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Nov 1, 2017
3,071
The gameplay to forsaken reminds me of the Drone sections from Jet Force Gemini. Fantastic video, I'll look into picking it up sometime. :)
 

Infernostew

Member
Oct 25, 2017
4,150
New Jersey
From what I recall from the System Shock KS, Night Dive has connections with MS that make porting to that platform easier.
They didn't even have a ps4 dev kit when the System Shock KS was up, if I recall correctly. I remember they saying Sony never offered one to them or something like that. I think they might have gotten in touch with Sony and eventually got one. Weird situation...
 
Jan 10, 2018
7,207
Tokyo
How come the N64 seems so underpowered at times. Was it also the cartridge which held back the frame rate?
Hardware wise, it's really one if the biggest failure of Nintendo; worse then Wii U in my opinion.
 

Max|Payne

Member
Oct 27, 2017
9,053
Portugal
How come the N64 seems so underpowered at times. Was it also the cartridge which held back the frame rate?
Hardware wise, it's really one if the biggest failure of Nintendo; worse then Wii U in my opinion.
Storage space has 0 influence on performance lol

It was just not very powerful and was fairly difficult to code for.
 

Dynamite Cop

Banned
Oct 25, 2017
3,002
California
Always liked this game and its style. Goong to pick up this remastered version on PC.

The cover was pretty unique, but I was always curious who it was. Like wh the model is lol
 
Oct 25, 2017
30,188
Tampa
I think the PS1 version actually looks better. Partly due to the lack of filtered textures, but also it just looks less washed out with gamma values that better fit the visuals.



Paraphrasing Jeff Gerstmann's reaction to Buck Bumble: "This was certainly made in the UK at a very specific point in time"


::Makes note to send this video into RDR this week::
 
Oct 25, 2017
688
Brazil
I thought we had a pizza date scheduled!
-----------------
Now that Forsaken is out - I really want to know where Kaiser and team are going to go next. There are a lot of games out there from this period which would be amazing on Kex.

Powerslave EX is a given. But I hope NightDive manages to rescue Severance: Blade of Darkness from oblivion. This is one of my favorite action-adventure games of all time and it's sad that people can't buy it anymore.
 

LuigiV

One Winged Slayer
Member
Oct 27, 2017
2,695
Perth, Australia
How come the N64 seems so underpowered at times. Was it also the cartridge which held back the frame rate?
Hardware wise, it's really one if the biggest failure of Nintendo; worse then Wii U in my opinion.
The N64 was significantly more powerful than the PS1 and Saturn but that still wasn't enough to power to meet it's own ambitions.

Keep in mind, the N64 draws it's polygons at a substantially higher quality than the PS1. The N64 draws it's polygon vertices with a full 32-bit floating point precision with a full Z-buffer that allows for perspective correct textures and other effects. The PS1, on the other hand, draws it's vertices with only 8-bit integer precision with no Z-buffer meaning no perspective correction and jittery motion. Just look at the PS1 footage again and you'll see it's full of wavy, warping textures that look awful. The N64 version and PC versions are completely solid by comparison.

Typically PS1 devs would get around the lack of perspective correction by sub dividing surfaces into more triangles (the smaller the triangle, the less obvious the warping). However it appears the PS1 version of Forsaken is just reusing the PC game's geometry as is or is at least very conservative with it's surface subdivision. This means the game is pushing less polys per frame than your typical PS1 game, which is why it can hit 60fps, but god damn is the texture warping some of the worst I've ever seen on the system as a result of that.

All that extra precision the N64 displays requires a lot of addition computation power, and whilst the N64 did have a power advantage, it didn't have enough of a power advantage to draw those high quality polys at the same speed the PS1 could churn out it's potato quality polys, so typically N64 games pushed less per second. We did see the gap shrink a bit by the end of the generation when Nintendo made the right tools available to devs to mess around with the polygon quality, but by that point in time it was too little too late.

On top of that, the N64 had a few other issues, such as a tiny texture cache (which really hurt texture quality), no dedicated sound chip (which put an additional drain on CPU resources) and generally poorly designed and difficult to use dev tools that made it hard for most devs to really take advantage of the hardware on offer. But primarily it was the overkill default quality settings (that were originally designed for pre-rendering, not realtime graphics) that killed performance.
 

Hogendaz85

Member
Dec 6, 2017
2,821
Back when the forsaken Ads were abundant in gaming mags I thought the girl was Kate Winslet.


I'm wrong right?
 

Dr. Caroll

Banned
Oct 27, 2017
8,111
How come the N64 seems so underpowered at times.
It has high RAM latency. It's the precursor to the PS2 insomuch that it heavily relies on programmable vector unit(s) which required some expertise. (Being a good N64 developer required you to understand assembly.) The console was not very well documented. Nintendo pressured-slash-mandated image quality (no z-fighting, or else...) above all else, although they did start relaxing their standards in later years. It also has texture cache limitations which are themselves basically another latency issue.

The N64 is characterized by being fairly easy to get nice visuals from, but almost impossible to get a stable framerate from. That's why the N64 version of Forsaken has the graphical effects from the PC version, but it struggles to hold a steady framerate.
 

SiG

Member
Oct 25, 2017
6,485
Speaking of N64, how are the N64 stages/enemies implemented in Forsaken Remastered? Are mission unlocks similar to 64's (special conditions met), or are they still linear a la the original's?
 

