Re: Interesting Wii U hardware overview
Posted: Fri Mar 23, 2018 5:24 am
Not even Splatoon?Super Mario 3D World is the only one on that list I actually enjoyed.
Not even Splatoon?Super Mario 3D World is the only one on that list I actually enjoyed.
More power at a lower price, in a machine that lets you own your own games and doesn't act like a telescreen from 1984 even while it's supposedly turned off? The PS4 wasn't even that great, but apparently Microsoft gonna Microsoft...Espozo wrote:The Xbox One vs the PlayStation 4 shows just how important initial impressions are.
I watched some of a high-quality video of Hexen 64, and then switched to a video of Quake II PSX. I physically felt the relief. Hexen is an ugly game.calima wrote:Isn't that a question of style? Q2 is more realistic with 3d models, Hexen is cartoony with sprites.
I haven't actually played Splatoon, to be honest.Espozo wrote:Not even Splatoon?
It's not. It's the same amount of licensing "work" (i.e. sync license negotiation) but in general cover royalties are lower than those for using a recording.tepples wrote:I imagine that licensing a multitrack recording in order to reduce it to an accurate tracker file is a bit more involved than licensing a studio master.
There is one MIPS target supported and benchmarked by the rockbox project. That shows that Vorbis takes somewhere around 40-50MHz worth of CPU on a MIPS with SIMD instructions.tepples wrote:Can Nintendo 64 even decode Opus audio in real time?
I'd expect that the expensive part there is the salary time to convert from stems to sequence data.Otherwise, your music would need to be sequenced, and I imagine that licensing a multitrack recording in order to reduce it to an accurate tracker file is a bit more involved than licensing a studio master.
Professional music transcription services aren't that expensive, IMO. I'd say it's comparable to translation services for similar amounts of information. (Making a more "musical" arrangement rather than merely transcribing would cost a bit more, but there are probably a lot of people willing to do it for a relatively low price.)lidnariq wrote:I'd expect that the expensive part there is the salary time to convert from stems to sequence data.
I was speaking purely theoretical anyway. If we're dragging in storage limitations, we might as well discuss the increased difficulty in programming for the N64. The PlayStation, theoretically, shouldn't have any advantage over the N64, although I don't know quite enough about the PlayStation hardware to say that decisively.tepples wrote:Rhythm games.
Long FMVs ;D CD full of data + mjpeg decoder, but storage mainly.Espozo wrote:I mean, it may be inneficient as hell for the Nintendo 64 hardware, but I can't think of a single thing the PlayStation could do that the Nintendo 64 couldn't.
Ha, now that I looked at the DDR list, there *was* a DDR game for the N64, including the dance mat, in Japan:Rhythm games.
That arguably had more to do with the RAM inside of the N64 than the architecture of any particular chip like RCP, though.93143 wrote:To be fair, the GameCube architecture was a really good one for the time and punched above its weight, while still being easy to program for.
The exact opposite of the Nintendo 64, which was not programmer-friendly
I don't think this is quite true if you take a truly holistic approach (virtually all games on the PS1 suffer from at least one of its famous 3D defects - and the console was host to plenty of shovelware), though poor N64 emulation over the last 20 years has done no favors to the system's reputation for good graphics (missing lighting effects makes emulated N64 games look really bland).93143 wrote:regularly hosted games that looked worse than similar titles on a system
Well the Playstation didn't have half the RAM of the N64. It had 2 MB main RAM, 1 MB VRAM, and 512 KB of sound RAM. That's 3.5 MB total (plus 128 KB CD cache). While N64 had 4 MB unified RAM (though it was a bit bigger than it seems due to having a 9th parity bit for anti-aliasing).93143 wrote:with a third of the power and half the RAM (the PlayStation)
I'd say that's because additive blending support was thrown in at the last moment. The designers of RCP probably thought for a long time that having true % alpha-channel blending support was an advanced enough feature to satisfy everyone. Arguably if you had to pick between the two, they made the right choice since an alpha channel allows for much cleaner transparency all-round (though diminished in practice since many N64 developers were too pressed for bandwidth to make good use of it), but it's undeniable that additive blending looks great for explosions and fire effects.93143 wrote:I still can't get over the fact that the RCP's blender didn't clamp its output despite being capable of additive transparency
I think the only sane way to use hardware additive blending on N64 is just where the RGB values in your scene are very low, so you can avoid the glitchy overflow of blending a pixel beyond white. IIRC Doom 64 used a little additive blending, but that game is dark as all hell so they could probably get away with it.93143 wrote:About additive transparency: I may have been wrong about the fill rate hit.