This is very true. Technology advances so quickly that programmers, developers, engineers, etc don't have time to properly eek out the performance possible. I know Nintendo catches hell for "last gen tech" but seriously, they are just eeking out more performance with developers that are well versed in that tech versus having to learn something brand new.
Wow. Is this a change in the microcode or the technique? Either way, this is mighty impressive. I remember Kaze faking point lights with directional lights that always faced the player.
well kaze does that because he doesn´t want to pay the cost of point lighting, ex2 and ex3 both support point lighting. not sure what you mean by "that always faced the player" that is what vanilla sm64 does and it isn´t for faking point lights? i think you're mixing a lot of info also hi rosie :D
@@nowicando7651 that was the short and dramatic version of "you did a great job, seems impossible the N64 is able to run something as complex as pixel lighting when that generation the most it had is vertex lighting..."
@@shadowman_390 its per vertex, the same kind of lighting found in the official microcode. htd does a great job at showcasing features at their absolute best tho
I swear we do not have hardware issue, we have code optimization issue and you proved it!
This is very true. Technology advances so quickly that programmers, developers, engineers, etc don't have time to properly eek out the performance possible.
I know Nintendo catches hell for "last gen tech" but seriously, they are just eeking out more performance with developers that are well versed in that tech versus having to learn something brand new.
That is cool. At this rate it wont be so tiny anymore
The composite and HDMI upscaler toward 4k will come in very nice to libdragon.
On a du mal a penser que cela tourne sur cette vieille Nintendo 64 qu'on aime tant ! Bravo aux talents derrière cette prouesse
Wow. Is this a change in the microcode or the technique? Either way, this is mighty impressive. I remember Kaze faking point lights with directional lights that always faced the player.
It's proper point lights. So the ucode got a new light-type and does the calculations for it per vertex
well kaze does that because he doesn´t want to pay the cost of point lighting, ex2 and ex3 both support point lighting.
not sure what you mean by "that always faced the player" that is what vanilla sm64 does and it isn´t for faking point lights? i think you're mixing a lot of info
also hi rosie :D
Impressive, also diggin the xfiles style music.
Great looking results. Is the geometry being subdivided on the fly to achieve this?
Yet another fantastic treat!
incredible
Music looks like Donkey Kong Country 3 caverns
This looks better than the version of Quake 2 that was release for this console back in 1997~.
Impossible!
what is impossible?
@@nowicando7651 that was the short and dramatic version of "you did a great job, seems impossible the N64 is able to run something as complex as pixel lighting when that generation the most it had is vertex lighting..."
@@shadowman_390 its per vertex, the same kind of lighting found in the official microcode. htd does a great job at showcasing features at their absolute best tho