How I implemented MegaTextures on real Nintendo 64 hardware

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  • Опубликовано: 14 сен 2023
  • This demo showcases a technique I came up with for the last N64Brew gamejam.
    You can download the ROM here
    github.com/lambertjamesd/n64b...
    The stain glass windows were created by
    Caitlin G Cooke
    caitlingcooke.art/
    The music for the demo was done by
    Jeff Nichter @jtn191
    / jtn191
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Комментарии • 1,3 тыс.

  • @luk3to
    @luk3to 8 месяцев назад +1265

    Imagine the people's reaction in 1996 if they saw this demo.

    • @pretzelboi64
      @pretzelboi64 8 месяцев назад +117

      They wouldn't really be that surprised. Rare programmers knew the N64 was a powerhouse full of potential but had little time to fuck around with the hardware in order to release games on schedule

    • @MrBlockton
      @MrBlockton 8 месяцев назад +199

      @@pretzelboi64 yeah, but not even the best demo's at the time looked anywhere near this good. I was obsessed with the N64 and remember being blown away with the really blurry underwater shark demo pics released in the Next Generation magazine in late 1995.

    • @The8bitbeard
      @The8bitbeard 8 месяцев назад +68

      @@pretzelboi64 Going back to my teenage years and putting myself into a 1998 mindset, this completely blows my mind.

    • @pretzelboi64
      @pretzelboi64 8 месяцев назад +21

      @@The8bitbeard I'm not saying it's not impressive but real-time triangle rasterization with perspective-correct texturing was achieved in Ultima Underworld back in 1992 on a CPU

    • @CertifiedClapaholic
      @CertifiedClapaholic 8 месяцев назад +15

      They all would have had a headache because the frames are choppy asf

  • @steelplasma256
    @steelplasma256 8 месяцев назад +2000

    I never expected those gorgeous textures would actually be possible on the N64 with its cripplingly small texture cache.

    • @scottcaramel
      @scottcaramel 8 месяцев назад +63

      Yeah that’s the point of the video

    • @PhenomRom
      @PhenomRom 8 месяцев назад +177

      @@scottcaramelthat’s the point of his comment

    • @yaosio
      @yaosio 8 месяцев назад +11

      Thanks me too.

    • @tk2598
      @tk2598 8 месяцев назад +65

      @@scottcaramelI swear these comments are from bots. If you notice, every top comment on every video is just basically a recap of why the video exists in the first place. If you watch a video of like, a man falling down, the top comment is usually like “Omg the way he fell was so funny.”

    • @henliz4194
      @henliz4194 8 месяцев назад +11

      @@tk2598 probably to help the algorithm do its thing

  • @mrhs5220
    @mrhs5220 8 месяцев назад +1111

    The N64 was a fascinating piece of hardware even today, and I always had the feeling that developers never got to push it to its true limits. It's great to see you doing just that!

    • @Hero.S
      @Hero.S 8 месяцев назад +40

      Especially that this is new tech at their time that they had to work with.

    • @Banzeken
      @Banzeken 8 месяцев назад +71

      I’ve felt for a long time that it has gotten an unreasonable amount of criticism. Aside from how the texture cache works (not being an associative cache backed up by dedicated fast VRAM for buffering texture atlases like on PS1), some of the performance or memory limits on N64 stem from Nintendo-mandated rendering features that aren’t exactly life-or-death vital (mip-mapping, Z-buffering etc.) but had to exist in commercial games to keep the seal of quality and the approval of Nintendo (not sure how true this is, however, so correct me if I come across as a total bullsh*tter).
      Another trend I have noticed playing (and owning) both PS1 and N64 is that most (if not all) non-linear adventure and platformers on N64 (that weren’t already already enforcing a limited draw distance for one reason or another) never rely on any level-of-detail reduction when drawing larger landscapes, sometimes not even limiting how far away objects/characters are visible. The PS1’s most complex creations like the Spyro series, Ape Escape, Tench 2, Quake II, Terracon, Sheep Raider (etc.) all either (1) have severely reduced draw distances, (2) don’t do anything because the level sizes are already limited in scope and geometrically boxy (such as in Quake II) or (3) use extremely obvious LOD transitions for environment (and character?) meshes or models (see Spyro). There is always this highly noticeable detail reduction factor in every complex PS1 I have played. When playing stuff like Goldeneye 007, Mystical Ninja, Jet Force Gemini, CBFD or Ocarina of Time, it makes me appreciate how far into the distance I can squint and still not see any environmental detail pop-in happening.

    • @npc_blob1609
      @npc_blob1609 8 месяцев назад +35

      I heard that the way Smash 64 and F-Zero X managed 60fps was by disabling the Z-buffer. It's of course possible that the mandate did exist and they simply chose not to stick to their own rules of course.

    • @scpnoobers
      @scpnoobers 8 месяцев назад +9

      I’m sure it’s a cartridge limitation

    • @Essu_
      @Essu_ 8 месяцев назад +50

      Honestly, no console has ever really been pushed to its absolute limits due to time and budgeting constraints. That's why we see incredibly detailed and impressive things from the modding community, due to having all the time in the world.

  • @foshe
    @foshe 8 месяцев назад +579

    Seeing an n64 even being able to make readable textures is amazing, you're doing an amazing job with such limited hardware!

    • @theonlylolking
      @theonlylolking 8 месяцев назад +4

      Now to add variable rate shading

    • @Syncrotron9001
      @Syncrotron9001 8 месяцев назад +7

      If the n64 looked like this in the 90s it would have blown playstation out of the water

    • @theninjamaster67
      @theninjamaster67 8 месяцев назад +2

      ​@@Syncrotron9001 Probably but the idea of mega textures didn't exist till the PS3 and they've always had tons of issues which is why they never took off.

    • @Syncrotron9001
      @Syncrotron9001 8 месяцев назад +4

      @@theninjamaster67 someone fixed the framerate on mario 64 on the original hardware, if the FPS fix and mega textures ever get mixed into a working home brew that works on the original hardware that would be amazing.

    • @lerikhkl
      @lerikhkl 8 месяцев назад +1

      Are you saying "L is real 2401" is not readable on SM64?? 😅

  • @UncleUncleRj
    @UncleUncleRj 8 месяцев назад +315

    Wow, really cool. I feel like you and @KazeN64 should collaborate! Great work on all this N64 advancement, and your Portal project looks great.

    • @andrewtfluck
      @andrewtfluck 8 месяцев назад +16

      I was thinking the same!

    • @MrMolchester
      @MrMolchester 8 месяцев назад +9

      Me too!

    • @jonasskjtt5542
      @jonasskjtt5542 8 месяцев назад +8

      Me third!

    • @hyperteleXii
      @hyperteleXii 8 месяцев назад +8

      Guys just upvote if you agree

    • @andrewtfluck
      @andrewtfluck 8 месяцев назад +5

      @@hyperteleXii uh oh yt police is here...

