Thread #12500826
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Should I watch the video or can /vr/ explain it better
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Just skip to here. He summarizes the video.
https://youtu.be/BaX5YUZ5FLk?si=aFVI3r8QdGcawSnt&t=649
>Clever resolution changes from scene to scene that aren't noticeable unless you emulate the game
>FMVs had their resolution reduced then they were cleverly upscaled
>FMVs also had their framerate cut in half, but frame interpolation was used to help mask this
>The RSP was the saving grace of this port, helping with both audio and FMVs since the N64 lacked dedicated video and audio codecs
>The textures were obviously reduced in size, but were artistically handcrafted to still look suitable despite the compression applied to them
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>>12501323
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>>12500826
If you want to learn about an old game just read about it, the cutting room floor explains things better than a video essay will.
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>>12500826
RETRO GAMES, FAGGOT, POST RETRO GAMES!
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>>12503937
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>>12500868
>The textures were obviously reduced in size, but were artistically handcrafted to still look suitable despite the compression applied to them
That was pretty much universal thing back then.
So many late 90s and early 2000s games look ass when played on high resolution.
A lot of those games get broken, refuse to start or become unplayable and unreadable on highest resolution.
Almost like those games were never meant to be played on modern screen.
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>>12510031
Don't bite the hand that feeds. Get a CS degree, learn by trying, and/or google stuff like everyone else.
>>12503937
Shit I got a 3-day ban just for posting in a Karl thread when all that stuff went down, I was actually talking about the game in question and didn't mention any names or videos, but nope - that janny had a stick up his ass and everyone in the whole thread got b& for 3 days.
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>>12500868
>The textures were obviously reduced in size, but were artistically handcrafted to still look suitable despite the compression applied to them
No they weren't the port was done quickly and cheaply. There was no artistic direction just flat out batch conversion.
>With the vast amount of assets provided by the PSX version, it made much more sense to analyze each type of data (2D sprites, collision data, and so on) and implement a pipeline that would then convert the PSX-specific assets into something we could read in and use on the N64. Since this was a port, we could be sure that we would end up with all the pieces we needed if we simply batch-converted them in their entirety, rather than individually touching up each and every one of them by hand, and save enormous amounts of time this way.
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>>12510057
>No they weren't the port was done quickly and cheaply
You can say whatever you want about this shitty port, except this because it's factually wrong.
The port alone took an entire team of programmers on a one year schedule with a 1 million $ budget.
I think Capcom was okay with that because they were going to re-use the work for RE0. It's obvious it runs on the same code.
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>>12503937
>>12510031
Cry moar, this is our board now.
:^)
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>>12500826
Nintendo paid millions to Capcom to downgrade RE2, so it could fit on a cartridge, and millions to make the main Resident Evil games exclusive to the Gamecube.
Motivation: to alienate the Resident Evil fanbase and disassociate Nintendo consoles from the image of a kindergarten toy.
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>>12510031
Then go read this: https://ultra64.ca/files/other/Game-Developer-Magazine/GDM_September_2 000_Achieving_Full-Motion_Video_on_ the_Nintnedo_64.pdf
It's mentioned on the article I linked before, but you'd already know that if you had read it instead of being a whiny bitch.