I think it's a matter of how new this was at the time. Nintendo were doing things no one else was. The type of Z Buffering and anti-aliasing Nintendo were working on in 1994 and 1995 were things no one else in the industry was really doing. Mid-90s Nintendo weren't 2020s Nintendo-they were pioneers and technical innovators. The code was unoptimized because the optimization techniques didn't exist at the time. They were creating this stuff.Crazy how unoptimized the original code is.
It could have been better, but they were limited by the technology of their time, and for the original devs, all this stuff was very new. Not only were the dealing with new hardware, they were creating new rendering software, and were probably under a time constraint too in order to make the launch window.Crazy how unoptimized the original code is.
From what i have seen in the video, it's more about 40 fps than 60. He used optimization techniques that today compilers are doing automatically (i think nintendo 64 sdk was using gcc 2.x back then).Can't watch the video now, have they achieve 60 fps on real console?
Amazing, literally rewrote everything possible to speed things up massivelyCan't watch right now, is it gud?
From what i have seen in the video, it's more about 40 fps than 60. He used optimization techniques that today compilers are doing automatically (i think nintendo 64 sdk was using gcc 2.x back then).
some stuff he did:
- replacing switch statements with jump tables.
- rolling computation on array elements into a loop.
- implementing basic math operations with cpu instructions.
- avoiding unnecessary bitshifting/masking.
A more elegant solution.
Yes for sure. In the video one of the optimizations was to have various subroutines access specific memory to eliminate memory fighting. The video creator even says this was something he could do with the increased RAM of the N64 jumper pack and the N64 as shipped couldn’t benefit from this.I think it's a matter of how new this was at the time. Nintendo were doing things no one else was. The type of Z Buffering and anti-aliasing Nintendo were working on in 1994 and 1995 were things no one else in the industry was really doing. Mid-90s Nintendo weren't 2020s Nintendo-they were pioneers and technical innovators. The code was unoptimized because the optimization techniques didn't exist at the time. They were creating this stuff.
Well said. Nintendo's programmers were on the bleeding edge here; we've got thirty years worth of vetted hindsight to apply. Carmack made mistakes in the original Doom engine, too - but no one knew they were mistakes at the time.I think it's a matter of how new this was at the time. Nintendo were doing things no one else was. The type of Z Buffering and anti-aliasing Nintendo were working on in 1994 and 1995 were things no one else in the industry was really doing. Mid-90s Nintendo weren't 2020s Nintendo-they were pioneers and technical innovators. The code was unoptimized because the optimization techniques didn't exist at the time. They were creating this stuff.
I'd die for an optimized Perfect Dark if at all possible.Neat. I wonder if this is possible to implement in other N64 games? A framerate boost would do wonders for many of them.
would love to see a physical release of this on a real cartridge.
know it wont happen, but lemme dream...