Tiny3D - Fresnel & Mipmaps [N64 Homebrew]
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- เผยแพร่เมื่อ 5 ก.พ. 2025
- Added two new example projects to tiny3d, showing fresnel and mipmaps (`20_mipmaps`, `21_fresnel`).
Fresnel is done via alpha-only light sources and comes in two variants:a fast approx. via a directional light, and a slower proper per-vertex angle via a point-light.
This can be used for various effects, all being based on getting the viewing-angle of a face as alpha.
The mipmap example show both automatic mipmaps as well as a custom chain of images.
More information in the N64Brew discord: / discord
Repo: github.com/Hai...
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Music: "Dark Wind" by @flowerheadmusic
looks super cool!!
Wow controlling the env map reflection alpha with fresnel gives such an high-end look.
that environment mapped roughness example looks fantastic 🤯
the fact that the n64 can make these graphics is insane dude imagine what the gamecube is gonna be capable of when the homebrew scene gets this advanced
Utah teapot my beloved
As someone who grew up with this console, I find this absolutely surreal to look at. Impressive stuff!
Really nice!! Using the fresnel+roughness really gives a nice feeling of depth to the material!
Toujours aussi impressionnant
as usual, incredible graphics.
Woah
This is amazing as always
this is sharp
You’re a wizard
What the heck is not even possible on the N64???
Really cool
This is nuts!🎉🎉🎉
Unbelievable to see on a N64.
oh hell nah this is too crazy
shiny??? in my n64???? this is insane....
We should see this in games n64
this almost reminds me of dreamcast levels of graphics... super cool!
what game had this good of a shading on Dreamcast? Real question i lack Dreamcast knowledge, i know its 6th gen class, and i have seen that pretty amazing GTA3 port, but apart from Shenmue i don't know much about the thing
Évidemment la Dreamcast est beaucoup plus puissante, ce n'est pas comparable. Mais en terme de rendu Hidodongo arrive à faire des effets modernes et fluides sur une console qui a presque 30 ans !
@@guillaumefigarella1704 Idk about Dreamcast but i saw similar levels of shading in Rascal.
@@guillaumefigarella1704 Idk about Dreamcast but i saw "similar" levels of shading in PS1 Rascal. Dreamcast should be able to do it in a real game.
You seem skilled in N64 assembly. You wanna help adding a savestate functionally to the MiSTer core? 😅
Video is 60fps but feels like 240! :0
60 FPS!!!!!!!!!!
While yeah, demos veing 60 fps is not that uncommon, but man, doing THAT on n64 is an achivement
cool 😎
Again I will merely say... how!?
i look at stuff like this and im like. what even is the n64 gpu rsp. like what is it. what is it! is it fixed function or programmable? i know there's microcode and different revisions but like. what is that!
Here's an excerpt from the Nintendo 64 Architecture Analysis
"Unlike its competitors (PS1 and Saturn), the geometry engine is not hard-wired. Instead, the RSP contains some memory (4 KB for instructions and 4 KB for data) to store microcode : A small program, with no more than 1000 instructions, that implements the graphics pipeline. In other words, it directs the Scalar Unit on how it should operate our graphics data. The microcode is fed by the CPU during runtime."
So its programmable, but whats the difference compared to a "programmble shader" like on GeForce 256 or "fixed function" 3DFX cards is way way beyond my comprehension
I also wonder about those things when i see Dodongo's stuff
it's crazy that all these effects are being made available on a N64
Looks like Super Mario Galaxy's rim-lighting is possible on N64.
How will you increase the N64's power level this time?