Talk:Nintendo 64: Difference between revisions
N64 emulators? |
Polycounts |
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I think that there should be some note on N64 emulators; they were important in the emulation scene, the N64 hardware was (and still is) a great chalenge. The N64 emulators were the first to really use dynrecs, HLE and plugins. [[User:DanielKO|DanielKO]] 28 June 2005 05:58 (UTC) |
I think that there should be some note on N64 emulators; they were important in the emulation scene, the N64 hardware was (and still is) a great chalenge. The N64 emulators were the first to really use dynrecs, HLE and plugins. [[User:DanielKO|DanielKO]] 28 June 2005 05:58 (UTC) |
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== Polycounts == |
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N64 had lower polycounts in titles and had a lower geometry capabilities than PlayStation. The article is misleading, and full of inaccuracies. |
Revision as of 12:11, 13 August 2005
please explain what AAA games are Hotlorp
Maybe it would be a good thing to say which year it was released.
the name should be Nintendo64 (without space)
"Its main graphic drawback was due to the lack of ROM to store texture maps, and so the designers overrelied on very low resolution texture maps that were heavily blurred by mipmapping."
Shouldn't this be "due to the lack of RAM," not ROM? Aside from the fact ROM isn't used for storing active texture maps, the 4MB RAM Pack for the N64 certainly improves the graphics for enabled carts.
MSTCrow 02:58, May 10, 2004 (UTC)
Well, its sort of both. RAM does help display more textures per scene, especially because the textures for a level are compressed and have to be uncompressed from the ROM before the level begins. But having more storage space would also allow for more textures too.
"Its main graphic drawback was due to the lack of ROM to store texture maps, and so the designers overrelied on very low resolution texture maps that were heavily blurred by mipmapping."
Isn't the actual cause of the blurriness "filtering" as opposed to "mipmapping"?
That intro is so bogus. Rareware and Midway created the arcade games themselves based on loose specs for the N64. They weren't looking to port or approximate existing arcade software.
"Isn't the actual cause of the blurriness "filtering" as opposed to "mipmapping"?" Because of the association between the filtering and mipmapping in its earliest implimentations, the term "mipmapping" also is used many times as a blanket term which includes filtering.
N64 emulators?
I think that there should be some note on N64 emulators; they were important in the emulation scene, the N64 hardware was (and still is) a great chalenge. The N64 emulators were the first to really use dynrecs, HLE and plugins. DanielKO 28 June 2005 05:58 (UTC)
Polycounts
N64 had lower polycounts in titles and had a lower geometry capabilities than PlayStation. The article is misleading, and full of inaccuracies.