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File: 1709536484119478.png (2.63 MB, 1280x1758)
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What went wrong with transparency effects on the N64?
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>>12490318
transparency is overrated
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The HP bars are transparent though... is your issue that it doesn't have *enough* transparency?
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>>12490318
It can't do them, just ugly alpha based transparency which contributes to the muddy factor the graphics have.
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>>12490318
Mogged.
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>>12490341
Getting real strong
>it doesnt do transparency, only color math!!!
vibes from this post lmao
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>>12490318
SNES can only do a single background layer as a transparent effect. It sacrifices a background layer to do color math between that background and other layers.

It can't do transparent sprites, only backgrounds and masking.
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>>12490356
Top pic looks good though, bottom looks like ass
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???? what?
The infamous fog that all N64 games use is a frame-filling transparency effect...
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n64 bad
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>>12490345
Holy FUCK.
I wonder how dumb the KI devs felt when they first laid eyes on that.
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>>12490318
Lack of additive blending makes N64 lighting and transparency effects washed out
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>>12490375
Nope. It's lookin'good.png for both halves.
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>>12490324
Unironically true even though I don't like the N64. This board has a weird obsession with MUH BLENDING while I grew up with visible checkerboard patterns on PC. It's not the fucking end of the world as long as you can imagine a fully modeled apple in your head.
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Only the PlayStation could produce those mind blowing effects
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>>12490318
That shader sucks ass.
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https://warosu.org/vr/image/-WrQ24XVP4ZUUg7gSosx3A
Extremely low quality oldass bait thread. OP is so stupid he forgot KIG was an early game with baked effects in its sprites, obviously they lacked experience with the system compared to what Rare did later. Mario Tennis did those effects by 2000, when KIG was irrelevant. Kill yourself spammer.
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>>12490580
>>12490412
If Rare made Killer Instinct 3 as a N64 3D fighting game from the ground up it would of mogged Tekken hard
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>>12490603
>If Rare made Killer Instinct 3 as a N64 3D fighting game from the ground up it would of mogged Tekken hard


Yeah at 20 FPS like most N64 games
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>>12490651
>He doesn't know
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>>12490657
Yep, it's actually 15
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>>12490580
nintendo derangement syndrome is a real thing
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>>12490664
>He's still unaware
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>>12490318
>Why can't N64 do transparency?
>posts picture where the health bar is clearlyt transparent as evidence
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>>12490318
KI mogs the top tranime shovelware
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>>12490698
This anon is a retard who doesn't know how to talk.
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>>12490318
Are these really N64 games? They look sub snes quality
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>>12490838
You're just now realizing this?
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Meanwhile, Mario Tennis:
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>>12492148
So, they figured it out by 2000 but still barely used it?
Meanwhile, average PS1 game:
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>>12492375
Mario Tennis only manages because the effect is done in software and a tennis game has plenty of cycles to spare for it. It's really the hardware devs who are to blame for not implementing a proper additive blending mode (one exists, but it doesn't clamp the output, meaning it's virtually useless).
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>>12492397
>It's really the hardware devs who are to blame for not implementing a proper additive blending mode (one exists, but it doesn't clamp the output, meaning it's virtually useless).

Is the N64 the most poorly designed console of all time?

I'm serious there are so many shitty design choice ,the RAM latency,pixel fillrate,cartridge format,texture cache....
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>>12492409
all of the 5th gen consoles have major concessions to 3d rendering
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>>12492426
No that's not the same thing,the N64 architecture contradict itself ,z buffer,anti aliasing etc all of this extra maneuvering costs fillrate, which is the bottleneck on the N64

The PS1 architecture was made for pushing as much polygone as fast as possible and it's very good at that
The architecture is coherent,balanced and make sense
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>>12492409
>Is the N64 the most poorly designed console of all time?
Can it even be the most poorly designed console of that generation when Saturn is there with it?
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>>12492375
What game is that?
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>>12492435
>the N64 architecture contradict itself ,z buffer,anti aliasing etc all of this extra maneuvering costs fillrate, which is the bottleneck on the N64
Enabling optional graphical effects costs performance? Holy macaroni. And it's fillrate-limited, just like all 3D hardware produced in the past several decades? Holy fuck. You're blowing my mind, dude. Nintendo, hire this man.
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>>12492460
G-Police
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>>12490318
Killer Instinct had all graphics and visuals precomputed on SGI workstations and rendered as sprites. So everything like lightning and attack trails and shit like you see on OP pic, was baked into the sprite itself. Separating it to sprites + light maps would've been a ton of work and would've made every character take 50% more memory.

