many higher landmasses on the edges of the level makes it feel smaller and more claustrophobic. A couple added would have maybe balanced it better?
WOW COOL! I've always liked Mario 64, but the one thing I always thought was missing was hearing my GPU's fan screaming in my ear while playing. Now this dream has come true!!
Super Mario 64 was the first game to blow my mind with the graphics when it came out. I Remember saying this isn’t even a cut scene! The second game that did that for me was motor storm on ps3. Now most recently hellblade 2. Graphically speaking.
"tHiS iS whAt I reMemBer the game looked like" For real tho. But i love that it looks like the promotional art/ renders. I love the high poly models, but the semi high res textures and the polygonal, jarring geometry. Nintendo should do ANOTHER mario 64 remake with this style. For Unreal engine, and bloom and motion blur, etc.
@@omegavladosovich6757 No, it absolutely can be. There's no technical limitation holding them back in that department. I distinctly remember them holding a poll to decide what to do about it, and it might be a toggle, although I can't say for certain.
The ray tracing looks great, but the lighting needs to look a little bit more brighter and needs a little bit of saturation so it looks better. I also noticed Mario’s clips has some reverb, but still sounds like he’s voice acting in a recording session lol Is the voice reverb restoration available for all playable character voice clips, especially when people do their own voice mods?
HD textures with low poly models just looks weird, like the bob-omb's hill is supposed to be round, but it's a hexagon. If you want to keep the game TAS-compatible, why not just make two versions? There are multiple Mario 64 releases, but that doesn't mean TAS-ers have to run all of them. Don't get me wrong, this is still an amazing work!
Is there a way of lowering the internal resolution of the PC port? I'm sure my PC will be able to run this level at full 720p with no slowodown but it chugs hard with 1080p Lol
@@KingMetalMario I've changed graphics card and it runs fine now, although I still can't play bc something really weird happened were I compiled the game to have all the new level models, played a bunch and then the next day they were back to the original level models with textures. That same day I tried to recompile the thing again and get the new level models but to no avail, although I don't like super mario 64 that much anyway so it dosen't bother me
It's kinda crazy how the simple addition of more mountains around the levels edges can make the level feel so much more alive
*the level's edges (singular possessive)
levels = plural non-possessive
@@alvallac2171Why?
@@alvallac2171No one cares. Don't be a nuisance.
@@alvallac2171Wow, amazing! Amazing English skills, want an award?
@@JackAttack64 Because the apostrofe before the s right before another noun indicates possession. If it was followed by an adjective it would be short for "is" or if it was followed by a verb un participle form it would be short for "has"
A single s added to a noun with no apostrophes indicated it's a plural
And that's why. Hope this helps c:
The one thing that's unfortunate with disabling the draw distance, is that you can hear the Chain Chomp throughout this whole level. While playing the original version on either an emulator or compiling the unofficial PC version with draw distance enabled, the Chain Chomp can only be heard if you're reasonable close to him.
Now that you mention it, it's pretty annoying.
You could probably mod it to make him only bark when the player's close.
@@gamecubeking You can, but to go against popular opinion I don't think SM64 benefits in any way from these draw distances. I feel it's more of a "because we can" thing.
The original SM64 gave you the illusion of vast open levels with the limited draw distance. It just feels like a toy set when you make it like this. It's pretty clear it was never meant to be played like this.
@@TheDalekCaan_ I kinda disagree with you. I think pop-ins are very distracting.
@@TheDalekCaan_ This entire project is a "because we can". Improving the draw distance comes with vastly improving the fidelity of the game. Cutting it off at draw distance is pretty arbitrary. It does change gameplay, but extra work can be done to put stuff in the distance in a kind of "sleep mode" if the player is too far away. That way there's no pop-in.
And it can always be an option.
This is mental. It looks like a mock up CGI trailer for the game from the 90s, but it's HD and actually a game lol, it captures it pretty damn perfect. It looks like a ground up remake at this point, really incredible work. Such a sick project, imagine the whole game looking like this.
It looks like the old N64 promotional arts for Nintendo Power coming to life in motion.
@@brandonspain12345 hence the name "Render96"
that’s the whole point bruh 🗿
@@ChaddingAroundYT No shit, detective. It was a compliment saying they've basically accomplished it.