  • @DigitalJedi
    @DigitalJedi 8 месяцев назад +163

    I think a simple sort of escape room game would be a really cool idea for this method. You can keep the game small and the game code itself is little more than a character mover, the interaction with some puzzles, and checking if they've won yet. That leaves a lot of space for this implementation to use some very high-res textures that would be visually really interesting as you could involve them in the puzzles in different ways.

    •  6 месяцев назад +2

      Or place the story in a puzzle-ish world that could make possible to reuse the textures by using different combinations and positions. Maybe?

    • @clementpoon120
      @clementpoon120 3 дня назад

      i think this would be perfect for an n64 version of the stanley parable

  • @NotTheWheel
    @NotTheWheel 8 месяцев назад +520

    This guy is a genius hobbyist - a rare breed.

    • @spimbles
      @spimbles 8 месяцев назад +7

      seems more like his career/profession than just a hobby lol

    • @BBWahoo
      @BBWahoo 8 месяцев назад +18

      like kaze emanuar

    • @NotTheWheel
      @NotTheWheel 8 месяцев назад +1

      @@BBWahoo Yes very much the same! Limitation breeds creativity I suppose.

    • @melody3741
      @melody3741 8 месяцев назад +6

      They are rare, but there are a ton of them on youtube

    • @beardalaxy
      @beardalaxy 8 месяцев назад

      the rarest part is that he looks and acts like a regular guy xD

  • @SalivatingSteve
    @SalivatingSteve 8 месяцев назад +351

    Incredible! I know you refer to MegaTextures and MIP Mapping, but you’ve also implemented a form of Sampler Feedback Streaming taking advantage of the cartridge speed that wasn’t possible with CDs. SFS is now possible with the fast SSDs in modern consoles and PCs.

    • @functional200
      @functional200 8 месяцев назад +19

      Gotta love direct storage

    • @djmips
      @djmips 8 месяцев назад +28

      Sampler Feedback Streaming is a specific technique that requires hardware support with direct control over the memory hardware / page tables. The concept of streaming textures is an old one and you'll see the beginnings on older 2D systems like the SNES and on sophisticated PS2 games which required streaming textures from main memory into VRAM and from disc into main memory. This tech demo is a great example of this general concept but is not a form of Sampler Feedback Streaming.

    • @ArneChristianRosenfeldt
      @ArneChristianRosenfeldt 8 месяцев назад +5

      @@djmipsbut isn’t checking for visible tiles ( so small on this system ) almost like sampling? The rendere processes all geometry, culling clipping and z buffer occlusion culling and in a second stage would load sampled tiles which not already reside in RAM?
      The demo does not use the z buffer. Weird choice. And how is it gonna render dynamic objects? Bipeds ?

    • @gibletto
      @gibletto 8 месяцев назад +1

      Its absolutely is a feedback system, and Rage has lots of GDC slides about using Feedback in much the same way. SFS via hardware just makes the process easier.@@djmips

    • @djmips
      @djmips 8 месяцев назад +3

      @@gibletto ​ Correct. I did not say it wasn't a feedback system. Any pre-existing system that virtualizes GPU resources uses some form of feedback. Sampler Feedback is a specific patented hardware system and I'm trying to educate the OP that MegaTextures is a good enough description and there is no insight in calling this a form of SFS but of course I understand how the OP was only trying to fit the technique described into their own frame of reference.

  • @BlueToad07
    @BlueToad07 8 месяцев назад +245

    Your ability to consistently stretch the boundaries of this console with every video you release is mind blowing. You have no idea how incredible and inspirational what you do is to me. Great work as always!

  • @RobertMilesAI
    @RobertMilesAI 8 месяцев назад +96

    One way to save texture space in a game is to have all the rooms decorated in the same style, and a small number of game objects used repeatedly in each room. Like, say, Portal does

    • @timmygilbert4102
      @timmygilbert4102 8 месяцев назад +8

      So the usual way we do in game, that this techniques expend on ? 😂

    • @paradox9551
      @paradox9551 8 месяцев назад +7

      Insane to find you here

    • @christopher9727
      @christopher9727 4 месяца назад

      .......
      No hope in going to the past come to the loving savior today
      Seek his Holy Spirit in prayer today he can give you peace confort and guidance today
      Romans 6:23
      For the wages of sin is death, but the free gift of God is eternal life in Christ Jesus our Lord.
      Come to Jesus Christ today
      Jesus Christ is only way to heaven
      Repent and follow him today seek his heart Jesus Christ can fill the emptiness he can fill the void
      Heaven and hell is real cone to the loving savior today
      Today is the day of salvation tomorrow might be to late come to the loving savior today
      John 3:16-21
      16 For God so loved the world, that he gave his only begotten Son, that whosoever believeth in him should not perish, but have everlasting life. 17 For God sent not his Son into the world to condemn the world; but that the world through him might be saved. 18 He that believeth on him is not condemned: but he that believeth not is condemned already, because he hath not believed in the name of the only begotten Son of God. 19 And this is the condemnation, that light is come into the world, and men loved darkness rather than light, because their deeds were evil. 20 For every one that doeth evil hateth the light, neither cometh to the light, lest his deeds should be reproved. 21 But he that doeth truth cometh to the light, that his deeds may be made manifest, that they are wrought in God.
      Mark 1.15
      15 And saying, The time is fulfilled, and the kingdom of God is at hand: repent ye, and believe the gospel.
      2 Peter 3:9
      The Lord is not slack concerning his promise, as some men count slackness; but is longsuffering to us-ward, not willing that any should perish, but that all should come to repentance.
      Hebrews 11:6
      6 But without faith it is impossible to please him: for he that cometh to God must believe that he is, and that he is a rewarder of them that diligently seek him.
      Jesus

  • @DerpyNate
    @DerpyNate 8 месяцев назад +46

    0:30 I don't think you were trying to misinform, but MegaTextures were first implemented in 2007's Enemy Territory: Quake Wars, not Rage (even though the technology is used in Rage as well). Excellent video!

    • @Argoon1981
      @Argoon1981 8 месяцев назад +6

      In reality Mega Texturing exists since Doom 3 days, even thou the first game with MT was indeed Quake Wars.
      Doom 3 engine (idTech 4) has MT capabilities, for terrain only, since at lest 2003. (they disabled it for the source release but moders were able to bring it back)
      But the MT in Doom 3 engine is, lets say a first gen system, still not ready for prime time, it worked but still add a major drawback, no compression for the MT data, meaning If id used MT in Doom 3, a relatively small 4k terrain MT, would take GB of disk space, for comparation, in Quake Wars a 8k terrain MT, was only a couple of MB on disk.
      John Carmack at Doom 3 time, was still working on a compression system for the Mega Texturing data and it seems that was hard because it took a very long time to come.

