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  1. #41
    EmuTalk Member ExtremeDude2's Avatar
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    There is also the GC versions of OoT/MM that run at 480p I believe :3, and they can be run in an n64 emu

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  2. #42
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    I think it is a little too early to speak of 480p or so. We will probably have some technical demos, then maybe (I certainly hope so ) some games, then depending of the code, it will maybe be possible to hack around a little to have a brighter result. Let's not rush things too much.

  3. #43
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    Quote Originally Posted by ExtremeDude2 View Post
    There is also the GC versions of OoT/MM that run at 480p I believe :3, and they can be run in an n64 emu
    The Nintendo GameCube emulator is what makes the game run at 640x480 @ 30 FPS. If you run the ROM on Project64 with the internal resolution forced at 640x480 and default framerate, or on a real Nintendo 64, you'll see it internally runs at 320x240 @ 20 FPS.

  4. #44
    EmuTalk Member ExtremeDude2's Avatar
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    Aww :p
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  5. #45
    Emulator Developer MarathonMan's Avatar
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    Quote Originally Posted by Nintendo Maniac View Post
    Ok, on a related note then, what about the N64's integrated "hi-res" 640x480 mode? Games like World Driver Championship and Perfect Dark have such a mode as an in-game option, so proper emulation would require this function to emulated anyway. Would it not be a stretch to suggest that such a thing could be forced to run at all times as stop-gap to polygonal resolution independence?
    It's certainly possible. To be completely honest, most of my reverse engineer and research efforts have been devoted to writing the VR4300 and RSP cores. I still have to delve into the RDP before I make any 'real' claims

  6. #46
    EmuTalk Member Nintendo Maniac's Avatar
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    OK, one last question relating to polygonal rendering

    Things like anti-aliasing and anisotropic filtering in emulators are done on the Direct3D/OpenGL side of things, no? Therefore they should be able to be easily enabled in a manner similar to any other Direct3D/OpenGL program, correct?
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  7. #47
    EmuTalk Member mrmudlord's Avatar
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    How frigging hilarious.

    You want LLE/cycle accuracy but want your HLE related **** like antialiasing/anisotropic filtering/hires textures, too?

    Oh God....People just don't get it. Software rendering wil make AA impossible, unless you want to murder framerates and such with extra filtering on rendered spans like bumping up internal rendering resolution.

    I don't get you cycle accuracy people. You want cycle accuracy but want inaccurate **** like bumped resolutions too? Thank god now someone else has to deal with putting up with the crap....
    Last edited by mrmudlord; November 30th, 2012 at 02:24.

  8. #48
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    Quote Originally Posted by mrmudlord View Post
    How frigging hilarious.
    You want LLE/cycle accuracy but want your HLE related **** like antialiasing/anisotropic filtering/hires textures, too?
    Oh God....People just don't get it. Software rendering wil make AA impossible, unless you want to murder framerates and such with extra filtering on rendered spans like bumping up internal rendering resolution.
    I don't get you cycle accuracy people. You want cycle accuracy but want inaccurate **** like bumped resolutions too? Thank god now someone else has to deal with putting up with the crap....
    And there you go again...
    People want to play good old games, if possible in high quality. They are just asking, MarathonMan can do whatever he wants...

  9. #49
    Emulator Developer Azimer's Avatar
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    Although I don't agree with the delivery method, mudlord has some accurate points. I do believe a hybrid approach can potentially be feasible but not with software. I also don't believe RCP HLE is the demon everyone makes it out to be for compatibility.

    Now that I finished reading the thread in its entirety I wish the author good fortune. I'd love to see something new with N64 emulation.
    Last edited by Azimer; November 30th, 2012 at 22:08.
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  10. #50
    Emulator Developer MarathonMan's Avatar
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    Quote Originally Posted by Azimer View Post
    Although I don't agree with the delivery method, mudlord has some accurate points. I do believe a hybrid approach can potentially be feasible but not with software. I also don't believe RCP HLE is the demon everyone makes it out to be for compatibility.

    Now that I finished reading the thread in its entirety I wish the author good fortune. I'd love to see something new with N64 emulation.
    Thanks, that means a lot coming from someone who's been around the community for a bit, to say the least.

    As mudlord said (though maybe a bit harshly), AA/AF/etc. don't make any sense right now. My initial focus is a cycle-accurate, pixel-accurate, etc. emulator and that is hard enough as it is! My initial goal is to emulate the N64 as closely as humanly possible, at whatever cost. At a later time, if there's enough interest, I can add all kinds of goodies (though I, myself, would rather reminiscent and play OOT in 240p!).

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