Quote:
Originally Posted by
chinitosoccer
"16)" you can add all of the Test Drive games for the PS1 developed by "Pitbull Syndicate", the "Off Road" spin offs also have point to point races, great games.
Good call! Will do it ASAP.
Quote:
Originally Posted by
EclecticGroove
Here is what Barone's first post in this thread looked like to me.
"People seem to think the N64 was an amazing and revolutionary piece of hardware that greatly impacted every console that came after, as well as gaming in general. But here's the reasons why that isn't the case."
What it seems many here are reading into it as:
"The N64 is a complete pile of shit, and it has nothing to offer anyone and all the games on it are crap."
Thanks for reading it right. :cool:
Quote:
Originally Posted by
A Black Falcon
The list in the OP is biased, though, it's not some objective collection of facts. Why is only the N64 targeted, and not any other console?
Your whining in this segment is actually an oxymoron. The OP is about the N64, what do you expected?
And if you want to question what is written there, feel free to bring new sources, valid info to the table and teach us something new.
Quote:
Originally Posted by
A Black Falcon
And it's not "let's examine claims made about N64 games and see which really are innovations and which have been done before", it's "let's only look at the ones that were done before". And why is it exclusively about some very specific things that the N64 didn't do first, for the most part, and not also about any of the things it DID do first? And why are some of the points in that list so specific that they barely mean anything (see my first post in this thread for a few examples of that), or are responses to obviously false statements like "only the N64 can do point-to-point racing"? Come on.
Hmmm:
Quote:
Originally Posted by
A Black Falcon
As for the Saturn, its point-to-point racers have plenty of popup too -- see Gale Racer (GAH close popup!), Outrun, and such. I imagine it's the same on the PS1...
Quote:
Originally Posted by
A Black Falcon
You're right that those games have better draw distances, but all of those are "normal" racing games, about going around circuit-style courses where you are frequently making sharp turns. Point-to-point into-the-screen racing games like Outrun, Cruis'n USA, and the like aren't like that. Instead, you're almost always heading straight into the horizon in a long road which has only slight curves. As a result you've got a LOT more problems draw distance wise, since you'll probably have to go quite a lot farther out -- no sharp turns or environmental objects to hide stuff!
You can see this if, as I said, you compare the N64 versions of San Francisco Rush and Rush 2: Extreme Racing USA to California Speed. All three games clearly use the same engine, and all have fog a ways out... but in the Rush games, it's not too noticeable most of the time. Sure it's there, but you can see. But in Cal Speed, it seems much more noticeable... but it's not because the draw distance is any different, but instead is simply because of the different design of the games' point-to-point-style courses.
Does the Saturn have any later games with that style of track design? I couldn't think of any, which is why I mentioned Outrun and Gale Racer.
You're welcome! ;)
Quote:
Originally Posted by
A Black Falcon
The N64 uses filtering to turn those pixelated textures into blurry ones, so yes, N64 textures are not pixelated. When you get close to a texture on the N64, it looks blurry, as the filtering mixes together the pixels so you don't get that chunky, blocky look you get on other consoles of the time. It's an improvement on a technical level, though of course aesthetically that depends on the viewer.
The point that you keep dodging, though, is that the textures used in the vast majority of the N64 games are clearly inferior to the ones used in the vast majority of Saturn and PS1 games released around the same time.
The excessive blurriness of the textures in such N64 games is a result of low quality textures + filtering; not only the filtering feature itself like you keep trying to force us to believe. That's the point, ABF.
Quote:
Originally Posted by
A Black Falcon
Talking about comprehension problems, again here you make it clear you don't quite see how your posts read. How can you be so insulting and then not realize that people are going to actually read your words?
It's very clear from both the feedback I've received due to the OP and from the replies you got that you're the one misreading and twisting things.
IMHO you should publicly pick one of the options below and go on from there:
A) I have a serious comprehension problem.
B) I'm a blind N64 fanboy.
C) I'm a very stubborn troll.
D) I'm a backpedaling Olympic gold medalist.
E) I'm a mixture of all previous options.
Quote:
Originally Posted by
A Black Falcon
An insult is not a debate argument, and doesn't help you make what points you have. When you make posts like in that other thread there, or many in this thread, that are so loaded with insults for the console, anyone who likes the console, many things about the console, etc., you are making a (insult-laden) statement. And yet you really can't see how that looks to anyone reading the threads in question? That's unfortunate.
