Scans from Old Gaming Magazines

Page 2 - Seeking answers? Join the AnandTech community: where nearly half-a-million members share solutions and discuss the latest tech.

SaurusX

Senior member
Nov 13, 2012
993
0
41
Looking at their site it appears that I have quite a few mags that they're missing. And the use of rapidshare... Well, I just don't like it. Besides, I think posting choice scans in a thread like this is quite entertaining. I'll just continue to post as I've been doing, but it's always good to see what else is out there if you want a more comprehensive collection.
 

Rdmkr

Senior member
Aug 2, 2013
272
0
0
PhotoScan3-1.jpg
this game, Braindead 13, has some hilarious (mostly death) animations. fun to watch on youtube.
 

exdeath

Lifer
Jan 29, 2004
13,679
10
81
I owned both, the ram is not a bottleneck in any performance aspects, it simply was a factor of games being on cd and cartridge. The 3d geometry and textures used on these consoles were pretty small so the N64 had no problem bringing the 3d with games like sky fox and zelda. It was just that you had no FMV shortcuts for cinematics, and music had to be realtime.

Performance wise I would say they were dead on the same but that the N64s texture smoothing and perspective correction did actually reduce the on screen poly a little. Despite the loss of polygons however these 2 3d functions made games look infinitely better. The lack of perspective correction drove me nuts on ps1 driving games.


The 4k texture cache (2k with mipmapping) was a worse limitation than cartridge ROM space. That alone was responsible for the N64s famous blurry playdoh look. Basically even if you had a 10 GB cart, the largest texture that could be used at a given time was 2,048 bytes.

You would think you could get around this by simply tessellating more and using more and smaller triangles and switching textures more often, but this ran into performance limitations with the stock SGI microcode and quickly bumped into the max triangles per second ceiling.

In fact, that is exactly what Rare did with their own microcode.
 
Last edited: