Ah okay, should have figured something like that would have already been attempted. Have to look for a video of that if there is one to see how it looks. Def not too impressed with what we're seeing here although Sunshine looks pretty good.
Ah okay, should have figured something like that would have already been attempted. Have to look for a video of that if there is one to see how it looks. Def not too impressed with what we're seeing here although Sunshine looks pretty good.
Ah okay, should have figured something like that would have already been attempted. Have to look for a video of that if there is one to see how it looks. Def not too impressed with what we're seeing here although Sunshine looks pretty good.
He mentions in the video that 'we know the Switch can deliver 1080p/60fps for Mario 64'. How exactly do we know this or is it simply assumed?
The thing is though, I'm 99% sure it was definitely a conscious decision. If they could get Sunshine and Galaxy performing in widescreen, there's no way they couldn't do the same to 64.UI and text jaggies aside, that looks really solid. So there we go, too bad Nintendo wasn't able to get that performance with the enhancements.
Mannn, 64 was the main reason I was looking forward to this collection. It clearly got the least care put into it :/
I guess it comes down to why they felt it didn't need as much of a bump. Maybe as he mentions in the video that all the code would have needed to be reworked and would have proven to be simply too much work.The thing is though, I'm 99% sure it was definitely a conscious decision. If they could get Sunshine and Galaxy performing in widescreen, there's no way they couldn't do the same to 64.
I can't imagine it was incompetence, I just don't see how that's even possible.
64 amongst the trilogy (if you can even call it that, lol) lends itself best to replayability, imo, so it's really too bad they skimped out on its visual potential so blatantly.I guess it comes down to why they felt it didn't need as much of a bump. Maybe as he mentions in the video that all the code would have needed to be reworked and would have proven to be simply too much work.
As it is though I'll be passing on this since I still have them all readily playable on their native consoles. Would have been nice to feel a desire to buy this for the Switch though as it's the one I play the most.
The thing is though, I'm 99% sure it was definitely a conscious decision. If they could get Sunshine and Galaxy performing in widescreen, there's no way they couldn't do the same to 64.
I can't imagine it was incompetence, I just don't see how that's even possible.
I've said in a few of these threads that Nintendo's goal is always reliability and polish first over pushing graphical limits. If widescreen in SM64 causes the camera to clip through some walls (for example), we might accept it as a trade off on an emulator, but there is no way Nintendo would ship it. Like you said, there is no way they didn't evaluate widescreen hacks for SM64 internally, but it must have caused a problem somewhere else that would have been too costly to correct within budgetI guess it comes down to why they felt it didn't need as much of a bump. Maybe as he mentions in the video that all the code would have needed to be reworked and would have proven to be simply too much work.
As it is though I'll be passing on this since I still have them all readily playable on their native consoles. Would have been nice to feel a desire to buy this for the Switch though as it's the one I play the most.
Great review, though I was surprised John said he'd rather play 64 on original hardware. The frame rate is locked on Switch. Certainly wasn't on N64!
sm64 needs a lot of changes. So much shit is broken if you try to force it. Canon HUD for starters. Every transition, mario head, file select is ugly too even after you fix all that.
They will always choose to preserve the originals, frame rate, etc. al. Like, even the Legend of Zelda remasters are still kept at the same frame rates even when we all wanted a higher frame rate.
Frame pacing issues vs occasional slow down seems like a toss up.Great review, though I was surprised John said he'd rather play 64 on original hardware. The frame rate is locked on Switch. Certainly wasn't on N64!
Yep, agreed re: how the N64 handled its frame rate.One of the most telling clips to me was a seeing Mario swing Bowser around and seeing how much longer that whole sequence was on N64. That kind of slow down makes me never want to revisit SM64 on an N64 ever again. I also really appreciate the sprite edges smoothed out. The bob-ombs look great now. But seeing that low Polygon Mario model, I hope it's rare. That is distracting.
The frame pacing issues are minor on Switch. The N64 would slow down to a single-digit frame-rate at times.Frame pacing issues vs occasional slow down seems like a toss up.
It's absolutely a YMMV though. Two different issues that bother people to different amounts. Some people don't notice framerate pacing issues at all, some people find them incredibly jarring. John has long been a vocal fan of *consistent* performance. Neither version in question offers that.Yep, agreed re: how the N64 handled its frame rate.
The frame pacing issues are minor on Switch. The N64 would slow down to a single-digit frame-rate at times.
Considering they bumped Sunshine up to 16:9 it makes sense that at some level, Nintendo likely weighed the option of implementing the same feature in 64. I know a lot of people like to imply the lazy dev rhetoric (even if they don't say it out loud), but it never made sense to me once you stop and actually think about what's happening with this collection and how Nintendo generally treats their legacy software.I am just going to throw my two cents here and say that widescreen on Mario 64 is not without its caveats.
First issue is that certain things are only made for 4:3. This includes the file select screen and the canon HUD. If you watch any videos of the PC port you'll notice that the edges kind of glitch and are not smooth when you leave the file select screen and go to the Peach cut scene.
Somebody also mentioned the draw distance. The problem with increasing the draw distance is that the enemies' AI will still initiate even though Mario might be on the other side of the level. For example the chomp chomp in the first level will continue barking and throwing himself in Mario's direction.