This is what I'm seeing:
http://i.imgur.com/fSXcMZN.png
Quote:
Originally Posted by
A Black Falcon
Oh, and as for the comment about Extreme-G 2, as I said in my last post, I got XG2 for the PC back in '99 or so, not the N64. Yes, the PC version is better, and I'd definitely recommend it. The N64 version is great and plays fine, I do have it now, but the PC version has higher-resolution graphics, a better framerate, and better music. The only downside to the PC version is its unfortunate complete omission of any multiplayer at all; you need the N64 verison for multiplayer. But otherwise, yes, the PC version is the one to get.
But weren't you the same guy who was trying to dismiss some good Saturn racers due to supposedly superior versions released in other platforms like 10 years after and going clearly off of the discussion initially proposed?
Oh, OK.
Quote:
Originally Posted by
A Black Falcon
Touge -- Ridge Racer 64?
Not the same kind of Touge found in King of Spirits games.
Quote:
Originally Posted by
A Black Falcon
Motorcycle - Excitebike 64 and Top Gear: Hyper Bike are great arcade-style games.
Both games are better than Manx TT and Hang-On GP.
Excitebike 64 is a motocross game not a GP-style one like Manx TT and Hang-On GP; the fundamentals of the gameplay in such games are widely different but somehow you managed to directly compare them and, coincidentally, the N64 game is superior in your opinion. Congrats!
Top Gear: Hyper Bike's GP mode is *clearly* an afterthought; the tracks are basically motocross ones with very few changes. And the gameplay is awkward, to say the least.
Your luck is that probably very few people here played both this game and Manx TT, otherwise you'd be having even rougher times in this thread.
Quote:
Originally Posted by
A Black Falcon
Excitebike 64 is right up there with the PC version of Moto Racer 2 on my list of the best motorcycle games ever.
If I'd get a dollar every time you use the words "best" and "ever" when talking about an N64 game I'd be a rich man at this point.
Quote:
Originally Posted by
A Black Falcon
"Quality over quantity" IS a valid point.
Especially when such quality goes beyond your rose colored N64 glasses.
Quote:
Originally Posted by
A Black Falcon
I was thinking that the N64 has more exclusive racing games than the Saturn, so any point on graphics wouldn't really matter
So dodging the point once again? Great.
Quote:
Originally Posted by
A Black Falcon
Lots more platform-exclusive racing games for the N64, that's for sure.
Of course, who would be willing to buy super duper mediocre racers like N64's California Speed other than the ones living in an N64 bubble?
Quote:
Originally Posted by
A Black Falcon
Wipeout 64 is not a "mirrored port" of Wipeout. It is a new game.
Lmao.
It's Wipeout XL with downgraded music, downgraded track variability, downgraded textures, downgraded transparency effects, downgraded particle effects, etc but with more competitors on the track and better multiplayer mode.
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Championship Motocross Featuring Ricky Carmichael
Quote:
Originally Posted by
A Black Falcon
Some random PS1 sim racer
Hahahahahahahahahahahahahahahahahahahahahahahahaha hahahahaha
And there's also Supercross Circuit, ABF boy. Go dig the review scores again.
Now some quotes for you, ABF:
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1. Turok 2 runs pretty poorly in hi-res mode, but tolerably well in low-res or letterbox. It runs between 40-60fps on an emulator with my integrated video. Would this indicate that fillrate or latency are limiting the game?
2. PS1 is capable of drawing larger textures than N64, right? Does it use some sort of paging or indexing or something, or did it have a larger texture cache?
3. N64 really doesn't like hi-res mode much. Some games run ok with it. PS1 was capable of up to 640x480, but did it draw many 3D games above 320x240?
4. Anyone know the actual fillrate of the N64? I couldn't find it.
Top Gear Rally, World Driver Championship and Stunt Racer 64's developer answers:
Quote:
1.
That will almost certainly be a fillrate issue.
I personally always felt like the N64's memory subsystem was broken, you're supposed to put Z and Color on different pages, to improve performance, it's clearly stated in the docs. In practice it made very little difference. With Z enabled, you'd be lucky to match fillrate with a PS1 (which of course had no Z)
2.
Neither has what you would term a texture cache today.
