Polygonal Super FX games are unplayable. Is there any way to up their performance like you can for gen 5 3D games?
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Polygonal Super FX games are unplayable. Is there any way to up their performance like you can for gen 5 3D games?
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These games were delibarately designed that way to, 30 years later, tell you that you don't fricking belong on this board.
Modern emulators can overclock the SuperFX chip. Problem is, it makes the game logic overall run faster, so it can make certain things run too fast.
You would have to dramatically recode the game logic to have gameplay handled purely on delta-time to have the effect you want. Otherwise, the original SuperFX clock rate is what was the games were built around.
Anything faster is, well, kind of broken in presentation. Let's take Star Fox, for example.
The game is "60 FPS" but you can see that the palette cycling effects are a relentlessly flickering mess because of it, and sure the game looks like it runs smoother but it also runs faster, which causes a lot of sequences built around the original intended speed to fall out of sync.
Here's a longplay of the game running at the INTENDED SuperFX chip clock speed. You'll probably note that a bunch of things are synchronized better, leading to a better presentation.
It is just the way these games were made at the time. No "60 FPS" romhack can change that.
>It is just the way these games were made at the time. No "60 FPS" romhack can change that.
If we're talking about emulation, true. But more and more games are getting decompiled and getting 60+ FPS support in their PC ports. Perfect Dark is amazing when it doesn't constantly drop into single digit framerates and OoT can also run at high framerates now
Imagine having the handicap of needing extra frames.
I remember hearing that when DK64 got put on the Wii U virtual console it actually had less slowdown than the original which both made the demo go out of sync but also made some minigames harder due to them being programmed with the slowdown in mind.
That's the case with regular N64 emulators as well. The physics engine is actually designed with slowdown in mind, as you say. In fact, it's programmed to speed up your character and increase your character's momentum proportional to how much the framerate drops, presumably because they wanted to compensate for how much it was likely to lag so it wouldn't feel as sluggish. People actually figured out how to exploit this to sequence break and skip various things. Most emulators run the game too well, though, to the point that said exploits become impossible, and yes, this affects some minigames as well since your character travels less distance due to lack of slowdown. Only some builds of certain emulators, such as ares, get DK64's slowdown right and make it so those things happen just as they would on real hardware.
>That's the case with regular N64 emulators as well.
Only the shitty ones.
Oh wait, I forgot we're only talking emulators released before 2007 here.
I mean come on, if n64 emulation is this bad how come TASing exists since mid 00s?
Point me to an emulator released before 2020 that emulated DK64's slowdown like real hardware did. I'll wait.
Jesus that’s gonna give someone a seizure. Honestly if you want better performing star fox, just play star fox 64, and this usually applies to most SuperFX games, they’re experimental and usually have technically better sequels on later hardware, the main reason to go back is the charm that comes with the SuperFX chip.
The easiest way to tell if Star Fox runs too fast on an emulator is to play the opinion cinematic. If it ends before the music tack hits the final note, the game is running too fast. The game wad designed around its bad frame rate. I heard rumors that the first stage was actually timed to Dore Straits Money for Nothing music video and the Ggiant robots carrying gurders are a refrence to the two cgi workers. But that is just a random 'besides the point'. The Star Fox ROM would have to be hacked to retime each stage to higher framerates. Justvuppingvthe framerate ruins the pacing of each frame.
Stunt Race FX specifically plays fine while moderately overclocked even with the game logic being faster.
This game sucked when it came out
Kinda yeh
I liked it fine. I wouldn't have cared to own it though. It was a nice rental. I think I got through pretty much all its content on one rental. The only SNES racing game I might want to own is Mario Kart I guess, in part because of its battle mode. Even F-Zero could be pretty thoroughly explored in a rental or two.
Why would you play this when you could be playing super off-road?
Nobody has answers for you
>Polygonal Super FX games are unplayable
Incorrect. You're just a bad gamer.
Skill issue.
This game and the bike one were fun as frick, and I grew up playing polygon games on real computers before the concept was ever a twinkle in home consoles' eyes.