

Think nes, snes, and Sega game emulation. No reason to run over 30fps.
Why would you run such games at half the framerate? 60fps was the norm back then.
Think nes, snes, and Sega game emulation. No reason to run over 30fps.
Why would you run such games at half the framerate? 60fps was the norm back then.
Just bought that yesterday, I searched for a comment here mentioning it. Im already at it grinding tracks for 30 times in a row for that perfect run that I’m totally definitely gonna get soon.
This ones great. Where does it come from?
Thanks for sharing, just tried it out. It seems really well made, especially since its the first version. It even has a built in PDF viewer. Not bad. I might actually replace Material Files with it, which is what I was using until now.
This is a really cool project. Looks pretty convincing at first sight
Yeah, actually starting and going through with it is half the work
What a coincidence. Just yesterday I saw a video about how Mario Galaxy works from a technical perspective, and water was one of the topics.
As it turns out, the water effect was done by manipulating the floor texture with a noise pattern to make it squiggly, and then putting a transparent layer above. It looks pretty good and doesn’t need much processing power.
I just thought that was interesting.
Awesome. Just read through the whole page, seems like they made some big changes. Very nice!
Maybe. It’s definitely good at what it does, playing music.
I really like this app. Though it does seem to have google tracking according to duckduckgo. Maybe inevitable because it’s getting the music data from YouTube? But that would mean that it wouldn’t work while blocking the trackers, but it does work. I don’t know, just felt it was worth pointing out.
Besides that, pretty nice app. Works well, has a nice UI.
30fps would be a joke on the normal switch. All the Metroid Prime games are running at 60, even the MP Remaster. I’d be surprised if 4 would run at 30.
Were at the end of the generation, this game has been in development for years. If there’s a time where the devs really know how to use the hardware to its full potential, it’s now.
It was a remaster
Yeah, I’m planning to get a PS4 or maybe PS4 Pro as well. It’s a great deal considering the large library of games, many of which can be bought physically for relatively cheap.
The Wii U Pro controller in general was great. Best battery life I have ever seen on a controller. Great dpad thats clicky but still uses membranes so it’s still a bit softer than the one in the DSi or New 3DS systems. The sticks were incredibly smooth too for some reason. I would use it more today if it wasn’t for the lack of gyro, which is a dealbreaker for many games for me.
Were you a dev back in the day that’s still mad at sony for not telling you by any chance? Just curious, because you seem like you have quite the problem with Sony not telling devs about the differences of a devkit.
That dev kits were more powerful? I looked it up and wasn’t able to find anything about that. Besides that, things like having more RAM is not uncommon on devkits if you mean that.
I love the PS2. Many great games, played a lot of Lego Star Wars II on it. I still play on mine every few days, it’s a great system. Games today aren’t like this anymore.
It wasn’t as underpowered as many people think. I know it’s easy to go like “yeah the cpus clockspeed is like 50% lower than the gamecubes and half as slow as the one in the xbox”, but really that’s just half of the story. The Emotion Engine was quite powerful in the right hands, you just needed to know how to fully use it, including the 2 vector units. There are enough games out there that show the PS2s full potential. The problem is that a lot of the earlier games didn’t really fully utilize the EE.
Man, TimeSplitters 2 is the goat. Still play it every now and then. Some levels weren’t that great, but the characters, multiplayer aspect and just the overall “goofyness” of the game really make it stand out
No, not quite. 60fps (or 50fps for PAL regions) was basically always the target for 2D games rendered at 240p, because it was easily achievable with the hardware and looked way better.
When 3D games started to appear with the release of the PS1, Saturn and N64, 60fps was often out of the question because the hardware wasn’t powerful enough.
Interlacing doesn’t really have anything to with that. Interlacing just means that of the 480 lines of resolution, only half get shown on screen every frame (always the even or uneven ones). Since the image gets rendered in 480p anyway, it doesn’t matter whether or not the game gets rendered at 60fps or not.
Except when using field rendering, which was popular on the PS2. There, only the lines that get shown that frame get rendered, which is why it only works at 60fps. Maybe that was what you were thinking about?