    • @kwahoo5746
      @kwahoo5746 8 месяцев назад +7

      ET:QW and Rage implementations are completely different. If I understood correctly, James used approach similar to Virtual Textures from Rage, not Clip Map used in Quake Wars. This is how paper Software Virtual Textures (by J.M.P Waveren) describes Clip Map:
      "The clip-map [7, 8, 9, 10, 11, 12] is one of the first effective schemes for virtual textures with per
      fragment texture address translation. The clip-map, introduced by Tanner et al. in 1998 [7],
      consist of a stack of images similar to a mip-map hierarchy. However, whereas mip-map levels
      cover the whole texture with images of increasing size, the clip-map uses fixed size levels that
      cover a decreasing area around a single focus point that is placed somewhere on the texture.
      Using a region of interest around a single focus point significantly simplifies the mapping of
      texture data to geometry and the texture address translation during rendering has minimal
      complexity. However, the single focus point of a clip-map limits this texture management
      scheme to environments with a natural spatial correlation between the texture data and the
      geometry, like for instance mostly flat contiguous terrain."
      and Virtual Textures:
      "Recent virtual texture systems are more flexible and mimic the virtual memory management of
      an operating system on modern CPUs [16, 17, 18, 19, 20, 21, 22, 23, 24]. Textures are divided
      into small pages that are automatically cached and loaded into video memory as required for
      rendering. These systems use real-time per fragment texture address translation through page
      tables and/or mapping textures. Because there is not necessarily a natural correlation between the
      geometry and texture pages, these virtual texture systems require feedback from the rendering
      pipeline to determine which pages need to be resident [13, 14, 15].

    • @DavidGalloway
      @DavidGalloway 8 месяцев назад +3

      @@kwahoo5746good writeup! And in fact even going back to the SNES and PS2 days there were systems to essentially virtualize and prepare textures (tiles on SNES) for just in time usage on the 'GPU' so you were constantly using DMA to stream data into the relatively smaller VRAM aperture.

  • @gardiner_bryant
    @gardiner_bryant 8 месяцев назад +184

    I feel like the limited textures of portal would lend itself pretty well to this kind of mipmap/LOD texture swapping

    • @AaronMorrisTheSteamFox
      @AaronMorrisTheSteamFox 8 месяцев назад +34

      Imagine using a scaled down version of this method for baked lightmaps in Portal 64!

    • @sgas
      @sgas 8 месяцев назад

      What?

    • @niko5008
      @niko5008 8 месяцев назад +11

      ​@@sgashe is making portal for the n64

    • @justinpirelli2839
      @justinpirelli2839 8 месяцев назад

      That file size would be massive

    • @adora_was_taken
      @adora_was_taken Месяц назад

      @@niko5008 not anymore :(

  • @mjcox242
    @mjcox242 8 месяцев назад +116

    For the ratman posters, you could use a 1024x2048 intensity texture and multiply that by your normal wall texture. Then for anything else you could have mini stickers

    • @timmygilbert4102
      @timmygilbert4102 8 месяцев назад +14

      I think 1024 is the hard limit on the uv precision, the proper name for the sticker are decals.

    • @james.lambert
      @james.lambert  8 месяцев назад +62

      I don't think the textures are that big in the original game. I may also need to reduce texture size to save memory on the cartridge

    • @stevethepocket
      @stevethepocket 8 месяцев назад +29

      Keep in mind also that the screen resolution is going to be capped at 480i on original hardware no matter what you do, so redesigning the assets to be clear at low resolution is going to be essential anyway.

    • @lennyvalentin6485
      @lennyvalentin6485 8 месяцев назад +4

      @@james.lambert Background data decompression maybe, like Metroid Prime used on Gamecube?
      ...Assuming there's actually any spare CPU cycles left to use, heh.

  • @y0LAs_
    @y0LAs_ 8 месяцев назад +75

    The colorized lights are incredible, it almost looks like some ray tracing! You never cease to amaze me :)

    • @ali32bit42
      @ali32bit42 8 месяцев назад +16

      its likely prebaked along the shadows since you also see normal maps

    • @uis246
      @uis246 5 месяцев назад +2

      It may or may not be baked global illumination. Maybe raytracing, maybe other algo like photon mapping, voxel cone tracing, radiosity and their variations like bidirectional scattered, pathtracing or instant radiosity.

    • @TUUK2006
      @TUUK2006 5 месяцев назад +4

      @@uis246 Of COURSE it's not raytraced. As soon as some people hear a term that they don't understand, they feel the need to use it whenever possible.

    • @BoxyBoy
      @BoxyBoy 4 месяца назад +3

      @@TUUK2006 it's baked raytracing. the room and it's light baked textures were made in blender, which uses ray tracing to light bake textures. on the n64 end, the room is completely unshaded textures

    • @christopher9727
      @christopher9727 4 месяца назад

      ......
      Do you know Jesus Christ can set you free from sins and save you from hell today
      Jesus Christ is the only hope in this world no other gods will lead you to heaven
      There is no security or hope with out Jesus Christ in this world come and repent of all sins today
      Today is the day of salvation come to the loving savior Today repent and do not go to hell
      Come to Jesus Christ today
      Jesus Christ is only way to heaven
      Repent and follow him today seek his heart Jesus Christ can fill the emptiness he can fill the void
      Heaven and hell is real cone to the loving savior today
      Today is the day of salvation tomorrow might be to late come to the loving savior today
      Romans 6.23
      For the wages of sin is death; but the gift of God is eternal life through Jesus Christ our Lord.
      John 3:16-21
      16 For God so loved the world, that he gave his only begotten Son, that whosoever believeth in him should not perish, but have everlasting life. 17 For God sent not his Son into the world to condemn the world; but that the world through him might be saved. 18 He that believeth on him is not condemned: but he that believeth not is condemned already, because he hath not believed in the name of the only begotten Son of God. 19 And this is the condemnation, that light is come into the world, and men loved darkness rather than light, because their deeds were evil. 20 For every one that doeth evil hateth the light, neither cometh to the light, lest his deeds should be reproved. 21 But he that doeth truth cometh to the light, that his deeds may be made manifest, that they are wrought in God.
      Mark 1.15
      15 And saying, The time is fulfilled, and the kingdom of God is at hand: repent ye, and believe the gospel.
      2 Peter 3:9
      The Lord is not slack concerning his promise, as some men count slackness; but is longsuffering to us-ward, not willing that any should perish, but that all should come to repentance.
      Hebrews 11:6
      6 But without faith it is impossible to please him: for he that cometh to God must believe that he is, and that he is a rewarder of them that diligently seek him.
      Jesus

  • @GreenDave113
    @GreenDave113 8 месяцев назад +64

    I love your channel. You just causally drop near photorealistic baked lighting on N64 and explain it so nicely.

