Reminds me of the Palette based lighting of Sonic Adventure for Dreamcast! I'm guessing this is using whatever SM64 originally used to shadow walls at different angles.
@@rachit7645 It sure does. The Lantern Engine is lit (pun kinda intended). Doesn't matter if you go classic or DX models; the lighting enhances both so much.
Um, you mean simply flat shading? Because that's all it was for the walls in SM 64, simply real-time flat shading from a single source that was always connected to the camera, as opposed to a single point in the sky. And in SA 1 and 2, both Dreamcast and GameCube versions that's just standard gourad shading (gradient, rounded looking as opposed to flat) usually with only one light source for faster processing, but sometimes character models would react to two light sources for important scenes.
jaw drops to floor, eyes pop out of sockets accompanied by trumpets, heart beats out of chest, awooga awooga sound effect, pulls chain on train whistle that has appeared next to head as steam blows out, slams fists on table, rattling any plates, bowls or silverware, whistles loudly, fireworks shoot from top of head, pants loudly as tongue hangs out of mouth, wipes comically large bead of sweat from forehead, clears throat, straightens tie, combs hair Ahem, this looks very lovely.
Dude, Imagine a KazeRemastered Super Mario 64. -Better performance -Better Lightning -Steady 30fps -Multiplayer -Better 3d models -Better sound design -A hidden subscribe to Simpleflips room -Pictures of him bench-pressing that lead to new secret levels -Improved GBJ traps in levels
There's no fucking way this is in the actual game. This is absolutely insane! Most of this hack is already impressive but nothing else has gotten such a reaction from me. Will stuff like this be in the other levels, like light coming from above in Bunny Brushwoods or orange light from below in Koopa Karnival?
Would it be possible to add more realistic Character lighting ? Like having full body shadows similar to the OOT Beta and having mario be Illuminated more Dynamically, without loosing performance for the n64 port ? :)
Can't really put my finger on why but I think I like the daytime setting a bit more for the zoo. Still, this looks absolutely stunning and is complimentary in its own right.
this is an okay demo. but the good ones always do a side by side comparison. one with it off (on the left), one with it on (on the right). but i understand that can be hard to do.
Looking nice, I do think the circle shadow looks a little out of place with this kind of shading. Maybe have a low poly Mario shadow kind of like in Banjo-Tooie. This is already starting to give me that game's vibe with the lighting.
IMO I thinking the shadow level on mario could use some adjustments, I feel like he turns too dark which makes it more difficult to focus on him in the world.
i like it, but i also feel like it doesnt really match with the vertex shading on the rest of the level geometry. almost feels like the characters are the only things that have actual lighting and looks unnatural
It's a * tad * funky but looks absolutely stunning so far, amazing work Kaze! (by "funky" I mean I'm noticing the lighting seemingly changing when you move the camera? It seemed a bit off to me)
LOL, is this supposed to be a joke about how RTX rarely does anything notable in most games? Because this just looks like very well done pre-shading and coloring, like in Banjo-Kazooie.
i get that its a zoo level but in my opinion all of the noises of the animals gets really annoying. maybe make it less loud/less frequent if thats a thing?
@@PASRC You can ray trace on most graphics APIs if you know what you are doing, but hardware based ray tracing is only possible on dx12 or through the extension vk_khr_raytracing in vulkan or proprietary APIs by the manufacturer
I'm a little confused. You say this is on N64, but the resolution seems too high. Even on emulator I would expect the textures to not be this sharp. So what specifically is this running on?
@@lilaa3 That doesn't answer my question. It is very clearly running higher at a higher resolution than the N64 can output. That is one thing he can't change, as it's a physical limitation. The issue I have with it being emulation is that the textures also look to be high resolution. I guess it's possible it's just a really good upscale filter, but it seems odd. I don't think Kaze would be deliberately misleading, so I'm asking him what's up.
@@ZipplyZane also for the textures, he is using 2 cycle textures. It is a N64 hardware feature that practically no devs knew how to use at the time, where you use 2 64x64 textures and blend them together.
@@mentalkidgaming357 I always played N64 emulators on higher native resolutions, even back on my Pentium 3. But that doesn't let you use higher resolution textures, though. Higher resolutions mean they have to stretch the original smaller textures across a larger distance, which requires the system to use some sort of scaling. Older emulators used the GPU's scaling to do this, resulting in obviously pixelated or blurry textures (and often both). Newer emulators often allow for much better upscalers.