As proof that I'm not talking out of my ass, here's one of the developer's of the PC port talking about widescreen in Mario 64 on Discord:
I'll give it a week!Can't wait until someone digs into the Mario 64 port further and finds some line of code that changes it to widescreen without issue.
I'd also be inclined to believe this. Is there any evidence of this in the widescreen PC port? Even a small snag that didn't exist in the original game?I've said in a few of these threads that Nintendo's goal is always reliability and polish first over pushing graphical limits. If widescreen in SM64 causes the camera to clip through some walls (for example), we might accept it as a trade off on an emulator, but there is no way Nintendo would ship it. Like you said, there is no way they didn't evaluate widescreen hacks for SM64 internally, but it must have caused a problem somewhere else that would have been too costly to correct within budget
Great analysis. As someone who hasn't touched 64 or Sunshine in like 15 years and hasn't played Galaxy at all, this collection is perfect for me. I get some of the disappointment but I don't really participate in the emulation scene so these look fantastic to me.
Sounds like they're pretty minor, and for 64, still better than the original. Nowhere near the LA or BOTW performance issues.Frame pacing issues in first party releases of mainline Mario games. 2020 is wild.
Is there different muffled audio from the slight audio delay part they talk about (with the jumping)?I wish I hadn't reached the muffled audio part, that shit is gonna bother me a lot now that I know about it... fuck.
Great points! Thanks for sharing, i didn't know any of this.I am just going to throw my two cents here and say that widescreen on Mario 64 is not without its caveats.
First issue is that certain things are only made for 4:3. This includes the file select screen and the canon HUD. If you watch any videos of the PC port you'll notice that the edges kind of glitch and are not smooth when you leave the file select screen and go to the Peach cut scene.
Somebody also mentioned the draw distance. The problem with increasing the draw distance is that the enemies' AI will still initiate even though Mario might be on the other side of the level. For example the chomp chomp in the first level will continue barking and throwing himself in Mario's direction.
As proof that I'm not talking out of my ass, here's one of the developer's of the PC port talking about widescreen in Mario 64 on Discord:
True and agreed. I personally don't mind inconsistent frame-pacing (within reason), and from the DF video it seems to be solid most of the time. Video gave me flashbacks to how most games ran on N64 though (and I still use my N64 regularly through RGB into a Framemeister). I feel like there's a huge gulf in these issues, even if it is ultimately a preference thing. For me it's a slight "feel" or occasional judder versus the game regularly grinding to a halt under its own weight!It's absolutely a YMMV though. Two different issues that bother people to different amounts. Some people don't notice framerate pacing issues at all, some people find them incredibly jarring. John has long been a vocal fan of *consistent* performance. Neither version in question offers that.
I feel the same way, I just wish that I could easily access it in this collection alongside the other 2 games. It'll be weird jumping between 4:3 and widescreen; same applied to 30fps and 60fps.This looks good enough to me. I want to experience these amazing games once again. All of the negatives are pretty minor, and I'm totally fine with 4:3 in 64. I can always play the widescreen PC version if I want that route.
I just wanted something similar to the Resident Evil HD games. 16:9 or 4:3 as an option and an optional 30 or 60fps, especially for Sunshine. I didn't expect a remake at all.Quick question for those disappointed:
Is any of your disappointment targeted at the visual fidelity of Sunshine and/or Galaxy? If so, why?
IMO, those games haven't aged a day. Bumping them up to widescreen and clearing some textures up was a great endgame for them within this collection, imo. I didn't expect HD remakes of those 2. Such a task would've been considerably more ambitious and, imo, unnecessary than the work put into the Crash and Spyro remakes.
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Even 64, aside from clearing textures up and making it widescreen, wouldn't benefit from "improved" visuals. The mod for the PC port that makes the character models more closely resemble the concept art and "updates" the textures looks weird to me, imo. Obviously it's a fan effort thus wouldn't match Nintendo's hypothetical quality, but there's something to be said about preserving the original visuals and keeping the gameplay completely authentic to the original release.
As much as I'd like full remakes of these games, it was never feasible (or even worth it) to remake Sunshine or Galaxy, imo. Those 2 hold up visually incredibly well today. 64 was the only one that needed an update, if we're gonna pick one.While hardly critical, this video made me realize that using the term "all stars" comes with certain expectations related to the SNES remakes and this collection hardly makes it justice.
FWIW the slow down seems to be pretty infrequent. I've barely seen any mention of it in reviews.Frame pacing issues vs occasional slow down seems like a toss up.
Not sure, but that's what John used to demonstrate what he meant so if there are other instances, we don't know yet. It's one of those things that probably wouldn't have annoyed had I not known about it, but now that I do, it'll probably take some time before I forget about it when playing.Is there different muffled audio from the slight audio delay part they talk about (with the jumping)?
Frame-pacing is still a hard thing for most reviewers to understand and quantify. It's more of a "feel" thing for some people than a hard, obvious frame rate drop. It isn't talked about much since it's about consistency of frames rather than actually "losing" them or missing a target which can be much more overt. Regardless, the DF review definitely mentioned that the frame-pacing issues here are minor.FWIW the slow down seems to be pretty infrequent. I've barely seen any mention of it in reviews.
Edit: sorry, I meant frame pacing.