I won't lie, i always thought remakes nowadays would use the old graphics of how it was supposed to look than ingame from the promotional material renders :D
It's incredible how much this totally nails the 90's promotional render look. I know that's the whole idea, but it 100% gets it right!
*'90s
The apostrophe goes at the beginning, because it takes the place of the omitted millennium and century.
@@alvallac2171dude, _shut up_
@@alvallac2171 of the '90s= the 90's.. or do you want people writing '90's? both options you gave a wrong... the '90s is a plural and there's only one being referred to.. which of them?
Fun fact: this level was called Bob-omb Battlefield because of this very reason (regarding the graphics/test area). In an interview with Famitsu magazine in 1994, series designer and producer Shigeru Miyamoto said:
When we created this play area, it was mainly as a way to test the graphics engine. We knew that in the future people would download the source code for our game and add Ray Tracing to it. All of those plebs who can't run RT will find that there computer will explode and thus we came up with the name "Bob-omb Battlefield". Miyamoto then reportedly jumped up on to the table and did a backflip.
"They had us in the first half not gonna lie"
Also, before I replied to this comment there were 64 comments in total, Super Mario 65 confirmed
Jap thats totally accurate.
@@AshurathDR lmfao no
i mean
yesn'tt
you mean.... YA!@@theextremeanimator4721
I really like how enclosed this map feels until you get to the top of the mountain. It's like the world opens up and you can really see all that stuff in the background. No wonder King Bob-omb spends so much time up there, eh?
I do think the background could use some things added in, like maybe some trees or something? Nonetheless, this is super impressive work, and I look forward to seeing more from y'all. This is great stuff!
God it's like the cgi artwork came to life, this is insane
now here’s an hd rendition of bob omb battlefield that looks aesthetically pleasing yet still captures the feel of the original. i was originally skeptical but not anymore
The feel of the original was a battlefield. This version replaced the dirt paths and barbed-wire trench fences with a beautifully lain brick path and a fence that looks like it belongs in a park.
@@Schwarzornyou mad and for what? Go touch grass come on
It looks too dark.
The odd decision to make taller mountains kinda makes the whole level feel weird. Completely changes the feeling of climbing the mountain to be so high.
I love how you guys gave the outer limits of the level some more land mass. It really looks like the level can keep going on and on. Like it's forever expanding. 🤩🤩🤩
It's so cool! 🤩🤩🤩
Why does mario sound like he's yelling 3 inches from my ear at all times?
I feel like the surrounding hills could stand to be a little lower. You should be able to see the sky from more places than just the mountain.
i disagree, ive never been a huge fan of marios floating island feeling levels. this makes it feel more like part of a bigger area
@@WHOAITSTHEINTERNET I'm not saying to go full Mario Odyssey, but it's weird for a mountain to be surrounded by mountains that are taller than it is. And its depressing to not be able to see the blue sky in the first level. There is a middle point between the two extremes.
I like them the way they are. It makes the level feel more cozy in my opinion.
I mean it is pretty much called a battle field
@@SonicRetros Yeah.
I remember back in 1996, they said it was impossible for the time to render the game at such quality, that the computers that generated the renders took several hours. Almost 30 years later, we finally are able to see the game as the renders looked like.
Mario 64 but it actually looks like what it did in Miyamoto's head.
I love it because you know it's based off of Nintendo box art so it fits very well!
I guarantee you, that if this was the version that released back in 1996 (given that a way more advanced Nintendo 64 powered it), people would’ve crapped their pants! This project is really that awesome!
@breadandcircuses8127
Why do people always pretend a game console is more powerful than a pc?
wow the added geometry outside the stage really adds to the visuals
the back drop map needs some work, you can see where it's missing connections, and the chain chop should probably have a sound radius, seems strange you can hear him all the way at the top of the mountain. The heart that you ran into should also not be as transparent. But other than that this level looks dang near perfect.
Commenting here for the algorithm! Such nice work you’ve done!
This is how I remember Mario 64 looking like back when I was 5.
This is insane, it reminds me of a TV Show from the 90's. Like ReBoot, Beast Wars or that infamous Donkey Kong Show. :O
You guys are truely impressive 10/10.
I love the extra added mountains around the edge of the level
The smug feeling you get when you full screen a video and it fills the entire screen with no borders :)
You should definitely add more bushes/trees! That adds to the atmosphere of this level. It looks incredible!
I love how they added the boss intro music from the ds version
Thank you moders keeping the classics alive
that looks incredible, I can't wait to play it
The beauty of a CGI trailer that would say not actual gameplay but is in fact actual gameplay
Well deserved of the credit
The amazing 3D models and texture world makes that old 240p UI stick out like a sore thumb. But honestly this is truely impressive. You sucessfuly met your goal of making this game looking like the 1996 promotional renders of this game. It looks basically like a full on remake of this game.
Looks good, but I don’t like such high mountains surrounding the level. Gives it a more enclosed feeling. I liked being able to see more of the sky.
Not really enclosed
If we could tweak the ray tracing to be closer to something like Bryce 3D or 3DS max (or early SGI renders), that would be fantastic.
Hell, I've only got a 1060 6GB, and I would still like to see if it can be done just out of curiosity.
finally a youtube video that fills the screen
I would love to see something like a VHS Filter, because these early CG renders combined with such a thing would look awesome.
is it just more or do some of the mario voices sound louder than the others? but it looks really great otherwise.
I think it sounds odd because the music was turned all the way down for whatever reason
@@techguy348 ah yeah. somehow i didn't notice that. weird.
It looks even better than the fan remake that Nintendo DMCA'd a few years back
This feels so good to look at!
"Nintendo, hire this man" energy
i want to see it runing at 240p with n64 aa on a crt, that would be the ultimate pre rendered real time dream
pbr textures, smooth shading, beveled edges and raytracing do a lot for a modern look.
its also crazy how sm64 is probably one of the most analyzed and modded games of all time.
I'm sad I haven't seen this till now, this is wonderful work
The lighting is a bit harsh, I do hope the final product polishes it like the video in the replies to the tweet did.
I'm sure people give this comment a lot, but in 1996 this is how the game looked to me. Like I didn't see the jagged edges, the low quality textures; Mario 64 blew my mind. My sister and I wanted a Nintendo for Christmas. I didn't know I was getting an N64. I didn't know anything about the N64, as I didn't watch much television at the time. I was expecting an NES or a SNES, like friends and family had. Then we became the family on the block that had the N64.
Seeing this, is how it felt playing Super Mario 64 when it first came out.
This will be Super Mario 64 in 2012!
This looks more natural than the og version. It feels more like a valley instead of a inclosed space
omg the game looked like this in my child's mind
You guys have to do Donkey Kong 64 next!!!! 🍌🍌🍌🍌
I’ve been playing through this and utterly blown away. It 10000% matches the box art / aesthetic they were aiming for but obviously couldn’t render at the time.
Incredible
The only thing I think is left is to iron out those really unnatural looking seams between spots with grass and spots with dirt, round off some of those corners and it will look a lot better
Nintendo, hire this man!
This is absolutely gorgeous
I wonder if the SG Computer they used to develop SM64 could have pulled this off?
This looks better than the DS remake
I would have watched a CGI Mario show with these visuals.
When the game looks as good as the advertisement
this is what mario 64 will look like in 2015
Is there going to be a BLJ button option in the final game? If not, could you add that? It would be so fun zipping around, and not having to worry about breaking your controller on the staircase
FINALLY super mario 64 "HD" version which doesn't look completely souless :P
much better than those mario in unreal videos that were all the rage a few years back
i swear to god i have dementia or some shit i was gonna comment on this video and be like "man this is so much better then those old mario in unreal videos" only to realize i myself beat myself to it.
Imagine time traveling back to 1997 and giving nintendo the source code to this
Hmm, if I'm completely honest I've got to say: I really like the character/item models and I appreciate this effort in general, but I'm not a fan of how this level looks.
Many of the textures, while clearly higher rez, still look rather muddy and the level geometry still looks pretty low poly. Some areas that I think where clearly envisioned to be round are still very angular looking for example.
This might be intentional to keep the level authentic to the original, but at the same time I think the goal was to achieve a look that matches the original promotional renders and the few levels that where shown in the high poly promotional art back in the day IMO went for a rounder / more detailed aesthetic.
That is not to say that I don't appreciate the effort though. The newly added details in the background are great for example and very much appreciated.
Now this is a remaster!
Looks great, although I feel adding so many higher landmasses on the edges of the level makes it feel smaller and more claustrophobic.
