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StuOhQ said:
Pemalite said:

...the Nintendo 64 was rendering most games at 320x240 and a few at 640x480. Which was shit. It was always going to look blocky or blurry.

Compound that with a 4Kb texture limit, limited cart space, S-Video/RCA-Video output and things weren't ever meant to be pretty.
Plus, the Nintendo 64 applys a blur to the Horizontal lines, which is not part the Anti-Aliasing method... And the Anti-Aliasing method also adds to the blur by blurring the screen...

Fair enough. 

The bilinear filter on the N64 was rotten, to be sure. The AA really crippled the 2D assets, though. When disabled (through emulation, modding, or using a game-shark), the there is a noticeable improvement in clarity. 

Pulling the veil off of the game by removing the bilinear filter DOES reveal some pretty noticeable dithering, but I still prefer the sharp look. To each their own, really.

Everything worked against the Nintendo 64 to make games look the way they did. It's not soley due to the pretty primative AA implementation that's for sure.
I love emulating Nintendo 64 games and cranking everything up. It's a night and day difference, that clarity it brings is fantastic, but the blurryness is always going to be there because of other factors.
Just need the RSD to be emulated more accurately and I'll be happy.

I still can't believe people in this thread believe the Nintendo 64's AA is somehow comparable to AA of today though.




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