@@RandomUser2401There’s a little available here and there, but as you say consolidating it in one space. Plus an interview:) I love how he starts with a fully accurate software emulator (that he writes himself), and then moves to FPGA. His PlayStation core is super impressive to say the least.
I think when it comes to the RAM situation it helps that the RD-RAM on N64 was wildly under utilized due to the monstrous latency. While it was speced at 520MB/sec, this was the typical peak if everything was going smoothly. Peak theoretical. Most of the time it could barely hit much above 100MB/sec. So when it comes to simulation this, there is a lot of wiggle room in there to work with.
@@blahdelablah a lot of his work is focussed on keeping the memory bandwidth high by avoiding stuff that fits the hardware poorly. If an FPGA based system with too little memory bandwidth to 1-1 match the N64 is saved by most titles not being able to saturated the bus his work might be too heavy for such FPGAs
@@magfal You're missing the point I'm making. His work runs on real N64s. The MiSTer N64 core would (once it's feature complete and mostly bug free) have the same hardware capabilities and restrictions as a real N64. Therefore, if the code runs on one it'll run on the other.
One rarely appreciated but somewhat frustrating part of the N64, is that it is a dual-core system ... kinda. The Reality Signal Processor within the RCP is itself an R4000-based MIPS processor with added vector-instructions and without direct access to main memory (but data can be DMAed in/out)
@@aniluxneo9218I’m not OP and their answer will be more in depth but basically, is that the way a modern dual core works is by delegating the same task into multiple parts and splitting it up by core. The N64 had multiple chips that would do essentially the same same thing but with more dedicated and pre-determined tasks than a full multi-core processor from today would. Edit: Oh and because the co-processor didn’t have direct access to memory, it doesn’t work the same way either.
For many years I always had a hard time keeping up with where emulation scenes were at, since it usually involves delving through tons of forums and testing the emulators myself. So, I really like that you do updates as to the current state of emulation. It helps me feel like I'm actually in the loop!
As FPGA designer I would like to say that it's incredible! Probably, now we met the limit with current MISTER platform. I think we will not see hardware emulation of Playstation 3 or Xbox 360 and later consoles. Next steps here is all about economics. Because the price is high. If now you can buy MISTER platform for ~400$, for next generation of consoles price is more higher, it's thousands of dollars for one chip. I was working in companies where FPGA chips were using for ASIC prototyping, including CPU. And always it was a story that you cann't route the whole design - you have to divide design between few chips or reduce functionallity. And last but not least - PS3 and Xbox360 CPU has high clock frequency, ~3.2 GHz. It's not possiable to have this clock frequency in your FPGA design. Sad but true. Probably we will see Playstation 2 core, but I'm not sure, because it's so complex and hard issue.
@@warrioroflight3489 It depends. If we're talking about someone who releases a rip of a Switch game, for example, before it even hits retail, then yes. If it's about making expensive games, old arcade boards, dumped, then no. I'm all for that. It's a fine line. Most often, people just want to be able to play games that companies refuse to, or are unable to release.
I used to work for Altera in the noughties and several other programmable logic FPGA companies. The Cyclone 5 FPGAs are very much the lower end/mass market of the FPGA business - MUCH bigger, faster and more capable FPGAs are available that could easily emulate the N64, but it could get very expensive. In 2005 the highest spec Stratix FPGAs were about $4000 EACH, IIRC.
I believe intel subsidizes some of the cost of the DE-10 nano because it's meant as an educational tool. That's why I wonder where we go next because once we fully tap out the DE-10 nano the costs of this particular niche are going to explode.
@@devilmikey00It's not so much subsidized as it is that Intel's FPGA pricing varies wildly based on volume purchased. They will literally charge you 10x as much for a single unit as a volume customer. So Terasic is getting them with the volume discount and you're not getting that discount if you try to buy the FPGA itself on digikey. This has proven problematic for retro gaming product development where it's all happening at a small scale, and it's why you're seeing a mass exodus from Intel/Altera FPGAs to Efinix FPGAs. I understand that Efinix's development tools are pretty terrible compared to Intel's, but Efinix will match Intel high-volume pricing for low-volume orders and that's how you're getting Dreamcast on the MARS FPGA. Intel doesn't seem to have any interest in anything but massive volume customers for FPGAs, and they're probably going to completely lose that market (small volume customers) over the next few years.
Can confirm to all who answered my original post that product availability and cost is extremely fluid depending on what tier customer you are. Low volumes? Get to the back of the queue. Nokia (back then anyway) - how high can we jump for you?
@@kristianTV1974 The price used to be much lower though. I bought my DE-10 nano for $135 in 2018 or 2019 (before the Covid), now the price has almost doubled. Still, from what I know, right now it's the cheapest FPGA for what you get for the price.
My favourite part of the N64 core so far is wondering why WWF No Mercy is slow when there's four characters on the screen, only to find that people with real hardware also had to disable the music in the game to get a better framerate. MiSTer is pretty accurate, as it turns out.
Idk if you've ever watched Kaze's videos but his newest video does a really good job of explaining how improperly managed polygons on the N64 can bring it to its knees. He renders one scene using 10000 tris and it it's over 30 fps but then he renders another that's 10 tris and the system slows to a crawl
I have no experience with FPGAs and had wondered about examples like the WWF game. I'm fond of Perfect Dark but that could slow to single numbers for frames per sec. Would exactly the same happen in a N64 FPGA core?
@@MrJakeTucker From my understanding, yes - FGPA is generally designed to be faithful to the original hardware, warts and all. There's some leeway with how you can control the levels of hardware emulation (for example with the N64 core, turning features of the VI pipeline on/off for intended visuals, line multiplication to fill a resolution correctly, and filtering on top of that for CRT effects etc), but there's usually not a lot of scope for implementing adjustments of clock speeds or simply brute forcing software to run faster. It's just mapping out how the chips work. In that respect, I think decompilation projects have a place in the scene for adding a larger amount of bells and whistles to a game, even if it takes more work per game and more copyrighted assets to do it.
@@MrJakeTucker Yup. If the core is doing it's job then everything right and wrong with the original hardware/software will rear it's ugly head. That said a lot of the newer Mister cores (including the PSX core done by the same guy doing the N64 core) have started to add a bunch of software emulation like options to smooth out the visuals, speed up the loading times and stuff like that. So, who knows, maybe there will be some stuff you can toggle on to fix certain inherent issues caused by the original hardware.
@@thefunkdroid2777 💯 Dude has no clue about reconfigurable hardware. FPGAs do have limitations (for one, being able to “fit” the design) but calling it “glorified emulation” really shows you don’t know jack
@@jon4715 He's just talking out of his ass. It's hardware emulation (this guy has zero clue and compares it to software emulation). He must be mad he can't afford a MiSTer.
Sega Saturn support is in a really good place at the moment. Some sound issues more so than anything else but a hell of a lot is playable there too. :)
@@HammyHavocyes this process would be considered that, but they called it the “emulation community” which is correct. Not a single person in the world would call this the simulation community.
