Oh and it's nice to see it take like 40mb of ram and like 3% of the cpu of course. Especially considering they are looking at OOT and Paper Mario both of which suffer more from this when not replicated accurately. Hopefully the devs become aware of this and strive for a perfect 1:1 port of the experience without glitches like these. This was the first thing I tested and upon seeing it I abandoned this port for now. This is apparently hard or impossible to fix in GlideN64, and so far you can only have an visually accurate rendering of the game by using some form of software renderer (like Angrylion rdp plus which now runs pretty well in latest retroarch). This can easily be spotted in Whomp's Fortress where the brown steps right where you start have a slight gap between the surfaces. The biggest issue I have with this PC port is that it suffers from the same problems as GlideN64, which have been named "misaligned polygons".
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