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#Advance wars dark conflict action replay codes 480pThe AA that hurts the IMAGE quality on the N64 (not the textures) doesn't seem to hurt the 480p GC version as much. However, the overall IMAGE quality is better on the GC because of the higher resolution. The blurred textures is because of texture filtering. The textures are still blurred out with AA and have no definition to them. If these action replay codes where released back then, it would be good enough assuming you were wiling to buy the card for better image quality. If this was how these games were originally released, we wouldn't have had any of our countless debates.Īwesome find Barone. Just look at how much smoother Goldeneye is running: Not only did it kill the image quality, it seriously hurt performance. The N64's Anti-Aliasing did more harm than good. If anything this reinforces the argument myself and many others have made in these topics. Hell it might even encourage me to get a Flash Cart if that's what's needed. #Advance wars dark conflict action replay codes codeIf this can be done with an Action Replay code I'm definitely excited. This is the best thing to happen to the N64 in a long time. What the hell are you smoking?! There's details in the wall in that Mariokart shot that I've never seen before. N64 games look terrible with the anti-aliasing off, we now know that 100% sure! Very good example here of why anti-aliasing is a great thing, and why 3d hardware that supported it well (N64, 3DFX, etc.) was such an important advance. #Advance wars dark conflict action replay codes PatchI've felt Top Gear Overdrive's frame rate a bit more consistent with the patch applied I hope it's not just my wishful thinking but it seems that skid smoke and cars' reflections can be handled in a higher frame rate now. The micro-code variations may also be a factor, especially regarding the top-tier hardware-pushing games. I just passed my eyes through it (so don't put much weight on what I'm saying) but it seems that N64 games had to repeat lots of rendering commands related to these effects and these patches are applied in a step of the rendering that comes after that so the bulk of the performance gain would require to dig a lot deeper in each game (in order to remove all filtering commands).īut some improvement should be noticed already (if not the processing related-stuff, the bandwidth/fillrate-related slowdowns should be mitigated to some extent) and it can vary depending on which level and "type" of AA the game used. There's some talk about the frame rate impact in the original assemblergames thread. Is this possible? This game is already among the best looking on N64 IMO so i wonder how much better it looks after this. I'd love some before-after screenshots of this. Ezra Dreisbach's work can now be fully appreciated. The amount of details that I couldn't notice on Top Gear Overdrive is insane. #Advance wars dark conflict action replay codes fullThe games which have better texturing actually seem to be the ones which suffered the most with the vaseline algorithms in full force. Really, I wonder how much more they would have sold and how many more developers they would have gathered hadn't they gone ape shit about forcing all the filters ON all the time. #Advance wars dark conflict action replay codes PcDisabling it on a PC emulator, i don't think it makes any difference though. So disabling it has almost no negative effects on the real console(at least for many people). At worst, you get some dithering but that's a minor thing compared to what you are actually gaining. ![]() The AA, however, doesn't look like it helps anything. As far as i know, it's still enabled in all emulators by default and in some cases you can disable it. So you do need filtering enabled to avoid this noticeable negative effect. ![]() The clouds become a bunch of rectangles with texture filtering off. Disabling the filtering will show some very low res textures that look like they are made by huge colored blocks. What were they thinking on? (and composite probably wasn't helping matters)ĭisabling texture filtering will have negative effects because many textures in many games are made with this in mind. But holy shit damn I didn't think it was possible to make antialiasing that blurs out things this badly, sometimes the smear appears to go through multiple pixels. Texture filtering still does a lot of damage as can be seen in emulators, just look at the grass right at the beginning of Super Mario 64. ![]()
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