PS1 has a page of memory "VRAM" that contains all the textures, and the framebuffers, you can get textures in there larger than the maximum supported UV coords.
N64 has a tiny piece of memory 4K, where a texture must be manually loaded before you can render from it. If mipmapping is enabled, this is reduced to 2K because alternate mipmaps must be in opposite pages.
3.
There were a few High res games on PS1, but it wasn't common. Neither platform really had the fill rate to do it well accross a wide variety of genres.
N64 was probably hit a bit harder, because any extra memory pressure was bad.
4.
Wouldn't be of much use, the theoretical numbers were much higher than what you'd see in practice since it was bandwidth limited for the most part. Plus you have to take into account things like stalls while loading the texture into the cache which the PS1 never had to deal with.
Turning off Z made a considerable difference, World Driver runs without a Z buffer for this reason, but it was a significant risk when we made that decision, because it was unclear if Nintendo would bounce a title for excessive Z fighting.
The same guy also said:
Quote:
I think it's unfair to characterise the PS1 as having a memory speed advantage over the N64, while it's true that the memory system was one os N64's biggest weaknesses, it doesn't really say anything about how it compared to PS1.
On the graphics side having seperate VRAM in PS1 means minimal contention and more predictable behavior. But even there is your comparing like to like, i.e. No Z then the N64 has a fillrate advantage IME.
In terms of access to main memory it was expensive on either platform, and neither had a good cache architecture but the N64's processor was clocked almost 3x the speed of the one in the PS1, so any penalty was relatively higher. On top of that you had the contention between the CPU and the other devices on the same bus and the memory latency was probably higher in real terms (actual ns measurements).
Comparing parts of consoles is a somewhat pointless excercise, You don't run a game on the memory subsystem alone. Most of the time how well somethng is put together as a whole is more important than the obvious core pieces.
Comparing N64 to PS1 as a whole is somewhat interesting only because on paper N64 was better in almost every measurable respect (I'd exclude audio from the list) at a hardware level and yet I'd argue that most of the best looking titles from that gen are on the PS1 side of the fence. And frankly IMO CD wasn't a factor for most of them and it has little to do with hardware in general (although I could bitch about the texture cache indefinitely), there were just very few "A" Teams working on N64.
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I'm not sure the N64 needed one, as I've stated before World Driver doesn't use it, but it was clearly something the ArtX thought was important enough to include. And the only Nintendo supplied uCode that made it practical to omit the ZBuffer didn't come until very late and was feature incomplete.
At a hardware level you build command lists in memory and DMA them to the local memory on the RSP, the RSP runs arbitrary code on the command list and eventually you output rendering primitives to the RDP. Most uCode writes this back out to memory into a circular buffer for the RDP to read (increasing the load on main memory), although it was technically possible for the RDP to read directly from RSP memory RAM was so restricted, the RDP tended to starve.
Reordering is certainly not as simple as on PS1, but you could run sets of static display lists in arbitrary orders pretty easilly.
I think most people used the Zbuffer because it was there.
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Try driving really fast in a straight line hitting your brakes really hard and turning, I wouldn't recomend it on public roads. depending on what order you do the latter in you'll find that you'll either keep going in a straight line (severe understeer) or spin around in circles (severe oversteer) or in some cars one and then the other. tires have a certain amount of grip, if you use it up trying to stop, you don't turn much and if you hit your brakes hard in a turn you transfer all you weight forwards and loose traction in the rear. WDC does actually have driver aids, very basic traction control and abs but the faster cars ar really on the border line of the what physics integration will cope with stably.
To be honest from a game play standpoint I was never really masively happy with the handling or game balance in World driver, the game was rushed out to meet a publishers fiscal quarter, in retrospect the first half of the game should have been shorter and the second part longer. On the physics side it's a pretty complete, suspension motion is approximated to be vertical, but outside of that it has a very complete tire and suspension model.
The way the joystick input affects the steering input has as much of an affect in the handling as anything in the physics. Gran Tourismo has a lot of things going on in this area, if your ever really bored, take out GT and look at how wheel angle changes with input, course position, facing and velocity. WDC is much simpler in this area, it usea a basic 3D mapping taking into acount only Joystick position and velocity as inputs.