Remo Williams

Self-requested ban
Banned
Jan 13, 2018
4,769
Must say this remind me a old dos game I use to play much about a float shooting car. Gonna try find the name.

Quarantine or its sequel, Road Warrior.

Anyway, I'd love to se Nightdive or anyone bring back Zanzarah: The Hidden Portal. There's no chance of that happening, I know, the game was never very popular, but it was great, and it's such a weird concept (basically a Pokemon RPG where battles are fought in arena FPS matches).

Also, Flying Heroes.
 

chubigans

Vertigo Gaming Inc.
Verified
Oct 25, 2017
2,560
The N64 was significantly more powerful than the PS1 and Saturn but that still wasn't enough to power to meet it's own ambitions.

Keep in mind, the N64 draws it's polygons at a substantially higher quality than the PS1. The N64 draws it's polygon vertices with a full 32-bit floating point precision with a full Z-buffer that allows for perspective correct textures and other effects. The PS1, on the other hand, draws it's vertices with only 8-bit integer precision with no Z-buffer meaning no perspective correction and jittery motion. Just look at the PS1 footage again and you'll see it's full of wavy, warping textures that look awful. The N64 version and PC versions are completely solid by comparison.

Typically PS1 devs would get around the lack of perspective correction by sub dividing surfaces into more triangles (the smaller the triangle, the less obvious the warping). However it appears the PS1 version of Forsaken is just reusing the PC game's geometry as is or is at least very conservative with it's surface subdivision. This means the game is pushing less polys per frame than your typical PS1 game, which is why it can hit 60fps, but god damn is the texture warping some of the worst I've ever seen on the system as a result of that.

All that extra precision the N64 displays requires a lot of addition computation power, and whilst the N64 did have a power advantage, it didn't have enough of a power advantage to draw those high quality polys at the same speed the PS1 could churn out it's potato quality polys, so typically N64 games pushed less per second. We did see the gap shrink a bit by the end of the generation when Nintendo made the right tools available to devs to mess around with the polygon quality, but by that point in time it was too little too late.

On top of that, the N64 had a few other issues, such as a tiny texture cache (which really hurt texture quality), no dedicated sound chip (which put an additional drain on CPU resources) and generally poorly designed and difficult to use dev tools that made it hard for most devs to really take advantage of the hardware on offer. But primarily it was the overkill default quality settings (that were originally designed for pre-rendering, not realtime graphics) that killed performance.
Wow, what a fascinating post, thanks for that!
 
Jan 10, 2018
7,207
Tokyo
The N64 was significantly more powerful than the PS1 and Saturn but that still wasn't enough to power to meet it's own ambitions.

Keep in mind, the N64 draws it's polygons at a substantially higher quality than the PS1. The N64 draws it's polygon vertices with a full 32-bit floating point precision with a full Z-buffer that allows for perspective correct textures and other effects. The PS1, on the other hand, draws it's vertices with only 8-bit integer precision with no Z-buffer meaning no perspective correction and jittery motion. Just look at the PS1 footage again and you'll see it's full of wavy, warping textures that look awful. The N64 version and PC versions are completely solid by comparison.

Typically PS1 devs would get around the lack of perspective correction by sub dividing surfaces into more triangles (the smaller the triangle, the less obvious the warping). However it appears the PS1 version of Forsaken is just reusing the PC game's geometry as is or is at least very conservative with it's surface subdivision. This means the game is pushing less polys per frame than your typical PS1 game, which is why it can hit 60fps, but god damn is the texture warping some of the worst I've ever seen on the system as a result of that.

All that extra precision the N64 displays requires a lot of addition computation power, and whilst the N64 did have a power advantage, it didn't have enough of a power advantage to draw those high quality polys at the same speed the PS1 could churn out it's potato quality polys, so typically N64 games pushed less per second. We did see the gap shrink a bit by the end of the generation when Nintendo made the right tools available to devs to mess around with the polygon quality, but by that point in time it was too little too late.

On top of that, the N64 had a few other issues, such as a tiny texture cache (which really hurt texture quality), no dedicated sound chip (which put an additional drain on CPU resources) and generally poorly designed and difficult to use dev tools that made it hard for most devs to really take advantage of the hardware on offer. But primarily it was the overkill default quality settings (that were originally designed for pre-rendering, not realtime graphics) that killed performance.

Thanks for the detailed answer. I remember being vastly disappointed by ridge racer 64 after how incredible type 4 looked.
 

Switch

Banned
Oct 27, 2017
1,021
Wales
Remember reading in Edge how Prope was using low-level code and full R3000 pure Assembly to get the best out of the hardware, almost Saturn style coding. The game looked amazing on the PS and other than RARE or NCL nobody pushed the N64 more than Iguana
 

DocDeltree

Member
Jan 4, 2018
102
Anyway, I'd love to se Nightdive or anyone bring back Zanzarah: The Hidden Portal. There's no chance of that happening, I know, the game was never very popular, but it was great, and it's such a weird concept (basically a Pokemon RPG where battles are fought in arena FPS matches).
Well, at least it's already available on Steam, although I don't know what kind of tweaks are necessary in order to make it work on newer systems. Maybe have a look at the PCGamingWiki page.
 

Unseen

Member
Oct 28, 2017
795
Have to be honest and say I'm not familiar with this title but the video was interesting regardless!

Another reminder of the fact that porting used to result in totally customized games - now it's so given the structure is the same all around. How far have we become!

Soundtrack sounded, dare I say banging and true to its time. Even N64's take on it was pretty spot on.