nik166 posted on Oct 29 2005 at 01:56 PM said:OrR posted on Oct 29 2005 at 01:48 PM said:An N64 emulator might not be possible but N64 graphics really should not be a problem.
i would say "playstation graphics" better, the n64 having hardware filterings
mabe something like DS rendering at best
junker posted on Oct 29 2005 at 03:42 PM said:wouldn't that be 4xFSAA, though?(4x the pixels). how would this work anyway?
also, playstation 3d isn't bad 3d, just what's up with all the polygon movement and stuff? it's not very solid 3d like when compared with n64's
Jarska333 posted on Oct 29 2005 at 02:07 PM said:If someone were to make a port of Mario64, it could run well on GP32. It might not have the snazzy filters and shit, but whatever the game would have looked like, had it not had hw-filters, GP32 could pull off. In my opinion, and none of you can actually prove me wrong...
abigsmurf posted on Oct 29 2005 at 04:03 PM said:the PS1 had serious issues with clipping and texture warping that was a hardware issue and most devs were stuck with it.
junker posted on Oct 29 2005 at 10:13 AM said:yeah, some of the 3d demos like that one fps demo that ran on the gp32 looked really good, definitely n64-caliber
Jarska333 posted on Oct 29 2005 at 02:07 PM said:If someone were to make a port of Mario64, it could run well on GP32. It might not have the snazzy filters and shit, but whatever the game would have looked like, had it not had hw-filters, GP32 could pull off. In my opinion, and none of you can actually prove me wrong...
aQwaBlaz3 posted on Oct 29 2005 at 04:45 PM said:junker posted on Oct 29 2005 at 10:13 AM said:yeah, some of the 3d demos like that one fps demo that ran on the gp32 looked really good, definitely n64-caliber
GIVE ME THESE DEMOS! Please?
DaveC posted on Oct 29 2005 at 06:54 PM said:The N64 had more than a few filters. It had floating point math, z-buffer, perspective correct textures as well. The GP32 has no floating point or any of the other hardware 3D support.
So even if the GP32 ignored the filters it still couldn't pull off N64 quality. It could do closer to PSX. The warping textures and clipping problems of the PSX are due to the lack of floating point, z-buffer, and perspective correction.