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.
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.
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.
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.
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.
pretty impressive
this is obviously using the extra memory thing that came with MM and DK64 right?
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.
>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.
>6 years of advancement is inconsequential
You were born within the last 15 years.
Leave.
Ok, now get it running at 20 fps or higher.
>Ok, now get it running at 20 fps or higher.
To be fair it is running in the system's high res mode
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.
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.
Its a tiny empty room and it still manages to run like shit. Could it be made into a good game? Its possible.
It's running in high res mode
>literally shows the actual capabilities of the N64
Anon...
It's a single room, not an actual, feature-complete game.
Just like that ocarina demo on PSX
Just like the ocarina demo on PSX
That's how demos work.
God damn this looks slick. Will there ever be a N64 demo that does not run like shit?
he did the entire room with 1024x1024 textures, in a real use case you would use just one for the main window
If the blur machine can actually do this, then imagine what the PlayStation could do.
Maybe if they try really hard they can make a PSX demo that does so much tesselation that textures actually look perspective correct
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.
The gaystation can't even keep its vertices still, why do you think it could even pretend to make its graphics look good?
megatextures were such a waste. it came out just as open world games became the big fad and rendered any baked rendering system obsolete
Snoy bros we got too wienery