A couple added would have maybe balanced it better?
that sublime motion blur though
WOW COOL! I've always liked Mario 64, but the one thing I always thought was missing was hearing my GPU's fan screaming in my ear while playing. Now this dream has come true!!
Super Mario 64 was the first game to blow my mind with the graphics when it came out. I Remember saying this isn’t even a cut scene! The second game that did that for me was motor storm on ps3. Now most recently hellblade 2. Graphically speaking.
Amazing! This is what Mario 3D stars should have been like!
How are you guys this good?....
Now EVERYTHING looks like a render
"tHiS iS whAt I reMemBer the game looked like" For real tho. But i love that it looks like the promotional art/ renders. I love the high poly models, but the semi high res textures and the polygonal, jarring geometry. Nintendo should do ANOTHER mario 64 remake with this style. For Unreal engine, and bloom and motion blur, etc.
Ew motion blur.
@@ikagura Optional* :D ?
The emission on the stars and coins is a little intense, otherwise this looks perfect.
This is insane. Makes you really feel like you’re in the plumber’s boots.
Now the only thing missing is an RTX3090Ti xD saludos!
This is how I expected the game to look when it first came out.
now that i think of it, aside from the raytracing, this is just unreal engine 2 or 3, i love it
wtf mario sixty four into the real....
Is there still no way to remove that circular shadow?
Now I can't unsee it
I believe that's there for gameplay purposes. Without it, it would be harder to tell where you're landing.
@@chippotato5647 with raytracing it shouldn't be, I might be wrong but it might be a limitation that still can't be circumvented
@@omegavladosovich6757 No, it absolutely can be. There's no technical limitation holding them back in that department. I distinctly remember them holding a poll to decide what to do about it, and it might be a toggle, although I can't say for certain.
I'm gonna cry. It's so beautiful...
it's like a window into another world where nintendo stayed with their gamecube philosophy well into the future
it honestly 100% looks like an animation holy shit
This has a lot of effort put in. Well done.
now this is why i got an rtx card hell yeah baby
Me too!
The ray tracing looks great, but the lighting needs to look a little bit more brighter and needs a little bit of saturation so it looks better. I also noticed Mario’s clips has some reverb, but still sounds like he’s voice acting in a recording session lol
Is the voice reverb restoration available for all playable character voice clips, especially when people do their own voice mods?
I hope this majesty is ported one day to Super Mario 64 EX COOP/DX
Really wish you guys would fix the voice volume inconsistency on Mario. "Yippee" and "Yahoo" are just far too loud.
Now THIS is defenitive.
This is how Mario 64 looked like to me as a kid
This is how the game looked to us back then.
Why it looks like 2010's 3d animations?
Really nice, but what happened to the Star shine? They look flat now
The stars looked like that in most renders
I guess they changed it for the sake of being accurate
This is the opposite of Mario in Unreal. That is to say, it improves the graphics while also keeping artistic design in mind.
Mario just fucking murdered that bomb mercilessly
I'd love to see how Waverace 64 looks with these mods
HD textures with low poly models just looks weird, like the bob-omb's hill is supposed to be round, but it's a hexagon. If you want to keep the game TAS-compatible, why not just make two versions? There are multiple Mario 64 releases, but that doesn't mean TAS-ers have to run all of them.
Don't get me wrong, this is still an amazing work!
That is how should have been 3d all star!
Incredible. I hope someone does the same with Mario Kart 64.
Is there a way of lowering the internal resolution of the PC port? I'm sure my PC will be able to run this level at full 720p with no slowodown but it chugs hard with 1080p Lol
I know this is an old comment but the current version seems to have changeable resolution scale
@@KingMetalMario I've changed graphics card and it runs fine now, although I still can't play bc something really weird happened were I compiled the game to have all the new level models, played a bunch and then the next day they were back to the original level models with textures. That same day I tried to recompile the thing again and get the new level models but to no avail, although I don't like super mario 64 that much anyway so it dosen't bother me
@@CuriousGuy_ I think you have to enable them from the dynos settings (pause+z)
Got a 5800X3D + RTX 4080 just to play SM64 RT in 3440x1440 with highest possible draw distance and high fps :-)
Sameee!
the HQ mario voice
No limitations, just original polygons...
My computer when I play this: boom
Looks amazing, but why are the cork boxes unchanged from the original game?