Why was it acceptable to use sprites on a console that was supposed to push polygons?

Why was it acceptable to use sprites on a console that was supposed to push polygons?

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  1. 2 years ago
    Anonymous
    • 2 years ago
      Anonymous

      Aw hell naw they killed toad

  2. 2 years ago
    Anonymous

    because you touch yourself at night

  3. 2 years ago
    Anonymous

    All fifth gen consoles mixed sprites and models, and they would blend in well on a CRT. You're just a shit-stirring zoomer who's only played these games on a flatscreen.

    • 2 years ago
      Anonymous

      Diddy Kong Racing came out virtually the same year and used full polygonal models as you'd expect from an SGI machine.

      Is Nintendo EAD just inept?

      • 2 years ago
        Anonymous

        and that's why it runs at 20 fps or less the entire time

      • 2 years ago
        Anonymous

        Mario 64 had tons of really fricked up coding design decisions and inefficiencies. Meanwhile Rare was talking about how they were designing levels in CBFD in such a way that they would utilise the entire texture cache while streaming textures off the cart to maximise visual quality.

        Nintendo has never really pushed the envelope visually with first party titles anyway.

        • 2 years ago
          Anonymous

          >2001 game is better at pushing its hardware to the limit than 1996 game
          Hmmm...

      • 2 years ago
        Anonymous

        Even Diddy Kong Racing doesn't use polygons for everything. Balloons, bananas, even the tires of the karts are all 2d sprites.

  4. 2 years ago
    Anonymous
    • 2 years ago
      Anonymous

      those tires are sprites

    • 2 years ago
      Anonymous

      That tree in the back is also a sprite.

    • 2 years ago
      Anonymous

      Diddy Kong Racing came out virtually the same year and used full polygonal models as you'd expect from an SGI machine.

      Is Nintendo EAD just inept?

      Sprites take more effort to make than 3D models and depending on the game are magnitudes more efficient, but since you've never created either you wouldn't know that.

      • 2 years ago
        Anonymous

        peak Gankerintendo post

        • 2 years ago
          Anonymous

          >console Gankerarrior tries to foist his lineage off onto someone else
          a tale as old as time itself
          back to Ganker kid

          • 2 years ago
            Anonymous

            peak Gankerintendo post

      • 2 years ago
        Anonymous

        >he thinks the MK64 sprites aren't just 3D renders they've turned into a spritesheet

        • 2 years ago
          Anonymous

          They are rendered with far more detail than real time 3d, and need to be cleaned and retouched to look good as low-res sprites

  5. 2 years ago
    Anonymous

    Technically this isn't a sprite even though Mario's flat.

    • 2 years ago
      Anonymous

      I didn't know Mario owned a flat

      • 2 years ago
        Anonymous

        Mario owns an entire block of flats, moron. He was literally Shigeridoo’s landlord.

      • 2 years ago
        Anonymous

        He means Mario's chest is flat

  6. 2 years ago
    Anonymous

    thwomps are fulyl rendered

  7. 2 years ago
    Anonymous

    Hilariously enough, when looking up evidence for the common cope about MK64's frame rate, I found a test in which it dipped into the low 20s rendering a scene where over 50% of the screen's real estate consists of 2D sprites. How do you frick up this badly?

    • 2 years ago
      Anonymous

      Oh yeah, that stage always lags like crazy, particularly around that part.

    • 2 years ago
      Anonymous

      MK64's decomp authors are constantly aghast at the programming decisions Nintendo made with that game.

      • 2 years ago
        Anonymous

        What I want to know is why that's the only game with a data decompression AND compression algo present in the ROM.

    • 2 years ago
      Anonymous

      Mario Kart 64, Super Mario 64, and Ocarina of Time were in development at the same time. Most of the work was done on SGI Indy workstations because it had a similar processor (the N64 has two CPUs just one with extra bits for doing graphics and sound) and the Indy would be doing most of its 3d rendering in using the CPU.

      All three games have weird jankyness. Mostly because there is a shit load of inefficient code all over the place. The inefficiencies wouldn't have slowed down an Indy workstation (the CPU was a beast in its day) but on a real N64 were resources are limited and really annoying timing issues come into play shit can get a bit janked up.

      • 2 years ago
        Anonymous

        >jankyness
        >janked

        >Suspicion: 100.0000000%

    • 2 years ago
      Anonymous

      I don't think you know what a sprite is

    • 2 years ago
      Anonymous

      The only 2D sprites are the racers what are you talking about?

      • 2 years ago
        Anonymous

        The trees.

