Talk:Nintendo 64
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Resolution
I want to dispute the resolution of N64. No I can not believe, without emulation that N64 is 640x480. I have emulated the actual color in its games and if someone could give me a comprehensive look at the resolution, I would greatly appreciate it. I have emulated resolutions of n64 on a pc and its games are 256 at the most. N64 isn't an emulator, that enhances visuals is it?
AAA
please explain what AAA games are Hotlorp
- Maybe it would be a good thing to say which year it was released. — Preceding unsigned comment added by 81.224.126.219 (talk • contribs)
Nintendo64
the name should be Nintendo64 (without space) — Preceding unsigned comment added by Wasabie (talk • contribs)
Lack of RAM instead of ROM
"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. — Preceding unsigned comment added by 67.180.61.179 (talk • contribs)
- "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"? — Preceding unsigned comment added by 209.16.73.135 (talk • contribs)
- 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. — Preceding unsigned comment added by 24.17.178.228 (talk • contribs)
- "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. — Preceding unsigned comment added by 69.227.2***** (talk • contribs)
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. — Preceding unsigned comment added by Onadesertedisland (talk • contribs)
- Well then perhaps you could undertake the task of correcting these inaccuracies. --cheese-cube 09:14, 15 August 2005 (UTC)
- I wonder if anyone ever counted. The N64 is actually faster which means it can draw more polygons. Likely not every game used it to full potential. The limits (compared to the PS) came from the smaller cartridges that didn't allow larger textures, videos or sound effects. — Preceding unsigned comment added by 81.189.28.204 (talk • contribs)
Sales Figures
Why aren't there any sales figures available for the Nintendo 64? It's great to know that it finished second place in its generation war against the Sony Playstation and the Sega Saturn, but I want to know exact or even estimated figures of units sold. — Preceding unsigned comment added by Dionyseus (talk • contribs)
Polygon Pioneer? Umm... No
"It was also the first 3D game console to use real polygons, not sprites skewed in 3D space as the Saturn and Playstation did."
Virtua Fighter (Saturn) and Tekken (PSX) both used "real polygons" well before the N64 launch. I'm removing the sentence.--RicardoC 02:19, 17 November 2005 (UTC)