  • @le9038
    @le9038 8 месяцев назад +49

    These are the kind of people I admire... the fact that you can make so much out of so little is astonishing...

    • @MaxOakland
      @MaxOakland 8 месяцев назад +4

      That’s why I’m obsessed with making Gameboy games

    • @JGLCSW
      @JGLCSW 8 месяцев назад

      ​@@MaxOaklandwhere can I download your games? Would like to try them out.

  • @overwatch761
    @overwatch761 8 месяцев назад +86

    Stunning work, that little piece of SGI hardware has so much hidden potential.
    We can only imagine what could have been had developers access to the knowledge and technical prowess you, Kaze and others on the N64 home brew scene today.

    • @cube2fox
      @cube2fox 8 месяцев назад +21

      At the time some developers were also quite experienced. LucasArts or Factor 5 even wrote custom microcode for their N64 games, something I haven't seen from the homebrew scene yet.

    • @justjake3612
      @justjake3612 8 месяцев назад +8

      He implemented the Painters Algorithm which was used by the Playstation 1 because they didn't have the memory capacity for using depth buffers. The n64 was able to use a depth buffer because it was built with more memory. The techniques and algorithms existed at the time, but with tight time crunch and deadlines developers didn't necessarily have time to experiment with optimizing their codebase for the hardware.

    • @cube2fox
      @cube2fox 8 месяцев назад +5

      @@TTOOS No it couldn't, the CD drive reading speed was too low.

    • @overwatch761
      @overwatch761 8 месяцев назад +4

      @@TTOOS nah, PS1 was totally maxed out and more in its lifetime and it really did make it's pseudo 3D tech look good for what it was. It couldn't do this better - with it's texture warping, lack of texture filtering and other features required to make solid surfaces there would be no point in even attempting to use textures like this on a PS1.

    • @FlamespeedyAMV
      @FlamespeedyAMV 6 месяцев назад

      Wish we got a new team of retro Devs together to make these types of games again

  • @LamziLamziLamzi
    @LamziLamziLamzi 8 месяцев назад +19

    Apart from the technical marvel you have showcased in the N64, you finally able to explain to me (a person with a goldfish brain) how Megatexture works in most Id software games. It makes a whole lotta sense why somes parts of their games are blurry.

  • @otodusobliquus3836
    @otodusobliquus3836 8 месяцев назад +51

    Curious what you can do with the Expansion Pak added in the system, doubling the ram. Would LOVE to see what games other people make using this! Perhaps even just texture mods to games that already exist with blurry textures? Keep up all the great N64 innovations James!

    • @vytah
      @vytah 8 месяцев назад +5

      Mods are unlikely. It's too CPU intensive, and the lack of the z buffer is not something n64 games are prepared for.

    • @ArneChristianRosenfeldt
      @ArneChristianRosenfeldt 8 месяцев назад +1

      Some games ran faster with expansion pack. Except this here also.

    • @jnvivian
      @jnvivian 8 месяцев назад +3

      Don’t forget that adding an Expansion Pak to an N64 adds latency to a Rambus memory bus. If this technique is latency-bound, adding an Expansion Pak could slow down this technique. On the other hand, more texture data and maybe a Z-buffer could be stored in the RAM at the same time, giving optimization opportunities that are not possible without the Expansion Pak.

    • @ArneChristianRosenfeldt
      @ArneChristianRosenfeldt 8 месяцев назад

      @@jnvivian I thought that unlike PSX GSRAM , RamBus has one bank per chip? Or was temperature the problem. The signal goes through all chips. Usually, each chip just sense the signal using an nMOSFET. The Signal is strong enough even at the final chip and then eaten by the impedance matched terminator. It works like TV tech, like radio. You just still cannot use two banks at the same time of course. That’s why Jaguar rather accessed all chips in parallel using 64 traces on the PCB for data.

    • @jnvivian
      @jnvivian 8 месяцев назад

      @@ArneChristianRosenfeldt I believe that Rambus requires each RDRAM chip terminate the bus on one end and then regenerate the bus on the other end, turning the “bus” into a chain of alternating point-to-point links and RDRAM chips in order to maintain signal integrity since point-to-point links keep signals a lot cleaner than true buses. Each chip adds latency, and the slowest chip in the channel determines the channel’s maximum frequency.

  • @lamenwatch1877
    @lamenwatch1877 8 месяцев назад +17

    Given the small-scale/high-detail tradeoff, I think this could be really cool for Escape Room style games.

  • @gamethecupdog
    @gamethecupdog 8 месяцев назад +18

    The texture management reminds me of the sparse virtual textures demo in bgfx. When I saw it I thought it was borderline revolutionary, but I've never seen that kind of technique used elsewhere. Until, y'know, now. A memory constrained environment like this seems like the perfect use for it, too!

    • @timmygilbert4102
      @timmygilbert4102 8 месяцев назад +4

      It's actually use in most game, just not everywhere, it trade details for surfaces, so more surface mean less details, modern game has surfaces pressure, so it's used mostly for terrain, like in far cry. Nanite is an extension of this to generalize it to mesh, so it's back in a modern form.

    • @thewhitefalcon8539
      @thewhitefalcon8539 8 месяцев назад

      Sparse virtual textures is a programming technique where the GPU does part of the work

  • @ganondalf8090
    @ganondalf8090 8 месяцев назад +37

    Could you use smaller mipmaps for parts of the scene that are closer to the edge of the screen? Most of the time while you're playing a game you're looking at the center of the screen and move the camera if you want to look at something off to the side, so if you took advantage of that maybe you could get more fps with a smaller noticeable graphics impact

    • @T3sl4
      @T3sl4 8 месяцев назад +4

      Or for parts of faces that are closer to the camera. Downside is, if this requires more than the two mipmaps normally loaded, you're going to have a bad time. Maybe it can be prioritized over what's on the screen, and if space allows, go for it.
      Another thing that would help is simply dividing faces of large size or aspect ratio into smaller pieces -- the PS1 way of dealing with its affine mapping. But this incurs more geometry, and being that it's already rather limited...

    • @SamMaddie2
      @SamMaddie2 8 месяцев назад +13

      Ah, the fixed foveated rendering approach I see!

    • @SalivatingSteve
      @SalivatingSteve 8 месяцев назад +3

      That sounds like foveated rendering, which is used by VR headsets like Apple Vision Pro. Another option is Variable Rate Shading.

    • @thewhitefalcon8539
      @thewhitefalcon8539 8 месяцев назад

      Imagine the game is blurry at the edges. There's your answer.

    • @djmips
      @djmips Месяц назад

      Does Fixed Foveated Rendering look good in practice? Eye tracking is a necessary component IMO.

  • @MaxLebled
    @MaxLebled 8 месяцев назад +6

    I'm reminded of the "texture streaming" that was added by DML on their port of Quake's renderer to the 1992 Atari Falcon (!)

