midnightclubbed

Joined 13 years ago

Karma
794
Submissions
234
Member since
Aug 1
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Recent submissions

Comment · 4 days ago
Ok, from a performance perspective the RDP fillrate was the biggest issue. For artists the texture buffer was a massive challenge.

If the RDP had been clocked 4x faster and had 4x the texture size then it would have been incredible… it makes beautiful pixels!

Comment · 4 days ago
If burning tokens is free then the user doesn’t care. None of this changes until free money stops flowing into AI companies.
Comment · 4 days ago
This codec would have been great 27 years ago! I suspect it wouldn't have gotten past the patent lawyers in 1999 though. It seems cute today but the entire codec space was a patent minefield, the N64 mp3 decoder was implemented twice (once based on the reference codec, once clean) with Nintendo/Rare then paying RAD game tools to license their decoder... of which none of their code was used but they had a license from the mp3 patent holder (Fraunhofer) which then shielded Nintendo from lawsuits. Fraunhofer wanted something like $250k to license directly which wasn't going to fly.

I'll also note the frame rate issues in Conker were mainly down to raw RDP fillrate issues, which was for sure the weakest part of the N64 hardware, it could draw beautiful triangles (for the time) but oh so so slowly. There was a decent amount of speech during gameplay using the RSP mp3 codec. The cartridge size was still an issue, 64Mb got a good amount of mono speech but was still very much at a premium.

Comment · 16 days ago
Moving changes back and forth between gitlab and github is a pain. Could indeed be as simple as standardization and reducing development pains.
Comment · 28 days ago
The level design helped a lot with the camera. Subsequent games (doing 3d) tried to make more realistically sized spaces where there wasn’t a 6ft area clear behind the character at all times and tied themselves in knots trying to make it work (rather than re-designing levels).

Mario64’s camera was a wonderful piece of design.

Comment · 28 days ago
I’m not quite sure what your point is here? N64 (and wii) was fixed function, no shaders at all … unless you count rsp programming for vertex ‘shaders’ but that was relatively uncommon and certainly wasn’t done in earlier n64 titles.

The api borrowed a lot from opengl and the opengl red book was required reading! I dont understand your C++ comment; only directX is C++. Vulkan and the playstation sdks are all C, and the programming language used to call into the graphics api has nothing to do with the look of a game.

Comment · 1 month ago
But I probably don't want to do either. Low effort software is the same as a low effort blog post - easily reproducible and probably riddled with errors.
Comment · 4 months ago
This 100x.

People like to complain about the time it takes to ship AAA games and how huge the budgets have gotten... and then complain that the UE5 games all look the same. You either use some amount of systems 'out of the box' or customize/rewrite everything and burn $$$.

Comment · 4 months ago
For sure, if you restrict what can (and can't) be done in shaders you can optimize buffer layouts and rendering passes, not allow things that explode shader permutations/switching or explode shader instruction count and kill occupancy.

The flip side is the artists loose control and cannot author custom materials.

Comment · 4 months ago
id tech is probably the last engine that used a signature game to showcase the engine to licensees. The business model of idTech, Unreal Engine, and Crytech used to be 'make amazing looking game that sells the engine to licensees'. The problem with that model was you got a cut of the game code for whatever the 'amazing looking' game was and told to figure it out. If you wanted to make a Gears of War clone then Unreal Engine 3 was perfect... for every other game genre you had to rewrite and implement huge chunks of code.

Unreal Engine managed to evolve and expand the engine to the point where it is somewhat game agnostic, crytech became lumberyard under Amazon and died, idTech became the engine solely for iD games (ie the same business model as every other game or publisher custom engine).

iD tech's rendering pipeline is focussed on the one AA game iD are publishing that year and making that one game run efficiently and beautifully on mid-high end PC and current consoles. UE5 is focussed on providing tools for anyone to (relatively) easily make good looking games and applications that can be published to a wide range of devices.

Comment · 4 months ago
Even in high cost of living coastal Southern California these numbers are insane unless you have a $10mil house with 10,000sqft
Comment · 4 months ago
This comment seems insane to me. Like at $50 an hour thats 30 hours a month, or 8 hoursish a week. How dirty or huge is the house? And $50 an hour is way over what most hourly degree edgucated workers earn so definitely not exploitation.
Comment · 7 months ago
Which organizations had those shared goals and actions?

In the charity/non-profit space a lot of organizations are led and operated by retirees and others for whom money is a solved problem. And they are rife with infighting, politics and dispute.

Comment · 7 months ago
Lowering interest rates to juice the economy is done when unemployment rises … which hasn’t happened yet in the wider economy.

Juiced economy and free cash is what led to massive inflation. Powell is trying to save hay until winter - when we get a recession the interest rates cuts are the only knob he has to turn to soften the blow.

Comment · 7 months ago
Scenario 2 now has country C1 with 100 tech workers, and they got their pick of the 50 best workers from (lower paying) country 2.

Country 1 is now a better place to start a new company or expand your existing company because all the best workers in the field work in country 1. Starting the same business in country 2 will almost certainly fail.

This is literally why the Bay Area became the world’s most important tech hub and isolationism will allow (and is allowing) Chinese tech to jump ahead of the US. The government doesn’t care about losing a literal arms race, largely to reduce the political power of California. By no longer educating and welcoming the world’s brightest engineers the USA is going to be reduced to support and manufacturing roles where its large workforce will have to compete with everyone else and salaries will tumble.

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