        • 2 years ago
          Anonymous

          You really have no idea what you're talking about and your youtube zoomer eceleb videos won't teach you, moron.

          • 2 years ago
            Anonymous

            peak Gankerintendo post

            • 2 years ago
              Anonymous

              back to Ganker, projecting console Gankerarrior

  8. 2 years ago
    Anonymous

    because it was a fun game

  9. 2 years ago
    Anonymous

    Why do you ask loaded questions without establishing your assertions?

  10. 2 years ago
    Anonymous

    >inb4 this guy decides to come in and make 3d karts+characters a reality in a couple years from now

    • 2 years ago
      Anonymous

      what language is this?

      • 2 years ago
        Anonymous

        >can't recognise a couple of the oldest languages in programming

  11. 2 years ago
    Anonymous

    Back then you could barely tell that MK64's racers were sprites because the N64's resolution was so tiny. That's why when people emulate it they say it looks worse than they remember.

  12. 2 years ago
    Anonymous

    people back in retro times
    >let's play mario kart, it's fun
    people in non-retro times
    >let's complain about stretched screenshots from emulators and digital foundry framerate dissection videos

  13. 2 years ago
    Anonymous

    It simply wasn't time to start pushin p

  14. 2 years ago
    Anonymous

    > n64
    > sprites
    everything on the N64 was a polygon. are you stupid?

  15. 2 years ago
    Anonymous

    Early versions of the game seem to have run better, is there a reason why? I assume because the videos weren't actually running off a n64, but I also seen comments about excessive smoothing filters Nintendo added to the final build

    • 2 years ago
      Anonymous

      There's hardly any geometry there. Almost no polygons on screen.
      I don't know that the classic N64 blur has much effect on performance. Quake lets you turn it off, and the game doesn't really perform any differently.

      • 2 years ago
        Anonymous

        ackshully turning it off has a pretty big impact on input lag for some reason

      • 2 years ago
        Anonymous

        >Almost no polygons on screen.
        maybe I should've used another course like this one for my initial webm, but I guess this one doesn't have that many polygons either.

        That's just a tech demo not an early version. Look how Mario and Bowser do not collide. No game logic. No AI, drivers just follow preset paths. Graphics are also unfinished and ultra simple, and the camera is looking at some external void instead of the rest of the circuit.

        >Look how Mario and Bowser do not collide
        Character collision is shown later in the clip, but I do agree that it's most likely a tech demo.

    • 2 years ago
      Anonymous

      >is there a reason why
      majikoopa's magic

    • 2 years ago
      Anonymous

      That's just a tech demo not an early version. Look how Mario and Bowser do not collide. No game logic. No AI, drivers just follow preset paths. Graphics are also unfinished and ultra simple, and the camera is looking at some external void instead of the rest of the circuit.

  16. 2 years ago
    Anonymous

    On a CRT, the sprites look better than the models from DK racing

  17. 2 years ago
    Anonymous

    Who gives a shit

  18. 2 years ago
    Anonymous

    Because it looks good?

  19. 2 years ago
    Anonymous

    It looks pretty good on real hardware at 320x240, arguably better than what polygons could depict, and does not affect the gameplay.
    Unfortunately they couldn't predict dumb zoomers playing it at high-res resolutions with inaccurate high level emulation and texture filters on LCD screens

    • 2 years ago
      Anonymous

      It didn't back then and it doesn't look good now on a LCD screen, this revisionism is all made up by people who have no idea of how it was really like back in the day.
      Diddy Kong Racing, Mickey and CTR all looked better with actual polygonal karts even if the wheels were sprites.

      • 2 years ago
        Anonymous

        a sane poster on MY /vr/intendo?

      • 2 years ago
        Anonymous

        The racers in Mario Kart 64 looked better than Diddy Kong Racing when it was new, and they look better now.

    • 2 years ago
      Anonymous

      this.

      It didn't back then and it doesn't look good now on a LCD screen, this revisionism is all made up by people who have no idea of how it was really like back in the day.
      Diddy Kong Racing, Mickey and CTR all looked better with actual polygonal karts even if the wheels were sprites.

      no one bat an eye at the time it came out. We didn't even realize they were 2D sprites, we were too busy having fun. It looked good and played well and that's all that mattered.

      • 2 years ago
        Anonymous

        >We didn't even realize they were 2D sprites,

        Well come on now let's not be too hasty, it was really obvious. But yeah I agree that it looked fine and that nobody should care about it very much except historians trying to analyze Nintendo's decisions out of historical interest.

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