    • @djmips
      @djmips Месяц назад

      That's really cool. Texture streaming was around as far back as the SNES and perhaps earlier (They were called tiles but same idea). Whenever you have a limited amount of VRAM but a big world, the concept becomes necessary. It is a generic design pattern that you see in any system that has a limitation on a local resource cache and the ability to stream from ROM, storage, or Internet. Texture streaming in a 3D game was a halmark of many PS2 games and a lot of coffee was consumed in the creation of fantastic DMA schemes to make it all work. It looks like the Falcon was another early example!

  • @krele14
    @krele14 6 месяцев назад

    Love what you're doing and presentations are always concise and insightful, not infested with cuts, no padding, no bullshit, straight to the point. Big fan.

  • @MarioKartSuperCircuit
    @MarioKartSuperCircuit 8 месяцев назад +9

    I feel like this man and Kaze needs to do a collab of some sort one day

  • @JeremyLynnes
    @JeremyLynnes 8 месяцев назад +5

    I love seeing these modern techniques used on old hardware and how efficient it can be. Thank you!

  • @patpatboy2
    @patpatboy2 8 месяцев назад +3

    Oh shoot, I saw your demo on Hard4Games and didn't realize it was you! Working on a few really cool N64 projects, huh?

  • @wellingtoncarvalho1621
    @wellingtoncarvalho1621 8 месяцев назад

    This is mindblowing! 🔥
    Congrats! Keep the awesome work!

  • @MrCheeze
    @MrCheeze 8 месяцев назад +3

    This is real interesting stuff. I like that you're really taking advantage of the fast read speeds from thr cartridge.

  • @MaybeHarvey
    @MaybeHarvey 8 месяцев назад +5

    You’re doing incredible work. I’m loving seeing the limits of its hardware

  • @l-l
    @l-l 8 месяцев назад +1

    I can’t wait to see what you come up with next. This is so impressive

  • @Pr0HoN
    @Pr0HoN 8 месяцев назад

    Awesome work and such a great presentation. Thank you so much!

  • @pastiesandagstring
    @pastiesandagstring 8 месяцев назад +33

    Wow. Even though it’s just a demo and it couldn’t really be used on a large scale game. The fact that this was even achieved is incredible. I hope you or someone is able to utilize this to create some fun small games. Just to be able to play something on n64 that looks that good would be so cool.
    Perhaps something like a mod for goldeneye or something that recreates the old “shipment” map from modern warfare. That’s a nice small multiplayer map that was a lot of fun.

    • @ryo-kai8587
      @ryo-kai8587 8 месяцев назад +8

      Consider that this features 1024x1024 textures which quickly fill up the total available memory. 512x512 is still very crisp for N64 and contains only 25% of the pixel data, so if the highest LOD was skipped you could theoretically have up to 4x as many unique textures. Still can't say how it would perform in a more complex game environment during gameplay, but it seems possible to implement in some way for sure!

    • @ArneChristianRosenfeldt
      @ArneChristianRosenfeldt 8 месяцев назад +1

      We want to beat PSX with its limited RAM in a single level. If 64 MB cartridge is not enough, I don’t know. RPG likes CD.

    • @crimson-foxtwitch2581
      @crimson-foxtwitch2581 8 месяцев назад +1

      @@ArneChristianRosenfeldtEven at just 256x256 textures the N64 gets access to texture filtering, a feature the PSX did not support.

  • @Clodd1
    @Clodd1 8 месяцев назад +7

    That’s pretty impressive, I really admire you! Thank you for keeping the N64 alive.

  • @nachokuma
    @nachokuma 8 месяцев назад +2

    Oh this is insane, and extremely cool!!
    It also gets me thinking what kind of visuals can be delivered with a mix of balancing these textures, and smart vertex coloring to simulate baked lighting, especially on parts like walls or floors (or any objects with repeating textures, and less detailed mesh). It could save some memory considering you'd be cutting out loading textures that, despite redundant in a way, are being loaded for having baked lighting on them... Of course, faking that with vertex coloring wouldn't deliver the same level of fidelity as baked lighting on these textures deliver, but that would be a cool thing to try!

  • @RicardoRamosRetrocomputacao
    @RicardoRamosRetrocomputacao 6 месяцев назад +1

    Dude, thank you so much for this. I always imagined that this was possible, I don't understand anything about n64 programming, but I made sketches and studied the limitations a little and arrived at the exact theory of what you proved to be possible.
    If I may give you a tip, you can use black and white textures that contain an alpha channel, to overlay only the vertex color. I know that some games used this technique. This allows you to use the same texture of (for example) "brick", creating the variation red brick, and yellow brick, on walls to create a brick effect, but by stretching it over the floor, it can become a floor. I believe that many textures using snap-together tiles with abstract geometric shapes can fit into multiple locations in the same scene. I don't know very well the technical programming capabilities of the n64, but you can also use images superimposed on a single texture, and change the color palette to completely change the image present in the texture, like the "SEGA" intro of Sonic 3D from mega drive.
    I believe that changing the palette requires fewer cycles and certainly less memory than loading a new texture, so the stone texture can be transformed into the tree gravel texture just by activating some bits of the palette (which would make the wood grains visible) and changing the gray tones of the stone to brown.

  • @RussGreeno
    @RussGreeno 8 месяцев назад +47

    It's cool you stuck to the stock n64 4MB but I think anyone experimenting with homebrew is going to have an expansion pack. I don't know how useful doubling the RAM would really be as you're being limited by the CPU in this demo by the sounds of it. Still, you can never have too much RAM.

    • @Jerhevon
      @Jerhevon 8 месяцев назад +5

      At 40 MB of textures for this scene, that's larger than most N64 carts. Though might be an interesting essay to compare things that are known here with what Rare did to bring Conker's Bad Fur Day to light. Large cart, so many visually distinct areas and blending between nearby textures.

    • @TheWaterMiners
      @TheWaterMiners 8 месяцев назад +3

      You can never have too much RAM, unless you're playing Space Station Silicon Valley

    • @Kurusan
      @Kurusan 6 месяцев назад

      @@TheWaterMiners What's the significance of that?

    • @TheWaterMiners
      @TheWaterMiners 6 месяцев назад +1

      @@Kurusan Space Station Silicon Valley does not work if your N64 has an Expansion Pak inserted. This is the only game to do this.

    • @Kurusan
      @Kurusan 6 месяцев назад

      @@TheWaterMiners Wow that's so weird! Anyone ever figure out why?

  • @ActuallySanFrancisco
    @ActuallySanFrancisco 8 месяцев назад +3

    this is fascinating. and great work! makes me wonder what sort of tricks studios like rare, boss, iguana, and a few others did to get their textures on the console to look so much better than most of their competition. later in the console's life it certainly did have parts of some games that approached this level of fidelity, but definitely not a whole room that looked like this. really interesting what you can accomplish on the N64 if you're willing to make the right trade offs and implement some clever programming.

