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The N64 lifecycle was only about six years. Homebrewers have had nearly thirty years plus better tools to come up with new techniques.


He also states in the video the textures take up 40mb of the 64mb an N64 cart can realistically hold.


The author noted that this approach might be workable for a "real" game with smaller textures -- the biggest levels of detail for textures in the demo are 1024x1024. (And, I don't think the author mentioned this explicitly, but the demo is running in hires mode which could be dropped for a game)

His approach might be feasible with smaller textures and still represent a visual upgrade over the typical N64 "blurry mess"


> typical N64 "blurry mess"

At least N64 had correctly-projected textures.

PlayStation had sharp pixelated textures that were incorrectly mapped onto 2D triangles (they didn't account for depth).

So N64 was blurry but correct. PlayStation more aptly deserves the "mess" descriptor.


For the disk limit, what about procedurally generated textures?


The N64's games had tiny textures and a very small draw distance. The Game Cube came too late and the PS and PS2 steamrolled Nintendo except for the handhelds with Pokémon. Later the Wii turned the tables around, which is basically applying the Game Boy philosophy to consoles by beefing up an off-the-shelf G3 PowerMac architecture and adding revolutionary controllers: (Game Cube -> Wii).




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