• @[email protected]
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    02 months ago

    Ironically, Zelda Link to the Past ran at 60fps, and Ocarina of Time ran at 20fps.

    The same framerates are probably in the Horizon pictures below lol.

    Now, Ocarina of Time had to run at 20fps because it had one of the biggest draw distances of any N64 game at the time. This was so the player could see to the other end of Hyrule Field, or other large spaces. They had to sacrifice framerate, but for the time it was totally worth the sacrifice.

    Modern games sacrifice performance for an improvement so tiny that most people would not be able to tell unless they are sitting 2 feet from a large 4k screen.

    • @[email protected]
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      02 months ago

      Had to, as in “they didn’t have enough experience to optimize the games”. Same for Super Mario 64. Some programmers decompiled the code and made it run like a dream on original hardware.

      • @[email protected]
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        12 months ago

        The programming knowledge did not exist at the time. Its not that they did not have the experience, it was impossible for them to have the knowledge because it did not exist at the time. You can’t really count that against them.

        Kaze optimizing Mario 64 is amazing, but it would have been impossible for Nintendo to have programmed the game like that because Kaze is able to use programming technique and knowledge that literally did not exist at the time the N64 was new. Its like saying that the NASA engineers that designed the Atlas LV-3B spacecraft were bad engineers or incapable of making a good rocket design just because of what NASA engineers could design today with the knowledge that did not exist in the 50s.