nkarafo
Member
Perfect Dark already existsThis looks great but Goldeneye, Perfect Dark and AKI wrestling games. That's all I want.
GitHub - fgsfdsfgs/perfect_dark: work in progress port of n64decomp/perfect_dark to modern platforms
work in progress port of n64decomp/perfect_dark to modern platforms - fgsfdsfgs/perfect_dark
github.com
On average PS1 games had more polygons, yes. But with the usage of microcodes, the N64 could beat it. I can't be sure for the numbers but games like World Driver Championship do this.Pretty sure in terms of poly counts the PSX was the faster of the two. Lack of z buffer and texture filtering obviously introduced their own issues, but it could draw polygons fast
The N64 was also more efficient with poly usage. Because of the perspective correction, it didn't need as many polygons to draw flat surfaces. Each polygon was rock solid and stable, so to draw a wall it only needed the minimum amount of polygons for such task, no matter how huge that wall was. PS1 polygons were unstable so to draw the same wall it needed to break it down to smaller ones (like puzzle pieces) and basically draw a sheet of polygons. So the bigger the flat wall, the more polygons it needed, otherwise imagine the whole wall breaking down and glitching when changing the camera/perspective. But if it's made of many small polygons, the unstable ones close to the camera can break but the rest of the surface can still remain stable.
I assume it's because people still buy them and they generate profits as is. So Nintendo figures why should they put the extra man hours and production cost to improve them when people still buy their overpriced, barebones roms? When people get sick of the same N64 games and stop buying them, then they can start remastering them but there is no reason for them to do it now.As a finance guy I Would love to see Nintendo's internal projections on why it's better to keep their I.P's walled off rather than to release it like this
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