  • @KohlDayvhis
    @KohlDayvhis 8 месяцев назад

    Absolutely insane! Always love this channel blowing my mind with one of my all time fav consoles

  • @scoobysnacc2292
    @scoobysnacc2292 8 месяцев назад +1

    Man i wish i understood half of this video but i always love to watch them for what ever reason. Im so fascinated by technical work arounds for something that sound impossible. Good stuff

  • @TwinOpinion
    @TwinOpinion 8 месяцев назад +7

    🤯Never thought I'd see mega textures running on a 5th gen console! Very cool!

    • @djmips
      @djmips Месяц назад

      I feel like there was probably a title that may have used this approach in the 6th gen but I'm not aware of any other on the 5th. Very cool demo!

  • @jbca
    @jbca 8 месяцев назад +6

    Ready to have my mind blown again…

  • @pinkie723
    @pinkie723 8 месяцев назад +1

    Oh wow! I saw this demo on another video and I didn't realise you were the one that made it!!

  • @alcione1977
    @alcione1977 8 месяцев назад

    Congratulations! A beautifull and very good work! I love when fans explorers classic hardware, making excelent works this!

  • @x7heDeviLx
    @x7heDeviLx 8 месяцев назад +3

    I super enjoy all of your experiments projects and info about the n64. It’s cool after so many years using my n64 I can still learn new things,mind blowing things. Also if this took second place in the game jam what the heck took first ?

  • @theseabass
    @theseabass 8 месяцев назад +5

    I immediately imagined this being used in a game like Silent Hill 1. Small, confined areas would probably work great for this visual technique. Like you said, you're also not limited to using it all the time, so somebody could choose to use it for specific set pieces or special effects.

  • @ExtremalMetal
    @ExtremalMetal 8 месяцев назад

    incredible! thanks for an explanation of the process, it was very interesting to see.

  • @alexp-de
    @alexp-de 8 месяцев назад

    Absolutely incredible! I've always wondered what could be possible with todays knowledge and squeezing out everything the hardware has to offer.

  • @BebehCookieIcecream
    @BebehCookieIcecream 8 месяцев назад +6

    As a computer engineering student, this channel is a goldmine. Thanks for a great video

  • @merlinfeth
    @merlinfeth 8 месяцев назад +3

    A P.T. (Silent Hill) demake would work great with that tech.
    Slow turning, basically just one hallway...

  • @pipikakachu
    @pipikakachu 8 месяцев назад

    Bro this is genius !! I love the detailed explanation. It was clear and concise. Amazing video!

  • @NickolasCruiser
    @NickolasCruiser 8 месяцев назад

    This is insane, I'm blown away. You're a genius, James. I'm glad I subscribed

  • @rn8pgamer249
    @rn8pgamer249 7 месяцев назад +8

    I'm really thrilled. The Nintendo 64 is a very important console for me. It was a gift from my late mother. I've had this console for over 18 years, I've always played Resident Evil 2 on it and seeing these textures really moved me. Thanks for the work. Greetings from Brazil.

  • @IanZamojc
    @IanZamojc 8 месяцев назад +9

    I'm curious how it would behave with the memory card expansion. Would 8MB of total system memory help at all by being able to cache more reusable assets? Would it cut down on the pop in?

  • @detran09
    @detran09 8 месяцев назад +2

    It's amazing that there is someone putting time and effort to make technical innovation for a console this old. The N64 must have a lot of personal value for you, or is it the challenge alone that drives you? I can definitely relate to putting effort into something that most of the world has left behind. Keep up the awesome work!

  • @shahryarrizvi1
    @shahryarrizvi1 8 месяцев назад

    This is really cool. There's something so interesting in seeing what the furthest you could push these old systems with newer techniques. I've had getting a Dreamcast on my radar as of late just because I'm seeing new games come out for it. Now you're making me interested in getting an N64 for the same reason.

  • @DragonDePlatino
    @DragonDePlatino 8 месяцев назад +3

    I bet you could make a fun Myst-esque first person puzzle game with this sort of style! You could keep gameplay limited to small rooms, and have puzzles that involve inspecting detailed surfaces or reading small notes to justify the new texture size.

  • @kravohi
    @kravohi 8 месяцев назад +9

    I could see this working really good with a narative/detective/escape room/myst type of game. Even if the frame rate gets a bit chunky it wouldn't matter too much. Making it so you could only be in one room at a time. Abandoned building exploration. Or anything else more focused of atmosphere. This is extremely interesting. Your knowledge of the n64 is beautiful. Thank you for explaining and showing the world your works :)

  • @someoneelse1534
    @someoneelse1534 8 месяцев назад +2

    This was my top pick from the jam. Just amazing seeing what’s possible these days

  • @Skeffles
    @Skeffles 8 месяцев назад

    Wow. Great explanation and awesome to see a scene made with this. It'd be cool to see if anyone takes this further.

  • @IronTiger
    @IronTiger 8 месяцев назад +5

    Is 64MB a hard limit, or was that just the limit of the ROM cart sizes of the time? If there's a hard limit imposed because of the ROM interface, is it possible that limit might be bypassed somehow through the 64DD interface? I remember it being rumored early in development that 64DD would have 100MB disks. Not sure if there's any truth to that, or if it even matters if that interface might be slower than the cart interface.

    • @CSharpDCS
      @CSharpDCS 8 месяцев назад

      i think it turned me gay

    • @UnderSampled
      @UnderSampled 8 месяцев назад +1

      I have the same question. Paging the cartridge should be possible, I would think (though require custom cartridge hardware), by accessing a specific address to request a different page (essentially swapping cartridges mid-game).

    • @Jallge
      @Jallge 8 месяцев назад +2

      I believe the limit is 256MB, and I think the 64drive is the only flash cart which supports that. It wouldn't surprise me if someone worked out how to use more than 256MB.

    • @timmygilbert4102
      @timmygilbert4102 8 месяцев назад

      256 Mb not MB 😂 bits vs bytes 😅

    • @Jallge
      @Jallge 8 месяцев назад +1

      @@timmygilbert4102 256Mb is 32MB, so half the biggest cartridge size.

  • @soulsmith4787
    @soulsmith4787 8 месяцев назад +10

    Brilliant, I never would have thought that this tech could be implemented on N64. I was recently reading up on MegaTextures/SVT for the simple fact that it has a lower file size than other virtual texturing methods. It's too bad no one considers it to be a viable alternative with the emergence of RTXIO & DirectStorage which would eliminate drawbacks many consider to be a deal breaker.

    • @timmygilbert4102
      @timmygilbert4102 8 месяцев назад

      Game didn't stop using them, if you play far cry or call of duty, it's de facto the technique used. At least for terrain. You trade texture per surface, so game used it where it's needed. Nanites is using such a techniques too.

