At the time, on the PC, it was most common to use nearest neighbour filtering on textures because the fancy 3D accelerators were still pretty damn expensive, and so the hardware accelerated bilinear filtering on the N64 was pretty awesome. It was a year or two ahead of its time in terms of the average consumer-level experience, for sure.
This is what I had in my PC when the N64 came out:
http://en.wikipedia....Matrox_Mystique
The N64 blew it away.
As for the game itself: It's all about the chain chomps.
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#3taby
Posted 22 October 2012 - 08:47 AM
At the time, on the PC, it was most common to use nearest neighbour filtering on textures because the fancy 3D accelerators were still pretty damn expensive, and so the hardware accelerated bilinear filtering on the N64 was pretty awesome. It was a year or two ahead of its time in terms of the average consumer-level experience, for sure.
This is what I had in my PC when the N64 came out:
http://en.wikipedia.org/wiki/Matrox_Mystique
The N64 blew it away.
This is what I had in my PC when the N64 came out:
http://en.wikipedia.org/wiki/Matrox_Mystique
The N64 blew it away.
#2taby
Posted 22 October 2012 - 08:45 AM
At the time, on the PC, it was most common to use nearest neighbour filtering on textures because the fancy 3D accelerators were still pretty damn expensive, and so the hardware accelerated bilinear filtering on the N64 was pretty awesome. It was a year or two ahead of its time in terms of the average consumer-level experience, for sure.
#1taby
Posted 22 October 2012 - 08:45 AM
At the time, on the PC, it was most common to use nearest neighbour filtering on textures because the fancy 3D accelerators were still pretty damn expensive, and so the hardware accelerated bilinear filtering on the N64 was pretty awesome. It was a year or two ahead of its time in terms of consumer-level hardware, for sure.