@@BahhBahhBrownSheep I think it would be more accurately described as the "retro gaming community", or better yet, "retro gaming enthusiasts", as the "community", largely isn't. Most of the action is from a fraction of a percentage of people working on projects like this.
Me too. I've put off watching this video, because "Analogue releases N64" may as well read "someone successfully implemented N64 in FPGA, but refuses to give it to anyone." So, AFAIC, whatever Analogue does is completely and utterly irrelevant. That so much of this video was actually about a MiSTer core is an unexpected, and quite welcome, surprise.
On top of that the only win Analogue will have for their N64 will be cartridge support & 4k output. If those two aren't important to you (they're not to me) then there's really no reason to buy Analogue's version. @@nickwallette6201
@@nickwallette6201I'm with you: open-source everything. BUT, as an open-source developer let me tell you that second to none of the people crying for a free solution are willed to give the devs some monetary compensation. Even worse in parts that are essential to the ecosystem, but only dependencies for other devs. No user will ever know about these guys and nobody will pay them a dime. The same thing applies to this implementation. If anybody gets a donation, it will be the MiSTer project.. not the dev of the core. Or even worse just some random shop in China selling that damn thing. Therefore it is nice that people like MVP give credit to the devs and enlighten some users.
@@absalomdraconis FWIW, I agree. I think Analogue would be much better off if they decided to reverse course and actually ... you know ... SELL the stuff they make. As is stands, you're either one of the first 50 people to get one, or you get to look at a picture of it on their sales page with no way to buy it. So, fine... you want this to be a theoretical product, then congrats on theoretically making an N64 clone. But don't expect me to care.
While impressive overall, I am more critical of Analogue's predatory business practices than anything else. I was about to buy a Super NT after three years of the pandemic, only for them to cease production of the highly sought-after FPGA console. Now it's sold for outrageous prices on eBay.
I wish more talked about how garbage Analogue as a company. Like sure their stuff looks cool and works. Too bad scalpers are the only ones to get them all because of their shitty fake fomo system they have going on and their pre order system which is a scam.
With the exception of the Duo, which is still plenty available for pre-order. Guess not too many people are interested in an FPGA TurboGrafx 16/PC Engine. 🤷♂️
Navigating through a series of FPGA core implementation releases is _almost_ as good as experiencing the release of all these new consoles for the first time. You guys rock. 🤘
I'm glad you are covering this. Open source FPGA cores of retro hardware are the ones that matter. Proprietary ones are destined to become abandonware eventually.
@@MrAdam802 Do you really expect companies like Analogue to be around in a few decades? They sell expensive, incredibly niche products with a very limited production run.
This new era of FPGA consoles is really amazing. I love FPGA from the first time i heard of it with the Analog Pocket! I'm excited to see what we can get in the future with that technology
So glad they’re putting effort into N64 on FPGA, since the console was so hard for third party developers to program and emulate. Hopefully it can run multiplayer modes well, because those are the hardest to emulate at normal speed!
Retro gaming for me is just messing arou d with stuff like this, or emulators. I mean i love retro games too but now im more interested in getting them to work, than actually playing them
I can't imagine Analogue releasing their full working implementation before Robert finishes work on his Mister FPGA one, considering how fast and thorough he works. He is the same dude, who made Sony PS1 core for Mister and it was also extremely fast. Granted, PS1 is a more simple hardware design, but Robert Peip is a legend, I suspect the core will be fully complete or almost there by Christmas.
Wouldn't be surprised if Analogue takes Roberts work for their product, what a coincidence they announce their product after Robert releases the core...
Nope. Robert has already said that Analogue’s N64 FPGA developer has been helping him so you’ve got it backwards. UltraFP64 finished his N64 FPGA core years ago but he never released it since it wasn’t able to be used with MiSTer. There’s a good chance he took it to MARS FPGA or Analogue. Also, MarshallH works for Analogue to develop the Pocket and he may have brought his friends on board. You know the ones: together they decapped the N64 PIF and CIC to replicate them in FPGA and create stuff like UltraCIC and UltraPIF… which are used in products like the Everdrive and MarshallH’s own 64Drive.
@@jon4715 Ares is the latest open source multi-emulator that has an accurate (but still incomplete) N64 core. It's still currently the most accurate way to emulate the system though.
This is so cool. I LOVE the N64, and while the original hardware is both cheap and easy to come by, it also has a lot to gain from being ported to an FPGA, especially when it comes to graphical options and interfacing with modern hardware. Now if only we'd get a proper 3-prongs third-party controller...
The people behind all these solutions to support old console for the forseeable future are doing an incredible work, both technically and for the community as a whole, making possible to preserve both the game and in some way the actual hardware beyond the availability of the original hardware.
What's particularly insane about the DE-10 Nano is that its kind of a hybrid emulator. In that you implement as much as possible as a 1:1 clone of the hardware in the FPGA, but can use some emulation on the ARM CPU to get around some limitations, which is presumably how this works as the DDR3 is not directly accessibly from the FPGA as far as I'm aware. Also the display and sound output is via the SoC so get upscaling, HDMI output and digital sound.
I've been watching update videos from Video Game Esoterica of core updates, and the timing of the progress of Analogue's announcement in relation to the developments of the core make me concerned that Robert's work might be getting lifted for profit. Of course there's the possibility that Analogue has already reached a deal with Robert for core access for their product that I'm unaware of, but otherwise the optics of it are concerning.
They are advertising 100% compatibility which is pretty bold if they only have an unfinished core. I assume they were working on it already with Kevin Horton?
You got that OOT showcase looking so good. If i ever wanted to know what a PS1 port of OOT looked like i think we got pretty close there. I always presumed it was just bilinear filtering on N64 and something to handle the distorted models/textures. Not a whole wide range of effects. It made me really wish i could've seen a timeline where the N64 outsold PS1 and had way more games.
I hope you can do a full overview of the upcoming MARS FPGA system, when it's released early next year. The thought of something more powerful than MISTer, running cores like NAOMI, Dreamcast and CPS3 to mention a few is tempting indeed.
Analogue N64 is a completely separate development than Robert's Mister FPGA implementation which MVG talks about here. They are two different platforms, right now only Mister's N64 is available.
This video is very timely. I'm currently starting to build an FPGA for the NES as part of a school project, so to see an N64 made so quickly by a much more experienced developer is very encouraging. If anyone has any advice on how to proceed, I'm all ears.
The MiSTer project is really cool. And the work all these talented folks are doing is beyond impressive. Maybe one day, I'll have one at home to relive the feeling I had when I first got my SNES or N64. To be fair, I still have both of those machines that are still working, but it's a pain to try to connect them to modern TVs. Anyway, thank you for the video as always. I really enjoy the content and am excited for whatever is next.
it's absolutely amazing work on this core and I'm very much hyped for it. The only concerning factor is how difficult it is to translate the N64 analogue range over to even the best controllers available today. I've noticed much jittering from the usually very subtle movement in games like Starfox and F-zero when running on the core. These games are still playable on the core but for the most especially fine movements in games like Star Fox, Rogue Squadren and F-zero, the exact experience is not being recreated. Some but not all people seem oblivious to what an actual well working N64 controller is these days such is their wear or just bad third party, but the jittery sudden movements in the games mentioned when running on the core is very telling that they are still not managing to translate this over Hopefully there will be a wealth of deadzone and individual axis adjustments options otherwise the whole brilliance of the core is lessened. An example if you want to also see the type of thing I mean then play the otherwise exceptional xbla Perfect Dark remake which is very polished but doesn't allow for the very slightest of movements when moving your aim. The developers really do need to better understand the issue otherwise this hard work is flawed. And while I do get that most games can certainly still be played well enough and certainly will feel much better using an xbox controller for example, they wont be representing how the range of motion actually behaves when comparing the two and so it's actually rather important this
"especially fine movements in games like Star Fox, Rogue Squadren and F-zero,". I dont know what you are remembering but there was nothing subtle about any N64 controls. Star fox and F-zero were known for being a little janky. I played them to death and still own an N64 and I cannot tell any difference with any game compared to software emulation and a cheap Chinese usb N64 controller (in looks or controls). Also software emulation managed to get it perfect very early on so I don't understand the difficulty you are imagining. The N64 is my favourite system but nothing about it was sophisticated by todays standards. This includes the controls, which by todays standards are incredibly simplistic and basic and easy to reproduce.
@@richbob9155 if you think F-zero doesn't allow for subtle fine movements then I really don't know what to say. Perhaps you are just very heavy handed. I'm not claiming the controller was elegant as it clearly was both unwieldly and prone to wear that affected it's performance but the nuance of CERTAIN games doesn't translate when ran through modern controllers. Yes it can be improved by options like how they are implemented in emulation but that's not here at this point in MISTER. As you say though these are in emulators and for a reason because people recognize this same issue clearly. And yes we're talking about the substantially better analogues of xbox for example and not the archaic ones used for N64. Can you not remember the fuss over the Wii and WiiU VC F-zero64 over all of this or were people simply imagining it. Perhaps you're the type of gamer that uses analogue by the tappety tap method as I know some people aren't subtle with their movements to begin with. It's an aspect that needs to always be a priority so it will be brought up If you're happy thinking what I'm saying is tosh then great
I'm still in partial disbelief. I always assumed it'd be prohibitively expensive to recreate old hardware like this - even for a premium enthusiast product. Looks like I was wrong!
Really cool! I know FPGAs can be expensive but I wish Sony would start implementing FPGAs in PlayStation for backwards compatibility. Imagine having an FPGA that can fully play all past PlayStation console system games flawlessly but more powerful chips for newer games. This way they could just reimplement it generation per generation to keep backwards compatibility alive and true to the original idea.
Fingers crossed for... [edit: Xbox next?] Just learned for GCN it's pointless - sorry lol: "...GameCube. Few people have access to one, especially the ones with 'Digital AV Out'/Component."
@@MachFiveFalconGameCube is probably the least needed fpga on earth lol. It is the single best emulated 3D console, full stop. "Authenticity" really isn't a justification, it's borderline OCD at that point.
@@-Monad- I forgot how accurate the Dolphin emulator is. I still have my old GameCube and haven't tried it. I guess original Xbox would be a better candidate for FPGA from what I've heard.
@@-Monad- Also, once you get into 3D people aren't looking for accuracy as much. Maybe some people want to capture that pure low res early 2000's look but I feel like what most people want out of 3D era emulators is upscaling to higher res, filtering and just generally making the games look cleaner. PCSX2, GCN and Wii all have incredible emulators that do that in spades and you don't even need a beastly PC to do it. Even on Mister the PS1/saturn cores comes with a whole host of stuff you can turn on to make games look less shit ;p Same with the N64 core. Wanting things to be look exactly as they were back in the day falls off hard once you get outside the 8/16-bit era's.
@@devilmikey00 i would argue that a large part of gamers actually exactly want that old low res early 2000s look. Have you followed streamers running older games like GC and N64? As soon as they dare to use high resolution or 60FPS mods there is an outcry in chat by people.And don't even dare to use improvements like filtering or anti aliasing. Even worse if you decide to use a high-res texture pack. People are really bitchy about those things and loooove to complain about it. Which is honestly annoying as then streamers are stuck having to play the "old style" that people want. At least those who don't just stream for fun but also have to keep their audience happy.
Plugged in mine with Extreme G the other day and the game would hard crash trying to load the third race in any series 😢. Don't know enough to say whether it's the cartridge or the console failing, but glad to have an emulated backup. These FPGA projects look awesome.
Run operations in parallel and with the same timing as the original CPU/GPU and any other chips on the original hardware. Latency can be as low as the original hardware which generally isn't possible with software emulation due to having to process things sequentially, and also go through software abstraction layers like the DirectX API and an operating system as an additional layer of latency.
As someone who had PS1 but not N64 (and was occasionally jealous), I've felt somewhat vindicated to see how close games like Mario 64 were to PS1 in terms of complexity and texture quality, before all the post-processing was applied. Viewing all the N64 core previews (Videogame Esoterica's channel mostly), these games often look BETTER than original with some of the smoothing taken away, and I'm curious to see what modern scalers like Retrotink2x etc can do to upscale the cleaner source material.
As a kid who had both consoles and played games on both, I had always noticed how much sharper PS1 games were, and preferred the nearest neighbor filtering over the N64's 3-point bilinear filtering (even if I didn't know anything about texture filtering at the time). Nowadays, I've gained a level of appreciation for the N64's anti-aliasing, but the texture filtering and the dithering blurring can go jump off a cliff for all I'm concerned.
Does such a thing exist as an "FPGA card" to out into a regular PC? I'm curious about the future of gaming hardware and wonder if a hybrid system using a regular modern processor in combination with this tech would be the best of both worlds. It'd also allow us to have a single system for all games.
There is but they are really expensive and meant for development, something like the MISTer probably could be sold as a Pcie card but that' just an assumption.
Both the mister and the Mars projects are "hybrid", in the sense that they also have an ARM CPU, things like menu and processes that make sense make use of it. As for the "FPGA Card", there are many already, but the modern CPUs are already capable of doing low level emulation, offering practicaly the same thing as a card used for retro hardware would. However, PCs have a hardware and software pipeline GPU, OS etc to take care of, which add delays, so it's not as fast as a processing/display that's done all in FPGA.
Interestingly enough, these FPGAs do have a normal ARM processor inside them that is used in the MiSTer for the Linux backend that runs all the USB input devices, networking, storage, and probably anything else that isn't running on the FPGA side. However, it is not very powerful. You have a pretty cool idea though.