    • @prgnify
      @prgnify 8 месяцев назад

      could you point me to your sources? I got really interested in megatextures after Lex Friedman's interview with Carmack, but I just didn't get far

    • @timmygilbert4102
      @timmygilbert4102 8 месяцев назад

      @@prgnify look on the GDC vault of these game or look for ' advance in real time rendering ' notably 2023 for call of duty in the blog selfshadow

  • @therealnagia2461
    @therealnagia2461 8 месяцев назад

    dude. wth. why are you fricken good at pushing this hardware. this is amazing and i'm glad youtube suggestd your channel (portal 64 paradox thing lol)

  • @the_real_foamidable
    @the_real_foamidable 8 месяцев назад

    Awesome work and well explained!

  • @jenbadabam8801
    @jenbadabam8801 8 месяцев назад +5

    Maybe using this technique with procedurally generated textures like you have in Krieger could make it feasible for larger scenes.

    • @ArneChristianRosenfeldt
      @ArneChristianRosenfeldt 8 месяцев назад +1

      Maybe use AI and fractals to compress textures into generated textures. Or how do you fill 64MB ? Two types of textures? Kkrieger has long loading times.

  • @jacobcrowley8207
    @jacobcrowley8207 8 месяцев назад +3

    How about distance fields next? Valve's solution for crisp vector-like graphics from bitmaps. Would be great for text in Portal 64. Not sure how it would look with N64's diamond-like interpolation, but maybe that can be exploited in the textures. There's several ways to do distance fields beyond the basic 1-channel gradient in the "improved alpha-tested magnification for vector textures and special effects" paper that might allow for sharper results with smaller tiles. I don't recall their names off the top of my head but I know they're typically used for encoding fonts to bitmaps.

    • @ArneChristianRosenfeldt
      @ArneChristianRosenfeldt 8 месяцев назад

      On N64 you really pay for complicated pixel shaders. Now I gotta read the paper ..

    • @jacobcrowley8207
      @jacobcrowley8207 8 месяцев назад

      @@ArneChristianRosenfeldt It should be as simple as a threshold or boolean, but that's simple in modern computers. I don't know if that's possible on a per texture basis from the camera view.

    • @ArneChristianRosenfeldt
      @ArneChristianRosenfeldt 8 месяцев назад

      Did you consult libdragon documentation? It makes everything sound so complicated. But if we skip the "comfort function", the 2d and the blurry stuff, it makes sense. It is a data flow: Load texture, pixel shader, blender ( reads the frame buffer, blends in the triangle ). At first it is weird that it is not just a "writer" as on PSX, but z-buffer and alpha need to "blend" in. Also maybe memory is not 18bit granular? I so hope that Rambus at least has the advantage that you can start bursts on any byte address . Now I just don't have the energy to go into libdragon again and be disappointed. @@jacobcrowley8207

  • @malcolmar
    @malcolmar 8 месяцев назад

    Amazing work! Thank you for sharing.

  • @googlesucks1
    @googlesucks1 8 месяцев назад

    Unbelievable talent. Thank you for sharing.

  • @kmemz
    @kmemz 8 месяцев назад +3

    If a higher resolution tile is already loaded for an up close object but is used again on one further away, another minor optimization you could attempt is to just use the higher resolution tile already available.
    Also, I can see situations where so much stuff can be up close that it tries to overload the high resolution section of the buffer, how does it deal with that? does it focus the high resolution towards the center of the screen and drop to lower quality states for the stuff along the edges more likely to be replaced sooner as the camera moves?

    • @ArneChristianRosenfeldt
      @ArneChristianRosenfeldt 8 месяцев назад

      At what point in time is there a high resolution section? The color demo at the end suggests a shared buffer.

    • @kmemz
      @kmemz 8 месяцев назад +1

      @@ArneChristianRosenfeldt The buffer is shared, but it is still split into different segments depending on the resolution of the texture loaded, which is represented visually in the video displayed on either side of the shown demo at one point.

    • @ArneChristianRosenfeldt
      @ArneChristianRosenfeldt 8 месяцев назад

      Isn't it nice that rounding errors don't lead to segmentation faults because we load whole segments using pure integer math?
      Und ist es nicht herlich, dass selbst bei Rundungsfehlern kein einzelnes Texel vom Nachbar Segment gerendert wird, weil wir es gar nicht in TMEM laden? Kein Windows "segmentation fault" möglich @@kmemz

  • @SuperTort0ise
    @SuperTort0ise 8 месяцев назад +3

    Could you use the N64 DD? Idk how big or fast those are.

  • @hawkbirdtree3660
    @hawkbirdtree3660 6 месяцев назад

    I love this. You managed to retain the that plastic sheen that 90's 3D model posters had.

  • @TheMrGmk
    @TheMrGmk 8 месяцев назад

    This video was very informative, thank you very much

  • @C.I...
    @C.I... 8 месяцев назад +4

    I'm going to ask my default question again - would this be possible on the PS1?
    Here is my speculation:
    I imagine the lazy loading would be more noticeable due to relatively slow CD reads. I think it's an interesting problem - presumably this could be offset by the larger texture cache, but there's also far less RAM to play with.
    However, I just realised that on the PS1 you have an entire powerful coprocessor that usually sits unused most of the time in a majority of games - the video frame decoder! You could load the (much smaller) compressed frame chunks to ram as your initial data and gain a much larger set of (admittedly jpegged) initial tiles, or include more layers of mips before the CD needs to be read.

    • @espfusion
      @espfusion 8 месяцев назад +1

      MDEC compressing textures is a really interesting idea. But I think what really gets you with the CDs even beyond much lower bandwidth is the enormous random access latency. I think this technique pretty unavoidably requires a good deal of random access.

    • @ArneChristianRosenfeldt
      @ArneChristianRosenfeldt 8 месяцев назад

      @@espfusionand if access is not random. Like you record a speed run and lay out the data for it. Maybe with gaps and varying compression levels to avoid speed changes? If the player is too slow, seek back one or two tracks. Also you don’t need to hit the exact seek position as it is a guess mostly where the player will look at in 1 s. Just stream in the bits, 10to8 decode , cycle error correct , bunzip the blocks.
      Even for jpeg, doesn’t the CPU do the Huffman?

    • @sebastianaliandkulche
      @sebastianaliandkulche 2 месяца назад +1

      @@espfusion Naughty Dog managed to do very impressive streaming on PS1. It could be made with enough effort.

  • @CompleteAnimation
    @CompleteAnimation 8 месяцев назад +5

    I wonder if it would be possible to make an entire game like this with gigabytes of data, where the cartridge has a lot of hardware built in to bank 40 mb chunks for the N64 to read at a time.

