Ocarina of Time N64/NSO Comparison

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  • Опубликовано: 19 окт 2024

Комментарии • 12

  • @notzachpowers
    @notzachpowers Год назад +15

    Forever the best intro music to a game.

    • @BryaStar
      @BryaStar  Год назад +1

      the music in this game in general is amazing! I remember just sitting in Hyrule field just to listen to the music. also gerudo desert is an absolute bop!

    • @notzachpowers
      @notzachpowers Год назад +1

      @@BryaStar not a single song that isn't good

  • @Jonjooooo
    @Jonjooooo Год назад +13

    While I normally like crispness, I think they've overdone it in this instance - it makes the ground look weird. Also the colour correction is off. Pause at 0:28 and you can see how they've lost all the deep blues - without it, the whites of Epona's legs and Link's tunic look shiny! The draw distance is rendered too sharply now as well, meaning background objects like the castle appear too much in focus.

    • @trevrr
      @trevrr Год назад +1

      most of this is just because the n64 had a baked in blurring filter, which would be a very strange thing to emulate. I guess they could have added a crt filter?

    • @Jonjooooo
      @Jonjooooo Год назад

      @@trevrr I did not know that. It kinda worked, no?

    • @BryaStar
      @BryaStar  Год назад +1

      @@trevrr doing some quick research, the N64 utilized a unique texture filtering method which samples from three neighboring pixels (instead of four used in "normal" bilinear filtering). this actually allowed for some clever tricks to make textures give a unique look if the artist fully utilized those capabilities, which is actually seen in OoT in several places. filthypants.blogspot.com/2014/12/n64-3-point-texture-filtering-in.html?m=1
      and yes, while the crt itself does a but of blurring in its own, I believe this was primarily done due to the significantly lower cartridge space vs CD-ROMS which could store as much as 175% more data, therefore significantly smaller and fewer textures. again, very clever artists found workarounds like in Goldeneye 007 relying on greyscale textures and colouring the polygons itself to add colour when needed.

  • @marionette8144
    @marionette8144 Год назад +5

    This is why HD isn't always better. Beyond the color correction making the scene more flat despite the increased vibrancy, the more crisp you make it, the more you notice how low quality the textures are, and every large polygon in the world. So on the N64, it looks like an N64 game. On the switch; it looks like a highschool project with not enough time or funding.

    • @BryaStar
      @BryaStar  Год назад

      I will say that the software and tools used back in this time we're still in its infancy, on top of developers still learning how to utilize 3D. while not quite everything made then still holds up today, I personally enjoy seeing how much has improved over the years, from super basic blocky models in 1996 to more complex models in 2001.

  • @robotortoise
    @robotortoise Год назад +1

    Huh. You can see the bushes and other assets pop in at 1:12 on the real N64, but not on the emulated hardware. I think the pop-in is very jarring.
    Otherwise, it looks like an N64 game in both instances.

  • @GK-lo4yd
    @GK-lo4yd Год назад +5

    N64 looks far better. it's warmer.

    • @wooaahh23
      @wooaahh23 Год назад +3

      No its just more blurry