lol me to. we called it slo moback then i thought low frame rates were a "feature"
so much awesomeness at once, it just HAS to slow down. lol
I noticed… the game is amazing, and I beat it eventually but the frame rate made it difficult to enjoy as a kid. It was easier as an adult for me.
People nitpick the tiniest insignificant details in the 3DS version but ignore the framerate boost that makes it unarguable better.
Tbh, I don't remember anyone caring about frame rate in games back then.
you literally cant even get far in the game without pausing to get into the menu, so yea not buying thisOcarina ran bad too but as a kid I didn't even once pause to think about it.
Yes and yes.
You know how sometimes you see footage from the standard definition era of TV and ask "how did anyone watch this?"
lol no it wasn't. But there certainly were a lot of games on it that were truly terrible, as contradictory as that sounds. I've been watching a streamer play through all 350+ N64 games lately and there are so many that are just inconceivably bad.
240p on Nintendo 64, 480i in all emulated rereleases (including the GameCube version OP played). No idea if it's different for PAL. I believe it can run at 480p on GameCube and Virtual Console as well with the right cables.Standards change. Majora's Mask also had a resolution of 480i (afaik).
Lolno duh
if i hear a game is running at 20 fps i know its either on n64 or switch
The biggest thing I remember people complaining about in those days was pop-in. Otherwise though, if it was in 3D, we were generally happy.
Deadly Premonition 2 isn't capped at that but if it ever reaches 30fps it's a miracleIt's weird to see Majora's Mask singled out when this was true for Ocarina of Time as well. Majora's Mask did dip more, but they shared the 20fps limit.
Obviously CRTs helped smooth things out.
240p on Nintendo 64, 480i in all emulated rereleases (including the GameCube version OP played). No idea if it's different for PAL. I believe it can run at 480p on GameCube and Virtual Console as well with the right cables.
I did find one claim that it switches to 480i when you open the Bomber's notebook so they could fit more readable text on screen at once. I don't know for sure if that's true.
Lol
I don't think there's Switch games capped to 20fps though.
Thanks for reminding me that I installed this and didn't play much of it. I've gotta play that all the way through one of these days.There's a whole patch out there that undoes quite a lot of the changes made in Majora's Mask 3D that ruin it for you all. It's not overtly complicated to setup / use either.
I actually prefer the remake, even with the changes. Please feel free to flame me because of this.
You never noticed or cared.
CRTs took the edge off, and game speed used to be locked to the frame rate.I'm 100% going to get flamed for my comment buuut...
Back when people were rarely complainng about those things
Since game speed is tied to frame rate, when things slowed down you wouldn't get the same stuttering that you do today.I get a chuckle when people nitpick over a frame or two here and there in DF threads, etc. It's a definite "back in my day" situation... but man Majora's and Ocarina ran really bad and publications just handed out 9's and 10's like halloween candy and we absolutely ate these games up
One great thing about most CRT televisions back then was that RGB inputs would essentially bypass all the internal picture controls - so the picture was perfect* without doing anything.Agreed. FPS, proper RGB coloring, HDR settings….this knowledge is a burden.
I never owned a Gen 5 console.And today people have frothing meltdowns over something like a framedrop in Mario Kart 8. Like… how did some of you survive gen 5?
I think the 3DS versions of both games look pretty ugly, to be honest. Especially the Link character model in OOT.People nitpick the tiniest insignificant details in the 3DS version but ignore the framerate boost that makes it unarguable better.
I hope we'll be able to play this at 60fps someday. :(You ever play a little known game called Metal Gear Solid 4?
PAIN.
Still locked to 20, but the emulator runs fast enough that most of the slowdown is eliminated.Are the Wii shop versions of OOT and MM also 20FPS or did they boost the framerate for those? I don't remember being too bothered by those versions either.
I could never even tell and still can't really. Then again I'm one of those who can't tell the difference between 30 and 60.
You never noticed or cared.
I remember desperately wanting an N64 as a kid that would never have been able to get one - especially when reading previews of Ocarina of Time in magazines.
I then saw Ocarina of Time at a friend's place, running at 16.67 FPS (50/3) since I lived in a PAL region, and thinking it looked like SHIT.
I remember watching friends playing Star Fox 64 multiplayer and getting extremely motion sick from it. I couldn't play it at all. Golden Eye/Perfect Dark were unwatchable.
