Demo of megatextures running on n64 hardware

https://github.com/lambertjamesd/n64brew2023

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  1. 8 months ago
    Anonymous

    pretty impressive
    this is obviously using the extra memory thing that came with MM and DK64 right?

    • 8 months ago
      Anonymous

      Nope, runs on a stock 4MB RAM machine. Uses 40MB of textures, streamed on the fly from ROM. Keeps the lowest quality versions (mip map) always in RAM when streaming in is too slow to keep up. Watch the first video.

  2. 8 months ago
    Anonymous

    >WOAH IS THIS 22 year old graphics on a 28 year old system!?!

    Yeah, maybe this technique might have had applicability in some degree, but it's irrelevant now.

    • 8 months ago
      Anonymous

      >6 years of advancement is inconsequential
      You were born within the last 15 years.
      Leave.

  3. 8 months ago
    Anonymous

    Ok, now get it running at 20 fps or higher.

    • 8 months ago
      Anonymous

      >Ok, now get it running at 20 fps or higher.
      To be fair it is running in the system's high res mode

  4. 8 months ago
    Anonymous

    I'll admit it's impressive as long as nobody uses this as an argument in favor of the N64's actual capabilities because not even Nintendo could get this much out of the system back when it was their current console. History won't change.

    • 8 months ago
      Anonymous

      It was always known that the N64 graphics hardware had potential that could never be fully realised because of the tiny carts. If ROM prices had fallen tremendously such that 1gigabit carts could be produced and sold for $60 then techniques like this would have surely turned up. Dynamic mip-maps weren't exactly secret techniques of the illuminati. The problem was that the N64 was really good at texture streaming from the cart, but because of space constraints you really had to compress the textures and so decompressing them on the fly meant you couldn't take full advantage of texture streaming.
      This is one of those things that Nintendo meant about how it wouldn't have been possible on CD. CD games would have had to stream to RAM, where carts can DMA. But carts were too small to really show off the technique.

      • 8 months ago
        Anonymous

        I'll admit it's impressive as long as nobody uses this as an argument in favor of the N64's actual capabilities because not even Nintendo could get this much out of the system back when it was their current console. History won't change.

        Its a tiny empty room and it still manages to run like shit. Could it be made into a good game? Its possible.

        • 8 months ago
          Anonymous

          It's running in high res mode

    • 8 months ago
      Anonymous

      >literally shows the actual capabilities of the N64
      Anon...

      • 8 months ago
        Anonymous

        It's a single room, not an actual, feature-complete game.

        • 8 months ago
          Anonymous

          Just like that ocarina demo on PSX

        • 8 months ago
          Anonymous

          Just like the ocarina demo on PSX

        • 8 months ago
          Anonymous

          That's how demos work.

          • 8 months ago
            Anonymous

            God damn this looks slick. Will there ever be a N64 demo that does not run like shit?

  5. 8 months ago
    Anonymous

    he did the entire room with 1024x1024 textures, in a real use case you would use just one for the main window

  6. 8 months ago
    Anonymous

    If the blur machine can actually do this, then imagine what the PlayStation could do.

    • 8 months ago
      Anonymous

      Maybe if they try really hard they can make a PSX demo that does so much tesselation that textures actually look perspective correct

    • 8 months ago
      Anonymous

      The VRAM on the PS1 is just one big texture atlas with the framebuffer hogging some of the space and with no need to go through the cache to draw textures. Megatextures seems possible on the PS1, but streaming off the disc will be slow so you're most likely doing a delicate shuffling of data between the CD, main RAM and VRAM.

    • 8 months ago
      Anonymous

      The gaystation can't even keep its vertices still, why do you think it could even pretend to make its graphics look good?

  7. 8 months ago
    Anonymous

    megatextures were such a waste. it came out just as open world games became the big fad and rendered any baked rendering system obsolete

  8. 8 months ago
    Anonymous

    Snoy bros we got too wienery

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