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Nintendo 64 emulators

1,311 bytes added, 20:42, 16 August 2013
Emulation issues
It should also be noted that even though most games "work" through the HLE method, it is not an accurate representation of what the N64 hardware's video 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.
 ===<gallery widths="300">
Majora's mask accurate.png|Majora's Mask, with low-level graphics (using SoftGraphic)|link=http://images.wikia.com/emulation-general/images/f/f3/Majora%27s_mask_accurate.png
Project64 2013-07-26 14-20-17-55.png|Majora's Mask, with high-level graphics (using Jabo's Direct3D)|link=http://images.wikia.com/emulation-general/images/9/95/Project64_2013-07-26_14-20-17-55.png
</gallery>Texture filtering===The N64 was the first console to feature texture filtering of any kind. However, unlike PC graphics hardware and every console after the N64, its implementation of bilinear texture filtering was unique in that in order to reduce strain on the system, it only used thee samples as opposed to four, resulting in slightly jagged textures. Instead of faithfully applying this "imperfect" version of bilinear, HLE plugins instead apply conventional bilinear filtering, interpolating straight from the source texture up to the output resolution, much like on PC games. While technically this method of bilinear filtering is superior to the N64's, it can also result in textures that look even blurrier than on real hardware. Another issue lies with the appliance of texture filtering per quad on static images, text, and sprites. Because each quad is filtered separately, this can cause some visual inconsistencies. Text and UI elements often look as though their edges cut off abruptly, and static images such as prerendered backgrounds or menu screens may look as though they are separated into squares. Some plugins allow the user to turn off texture filtering to remedy this, but unfortunately this also applies to textures in the game world, exposing their often extremely low-res nature.
[[Category: Consoles]]
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