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by boricj
41 days ago
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What I'm getting from the article is that to work around the lack of clamping in the RDP, it is set up for additive rendering with low intensity onto a 32-bit framebuffer to make use of its higher dynamic range. But that's way too dark for display, so the RSP is used to scale and clamp this down to a 16-bit framebuffer that is then displayed. Using the RSP makes this possible at a reasonable framerate, but it requires writing custom microcode for it and Nintendo didn't provide the necessary tools or documentation back in the day. My read is that this makes pseudo-HDR rendering techniques possible on the N64. |
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> Nintendo 64 games running on custom microcode benefit from much higher polygon counts and more advanced lighting, animation, physics, and AI routines than its competition. Conker's Bad Fur Day is arguably the pinnacle of its generation combining multicolored real-time lighting that illuminates each area to real-time shadowing, and detailed texturing replete with a full in-game facial animation system.