They already said it would be for replicating different CRT masks but here’s hoping they also have a way to at least double the rendering resolution. I’m hoping for something like 3Dfx SLI where they might replicate two RDPs simultaneously with some kind of offset so that they render alternating scanlines that can be interleaved together for double the vertical resolution.
Its well beyond a DE-10 nano's (MiSter's) capabilities, but FPGAs available can already handle those consoles. Only limitation is how much effort it takes to implement a system that complex.
OG Xbox is a Pentium 3 @ 733MHz and a GeForce 3. I think that may require some monster FPGA. For comparison, the MiSTer's AO486 core runs like a real 486 @ 25MHz with no 3D accelerator.
@kunka592 Oh yeah it'd take a monster FPGA, but they are out there - just incredibly expensive. I asked Kevtris a couple years ago in a MLiG livestream he was on what the limits were with current tech then, he said there existed FPGAs capable of emulating PS3 transistor wise, but they couldn't clock high enough to simulate it in real time.
As someone who has worked a bit with FPGA development, it's so impressive that they were able to get this working because FPGAs are definitely not easy to work with. It takes a lot of work to get things working properly.
The next realistic breakthrough you have to wait for first is NAOMI/DreamCast. Hardware emulating The Cell, I’d imagine, would be crazy expensive. I think the later gens are benefiting more with software emulation anyways especially for QOL
This is cool and all but the MiSTer gets rare and is expensive to get into. I'm more fan of circle accurate software emulation which needs a strong PC but at least can be done by anyone.
Glad people are giving Robert credit for being the wizard that he is.
Bob from RetroRGB should interview Robert once he is finished with the N64 core.
would‘ve loved to see more technical details of how the FPGA core was done
@@RandomUser2401There’s a little available here and there, but as you say consolidating it in one space. Plus an interview:)
I love how he starts with a fully accurate software emulator (that he writes himself), and then moves to FPGA. His PlayStation core is super impressive to say the least.
@@flekkzoDidn't know his work but this dude's a fking legend if that's true.
does that mean we can make an ASIC and eventually a low cost n64 clone later
I think when it comes to the RAM situation it helps that the RD-RAM on N64 was wildly under utilized due to the monstrous latency. While it was speced at 520MB/sec, this was the typical peak if everything was going smoothly. Peak theoretical. Most of the time it could barely hit much above 100MB/sec. So when it comes to simulation this, there is a lot of wiggle room in there to work with.
Would be interesting to see if Kaze Emanuar's work is too heavy to run for this setup.
@magfal Kaze's work runs despite the limitations, so yes his Mario 64 hacks would work.
They had a really fast memory but random access and very small textures hindered it a lot it seems.
@@blahdelablah a lot of his work is focussed on keeping the memory bandwidth high by avoiding stuff that fits the hardware poorly.
If an FPGA based system with too little memory bandwidth to 1-1 match the N64 is saved by most titles not being able to saturated the bus his work might be too heavy for such FPGAs
@@magfal You're missing the point I'm making. His work runs on real N64s. The MiSTer N64 core would (once it's feature complete and mostly bug free) have the same hardware capabilities and restrictions as a real N64. Therefore, if the code runs on one it'll run on the other.
Don't tell the emulation/retro game scene that something can't be done.
Because they will do it; and it's always beautiful.
I bet they can't do an FPGA of the cell processor before the year 2030
There are some hard clock limits on FPGAs. The Cell runs at over 3 GHz, and no current FPGA is that fast.
You know what they say, though - it'll be done. Not any time soon, but it will be done@@pikachuchujelly7628
Remember n64 emulation on 3ds?
@@guestc142it’s so bad😂
One rarely appreciated but somewhat frustrating part of the N64, is that it is a dual-core system ... kinda. The Reality Signal Processor within the RCP is itself an R4000-based MIPS processor with added vector-instructions and without direct access to main memory (but data can be DMAed in/out)
Another fun fact is that the N64 supports memory-protection, at least on the main CPU, so you can have unpriviledged processes like with a modern OS
Surely a CPU is either a dual core or not? What made you say that, just out of interest?
@@aniluxneo9218I’m not OP and their answer will be more in depth but basically, is that the way a modern dual core works is by delegating the same task into multiple parts and splitting it up by core. The N64 had multiple chips that would do essentially the same same thing but with more dedicated and pre-determined tasks than a full multi-core processor from today would.
Edit: Oh and because the co-processor didn’t have direct access to memory, it doesn’t work the same way either.
@@aniluxneo9218 They don't share memory-space, or a socket, and they have somewhat different instruction-sets
@@aniluxneo9218 the Nintendo DS, for instance, has 2 ARM CPUs both doing their own processes and hardware access.
For many years I always had a hard time keeping up with where emulation scenes were at, since it usually involves delving through tons of forums and testing the emulators myself. So, I really like that you do updates as to the current state of emulation. It helps me feel like I'm actually in the loop!
As FPGA designer I would like to say that it's incredible! Probably, now we met the limit with current MISTER platform. I think we will not see hardware emulation of Playstation 3 or Xbox 360 and later consoles. Next steps here is all about economics. Because the price is high. If now you can buy MISTER platform for ~400$, for next generation of consoles price is more higher, it's thousands of dollars for one chip. I was working in companies where FPGA chips were using for ASIC prototyping, including CPU. And always it was a story that you cann't route the whole design - you have to divide design between few chips or reduce functionallity. And last but not least - PS3 and Xbox360 CPU has high clock frequency, ~3.2 GHz. It's not possiable to have this clock frequency in your FPGA design. Sad but true. Probably we will see Playstation 2 core, but I'm not sure, because it's so complex and hard issue.
The emulation community is the biggest Blessing for preservation and older hardware games
True!
Librarians of the new age
No love for the pirates who dumped all of the console cart ROMs, and copied ISOs? ;)
@@videogameobsession so you are against pirating???
@@warrioroflight3489 It depends. If we're talking about someone who releases a rip of a Switch game, for example, before it even hits retail, then yes. If it's about making expensive games, old arcade boards, dumped, then no. I'm all for that. It's a fine line. Most often, people just want to be able to play games that companies refuse to, or are unable to release.
I used to work for Altera in the noughties and several other programmable logic FPGA companies. The Cyclone 5 FPGAs are very much the lower end/mass market of the FPGA business - MUCH bigger, faster and more capable FPGAs are available that could easily emulate the N64, but it could get very expensive. In 2005 the highest spec Stratix FPGAs were about $4000 EACH, IIRC.
I believe intel subsidizes some of the cost of the DE-10 nano because it's meant as an educational tool. That's why I wonder where we go next because once we fully tap out the DE-10 nano the costs of this particular niche are going to explode.
