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Nintendo 64 emulators

192 bytes added, 19:34, 26 July 2013
Emulation
The N64 was an overly complex machine that was difficult to program for. For this reason, creating an emulator is quite difficult.
One of the biggest hurdles is accurately emulating the N64's graphics hardware, known as the Reality Display Processor, itself a part of the N64's Reality Co-Processor. The RDP is a fully featured and very complex GPU, and emulating it at a low level has proved to be a daunting task that requires a lot of research, coding expertise, and immense amounts of resources. For this reason, most developers have instead opted to approximate its functions using high-level emulation through various APIs such as Direct3D, OpenGL, and even Glide. While this results in much more reasonable system requirements for emulation along with high resolution graphics, this can be hit and miss, often requiring per-game tweaks and settings to prevent graphical glitches, and even then some games that implemented custom microcode (which has yet to be reverse-engineered) do not work no matter what. It should also be noted that even though most games "work" through this method, it is not an accurate representation of what the N64 hardware's output actually looked like, but rather a rough approximation by PC graphics hardware. Your mileage may vary on whether this is a good thing or not, given the N64's often blurry, low-res output.[[File:Project64_2013-07-26_14-20-17-55.png|thumb|left|320px|Majora's Mask, with high-level graphics]][[File:Majora's_mask_accurate.png|thumb|left|320px|Majora's Mask, with accurate graphics]]
[[Category: Consoles]]
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