Remix.run Logo
user____name 10 hours ago

This is really cool. Kaze Emanuar[0] seems to be able to hit 60hz consistently with his Mario 64 rework, I wonder if such perf is achievable for these wide open landscapes. Iirc Shadow of the Collosus rendered distant geometry into the skybox, which always struck me as a neat trick.

[0] http://www.youtube.com/@KazeN64

smithcoin 8 hours ago | parent | next [-]

VRAM goes vroom vroom.

I emailed him the video from OP and he mentioned they’ve done some collaboration. I’m assuming there’s a retro programming discord that I’m not worthy of.

uyjulian 8 hours ago | parent | next [-]

A lot of stuff is happening on the n64brew discord. https://discord.gg/WqFgNWf

charcircuit 2 hours ago | parent | prev [-]

VRAM on the n64 is notoriously slow.

msk-lywenn an hour ago | parent [-]

It's RAM that is notoriously slow. VRAM is fast, but there's only 4K...

charcircuit 26 minutes ago | parent [-]

That 4K buffer is not VRAM. The 4/8MB of RAM is also used as VRAM.

01HNNWZ0MV43FF 9 hours ago | parent | prev [-]

Yeah I remember hearing that SOTC's "SuperLow" LOD was a 2D image. Trespasser also did that, but only for trees and props, not for terrain objects. Trespasser being basically a heightmap with dinosaurs dropped in

estebank 8 hours ago | parent | next [-]

Hey! It also had a barely working physics engine.

Then again the dinosaurs were physics entities, so maybe you already mentioned it. :)

dcrazy 7 hours ago | parent | prev [-]

Even modern games replace distant geometry with billboards. Simplygon is one middleware that does this. The Remedy folks talked about how Alan Wake 2 used it at GDC last year or the year before.