@@devilmikey00It's not so much subsidized as it is that Intel's FPGA pricing varies wildly based on volume purchased. They will literally charge you 10x as much for a single unit as a volume customer. So Terasic is getting them with the volume discount and you're not getting that discount if you try to buy the FPGA itself on digikey. This has proven problematic for retro gaming product development where it's all happening at a small scale, and it's why you're seeing a mass exodus from Intel/Altera FPGAs to Efinix FPGAs. I understand that Efinix's development tools are pretty terrible compared to Intel's, but Efinix will match Intel high-volume pricing for low-volume orders and that's how you're getting Dreamcast on the MARS FPGA.
Intel doesn't seem to have any interest in anything but massive volume customers for FPGAs, and they're probably going to completely lose that market (small volume customers) over the next few years.
@@guspaz They also charge wildly different amounts in different markets and Terasic is Taiwan and is able to get the full asian market pricing.
Can confirm to all who answered my original post that product availability and cost is extremely fluid depending on what tier customer you are. Low volumes? Get to the back of the queue. Nokia (back then anyway) - how high can we jump for you?
@@kristianTV1974 The price used to be much lower though. I bought my DE-10 nano for $135 in 2018 or 2019 (before the Covid), now the price has almost doubled. Still, from what I know, right now it's the cheapest FPGA for what you get for the price.
My favourite part of the N64 core so far is wondering why WWF No Mercy is slow when there's four characters on the screen, only to find that people with real hardware also had to disable the music in the game to get a better framerate.
MiSTer is pretty accurate, as it turns out.
Idk if you've ever watched Kaze's videos but his newest video does a really good job of explaining how improperly managed polygons on the N64 can bring it to its knees. He renders one scene using 10000 tris and it it's over 30 fps but then he renders another that's 10 tris and the system slows to a crawl
@@clebbington As an avid Kaze enjoyer, which video was this? I'm interested.
I have no experience with FPGAs and had wondered about examples like the WWF game. I'm fond of Perfect Dark but that could slow to single numbers for frames per sec. Would exactly the same happen in a N64 FPGA core?
@@MrJakeTucker From my understanding, yes - FGPA is generally designed to be faithful to the original hardware, warts and all.
There's some leeway with how you can control the levels of hardware emulation (for example with the N64 core, turning features of the VI pipeline on/off for intended visuals, line multiplication to fill a resolution correctly, and filtering on top of that for CRT effects etc), but there's usually not a lot of scope for implementing adjustments of clock speeds or simply brute forcing software to run faster. It's just mapping out how the chips work.
In that respect, I think decompilation projects have a place in the scene for adding a larger amount of bells and whistles to a game, even if it takes more work per game and more copyrighted assets to do it.
@@MrJakeTucker Yup. If the core is doing it's job then everything right and wrong with the original hardware/software will rear it's ugly head. That said a lot of the newer Mister cores (including the PSX core done by the same guy doing the N64 core) have started to add a bunch of software emulation like options to smooth out the visuals, speed up the loading times and stuff like that. So, who knows, maybe there will be some stuff you can toggle on to fix certain inherent issues caused by the original hardware.
Man, the Mister Project and my DE-10 Nano is truly the gift that just keeps giving.
This is amazing. I can hardly believe it. We all thought it would require a new FPGA.
@RaniaIsAwesome Really? Oh that’s disappointing to hear. What do you think of the potential for Mars Dreamcast FPGA?
@RaniaIsAwesome"This is all just a glorified emulation" You think that's air you're breathing?
@RaniaIsAwesomeOr "tell me you don't know anything about FPGA without actually telling me".
@@thefunkdroid2777 💯
Dude has no clue about reconfigurable hardware. FPGAs do have limitations (for one, being able to “fit” the design) but calling it “glorified emulation” really shows you don’t know jack
@@jon4715 He's just talking out of his ass. It's hardware emulation (this guy has zero clue and compares it to software emulation). He must be mad he can't afford a MiSTer.
Glad to see more FPGA breakdown. It's very exciting for hardware preservation.
As someone who has a near complete 64 physical collection. This makes me excited even having a Ultra 64. I wanna see how N64 grows again.
Congrats on gathering 99% garbage. N64 has SM64 and that is it. Virtual Boy had more interesting games.
The nice thing is all this FPGA work will trickle back to the software emulation side of things and help fix bugs there too.
This gives hope to us Sega Saturn fans
I was playing Saturn on my MiSTer this morning
That core is functional. It's not finished, but it exists.
Sega Saturn support is in a really good place at the moment. Some sound issues more so than anything else but a hell of a lot is playable there too. :)
Core's already out 🤙
What about Dreamcast we years away?
Emulation Community always blows everyone away it's amazing
It's simulation, not emulation. :- )
@@HammyHavocyes this process would be considered that, but they called it the “emulation community” which is correct. Not a single person in the world would call this the simulation community.
@@BahhBahhBrownSheep I think it would be more accurately described as the "retro gaming community", or better yet, "retro gaming enthusiasts", as the "community", largely isn't. Most of the action is from a fraction of a percentage of people working on projects like this.
@@HammyHavoc Ah, semantics. It's what's left to discuss when all topics of substance have been exhausted.
It's _hardware_ emulation, as MVG said in the video himself. @@HammyHavoc
The Mister project should humble the Analogue devs, their artificial scarcity really grinds my gears
Me too. I've put off watching this video, because "Analogue releases N64" may as well read "someone successfully implemented N64 in FPGA, but refuses to give it to anyone." So, AFAIC, whatever Analogue does is completely and utterly irrelevant.
That so much of this video was actually about a MiSTer core is an unexpected, and quite welcome, surprise.
On top of that the only win Analogue will have for their N64 will be cartridge support & 4k output. If those two aren't important to you (they're not to me) then there's really no reason to buy Analogue's version. @@nickwallette6201
If they put in the work, they deserve the chance to use that work to their own profit, anything else is abusive.
@@nickwallette6201I'm with you: open-source everything. BUT, as an open-source developer let me tell you that second to none of the people crying for a free solution are willed to give the devs some monetary compensation.
Even worse in parts that are essential to the ecosystem, but only dependencies for other devs. No user will ever know about these guys and nobody will pay them a dime.
The same thing applies to this implementation. If anybody gets a donation, it will be the MiSTer project.. not the dev of the core. Or even worse just some random shop in China selling that damn thing. Therefore it is nice that people like MVP give credit to the devs and enlighten some users.
@@absalomdraconis FWIW, I agree. I think Analogue would be much better off if they decided to reverse course and actually ... you know ... SELL the stuff they make.
As is stands, you're either one of the first 50 people to get one, or you get to look at a picture of it on their sales page with no way to buy it. So, fine... you want this to be a theoretical product, then congrats on theoretically making an N64 clone. But don't expect me to care.
2020: N64 and higher not possible on FPGA ever.
2023: N64 is possible, at 4K resolution, barely an inconvenience actually.
2025+: PS2/Xbox/GameCube?
While impressive overall, I am more critical of Analogue's predatory business practices than anything else.
I was about to buy a Super NT after three years of the pandemic, only for them to cease production of the highly sought-after FPGA console.
Now it's sold for outrageous prices on eBay.
