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by anthk 86 days ago
The PSX one was open world too (Road Rash 3D?). There were tracks but you could go anywhere, it was and it's still amazing. If you play then under an emulator with just bigger rendering and a bilinear filter the game looks chilling enough modulo for the background with doesn't 'fade/blend' visually as well as it did under old 14" CRT TV sets.
1 comments

Yeah, so that was what we were in theory "porting." Except that RR3D was streaming off of CD, so they had near infinite disk storage, where we needed to fit in a cartridge. Also -- surprise -- after the contract with EA was signed, it turned out the RR3D team had mostly disbanded inside EA and moved on to other projects, so nobody knew how the streaming worked, where the full map dataset was, how the tracks were represented, etc. Lots of commando visits to EA and long chats later, we had a data dump of the entire map, which was a great start. The compute/storage/graphics performance of the N64 vs PSX were also wildly different, so we ended up having to really rethink virtually all aspects of it.

We also were lucky enough to have an incredible physics engine programmer, so we were running a way better motorcylce simulator than made any kind of sense -- led to huge arguments with our CEO because higher level motorcycles were much harder to ride initially because they were modeled after real performance figures. We fixed that eventually -- Don was right!

Completely agree that none of the games from the CRT era look right on modern TVs. There was a group at GaTech that did some really nice visual simulations of scanline artifacts, but they haven't seemed to generally make it into emulators.

Indeed, in this case a source port with a higher draw distance (as redriver did with Driver 2) would be far more preferable.