CRTs took the edge off, and game speed used to be locked to the frame rate.
So if the frame rate dipped the game slowed down, rather than the game logic running at full speed with the graphics dropping frames, as they do today.
But that's also the reason why a game can run at 30 FPS on console and have the frame rate unlocked on PC, rather than running at 4× speed when you try to play it at 120 FPS.
That's why black frame insertion (BFI) is a sought-after feature of newer displays.
- With a CRT, the amount of motion blur you see is determined by the screen itself, since the image is flashed once per refresh. You might have 0.5–2.0ms of motion blur depending on the phosphors used, regardless of the frame rate.
- LCD/OLED draws the image differently. They hold the image until the next one is drawn. That means the amount of motion blur you see is directly linked to the frame rate. 60 FPS will have 16.67ms of motion blur (1000/60). 30 FPS will have 33.33ms motion blur (1000/60). The PAL version of Ocarina of Time would have 60ms of motion blur. To achieve 0.5ms with a sample-and-hold OLED, you would need a 2000Hz display, and a game running at 2000 FPS.
Rather than holding the frame until the next is drawn, inserting black frames in-between each image reduces the amount of motion blur you will see, without requiring higher frame rates; but it does cause the screen to flicker.
Nothing is quite like a CRT, though. With OLED, BFI works well to reduce motion blur, but not by as much as a CRT, and the flicker is much worse than a CRT.
120Hz on a CRT is relatively flicker-free, while there is still obvious flicker on an OLED in brighter images (but not much in darker ones).
I believe this plays a big role in why so many people here say that the old Sonic games are bad, for example.
- On a CRT you had near-zero latency, and no motion blur at all.
- On a typical LCD, or even OLED, you have higher latency, and a ton of motion blur in comparison. Even extended to 16:9 it's almost like you can see less ahead of you and have less time to react, due to the motion blur and input lag (though latency is very good on OLED now).
Since game speed is tied to frame rate, when things slowed down you wouldn't get the same stuttering that you do today.
And they were built differently. Everything was v-sync locked - so 60 FPS games had to hold 60 FPS or else they'd drop to 30.
Today, that's not the case.
A game can run at 59 FPS at 60Hz, rather than instantly dropping from 60 FPS to 30 FPS - so it's not something critical for a developer to fix, like it used to be.
59 FPS at 60Hz is a minor but constant stutter in a modern game. Perhaps not a bad one, depending on how you feel about it, but it's always there.
And 60 FPS on a CRT was so smooth and clear.
Smoother than 60 FPS looks on your modern flat-panel TV. Even OLED.
However modern displays and systems do have one advantage: Variable Refresh Rate.
If you have a VRR display, dropping to 59 FPS is no big deal any more.
The display will update at 59Hz rather than 60Hz and you'll never see it - it will look no different than a game running at a constant 60 FPS.
VRR adds quite some leeway, and enables frame rates above 60 FPS too.
One great thing about most CRT televisions back then was that RGB inputs would essentially bypass all the internal picture controls - so the picture was perfect* without doing anything.
And before you say "yeah, but who knew about RGB back then?" nearly everyone that I knew with a PSX had it hooked up via RGB SCART.
And this was not some videophile thing. It's because many televisions wouldn't display composite images from that generation of consoles correctly and you'd get a black and white image - especially with imported games.
I was using RGB back on the SNES as a kid, too. I had no idea what it was, I just knew that it looked better.
* The exception is that white balance controls were non-existent for televisions back then, at least outside of a service menu or physical controls inside the chassis.
I never owned a Gen 5 console.
I went from SNES to PC to Dreamcast (while also having PC around).
I think the 3DS versions of both games look pretty ugly, to be honest. Especially the Link character model in OOT.
And I hear there are a lot of gameplay changes in Majora's Mask that people dislike - though there is a fan patch to fix some of them.
It's why I'm hopeful that we'll eventually see a decompiled Ocarina of Time port, similar to Mario 64. I want to play the original game, but at a higher frame rate.
Exactly this.
Thanks for reminding me that I installed this and didn't play much of it. I've gotta play that all the way through one of these days.
For those unaware: https://github.com/leoetlino/project-restoration
Edit: Oh wow, it improves the Elegy of Emptiness during the Stone Tower portion too. That's awesome.
Because a lot of 3D games on console back then had terrible framerates, so we were all cool with it.
although we had an N64 growing up I only really played pokemon stadium