Chris taber is the reason analogue is so hated among retro console manufacturers.
I wish more talked about how garbage Analogue as a company. Like sure their stuff looks cool and works. Too bad scalpers are the only ones to get them all because of their shitty fake fomo system they have going on and their pre order system which is a scam.
Would be impossible to buy from Analogue judging by their track record of things selling out in 2mins
With the exception of the Duo, which is still plenty available for pre-order.
Guess not too many people are interested in an FPGA TurboGrafx 16/PC Engine. 🤷♂️
remember guys. Robert aka Fpgazumspass said he might have 1 game booting by Christmas.
10:06 Your shadow passing across the screen freaked me out, I thought someone had snuck into my office. Good video, my guy!
Robert deserves every cent he gets the work is amazing
It's unlikely that I'll ever get an FPGA for retro emulation but seeing a video like this about it is still very interesting, keep up the good work.
Navigating through a series of FPGA core implementation releases is _almost_ as good as experiencing the release of all these new consoles for the first time.
You guys rock. 🤘
I'm glad you are covering this. Open source FPGA cores of retro hardware are the ones that matter. Proprietary ones are destined to become abandonware eventually.
lol wrong
@@MrAdam802 Do you really expect companies like Analogue to be around in a few decades? They sell expensive, incredibly niche products with a very limited production run.
@@MrAdam802
Cool take with all your evidence to back it up. Because we're all using BLEEM! to this day right?
wdym wrong
I love it. Especially because it‘s the first time for me to experience N64 games with RGB output on my crt.
people were saying this was impossible a few years ago, im convinced at this rate we will get ps2 FPGA emulation within the next 5 years
Thanks for showing our friend Robert's amazing hard work so well!
This new era of FPGA consoles is really amazing. I love FPGA from the first time i heard of it with the Analog Pocket! I'm excited to see what we can get in the future with that technology
So glad they’re putting effort into N64 on FPGA, since the console was so hard for third party developers to program and emulate. Hopefully it can run multiplayer modes well, because those are the hardest to emulate at normal speed!
As someone who has written a hello world on an FPGA this is incredible work, couldn't imagine all the time and effort. Absolute legends
I designed a microcoded cpu on FPGA and honestly, once you get the building blocks together it’s really not that bad.
I LOVE how much people love to preserve old gaming consoles, hardware & games.
This is great stuff
yeah
Retro gaming for me is just messing arou d with stuff like this, or emulators. I mean i love retro games too but now im more interested in getting them to work, than actually playing them
You will never be a woman
Yeah, it's sad how that trend likely won't continue for much longer, seeing as how the current and last gen's games are made.
I love it when a coder steps up to a challenge like this.
Robert Piep is the patron saint of FPGA
I am excited by this. Thanks for the info and the video MVG
I was wondering whether the open source core project was going to beat Analogue to the punch! Projects like this are inspiring!
I can't imagine Analogue releasing their full working implementation before Robert finishes work on his Mister FPGA one, considering how fast and thorough he works. He is the same dude, who made Sony PS1 core for Mister and it was also extremely fast. Granted, PS1 is a more simple hardware design, but Robert Peip is a legend, I suspect the core will be fully complete or almost there by Christmas.
Wouldn't be surprised if Analogue takes Roberts work for their product, what a coincidence they announce their product after Robert releases the core...
And what a coincidence N64 FPGA became a thing soon after Ares was released.
Ares?
They haven’t, they developed their own hardware and software environment. Quit schizo posting because you irrationally hate a company.
Nope. Robert has already said that Analogue’s N64 FPGA developer has been helping him so you’ve got it backwards. UltraFP64 finished his N64 FPGA core years ago but he never released it since it wasn’t able to be used with MiSTer. There’s a good chance he took it to MARS FPGA or Analogue. Also, MarshallH works for Analogue to develop the Pocket and he may have brought his friends on board. You know the ones: together they decapped the N64 PIF and CIC to replicate them in FPGA and create stuff like UltraCIC and UltraPIF… which are used in products like the Everdrive and MarshallH’s own 64Drive.
@@jon4715 Ares is the latest open source multi-emulator that has an accurate (but still incomplete) N64 core. It's still currently the most accurate way to emulate the system though.
This is so cool. I LOVE the N64, and while the original hardware is both cheap and easy to come by, it also has a lot to gain from being ported to an FPGA, especially when it comes to graphical options and interfacing with modern hardware. Now if only we'd get a proper 3-prongs third-party controller...
The people behind all these solutions to support old console for the forseeable future are doing an incredible work, both technically and for the community as a whole, making possible to preserve both the game and in some way the actual hardware beyond the availability of the original hardware.
02:11 These edits are why i love this channel
What's particularly insane about the DE-10 Nano is that its kind of a hybrid emulator. In that you implement as much as possible as a 1:1 clone of the hardware in the FPGA, but can use some emulation on the ARM CPU to get around some limitations, which is presumably how this works as the DDR3 is not directly accessibly from the FPGA as far as I'm aware. Also the display and sound output is via the SoC so get upscaling, HDMI output and digital sound.
It’s been wild seeing Robert’s progress!
I've been watching update videos from Video Game Esoterica of core updates, and the timing of the progress of Analogue's announcement in relation to the developments of the core make me concerned that Robert's work might be getting lifted for profit. Of course there's the possibility that Analogue has already reached a deal with Robert for core access for their product that I'm unaware of, but otherwise the optics of it are concerning.
They are advertising 100% compatibility which is pretty bold if they only have an unfinished core. I assume they were working on it already with Kevin Horton?
Going to hold off trying the n64 MISTER core until it supports TLB so games like Goldeneye work.
Great stuff. Both FPGA and software emulation of the n64 have come a long way
That analogue console will be pricey as hell.
I've followed this project closely since the start - absolutely incredible.
As usual, I don’t understand half of what MVG says, but it’s 100% fascinating.
PS1 and Amiga fan here. Just amazing work that's been done here. Thank you MVG for covering it.
Loving it! Very exciting times - reminds me of the '99 during the UltraHLE era. Keep up the great work Robert!
Back to Virtual Hydlide with you for now.
@@WhatAboutZoidberg yesh me lord.
Very exciting. I'm waiting patiently for the core to be ready for CRT output.
You got that OOT showcase looking so good. If i ever wanted to know what a PS1 port of OOT looked like i think we got pretty close there. I always presumed it was just bilinear filtering on N64 and something to handle the distorted models/textures. Not a whole wide range of effects. It made me really wish i could've seen a timeline where the N64 outsold PS1 and had way more games.
It was not bilinear but a Tri point thing that was not as good.
@@ivand5699 Tri point bilinear filtering vs normal four point bilinear filtering.
Breaks my brain to see an unfiltered 64 game. I love those blurry chunks of polygons
I'd love to see MVG talk to KAZE emanuar
I wonder if Analogue is going to steal the MiSTer fpga core and release it as a console. 🤔
7:18 Body Harvest was my jam! It was like Halo meets GTA before either of them really exisited!
