I've always wondered if it would be possible to create an SDK to abstract the N64 graphics hardware and expose some modern primitives, lighting, shading, tools to bake lighting as this demo does, etc. The N64 has some pretty unique hardware for its generation, more details on the hardware are here on Copetti.org:
However there is a large caveat, 1. you have to think of the system as a graphics card with a cpu bolted on. and 2. the graphics system is directly exposed.
Graphics chip architecture ends up being a ugly hateful incompatible mess, and as such the vendors of said accelerators generally tend to avoid publishing reference documents for them, preferring to publish intermediate API's instead. things like OpenGL, DirectX, CUDA, Vulcan, mainly so that under the hood they can keep them an incompatible mess(if you never publish a reference, you never have to have hardware backwards compatibility, the up side is they can create novel designs, the down side is no one can use them directly) so when you do get direct access to them, as in that generation of game console, you sort of instinctively recoil in horror.
footnote on graphics influence: OpenGL came out of SGI and nvidia was founded by ex SGI engineers.
The system has seen a dozen of its most popular games decompiled [1] into readable source files, which enables easy porting to PC without an emulator. It also enables a ton of mods to be written, many of which will run on the original hardware.
There are numerous Zelda fan remakes [2]. Complete games with new dungeons and storylines.
The Mario 64 scene is on fire. Kaze has deeply optimized the game [3], and is building his own engine and sequels. If you like technical deep dives into retro tech, his channel is literally golden.
Folks are making crazy demos for the platform, such as Portal [4], which unfortunately brought Valve's lawyers' attention.
Lost games, such as Rare's Dinosaur Planet [5], have leaked, been brought up to near production ready status, been decompiled, and have seen their own indie resurgence.
[1] https://wiki.deco.mp/index.php/N64
[2] https://m.youtube.com/watch?v=bZl8xKDUryI
[3] https://m.youtube.com/channel/UCuvSqzfO_LV_QzHdmEj84SQ
The whole channel is gold. He has dozens of deep dives like this: https://m.youtube.com/watch?v=DdXLpoNLywg
And his game and engine are beautiful: https://youtu.be/Drame-4ufso
GT3 heatwave summarizes it well.
"I showed a demo of GT3 that showed the Seattle course at sunset with the heat rising off the ground and shimmering. You can’t re-create that heat haze effect on the PS3 because the read-modify-write just isn’t as fast as when we were using the PS2. There are things like that."
https://old.reddit.com/r/ps2/comments/1cktw88/gran_turismos_...
https://youtu.be/ybi9SdroCTA?t=4103
It's not trying to emulate a real heatwave as new engines like UE5 does, that just tanks fps. It does "tricks" to do it instead. And honestly, looking at RTX tanking frame rates, I would rather have these cheap tricks.
A 299MHz MIPS runs this:
Shadow of the Colossus... https://www.youtube.com/watch?v=xMKtYM8AzC8
GoW2 https://youtu.be/IpKLwIIdvuk?si=TjifKmlYsUuvhk0F&t=970
FFXII https://youtu.be/NytHoYOs_4M?si=jE1Fxy40khEvV6Bn&t=51
GT4 https://www.youtube.com/watch?v=F6lZIxk_h9g (THE BOOTSCREEN crying)
Black (Renderware was a crazy engine) https://youtu.be/bZBjcwyq7fQ?si=Pev5ifpksJm4X6Oi&t=356
Valkyrie profile 2 https://youtu.be/9ScjO4NuUtA?si=Z29cR-hLsT2pnP2I&t=38
Rouge Galaxy https://youtu.be/iR1evzyl-7Q?si=fldm3-NnuFxOITMn&t=624
Burnout 3 https://www.youtube.com/watch?v=_r5r0nE1sA4
Jak and Daxter, Ratchet.
For GC - RE4, Metroid, The Zeldas... ofc. Looks crazy good.
I kneel.
MIPS CPU's are amazing, they can do wonders at low cicles. Just look at the PSP, or the SGI Irix.
Also, the PS2 "GPU" is not the same as the R4k CPU. BTW, on the PS2... the Deus Ex port sucked balls against the PC port, it couldn't fully handle the Unreal engine.
Yes, the PS2 did crazy FX, but with really small levels for the mentioned port; bear in mind DX was almost 'open word' for a huge chunk of the game.
HN folks are probably familiar with raster interrupts (https://en.wikipedia.org/wiki/Raster_interrupt) and "racing the beam." I always associated this with the Atari 800. You weren't "supposed" to be able to do stuff like https://youtu.be/GuHqw_3A-vo?t=33, but Display List Interrupts made that possible.
What I didn't know until recently was how much Atari 2600's games owed to this kinda of craziness: https://www.youtube.com/watch?v=sJFnWZH5FXc
It's stuff like this that makes me think that if hardware stopped advancing, we'd still be able to figure out more and more interesting stuff for decades!
typeofhuman•4h ago
Dwedit•4h ago
bob1029•3h ago
https://news.ycombinator.com/item?id=31075622
corysama•1h ago
What was tricky was a separate technique to get real cubemaps working on the PS2.
Unfortunately, these came too late to actually ship in any PS2 games. The SH trick might have been used in the GameCube game “The Conduit”. Same team.
90s_dev•3h ago
I wish I didn't think of a significantly better architecture for my 2d-pixel-art-game-maker-maker this weekend. Now it'll be another month before I can release it :(
01HNNWZ0MV43FF•3h ago
90s_dev•3h ago
01HNNWZ0MV43FF•2h ago
amaranth•1h ago
jebarker•3h ago
90s_dev•3h ago
- Limited map size
- Limited color palette I think
- and more!
jebarker•2h ago
90s_dev•2h ago
Sharlin•2h ago