3 ms·
Where by “content” they meant “pre-rendered cutscene videos and wholly-PCM music tracks.” The idiomatic N64 approach to the same thing would have been to make
by derefr 6y ago
Where by “content” they meant “pre-rendered cutscene videos and wholly-PCM music tracks.”
The idiomatic N64 approach to the same thing would have been to make the cutscenes with machinima; and to continue using short PCM audio samples for SFX and some instrument tracks in mostly-sequenced music, as was done in the latter half of the SNES's lifetime.
(What about images, e.g. textures? Even if you had created a huge world with a lot of different “stuff” in it, the textures wouldn’t have been a capacity problem either... because the N64 just didn’t have the memory to hold or render very large/detailed textures. In its architecture, it was detailed [for the time] meshes that were cheap to load/render, not detailed textures. That, combined with hardware support for Gouraud shading and a few other algorithmic effects, made “basic blocks of color with a few flourishes, over a well-made mesh” the only practical approach to 3D modelling for the N64. Which meant that a world with many unique 3D models could actually be quite cheap to store in ROM, as "basic block of color" textures were inherently reusable, and meshes themselves compress very well.)
Of course, this would never have worked for e.g. FF7, with its huge pre-rendered flat background scene textures; but imagine the FF7 we could have had on the N64. (The one that would look like the FF6 N64 demo, crossed with... Perfect Dark, maybe?)