I hope you can do a full overview of the upcoming MARS FPGA system, when it's released early next year. The thought of something more powerful than MISTer, running cores like NAOMI, Dreamcast and CPS3 to mention a few is tempting indeed.
That OoT PS1 style demonstration was so cool!
Outstanding! It’s a shame that the MiSTer is now so expensive compared with what it cost when first announced. I’ll never be in a position to buy one.
Wait until the Chinese...
@jimbotron70 That would be nice, but I have a feeling that if it was going to happen, it would already have done so.
@@Colin_Ames It's just a question of time, look at what they did with the OSSC clones.
@@jimbotron70 True. I will keep my fingers crossed.
Wow. Mischief Makers looks excellent. OOT is pure art too. That’s some seriously impressive hardware.
I've been wondering how N64 fpga progress has been since Analogue announced their project. It looks really cool, thanks for the overview
Analogue N64 is a completely separate development than Robert's Mister FPGA implementation which MVG talks about here. They are two different platforms, right now only Mister's N64 is available.
I'm not a technical person but I still find your videos intriguing. You also have a calm voice that is nice to listen to.
if you would have told in 1997 that some day you will be able to download a N64 I would have called you crazy.
I was actually playing Diddy Kong Racing on an emulator recently and I can attest that this seems to be running really well
I can’t wait until we can play N64 in 8K. Because I need my 144/240 video scaled to a lovecraftian amount beyond imagination
squares so big you could hold them in your hand!
@@InnuendoXP can see those goldeneye textures in a clarity that is frankly obscene
This video is very timely. I'm currently starting to build an FPGA for the NES as part of a school project, so to see an N64 made so quickly by a much more experienced developer is very encouraging.
If anyone has any advice on how to proceed, I'm all ears.
The MiSTer project is really cool. And the work all these talented folks are doing is beyond impressive. Maybe one day, I'll have one at home to relive the feeling I had when I first got my SNES or N64. To be fair, I still have both of those machines that are still working, but it's a pain to try to connect them to modern TVs. Anyway, thank you for the video as always. I really enjoy the content and am excited for whatever is next.
N64 needs mod support for HD texture packs and Overclocked CPU so perfect dark runs well in 4 player mode.
Great Video. Roberts work is amazing!
This is crazy. It's 2023 and N64 is still one of the most complex consoles to emulate perfectly
9bit Rambus @ 500MHz is like 32bit @ 150Mhz, no problem for DDR ram, especially since the CPU/GPU also runs below 100Mhz.
It's worth stating that the MiSTer FPGA core has nothing to do with the Analogue 3D N64.
Nintendo ninja's want to know your location...
You people have like one joke
@@ireallydontknowifiamhonest you people?
@@JohnSmith-xq1pzyou know.
The n-word:
Nerds.
Really looking forward to when the PS1 and Sega Saturn get FPGAs.
A lot of good import games and fan translations that you can get for those consoles.
Available on MiSTer for you
Love the coverage of MiSTer. I've been a fan for the past 3 years, and seeing it's pace of development in recent months has been phenominal.
it's absolutely amazing work on this core and I'm very much hyped for it. The only concerning factor is how difficult it is to translate the N64 analogue range over to even the best controllers available today. I've noticed much jittering from the usually very subtle movement in games like Starfox and F-zero when running on the core. These games are still playable on the core but for the most especially fine movements in games like Star Fox, Rogue Squadren and F-zero, the exact experience is not being recreated. Some but not all people seem oblivious to what an actual well working N64 controller is these days such is their wear or just bad third party, but the jittery sudden movements in the games mentioned when running on the core is very telling that they are still not managing to translate this over
Hopefully there will be a wealth of deadzone and individual axis adjustments options otherwise the whole brilliance of the core is lessened. An example if you want to also see the type of thing I mean then play the otherwise exceptional xbla Perfect Dark remake which is very polished but doesn't allow for the very slightest of movements when moving your aim. The developers really do need to better understand the issue otherwise this hard work is flawed. And while I do get that most games can certainly still be played well enough and certainly will feel much better using an xbox controller for example, they wont be representing how the range of motion actually behaves when comparing the two and so it's actually rather important this
"especially fine movements in games like Star Fox, Rogue Squadren and F-zero,". I dont know what you are remembering but there was nothing subtle about any N64 controls. Star fox and F-zero were known for being a little janky. I played them to death and still own an N64 and I cannot tell any difference with any game compared to software emulation and a cheap Chinese usb N64 controller (in looks or controls). Also software emulation managed to get it perfect very early on so I don't understand the difficulty you are imagining. The N64 is my favourite system but nothing about it was sophisticated by todays standards. This includes the controls, which by todays standards are incredibly simplistic and basic and easy to reproduce.
@@richbob9155 if you think F-zero doesn't allow for subtle fine movements then I really don't know what to say. Perhaps you are just very heavy handed. I'm not claiming the controller was elegant as it clearly was both unwieldly and prone to wear that affected it's performance but the nuance of CERTAIN games doesn't translate when ran through modern controllers. Yes it can be improved by options like how they are implemented in emulation but that's not here at this point in MISTER. As you say though these are in emulators and for a reason because people recognize this same issue clearly. And yes we're talking about the substantially better analogues of xbox for example and not the archaic ones used for N64. Can you not remember the fuss over the Wii and WiiU VC F-zero64 over all of this or were people simply imagining it. Perhaps you're the type of gamer that uses analogue by the tappety tap method as I know some people aren't subtle with their movements to begin with. It's an aspect that needs to always be a priority so it will be brought up
If you're happy thinking what I'm saying is tosh then great
I'm still in partial disbelief. I always assumed it'd be prohibitively expensive to recreate old hardware like this - even for a premium enthusiast product. Looks like I was wrong!
Really cool! I know FPGAs can be expensive but I wish Sony would start implementing FPGAs in PlayStation for backwards compatibility. Imagine having an FPGA that can fully play all past PlayStation console system games flawlessly but more powerful chips for newer games. This way they could just reimplement it generation per generation to keep backwards compatibility alive and true to the original idea.
I am so excited that Analogue & Mister are now developing FPGA cores for 3D based systems. 🤓
Fingers crossed for... [edit: Xbox next?]
Just learned for GCN it's pointless - sorry lol:
"...GameCube. Few people have access to one, especially the ones with 'Digital AV Out'/Component."
@@MachFiveFalconGameCube is probably the least needed fpga on earth lol. It is the single best emulated 3D console, full stop. "Authenticity" really isn't a justification, it's borderline OCD at that point.
@@-Monad- I forgot how accurate the Dolphin emulator is. I still have my old GameCube and haven't tried it. I guess original Xbox would be a better candidate for FPGA from what I've heard.