On the technical side there are a couple of things in WDC that do affect the handling detrimentally, there is an abnormally large latency between changes to the input and seeing the result on screen (worst case 7/60th's versus 5/60's which would be more normal for a 30fps game), this is a direct result of the graphics archetecture. There is also an issue in banked corners which is a result of approximating curves with triangles, you can observe the same issue in Gran Tourismo, but some of the camera shake they do tends to hide it.
Also if I remember correctly car to car collision has a major math error in it, which I fixed for Stunt Racer 64, but I doubt most people would notice, since it requires backing one car diagonally into another to observe.
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Regarding the audio there not in mono and they're not MP3's.
It's actually an Amiga style tracker, channels are left or right, I can't remember how many channels we supported off the top of my head. N64 really didn't have good audio.
TGR happened because we were located just up the road from Kemco's US office. They were looking for a dev to do a Top Gear racing game on Nintendos upcoming platform, and several of us wanted to do a racing title.
The prerendered sequence we did back then was largely to convince Nintendo to get devkits, it wasn't a common sales tactic in those day, but since it's become common practice.
The physics engine went in very late in TGR, There were actually two developed and the first prooved to be unusable. I wrote the second one to dig us out of a dev hole. In terms of what's modelled it's similar in principle to the WDC one, the tire model is simpler and it has some bonus bugs in it. The WDC one is also about 10x faster (which gives you how an idea of how much implementation can change performance) mostly due to improvements in the collsion representation.
The Snow tracks came about because an artist volunteered to do it in a meeting with Kemco. Everyone loves the Jungle in the Snow...
The paintshop was an idea that had been thrown around internally, and I always fought against (I lost) because it hurt the graphics quality of the cars significantly.
Audio like our later titles was a tracker, because that's what our sound guy (Barry Leech at the time) wanted given the very significant constraints. At the time the Nintendo libraries used the RSP for the mixing, but we measured a significant performance penalty for this, so I wrote a mixer on the main CPU, which balanced load a bit better. For WDC we moved the mixing back to the RSP because we had access to the uCode and it wasn't really the bottleneck.
TGR was notable because it was the first game where we used a single package for all of our art assets, everything came out of Alias, and for the most part if you put something in thye model it would turn up in the game.
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Top Gear Overdrive which was written by Snowblind does, it's the only N64 game I can think of off the top of my head that used MP3 audio.
They probably presumed uCode would have been a support nightmare and I know that SGI had just had a problem when they released one of there systems uCode to a secific developer.
N64 uCode was not paricularly easy to develop, the tools were bad, the documentation minimal and you had to do everything including triangle setup. And there is nothing like trying to debug random hangs with no way to debug the case.
Zbuffer basically determines depth on a per pixel basis, without it, your stuck sorting on a per triangle basis or more often per group of triangles.
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A lot of N64 games used antialiasing, it supported two modes the faster of which incurred about a 10-20% penalty.
Both methods were very dependant on draw order, and used a single coverage value to weight the final color.
The bilinear filtering used 3 samples instead of four, you can see this if you look at a bilinear filtered circle texture it there it appears as if there are small tris making up the image and protruding beyond the edge.
Unfortunately Nintendo never widely released documentation on the vector unit.
The unit as a whole was crippled by the small texture "cache", and it's memory system.
About the only thing that didn't starve for memory access was the RSP and that's only because it would DMA data in large enough chunks that it could actually offset the hideous latency.
I've never tested actual fillrate, but with Z enabled it was probably ~30 mega pixels, it was certainly nowhere near the peak.
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3DO M2 was really impressive for the time even the single processor version was much faster than anything else at the time. It was a great example of unified memory done right, vs the N64 which was a great example of unified memory done wrong.
To be fair even if they had shipped it, it would have been at least 12 months later to market than the N64 and I can't see the box being particularly cheap.
Sources:
https://forum.beyond3d.com/threads/a...estions.38182/
https://forum.beyond3d.com/threads/n...neration.1962/
Those quotes aren't very different from the in-game technical issues and hardware shortcomings which me, Kamahl and a few other guys have pointed in this thread and/or in previous discussions.
That WDC guy is still active in those forums AFAIK, so you, ABF, and the other N64 crying fanboys in this thread could send him a message telling how much of a troll, hater, ignorant and biased poster he is.
Oh and, please, don't forget to crucify him if he dares to say that he doesn't own an N64 anymore, something that would obviously invalidate all his input.