    • @SimonBuchanNz
      @SimonBuchanNz 8 месяцев назад +3

      The banking itself is real cheap, in comparison to the GBs of storage, certainly. For the time, that would have been a $5000 game 😮

    • @espfusion
      @espfusion 8 месяцев назад

      ​@@SimonBuchanNzWould have been tough to even physically fit in a standard sized cartridge.

    • @GenericPast
      @GenericPast 8 месяцев назад

      Might be possible with an Everdrive

  • @conspiracydawg
    @conspiracydawg 8 месяцев назад

    This is phenomenal work!

  • @ILostMyOreos
    @ILostMyOreos 8 месяцев назад

    This is so gosh dang cool. I love retro computing and the people who do this stuff

  • @Templarfreak
    @Templarfreak 8 месяцев назад +15

    this scene easily looks like it would have been from 2 whole generations ahead of the actual hardware, like on a PS3 or something, wow :D
    even if this isnt particularly reasonable to be your defacto graphics standard for a full-feature game on the N64, i still think this could have had some potentially useful applications if only developers for the N64 had thought of it ~30 years ago, such as very high quality ingame, not pre-rendered, cutscenes, or for the particular use case you're thinking of using it for Portal64, to make really clear illustrations and text on certain surfaces. the funny thing is,a similar technique was actually used pretty frequently on older hardware of the time, such as the SEGA Genesis, Super Nintendo, and even the OG NES, to make really large and detailed-looking sprites despite the limitations of those consoles. i wonder why you never really saw it on N64 games.

    • @johnsch8634
      @johnsch8634 8 месяцев назад +1

      I wouldn't assume that the developers back then didn't think of techniques like this... They were very clever programmers.

    • @Templarfreak
      @Templarfreak 8 месяцев назад

      @@johnsch8634that's fair, but then the implication is that they would have thought of it, but decided not to use it, which also seems somewhat unbelievable to me.

    • @danksmemington362
      @danksmemington362 8 месяцев назад

      RAGE was an Xbox 360 game so yeah

    • @johnsch8634
      @johnsch8634 8 месяцев назад +1

      @@Templarfreak Well, then you gotta think about factors like the price of ROM carts. and recall that Mario 64 was only 8MB and even Zelda was only 32MB, so a 1MB set of textures for a super-HQ cut-scene would not likely be seen as a wise investment of resources.

    • @Templarfreak
      @Templarfreak 8 месяцев назад +1

      @@johnsch8634 that was just an idea in the OP, but there are plenty of other applications that could be done that would hardly take that much more space at all that could still vastly improve the texture quality in very specific situations. there's a few places in OOT that could have benefitted from using multiple segmented textures to display much higher-quality images and still be very fast as well but it is simply never done in that game. in such a case where it's just 1 image on a wall, and maybe this is done in 4 or 5 places throughout the game, would hardly impact the size of the game much at all. the images dont have to rise into MBs territory to achieve good readable quality.

  • @jlewwis1995
    @jlewwis1995 8 месяцев назад +4

    Imo the performance penalty for swapping textures in and out of the texture cache makes this basically unusable for an actual game scenario, the fps already looked kind of bad in that basic test scene and it barely had any geometry which proves my point. It would be best to just stick with a few 64x64 4 bit textures or 64x128 greyscale ones to maximize the average level of detail since those can actually fit in the texture cache without having to worry about mipmap levels (in fact to even get textures of that size you have to disable mipmaps in the texture settings anyway)

    • @ArneChristianRosenfeldt
      @ArneChristianRosenfeldt 8 месяцев назад

      Yeah, let’s add geometry! Also seems like omission of the z-buffer didn’t help much as games use it. The tiles fit into the cache. Greyscale does not work for everything.
      So you want to sort by texture?

  • @Snooplax
    @Snooplax 8 месяцев назад +2

    This explanation was excellent!

  • @lucbloom
    @lucbloom 8 месяцев назад

    I sure learned something.
    Thanks!
    Amazing.

  • @TheEloquentEye
    @TheEloquentEye 6 месяцев назад

    You are really good at explaining things.

  • @kilbabaplays8944
    @kilbabaplays8944 8 месяцев назад

    Very informative. Thanks!

  • @TheInfamousLegend27
    @TheInfamousLegend27 6 месяцев назад

    man this is why i got into games development, there's so many insanely interesting and plain genius things! this is a fantastic lil showcase James :)

  • @jtenma
    @jtenma 8 месяцев назад

    You've done incredible work here, Mr. Lambert. Also, this was a great explanation. Even the layman can understand.

  • @awanderer5446
    @awanderer5446 8 месяцев назад

    Great achievement, thank you for sharing!

  • @hetoan2
    @hetoan2 8 месяцев назад

    Very nice implementation and detailed video explanation. Very clear communication of complicated computer graphics concepts made simple with your "behind the scenes" animations.
    Just a small note, the word is "frustum" with no second "r". Saying "frustrum" causes the automated closed caption to produce nonsense words, which can sometimes make it difficult for people to find more information on a topic if they are seeing it for the first time.
    Overall great video explanation of your technique (along with the other computer graphics concepts). Please keep making videos like this one!

  • @perkele1989
    @perkele1989 8 месяцев назад

    This is like n64 texelspace nanite. Just found your channel and I love it already.

  • @supernewuser
    @supernewuser 6 месяцев назад

    one of those rare videos you can hit like and subscribe before even watching it.. I was just about to comment that somebody needs to port portal to the n64 but then you commented on it and I saw you actually did do a portal port. pretty hilarious timing.

  • @Andthehand
    @Andthehand 8 месяцев назад

    This is mind blowing! Just absolutely insane!

  • @VanguardParty
    @VanguardParty 8 месяцев назад

    This tingles all my nostalgia and tech sensibilities. Love this guy's work.

  • @footlesssushi
    @footlesssushi 8 месяцев назад

    Every time you upload, it amazes me what you manage to squeeze out of the n64!

  • @Sauraen
    @Sauraen 8 месяцев назад

    I was wondering who was behind this crazy tech demo! Great work!

  • @porkchops4lunch
    @porkchops4lunch 8 месяцев назад

    So cool. nice work!

  • @dw-yl3ln
    @dw-yl3ln 8 месяцев назад +1

    Incredible achievement, and very well explained too 👌

  • @gregoryholder2423
    @gregoryholder2423 8 месяцев назад +1

    That cache visualization at 3:30 🤌

  • @austinrichard8046
    @austinrichard8046 8 месяцев назад

    This is awesome im proud of your work

  • @Fatone85
    @Fatone85 8 месяцев назад

    Dude. You're an inspiration. Truly.

  • @revanius9048
    @revanius9048 8 месяцев назад

    Great idea and great video 👍

  • @ArtieOddity
    @ArtieOddity 8 месяцев назад

    These kind of videos are inspiring. Coding a game for a retro console has made it onto my bucket list.

  • @fernandochapa1433
    @fernandochapa1433 8 месяцев назад

    You’re amazing dude congratulations