And it's not like it made any difference whatsoever on a CRT TV with composite video cable, which is what 99% of the people used the N64 with (except in France).
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>>12492409
>Is the N64 the most poorly designed console of all time?
It was cheap to produce, cheap to sell, and made Nintendo money on hardware sales (not even counting cartridges), so it wasn't THAT poorly designed.

>>12492435
>all of this extra maneuvering costs fillrate, which is the bottleneck on the N64
The chipset was designed with more fillrate in mind, but Nintendo wanted it to be cheap and shipped it with less memory. At least they allowed the memory to be upgradeable, which is why with the upgrade you can get games running with higher resolution. I just wish it was something that would've affected every game, not just ones specifically programmed for it.
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>>12492469
>And it's fillrate-limited, just like all 3D hardware produced in the past several decades? Holy fuck.

I think his point was that the system didn't have enough fillrate to do those effects except sparingly, while the Playstation had less hardware effects but had far, far more the fillrate it needed, so it could go ape with special effects, going as far as doing full screen motion blur just by abusing the fillrate (rendering the entire screen 4-5 times transparently).
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>>12492571
>the system didn't have enough fillrate to do those effects except sparingly
Sparingly? We're talking about z-buffering and anti-aliasing, which most N64 games used extensively.
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>>12492581
Which is ironic because some developers switched z-buffer off for better performance and graphics, like the WDC devs did, and now people hack the antialiasing out of the N64 games because it looks like crap.
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>>12490459
>I grew up with visible checkerboard patterns on PC.
3dfxcuck detected.
even software rendering had proper transparency on certain games.
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>>12492701
>3dfxcuck detected
3DFX cards did proper transparency from the beginning though? Some dithering was visible (and not only in transparencies) because they didn't do full 24-bit color until Voodoo4 but PlayStation and N64 dither as well. Meanwhile Rendition Verite didn't do transparencies at all and another one of the main competitors (I forgot which one, maybe Matrox?) only did crappy checkerboard/stipple transparency.
And software rendering in the Voodoo1 days was often using a 8-bit paletted (256 color) video mode where the transparencies were implemented using a precalculated blend table and didn't always look so great.
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>>12492776
i could be misremembering, but i remember unreal faking transparency when using 3dfx rendering.
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>>12492581
They were used extensively because Nintendo mandated using their microcode which had both of those features turned on, because they wanted their games to not have so much shimmer as Sony games. You had to be an established absolute hardware wizard to be allowed to use your own microcode or get actual hardware docs, and even then you were bound by Nintendo's terms. Commercial game development wasn't "here's the hardware and its docs, do whatever you want", it was "here's our SDK and how to use it, you can only use the SDK features or you are not allowed to release any games".

(unless you made something for Sega prior the Dreamcast; they let you do whatever the fuck on the Genesis and Saturn).
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>>12492780
Admittedly I have never played Unreal 1 but I know for sure that glquake and Quake 2 (and many other games) had proper transparencies on 3dfx. Seems the fake transparency company was Matrox. (maybe some of the others who were wholly incompetent at 3D like S3 did it as well instead of not supporting transparencies at all like Rendition?)
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>>12492701
PC gaming wasn't invented with Quake
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>>12490318
Isn't that a blend mode rather than transparency?
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>>12492880
additive blending
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>>12492812
>They were used extensively because Nintendo mandated using their microcode which had both of those features turned on, because they wanted their games to not have so much shimmer as Sony games
Completely wrong. Nintendo supplied microcode that allowed you to avoid using both of those features.



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