@@-Monad- Also, once you get into 3D people aren't looking for accuracy as much. Maybe some people want to capture that pure low res early 2000's look but I feel like what most people want out of 3D era emulators is upscaling to higher res, filtering and just generally making the games look cleaner. PCSX2, GCN and Wii all have incredible emulators that do that in spades and you don't even need a beastly PC to do it.
Even on Mister the PS1/saturn cores comes with a whole host of stuff you can turn on to make games look less shit ;p Same with the N64 core. Wanting things to be look exactly as they were back in the day falls off hard once you get outside the 8/16-bit era's.
@@devilmikey00 i would argue that a large part of gamers actually exactly want that old low res early 2000s look. Have you followed streamers running older games like GC and N64? As soon as they dare to use high resolution or 60FPS mods there is an outcry in chat by people.And don't even dare to use improvements like filtering or anti aliasing. Even worse if you decide to use a high-res texture pack.
People are really bitchy about those things and loooove to complain about it. Which is honestly annoying as then streamers are stuck having to play the "old style" that people want. At least those who don't just stream for fun but also have to keep their audience happy.
You know what also works? My actual N64 and the composite video input on my OLED HDTV.
Plugged in mine with Extreme G the other day and the game would hard crash trying to load the third race in any series 😢. Don't know enough to say whether it's the cartridge or the console failing, but glad to have an emulated backup. These FPGA projects look awesome.
🤢🤮🤮🤮
To be fair not everyone has an N64 and this thing is pretty sick
What can an FPGA do that an emulator can't?
Run operations in parallel and with the same timing as the original CPU/GPU and any other chips on the original hardware. Latency can be as low as the original hardware which generally isn't possible with software emulation due to having to process things sequentially, and also go through software abstraction layers like the DirectX API and an operating system as an additional layer of latency.
As someone who had PS1 but not N64 (and was occasionally jealous), I've felt somewhat vindicated to see how close games like Mario 64 were to PS1 in terms of complexity and texture quality, before all the post-processing was applied. Viewing all the N64 core previews (Videogame Esoterica's channel mostly), these games often look BETTER than original with some of the smoothing taken away, and I'm curious to see what modern scalers like Retrotink2x etc can do to upscale the cleaner source material.
As a kid who had both consoles and played games on both, I had always noticed how much sharper PS1 games were, and preferred the nearest neighbor filtering over the N64's 3-point bilinear filtering (even if I didn't know anything about texture filtering at the time).
Nowadays, I've gained a level of appreciation for the N64's anti-aliasing, but the texture filtering and the dithering blurring can go jump off a cliff for all I'm concerned.
FPGA is fascinating
Woow. I am really impressed! Thank you, I will take the MiSTer FPGA from the drawer and look what wizardry is happening!
Does such a thing exist as an "FPGA card" to out into a regular PC? I'm curious about the future of gaming hardware and wonder if a hybrid system using a regular modern processor in combination with this tech would be the best of both worlds. It'd also allow us to have a single system for all games.
There is but they are really expensive and meant for development, something like the MISTer probably could be sold as a Pcie card but that' just an assumption.
Both the mister and the Mars projects are "hybrid", in the sense that they also have an ARM CPU, things like menu and processes that make sense make use of it.
As for the "FPGA Card", there are many already, but the modern CPUs are already capable of doing low level emulation, offering practicaly the same thing as a card used for retro hardware would. However, PCs have a hardware and software pipeline GPU, OS etc to take care of, which add delays, so it's not as fast as a processing/display that's done all in FPGA.
Interestingly enough, these FPGAs do have a normal ARM processor inside them that is used in the MiSTer for the Linux backend that runs all the USB input devices, networking, storage, and probably anything else that isn't running on the FPGA side. However, it is not very powerful. You have a pretty cool idea though.
Ceci n'est pas un Piep. Mais, non...c'est un Piep! Robert is a legitimate genius. Thanks for covering his work! It's been a helluva ride!
I really dislike Analogue's "No emulation" deceptive marketing. It's *hardware emulation*, call it what it is. (or say "no software emulation")
"I'm not a hardware expert" - has written several emulators 😂
the final boss of FPGA hardware emulation would be the cell processor
They used to say ps1 was impossible on the de-10 , than they said Saturn was impossible .. than they said n64 was impossible
What does the "4K visuals" of the analogue mean? Will it be rendering at 4k internally, or will it just output at 4k?
I bet Output, as rendering it higher could bring Problems with Sprites and Stuff that just isn't in that Resolution.
Presumably 240p at 11x Near Neighbor scaling but who tf knows.
They already said it would be for replicating different CRT masks but here’s hoping they also have a way to at least double the rendering resolution. I’m hoping for something like 3Dfx SLI where they might replicate two RDPs simultaneously with some kind of offset so that they render alternating scanlines that can be interleaved together for double the vertical resolution.
❌ Clunky software emulator
⭕️ Thunderbolt FPGA-powered dongle
FPGA's are the masterclass of retro gaming, and I really hope we get FPGA's of the PS2 and OG Xbox
Its well beyond a DE-10 nano's (MiSter's) capabilities, but FPGAs available can already handle those consoles. Only limitation is how much effort it takes to implement a system that complex.
@@carnivorebear6582And how much you're willing to spend on the FPGA!
OG Xbox is a Pentium 3 @ 733MHz and a GeForce 3. I think that may require some monster FPGA. For comparison, the MiSTer's AO486 core runs like a real 486 @ 25MHz with no 3D accelerator.
@kunka592 Oh yeah it'd take a monster FPGA, but they are out there - just incredibly expensive.
I asked Kevtris a couple years ago in a MLiG livestream he was on what the limits were with current tech then, he said there existed FPGAs capable of emulating PS3 transistor wise, but they couldn't clock high enough to simulate it in real time.
As someone who has worked a bit with FPGA development, it's so impressive that they were able to get this working because FPGAs are definitely not easy to work with. It takes a lot of work to get things working properly.
If MARS prioritized 6th Gen I think it would sell well.
5:50 Yoooo n64 games looking like playstation is something I never knew I needed! Looks amazing!
I'm waiting for a PS3 FPGA
The next realistic breakthrough you have to wait for first is NAOMI/DreamCast. Hardware emulating The Cell, I’d imagine, would be crazy expensive. I think the later gens are benefiting more with software emulation anyways especially for QOL
ps3 has a very peculiar architecture, don't think we will see an fpga ps3 this decade
You'll be waiting a while. Dreamcast may be possible. I'm doubtful about the PS2 nevermind the PS3.
True FPGA dev magic👍 Thx to low level programming wizards like Robert old school gaming will be forever preserved.
This is cool and all but the MiSTer gets rare and is expensive to get into.
I'm more fan of circle accurate software emulation which needs a strong PC but at least can be done by anyone.
expensive sure. rare? the de10nano is pretty much always in stock direct from terasic, or from digikey or mouser.
Rare?, expensive?, what?!? 😂, yeah, build a PC instead
You had me with the tunnel Jumbotron in MK64. "Dude!" Yeah. I'm in.