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Nintendo 64 emulators

686 bytes added, 18 March
Timing issues
! Bizhawk
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| rowspan=5 6 | Graphics
| [[Resolution|Resizable Internal Resolution]]
| {{Y}}
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| Ray-tracing<br/><small>([https://devblogs.microsoft.com/directx/announcing-microsoft-directx-raytracing/ DXR], [https://www.khronos.org/blog/ray-tracing-in-vulkan VRT] and [https://developer.apple.com/documentation/metal/metal_sample_code_library/accelerating_ray_tracing_using_metal MRT])</small>
| colspan=9 | <small>Implementing ray-tracing in an emulator is unfortunately quite challenging and unlikely to be feasible in the near future.<br/>However you can try "[[Shaders_and_filters#Notable_ReShade_shaders|Screen-Space Ray Traced Global Illumination]]" shader using ReShade.[https://reshade.me/forum/general-discussion/5442-release-misc-emulators-with-depth-buffer-access#34637]</small>
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| [https://github.com/NVIDIAGameWorks/rtx-remix/wiki RTX Remix]
For more information about Nintendo 64 hardware and reverse engineering;
* [https://www.youtube.com/watch@ModernVintageGamer/search?vquery=gRslfM-MOOw n64 MVG: Why was the videos about Nintendo 64 so hard to develop games for?]
* [https://youtu.be/xwls5SpNn1s Kaze Emanuar: How we BEAT the Limitations that defined the N64s Artstyle]
* James Lambert: [https://youtu.be/r4KGm7ixcqI How I optimized Portal to run on the Nintendo 64], [https://youtu.be/Sf036fO-ZUk How I implemented MegaTextures on real Nintendo 64 hardware]
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